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Samurai sheepdog book of many things vol 168

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Animal, magical beast, and plant creatures that remain in the area for at least rounds gain the shapechanger subtype (this does not result in the lingering element’s destruction, see below) and can cast beast form II as a full-round action, with a caster level equal to their total hit dice The affected creature inherently knows how to this Destroying the lingering element negates this ability Aura: Moderate transmutation Destruction: A creature with the shapechanger subtype, or a creature that is immune to transmutation (polymorph) effects can remain within the Wildlands for rounds At the end of this time, the creature makes a caster level check (DC 22) Success causes the lingering element to fall dormant for year Success by or more destroys the lingering element entirely If access to the Wildlands is cut off entirely, any creature benefiting from that specific lingering element must succeed at a Will save (DC 22) If it fails, the creature loses its ability to use wild shape or cast polymorph spells The creature can attempt its save again once each month to regain its ability Alternatively, a remove curse spell can be cast upon the afflicted creature by an 11th-level or higher spellcaster, allowing the spellcaster to substitute a caster level check for the creature’s saving throw Value: 32,000 gp (4th) Wars’ End One last call, a final stand; to every son and daughter, woman or man This is the site toward which all battles tend This is the location of the greatest wars’ end Description: What appears to be the site of a great battle looms ahead The corpses of unrecognizeable creatures lie strewn about, intermingled with members of several known races, all of which are dressed and armed for war Despite the macabre scene, no smell of death lingers, but any documents found there have all been altered to repeat the same rhyme describing something called “wars’ end.” Lore: Dungeoneering, history, or local At the center of the battlefield is a group of adventurers who appear to have been trapped between sides, since their outfits and huddled position indicate they were defending themselves from any who came near • (DC 20): At the end of the war between order and the Chaos, battles were fought across realities, and sometime between them Sometimes, an unwitting group of heroes from one world would find themselves transported into the midst of a pitched battle • (DC 25): The heroes trapped in the battle of wars’ end banded together and worked to protect one another from the onslaught Though they fell, the memory of their devotion remains This also reveals the activation • (DC 30): A creature with the ability to cast teleport or gate may be able to use this magical location to travel quickly to another field of battle and back, as if it was very familiar This also reveals the recharge and destruction Activation: A group of heroes who have spent at least year together can recite the rhyme, forever bonding themselves as allies Recharge: After group has gained the benefits of the lingering element, it falls dormant for year, but can still be used to teleport, as described above Benefit: Once per day, as a standard action, any of the bonded creatures can yell for its allies to remember wars’ end The creature and any of its allies who can hear it gain temporary hit points equal to twice their average party level These temporary hit points last for up to hour Aura: Strong abjuration Destruction: Removing or destroying any of the remains at the center of the battlefield destroys the magical location, as does a betrayal between allies anywhere within the area Any creatures benefiting from wars’ end when this occurs must save vs bane (DC 21) A creature that fails its save can attempt it again each morning A successful remove curse ends the effect Value: 10,000 gp Witch Haven Description: A simple hut, made of straw and clay, stands in the middle of a swamp Peering in through the open doorway or a window reveals nothing of particular value Wait! What’s that? There appears to be something glowing under a pile of straw, tucked away just out of sight and reach Lore: Arcana, dungeoneering, or local Witch Haven is a much sought after site of power Witches and witchblades either believe it to be no more than a myth or covet what little knowledge they have of it in hopes of finding it first • (DC 25): A non-witch who approaches the hut must save vs antipathy (DC 21) Even if it succeeds, the creature must also succeed vs geas (see below) It is sickened while inside and for up to minute after it leaves • (DC 30): A witch or witchblade who approaches the hut must save vs geas (DC 19) or be forced to leave the area, unable to tell others where it is and lying to them if she must to hide the hut’s true location If the witch succeeds, she can activate the hut’s benefit and is immune to the hut’s geas from then on • (DC 35): The items obtained from Witch Haven are believed to be drawn from the creature’s future self They count against the creature’s wealth by level, so they can be sold normally Prerequisite: Character level 2nd Activation: Stepping into the hut activates it automatically Recharge: A non-witch creature that succeeds in stepping into the hut can only ever benefit from it once A witch or witchblade can use it once for every levels attained after 2nd (5th, 8th, and so on) This benefit does not apply retroactively, so a 4th level creature can obtain an item worth 2,500 gp and may return at 5th level for a new item, but a 5th level creature can only obtain a single item worth 4,500 gp, not one of each Benefit: The hut creates a magical item with a value equal to the capital expense of an heir apparent of equal or lesser level than the creature Aura: Overwhelming enchantment, strong conjuration Destruction: There is a 5% chance each time one or more creatures approach the hut that it teleports to a different location, as the spell Short of power befitting the gods, not even a mythic spell can truly destroy Witch Haven Instead, those who wish to hide its presence can force the hut to teleport to a new location by spending at least days inside, destroying it in some way (physically or with spells) The hut restores itself each morning, at which time the creature (witch or not) must save versus both the antipathy and geas effects (even if it was immune) When the hut leaves its current location, any items the creature obtained from it are destroyed entirely Value: – 167

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