A lake in Southern Tiren.
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Gorgalug
Gorgalug
Gorgalugs, often called “tank slugs” by adventurers, are large creatures who live within the dark caverns and deep recesses of the earth. They burrow through solid stone by two means of acid production: some from a gland under its mouth which it can spit precisely up to 30 feet, and the other secreted from pores all over the Gorgalug’s body. They will normally make a lair in a giant cavern and attract prey by using a scented oil secreted from their bodies.
Gorgalugs enjoy hitting their prey with their acid split and watching as the victim squirms in pain before devouring it.
Gorgalug
Challenge Rating: 6
Size: Large
Type: Aberration
Initiative: +1
Defense
Hit Points: 90 (HD)
Armor Class: 18, touch 10, flat footed 16 (+1 dex, +8 natural armor, -1 size)
Saves: Fort +10 Ref +3 Will +9
Weaknesses: —
Offense
Speed: 30’, burrow 10’
Base Attack: +7
Melee: 2 Slams +12 (1d6+4)
Ranged: Acid Spit +8 (2d4+2 Acid Damage for 2 rounds)
Special Attacks: Acid Spit
Sanity Effects: –
Statistics
Abilities: STR 20, DEX 13, CON 21, INT 10, WIS 10, CHA 6
Skills: Acrobatics +1, Athletics +5, Awareness +2, Endurance +5, Knowledge +0, Persuasion -3, Spellcraft –, Survival +0, Thievery +1
Talents: 4 points or recommended: Alertness, Blind Fight, Great Fortitude, Toughness
Special Qualities: +3 Thievery for stealth in lair, Pungent Scent, Acid Immunity, Dissolve Stone, Armor Shell
Ecology
Environment: Underground
Organization: Solitary
Treasure: None
Acid Immunity
Gorgalugs are immune to all forms of acid, both mundane and magical.
Acid Spit
Every 2 rounds a Gorgalug can shoot a glob of acid from a gland under its mouth towards a victim. This acid is the same as what the Gorgalug uses to burrow through the ground. It does 2d4+2 damage for two rounds. The acid is solid enough to not splash, so creatures nearby are at no risk of splash damage. Reflex DC 20 no damage.
Pungent Scent
Gorgalugs secrete an oil which smells of rotting meat. This is used to draw prey, but can also warn adventurers of the Gorgalug.
Dissolve Stone
A Gorgalug can use its powerful acid to burrow through solid rock. It first makes small openings for it to begin burrowing, typically by spitting acid from a special gland under its mouth, which it also uses to attack unsuspecting adventurers.
It then secretes an acid similar to its spit (but much more concentrated) from various pores all over its body. As it squeezes its body into those small cracks and crevices, the acid dissolves the surrounded stone, creating larger paths and tunnels through the earth. In this manner, a Gorgalug can burrow through the ground at a speed of 5 feet per hour.
Armor Shell
A Gorgalug can curl into a tight ball, shielding itself from attacks with its armored plating along its backside. These armored plates are stronger than most metals found in the world, and increase its AC by 25. The shell itself has the following stats: hardness 10, hit points 80, Break DC of 27. A Gorgalug can stay in this state for up to 2 weeks without need of food or water.
Gorgalug, Adolescent
Gorgalug, Adolescent
Challenge Rating: 3
Size: Large
Type: Animal
Initiative: +1
Defense
Hit Points: 30 (3d8 +12)
Armor Class: AC 16, touch 10, flat footed 16 (+1 dex, +6 natural armor, -1 size)
Saves: Fort +7 Ref +3 Will +5
Weaknesses: –
Offense
Speed: 20 ft’
Base Attack: +3
Melee: Slam +6 (1d6+3)
Ranged: Acid Spit +1 (Acid 1d4-1 for 2 rounds)
Special Attacks: Space 10’, Reach 10’
Sanity Effects: –
Statistics
Abilities: STR 16, DEX 12, CON 18, INT 10, WIS 10, CHA 6
Skills: Acrobatics +1, Athletics +3, Awareness +2, Endurance +4, Knowledge -, Persuasion -3, Spellcraft, Survival +4, Thievery +1
Talents: Two points or recommended: Alertness, Blind Fight
Special Qualities: +3 Thievery for stealth in lair, Pungent Scent, Acid Immunity, Dissolve Stone, Armor Shell
Ecology
Environment: Underground
Organization: Single or pair
Treasure: None
Special Abilities
Acid Immunity: Gorgalugs are immune to all forms of acid, both mundane and magical.
