The Eternal Library

3.5 OGL/Pathfinder RPG Material

The Island of Wetelen

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The Island of Wetelen is written as a campaign beginner and is for characters  first to third level.

I will be posting links to the maps, monsters, and NPCs soon. Currently I am posting the OGL content here. It can be used in accord with the OGL.

New Monsters

 Mage Serpent (Malkan Worm)   CR 1

XP 400

N Medium Magical Beast

Init +2; Senses Blindsight 60 ft.; Detect Caster 30 ft.; Perception +4

DEFENSE

AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)

hp 12 (2d10+6)

Fort +5, Ref +5, Will +0

OFFENSE

Speed 20 ft., climb 20 ft., swim 20 ft.

Melee touch +4 (1d6 magical)

STATISTICS

Str 10, Dex 14, Con 14, Int 2, Wis 13, Cha 10

Base Atk +2; CMB +2; CMD 12 (cannot be tripped)

Feats Weapon Finesse

Skills Acrobatics + 10, Climb +6, Perception +4, Stealth +4, Swim +2; Racial Modifiers +4 Perception, +4 Stealth, +4 Acrobatics, +4 climb;  modifies climb and swim with dexterity.

SPECIAL ABILITIES

Absorb Magic (SU): A mage serpent absorbs the magical energy of any spell that it resists. This gives the mage serpent a number of temporary hit points equal to the spell level times the caster level, with a maximum of five hit points per spell level.  0 level spells are treated as 1st level spells with a caster level of 1. These hit points last for thirty minutes (or until removed by damage or by division-see below).

Detect Caster (SU): A mage serpent can detect beings that have spells or possess spell like abilities. This ability has a range of 30 feet.

Divide (EX): If a mage serpent gains temporary hit points equal to (or greater than) its original hit points, it divides into two (or more) mage serpents. The total number of serpents created is equal to the total of the original serpent’s hit points and temporary hit points divided by the original hit point total of the mage serpent.

Hibernation (SU): A mage serpent can magically draw its body into its spherical head, enabling it to survive without feeding. A mage serpent will remain in hibernation until it is the target of a spell is within the area of effect of a spell. A mage serpent can emerge from hibernation as a move action.

Immunity to Magic (EX):  A mage serpent is immune to any spell or spell-like ability that allows spell resistance. This functions as unbeatable spell resistance.

Magical Strike (SU): The attack of the mage serpent is a touch attack and is treated as a magical weapon.

ECOLOGY

Environment any

Organization solitary or nest (2–12)

Treasure none

Mage serpents are strange creatures. In place of a head they have a featureless, pearl like sphere that glows with a faint blue aura when the serpent attacks. Extending from the head is tinted translucent body of the creature. The tinting varies from serpent to serpent, but the most common colors are blue and red.

Mage serpents are rather disliked by casters because they are all but immune to spells and actually feed upon the magical energy. Even worse, they can absorb this energy in order to divide, which is their only known means of reproduction. They are voracious “eaters” and will seek to provoke casters into attacking them with spells. They can, however, sometimes be tamed and trained-provided they are given proper sustenance.

When deprived of sustenance, a mage serpent will magically draw its body into its head and go into a state of hibernation. When hibernating, the head looks rather like a large pearl (specifically a pearl of power). A hibernating mage serpent will emerge from hibernation when it is the target of a spell or is within the area of effect of a spell. Mage serpents are most commonly awoken by adventures checking their “treasure” with detect magic or identify. Once awake, a mage serpent will use its detect caster ability to locate the caster and will attempt to provoke it into providing more “food.”

The stories of the origin of the mage serpents vary. One tale alleges that they were created when the great lich Malkan was destroyed in an epic battle against his former colleagues. As such, mage serpents are sometimes referred to as Malkan Worms. According to this tale, the spell that shattered Malkan caused the mage serpents to arise from the splinters and fragments of his bones. Another tale alleges that they were created by a forgotten order of assassins devoted to the extermination of mages. The ability of mage serpents to detect spell casters lends some credence to the claim that they were intentionally created.

