Southlands

The Southlands contain the Empire of Ish, as well as the Wastelands to the south east.southlands

Spells

Spells of Uteria

 

0 Mana Spells – Zero mana spells can be cast at no cost to the mage

 

  • Arcane Mark Inscribes a personal rune (visible or invisible).
  • Daze  Creature loses next action.
  • Ghost Lights Figment torches or other lights.
  • Detect Magic Detects spells and magic items within 60 ft..
  • Detect Poison Detects poison in one creature or small object.
  • Ghost Sound Figment sounds.
  • Mystic Compass The caster discerns north.
  • Light Object shines like a torch for one hour.
  • Magic Hand 5-pound telekinesis.
  • Mend Makes minor repairs on an object.
  • Open/Close Opens or closes small or light things.
  • Minor Trick Small tricks or sounds.
  • Resistance Subject gains +1 on saving throws.

 

1 Mana Spells – One mana spells have a base cost of 1 mana point

 

  • Alarm Wards an area for 2 hours/level.
  • Animate Rope Makes a rope move at the caster’s command.
  • Blessberry Enchants 1d4 fresh berries. Gain +1 on attack rolls and +1 to Saving Throws
  • Call the Wind Burst of wind causes 1d4+1, 25’ range.
  • Calm Animals Calms 2d4 +1/level HD of animals, beasts, and magical beasts.
  • Cause Fear One creature flees for 1d4 rounds.
  • Charm Person Makes one person the caster’s friend.
  • Chill Touch 1 touch/level deals 1d6 damage and possibly 1 Str damage.
  • Dream Call Knocks unconscious, blinds, or stuns 1d6 weak creatures.
  • Command One subject obeys one-word command for 1 round.
  • Comprehend Languages Understand all spoken and written languages.
  • Detect Snares and Pits Reveals natural or primitive traps.
  • Detect Secret Doors Reveals hidden doors within 60 ft.
  • Detect Navirites Reveals creatures from the Navirim within 60 ft.
  • Disguise Changes the caster’s appearance.
  • Doom One subject suffers -2 on attacks, damage, saves, and checks.
  • Endure Elements Ignores 5 damage/round from one energy type.
  • Enlarge Object or creature grows +10%/level (max +50%).
  • Erase Mundane or magical writing vanishes.
  • Expeditious Retreat Doubles the caster’s speed.
  • Fey Fire Outlines subjects with light, canceling blur, concealment, etc.
  • Feather Fall Objects or creatures fall slowly.
  • Grease Makes 10-ft. square or one object slippery.
  • Harm Touch, 1d8 +1 damage.
  • Heal Heals 1d8 +1/level damage (max +5).
  • Healberry Enchants 2d4 fresh berries, bestowing the ability for each to cure 1 hp (max 8 hp/24 hours for any one creature). Eating one also provides the sustenance of an entire meal.
  • Hold Portal Holds door shut.
  • Identify Determines single feature of magic item.
  • Imbue Staff Caster’s staff gains +1 to hit and +1 damage, or gains +1 to hit and 1d4 subdual damage. Lasts 4 hours.
  • Invisible Minion Creates invisible force that obeys the caster’s commands.
  • Invisibility to Animals Animals can’t perceive one subject/level
  • Invisibility to Navirites Creatures from the Navirim can’t perceive one subject/level.
  • Jump Subject gets +30 on Jump checks.
  • Mage Fire 1d4 fire damage. Cone of 15? x 15?(max: 5d4).
  • Mage Bolt 1d4+1 damage which always hits the target.
  • Magic Acorn The acorn or other plant seed gain damage 1d6+1, plus ensnare target for 1d3 rounds.
  • Magic Stone Three stones gain +1 attack, deal 1d6+1 damage.
  • Magic Weapon Weapon gains +1 bonus for one hour/caster level.
  • Message Whispered conversation at distance.
  • Nigel’s Energy Transfer Transfer mana to another mage.
  • Fog Cover Fog surrounds the caster.
  • Pass without Trace One subject/level leaves no tracks.
  • Ray of Enfeeblement Ray reduces Str by 1d6 points +1 point.
  • Reduce Object or creature shrinks 10%/level (max 50%).
  • Remove Fear +4 on saves against fear for one subject.
  • Sanctuary Opponents can’t attack the caster, and the caster can’t attack.
  • Shield Invisible disc gives cover and blocks mage bolts.
  • Shocking Grasp Touch delivers 1d8 +1 electricity.
  • Silent Image Creates minor illusion of the caster’s design.
  • Sleep Put 2d4 HD of creatures into comatose slumber.
  • Snare Plants entangle everyone in 40-ft.-radius circle.
  • Spider Climb Grants ability to walk on walls and ceilings.
  • Summon Creature I Calls outsider to fight for the caster for 4 rounds.
  • True Strike Adds +20 bonus to the caster’s next attack roll.
  • Ventriloquism Throws voice for 1 min./level.
  • Xavian’s Warding Armor Gives subject +4 armor bonus.