Acid Spit: Every 2 rounds a gorgalug can shoot a glob of acid from a gland under its mouth
towards a victim. This acid is the same as what the gorgalug uses to burrow through the ground. It does
1d4+1 damage for two rounds. The acid is viscous enough that it does not splash, so creatures nearby
are at no risk of splash damage. Reflex DC 12 no damage.
Dissolve Stone: A gorgalug can use its powerful acid, which it spits from a special gland under its mouth, to burrow through solid rock.
Armor Shell: A gorgalug can curl into a tight ball, shielding itself from attacks with its armored plating along its backside. These armored plates are stronger than most metals found in the world, and while in a ball, increase its AC by 12. The shell itself has the following stats: hardness 10, hit points 40, Break DC of 27. An adolescent gorgalug can stay in this state for up to 1 week without need of food or water.
Grael Ograin
Role in Story: Minor, Archeon guardian and husband of Biena.
Occupation: Archeon of the Watchers
Physical Description: Tall, broad, solid
Personality: Stoic, quiet until engaged, strategic.
Habits/Mannerisms: Laughs quietly after making small jokes or puns.
Background:
Grael is tall, his shoulders holding his worn iron armor as if it is never taken off. A woolen gray cloak hangs from straps that criss cross his broad chest. At his waist a wide leather belt and a long thin blade sit easily, both worn with travel and use. Dark eyes that seem to take everything in, memorizing flaws and strengths, rest in his pensive face. He seems a quiet stoic man, until you have a couple glasses of rye and he will regale you with tales of past strategists, recite lore from ancient philosophers, or beat you at a game of eyes; all followed by his comforting laugh.
Grael is an archeon from the Tower, who spent his early years growing up in the farmlands of Olsztyn. He was always enthralled by magic, though he had no ability with it. When his reached a proper age, his father gave him permission to study at the Tower of the Watcher, which is the school for archeons. He learned quickly, and spent most of his time training and studying, never choosing to watch over a wizard or leave on a hunt, until Biena visited. She came to gain control over her wylding magic when she was in her late 20th cycles. He was drawn from his studies for the first time since his youth. She enjoyed the advances and attention from the younger archeon, and they became romantically entangled. When she gained the position of Luminar and left the Tower for the road with her old Wanderer companions, Grael came with her.
Internal Conflicts:
External Conflicts:
Notes:
Legacy Items:
- Sword of Orgrain – A slim rapier passed down since the Aradan War, Grael’s father gave him this sword when he left for Eredar. Critical range 18-20, +1 to hit and damage.
- Cloak of the Hunter – A cloak given to Grael when they helped a tribe of Losvari elves in the Wastes. 1 DR, +4 to Thievery checks with hiding, or sneaking.
Character Sheet:
- Race: Human
- Age: 45
- Class/Level: Archeon 5/Ranger 1
- Challenge Rating: 5
- Size: M
- Handed: Ambidextrous
- Languages: Uthgardian, Common
- Initiative: +3
Defense
- Hit Points: 60 (6 HD)
- Armor Class: 20, touch 13, 17 flat-footed (+3 DEX, +5 Armor, +1 Shield, +1 Natural, )
- Saves: Fort +7 Ref +8 Will +6
- Sanity:
- Weaknesses:
- Fears: Loss of Biena
Offense
- Speed: 20′
- Base Attack: +6/+1
- Melee: Masterwork Rapier (Legacy Weapon) +10/+5 (1d6+3/18-20), Dagger +8/+3 (1d4+2)
- Ranged: Dagger (Thrown) +9/+4 (1d4), Composite Longbow +9/+4 (1d8+2)
- Special Attacks:
Statistics
- Abilities: STR 14, DEX 16, CON 15, INT 12, WIS 10, CHA 10
- Skills: Acrobatics +4, Athletics +4, Awareness +4, Endurance +2, Knowledge +3, Persuasion +1, Survival +3, Thievery +5
- Talents: Advantage, Rapid shot
- Special Qualities: Favored Enemy, Magebane, Magic Sense, Spell Shield, Track
Name QTY LBS
Masterwork Rapier (Legacy Weapon) 1 2 lbs. Special: +2 to CritRange, +1 enhancement bonus to hit and damage
Breastplate 1 30 lbs.
Buckler 1 2 lbs.
Arrow (20) 1 0 lb.
Backpack 1 2 lbs.
Blanket, winter 1 3 lbs.
Candle 1 0 lb.
Chain (10’) 1 2 lbs.
Flint and steel 1 0 lb.
Grappling hook 1 4 lbs.
Hammer 1 2 lbs.
Lock (good) 1 1 lb.
Mirror, small steel 1 0.5 lb.
Manacles 1 2 lbs.
Rope, silk (50’) 1 5 lbs.
Sack 1 1 lb.