A third tale is that the first mage serpent arose from a failed attempt to create a pearl of power. This tale gains credence from the fact that when a mage serpent is destroyed, its spherical head remains behind and can be used to store a spell. A spell of a level up to the hit dice of the serpent can be intentionally cast “into” the head.  This spell can then be cast from it, as if from a scroll. When storing a spell, the sphere glows slightly. Once the spell is cast from the head, it turns a dull gray and crumbles easily into powder.

 

Silent Guardian, Least CR 1

XP 200

N Medium construct

Init +0 Senses darkvision 60, low-light vision; Perception -5

DEFENSE

AC 15, touch 10, flat-footed 15 (+5 natural)

hp 5 (1d10)

Fort +0, Ref +0, Will -5

Defensive Abilities hardness 8 Immune Construct Traits

OFFENSE

Speed 30 ft.

Melee slam +3 (1D6+2)

STATISTICS

Str 14, Dex 10, Con -, Int -, Wis 1, Cha 1

Base Atk +1 CMB +3 CMD 12

SPECIAL ABILITIES

Stone(EX): Being composed of stone grants the silent guardian a hardness of 8 and a +1 bonus to its natural armor bonus.

Silence (SU): A silent guardian radiates silence as per the spell (CL 3). If this effect is dispelled, the silent guardian can re-activate it as a standard action.

ECOLOGY

Environment any

Organization solitary, pair, or group (3-12)

Treasure Value none

Description: Kashom prefers to use constructs and other mindless creatures as guardians because they cannot share any of her secrets. Among these are the silent guardians, special constructs that are created by divine magic to guard places that Kashom would prefer to remain undisturbed. These guardians vary greatly and range from the least guardians that are little more than animated stone to powerful golems. In addition to being constructs, these guardians always share two traits. The first is that they have a magical aura of silence and the second is that their faces always have a smooth area where the mouth would normally be.

These particular guardians are made in the shape of humans and beautifully carved. Their faces are, however, blank ovals. The stone bodies are carved with magical runes that glow a dim blue. These runes provide their animation as well as their aura of silence.

New Spells

Babble

School enchantment (compulsion) [mind-affecting]; Level bard 2, cleric 4, sorcerer/wizard 3

Casting Time 1 standard action

Components V, M/DF (a broken clay model of a ziggurat)

Range touch

Target creature touched

Duration 1 round/level

Saving Throw Will negates; Spell Resistance Yes

This spell disrupts the creature’s ability to engage in communication. It causes the creature touched to speak and think in a babble of incomprehensible sounds. The creature also hears the speech of others as incomprehensible babble. If the creature attempts to read or write, text and symbols appear as indecipherable gibberish (this includes scrolls and spell books). Magical writing that does not require comprehension still affects the creature, but the creature is immune to the effects of magical writing that requires comprehension. If the creature attempts to communicate with sign language or gestures (such as commanding a pet or animal companion), these signs or gestures will be random and meaningless. An affected creature cannot cast spells with a verbal component or spells that require writing in a comprehensible manner. An affected creature also cannot activate items that require a specific command word.

New Monsters

 

Mage Serpent (Malkan Worm)   CR 1

XP 400

N Medium Magical Beast

Init +2; Senses Blindsight 60 ft.; Detect Caster 30 ft.; Perception +4

DEFENSE

AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)

hp 12 (2d10+6)

Fort +5, Ref +5, Will +0

OFFENSE

Speed 20 ft., climb 20 ft., swim 20 ft.

Melee touch +4 (1d6 magical)

STATISTICS

Str 10, Dex 14, Con 14, Int 2, Wis 13, Cha 10

Base Atk +2; CMB +2; CMD 12 (cannot be tripped)

Feats Weapon Finesse

Skills Acrobatics + 10, Climb +6, Perception +4, Stealth +4, Swim +2; Racial Modifiers +4 Perception, +4 Stealth, +4 Acrobatics, +4 climb;  modifies climb and swim with dexterity.

SPECIAL ABILITIES

Absorb Magic (SU): A mage serpent absorbs the magical energy of any spell that it resists. This gives the mage serpent a number of temporary hit points equal to the spell level times the caster level, with a maximum of five hit points per spell level.  0 level spells are treated as 1st level spells with a caster level of 1. These hit points last for thirty minutes (or until removed by damage or by division-see below).

Detect Caster (SU): A mage serpent can detect beings that have spells or possess spell like abilities. This ability has a range of 30 feet.

Divide (EX): If a mage serpent gains temporary hit points equal to (or greater than) its original hit points, it divides into two (or more) mage serpents. The total number of serpents created is equal to the total of the original serpent’s hit points and temporary hit points divided by the original hit point total of the mage serpent.

Hibernation (SU): A mage serpent can magically draw its body into its spherical head, enabling it to survive without feeding. A mage serpent will remain in hibernation until it is the target of a spell is within the area of effect of a spell. A mage serpent can emerge from hibernation as a move action.

Immunity to Magic (EX):  A mage serpent is immune to any spell or spell-like ability that allows spell resistance. This functions as unbeatable spell resistance.

Magical Strike (SU): The attack of the mage serpent is a touch attack and is treated as a magical weapon.

ECOLOGY

Environment any

Organization solitary or nest (2–12)

Treasure none

Mage serpents are strange creatures. In place of a head they have a featureless, pearl like sphere that glows with a faint blue aura when the serpent attacks. Extending from the head is tinted translucent body of the creature. The tinting varies from serpent to serpent, but the most common colors are blue and red.

Mage serpents are rather disliked by casters because they are all but immune to spells and actually feed upon the magical energy. Even worse, they can absorb this energy in order to divide, which is their only known means of reproduction. They are voracious “eaters” and will seek to provoke casters into attacking them with spells. They can, however, sometimes be tamed and trained-provided they are given proper sustenance.

When deprived of sustenance, a mage serpent will magically draw its body into its head and go into a state of hibernation. When hibernating, the head looks rather like a large pearl (specifically a pearl of power). A hibernating mage serpent will emerge from hibernation when it is the target of a spell or is within the area of effect of a spell. Mage serpents are most commonly awoken by adventures checking their “treasure” with detect magic or identify. Once awake, a mage serpent will use its detect caster ability to locate the caster and will attempt to provoke it into providing more “food.”

The stories of the origin of the mage serpents vary. One tale alleges that they were created when the great lich Malkan was destroyed in an epic battle against his former colleagues. As such, mage serpents are sometimes referred to as Malkan Worms. According to this tale, the spell that shattered Malkan caused the mage serpents to arise from the splinters and fragments of his bones. Another tale alleges that they were created by a forgotten order of assassins devoted to the extermination of mages. The ability of mage serpents to detect spell casters lends some credence to the claim that they were intentionally created.

A third tale is that the first mage serpent arose from a failed attempt to create a pearl of power. This tale gains credence from the fact that when a mage serpent is destroyed, its spherical head remains behind and can be used to store a spell. A spell of a level up to the hit dice of the serpent can be intentionally cast “into” the head.  This spell can then be cast from it, as if from a scroll. When storing a spell, the sphere glows slightly. Once the spell is cast from the head, it turns a dull gray and crumbles easily into powder.

 

Silent Guardian, Least CR 1

XP 200

N Medium construct

Init +0 Senses darkvision 60, low-light vision; Perception -5

DEFENSE

AC 15, touch 10, flat-footed 15 (+5 natural)

hp 5 (1d10)

Fort +0, Ref +0, Will -5

Defensive Abilities hardness 8 Immune Construct Traits

OFFENSE

Speed 30 ft.