Soap (per lb.) 1 1 lb.
Tent 1 20 lbs.
Torch 1 1 lb.
Waterskin 1 4 lbs.
Whetstone 1 1 lb.
Dagger 1 1 lb.
Composite Longbow (3 lb.)
Total Weight Carried: 87.5 lbs.
Current load: Medium
Encumbrance
- Light: 58 lbs.
- Medium: 116 lbs.
- Heavy: 175 lbs.
Grand Ballroom
A large dance hall in the Nobles Quarter of Ferryport. It is frequented by the influential and powerful. You must have an invitation or be a member to attend any function.
Gray Market
Ferryport is a port town. Everything that enters the harbor for sale has its tariffs and taxes applied before it leaves the ship. But things often find their way into the city by other means, bypassing those legal fees. The Grey Market is how those smugglers offload wares. It is never in the same place twice, often switching from derelict house to derelict house in Fish Town. Some believe that the Kantori family runs the Gray Market, but no one has ever proven these accusations.
For all the things that can be found in the city’s main markets, some things are better bought in the shadows. The Gray Market is where these things can be found for the right price . . . if you can find it. The Market is located in the sewers below Fish Town. The right amount of silver coins in the right hands will open the way for those seeking hard to find or illegal merchandise.
Great Chasm
The rift in the mountains along the Aerlon River near the Barren Sea. It was created during the Great War by the destructive magics used.
Great War
Also called the Aradan War
During the Third Age – The Age of Kingdoms
- 5054 Uthgard begins its war to control Atheles (The Great War, The Aradan War)
- 5057 Small border skirmishes between the Ishian Empire and Endamas begin.
- 5059 The Ishian Empire begins invading the Westlands.
- 5062 Uthgard defeats the Mages of the Tower. Eredar is sacked and left empty.
- 5069 Olaekin Baleband, now known as the Warlock-King, defeats a large force of the Ishian Empire’s Army.
- 5073 The Ishian Empire, worn down by years of war, pull their troops back and fortify their borders. The elves stop their war, the high elves retreating into their forest and some of the grey elves and wood elves that are left lend their aid to Seladar.
- 5075 The Warlock-king and his armies march on Seladar itself.
- 5082 Seladar (Capital city of Aradan) is destroyed. The city is evacuated, including the king’s newlywed wife and his son. Aeerumar Aradan, last king of Seladar is slain by one of his advisors, Caroth. Uthgard uses an artifact to open a rift from the battlefield into the heart of the city, insuring victory.
- 5086 War on the West is declared by the Warlock King and his kingdom Uthgard
- 5087 Bordon repels Uthgard’s forces
- 5090 Invasion of Norhan (Northlands) almost reaches Seahaven and is repelled. Uthgard retreats and there is an uneasy peace for years.
- 5132 Second invasion to the West by Uthgard. Seahaven and Bordon, with the help of the Ishian Empire push back the forces of Uthgard. Uthgard uses devastating magic again, ruining more of the Eastlands. In a massive final battle, Uthgard is defeated and the Warlock King is slain. During the culmination of the battle, the Disappearance happens.
The Fourth Age – The Dark Age
Green Hag
Green Hag
Challenge Rating: 5
Size: Medium
Type: Humanoid (Monstrous)
Initiative: +1
Defense
Hit Points: 49 (9HD)
Armor Class: 22, touch 11, flat-footed 21 (+1 Dex, +11 natural)
Saves: Fort +6 Ref +7 Will +7
Weaknesses: –
Offense
Speed: 30ft, swim 30ft
Base Attack: +9
Melee: 2 claws +13 melee (1d4+4)
Special Attacks: Spell-like abilities, weakness, mimicry
Statistics
Abilities: STR 19, DEX 12, CON 12, INT 13, WIS 13, CHA 14
Skills: Acrobatics +1, Athletics +4, Awareness +2, Endurance +1, Knowledge +1, Persuasion +2, Spellcraft +2, Survival +1, Thievery +1
Talents: Three points or recommended: Alertness, Blind-fight, Great Fortitude
Special Qualities:Darkvision 90 ft., spell resistance 18
Ecology
Environment: Temperate Marshes
Organization: Solitary or covey (3 hags of any kind plus 1-8 ogres and 1-4 evil giants)
Treasure: Standard
Spell-Like Abilities
At will—dancing lights, disguise self, ghost sound (DC 12), invisibility, pass without trace, tongues, water breathing.
Weakness
A green hag can weaken a foe by making a special touch attack. The opponent must succeed on a DC 16 Fortitude save or take 2d4 points of Strength damage.
Mimicry
A green hag can imitate the sounds of almost any animal found near its lair.