Melee slam +3 (1D6+2)

STATISTICS

Str 14, Dex 10, Con -, Int -, Wis 1, Cha 1

Base Atk +1 CMB +3 CMD 12

SPECIAL ABILITIES

Stone(EX): Being composed of stone grants the silent guardian a hardness of 8 and a +1 bonus to its natural armor bonus.

Silence (SU): A silent guardian radiates silence as per the spell (CL 3). If this effect is dispelled, the silent guardian can re-activate it as a standard action.

ECOLOGY

Environment any

Organization solitary, pair, or group (3-12)

Treasure Value none

Description: Kashom prefers to use constructs and other mindless creatures as guardians because they cannot share any of her secrets. Among these are the silent guardians, special constructs that are created by divine magic to guard places that Kashom would prefer to remain undisturbed. These guardians vary greatly and range from the least guardians that are little more than animated stone to powerful golems. In addition to being constructs, these guardians always share two traits. The first is that they have a magical aura of silence and the second is that their faces always have a smooth area where the mouth would normally be.

These particular guardians are made in the shape of humans and beautifully carved. Their faces are, however, blank ovals. The stone bodies are carved with magical runes that glow a dim blue. These runes provide their animation as well as their aura of silence.

New Magic Items

 

 

Corpse Oil

Aura faint necromancy; CL 5th

Slot —; Price 1,000 gp; Weight —

DESCRIPTION

Applying this oil to a mostly intact corpse or skeleton animates the remains as per the animate dead spell. The user of the oil can decide whether to animate a corpse as a zombie or a skeleton. Skeletal remains can only be animated as skeletons. The oil can create 10 HD of undead and need not be used all at once. The user of corpse oil can control up to 20 HD of undead created with the oil (this does count against the limit imposed by normal castings of animate dead).

Corpse oil is a thick, foul fluid that contains bits and pieces of what appears to be bone and flesh fragments. It smells of rot, decay and death. When used, the fluid divides into wormlike tendrils that burrow into the flesh or writhe about the bones. Skeletons animated with the oil are damp with the residue, stink of decay and wormlike remnants of the oil can be seen moving about the surface of the bones and into (and out of) the skull. Zombies animated by the oil have flesh that ripples as the maggot-like remnants of the oil move through the flesh.

There are tales of a cursed version of corpse oil. This oil animates the dead, but the skeletons or zombies created attack the user of the oil.

CONSTRUCTION

Requirements Craft Wondrous Item, animate dead; Cost 500 gp

 

Silent Scribe

Aura faint necromancy; CL 3rd

Slot —; Price 1,000 gp; Weight —

DESCRIPTION

The silent scribe is a small (6 inch) metal or stone abstract statue of a seated scribe. When activated it creates a magical effect similar to that of an unseen servant except that it is limited to writing. When provided with a writing implement and something to write on, the silent scribe can be commanded to create a transcript or a translation. If ordered to create a transcript, it will record all audible speech within its range of hearing (consider it to be taking 10 on hearing checks). If it is ordered to translate it will translate all audible speech within its range of hearing into the language specified by the user. If a language is not specified, it will translate into common. Treat the silent scribe as being under the effect of the tongues spell in terms of which languages it can transcribe and translate.

The silent scribe effect must remain within twenty feet of the statue. The silent scribe can operate a variety of writing implements (it has a STR of 2) and is capable of engaging in such simple activities as dipping a quill in ink and turning the page of a book. It cannot, however, engage in robust actions (such as chiseling text into stone) or complex activities (such as wielding a knife to sharpen a dull pencil).

A silent scribe can operate for up to four hours every twenty four hours. Silent scribes are usually activated and deactivated by a command phrase, usually “start transcribing/translating” and “stop transcribing/translating” in the language chosen by the creator.

CONSTRUCTION

Requirements Craft Wondrous Item, unseen servant, tongues; Cost 500 gp

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Written by Michael LaBossiere

January 30, 2012 at 9:00 pm

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