 

3 Mana Spells – Three mana spells have a base cost of 3 mana point

 

  • Aid +1 attack, +1 on saves against fear, 1d8 temporary hit points.
  • Alter Self As change self, plus more drastic changes.
  • Animal Messenger Sends a Tiny animal to a specific place.
  • Animal Trance Fascinates 2d6 HD of animals.
  • Arcane Lock Magically locks a portal or chest.
  • Barkskin Grants +3 natural armor bonus (or higher).
  • Blindness/Deafness Makes subject blind or deaf.
  • Blur Attacks miss subject 20% of the time.
  • Bull’s Strength Subject gains 1d4+1 Str for 1 hr./level.
  • Cat’s Grace Subject gains 1d4+1 Dex for 1 hr./level.
  • Call Element Element of Choice is summoned dealing 2d6 damage to every creature in 15’ radius.
  • Chill Metal Cold metal damages those who touch it.
  • Continual Flame Makes a permanent, heatless torch.
  • Darkness 20-ft. radius of supernatural darkness.
  • Darkvision See 60 ft. in total darkness.
  • Daylight 60-ft. radius of bright light.
  • Delay Poison Prevents the poison from harming the subject for 1 hour/level.
  • Detect Thoughts Allows “listening” to surface thoughts.
  • Energy Arrow Ranged touch attack; 2d4 damage of the chosen energy for 1 round + 1 round/three levels.
  • Endurance Gain 1d4+1 Con for 1 hr./level.
  • Find Traps Notice traps as a rogue does.
  • Fire Trap Opened object deals 1d4 +1/level damage.
  • Flaming Sphere Rolling ball of fire, 2d6 damage, lasts 1 round/level.
  • Fog Cloud Fog obscures vision
  • Gentle Repose Preserves one corpse.
  • Glitterdust Blinds creatures, outlines invisible creatures.
  • Heat Metal Hot metal damages those who touch it.
  • Syn’s Unstoppable Laughter Subject loses actions for 1d3 rounds.
  • Hold Creature Holds one creature helpless; 1 round/level.
  • Invisibility Subject is invisible for 10 min./level or until it attacks.
  • Knock Opens locked or magically sealed door.
  • Lesser Restoration Dispels magic ability penalty or repairs 1d4 ability damage.
  • Levitate Subject moves up and down at the caster’s direction.
  • Locate Object Senses direction toward object (specific or type).
  • Minor Image As silent image, plus some sound.
  • Mirror Image Creates decoy duplicates of the caster (1d4 +1/three levels,max 8).
  • Misdirection Misleads divinations for one creature or object.
  • Nigel’s Sacrificial Energy Convert Hit Points to Mana and transfer it to another mage.
  • Obscure Object Masks object against divination.
  • Protection from Arrows Subject immune to most ranged attacks.
  • Protection from the Never All in a 10’ radius of charm gain +1 vs Creatures from the Navirim, or protection from scrying through dreams.
  • Pyrotechnics Turns fire into blinding light or choking smoke.
  • Remove Paralysis Frees one or more creatures from paralysis, hold, or slow.
  • Resist Elements Ignores 12 damage/round from one energy type.
  • Scare Panics creatures up to 5 HD (15-ft. radius).
  • See Invisibility Reveals invisible creatures or objects.
  • Shatter Sonic vibration damages objects or crystalline creatures.
  • Shield Other The caster takes half of subject’s damage.
  • Silence Negates sound in 15-ft. radius.
  • Sound Burst Deals 1d8 sonic damage to subjects; may stun them.
  • Soften Earth and Stone Turns stone to clay or dirt to sand or mud.
  • Speak with Animals The caster can communicate with natural animals.
  • Summon Creature II Calls outsider to fight for the caster.
  • Trap Makes item seem trapped.
  • Web Fills 20-ft-radius spread with sticky spider webs.
  • Whispering Wind Sends a short message one mile/level.
  • Wood Shape Rearranges wooden objects to suit the caster.
  • Zone of Truth Subjects within range cannot lie.

5 Mana Spells – Five mana spells have a base cost of 5 mana points

 

  • Animate Dead Creates undead skeletons and zombies.
  • Bestow Curse -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
  • Blindness/Deafness Makes subject blind or deaf.
  • Clairaudience/Clairvoyance Hear or see at a distance for 1 min./level.
  • Contagion Infects subject with chosen disease.
  • Continual Flame Makes a permanent, heatless torch.
  • Daylight 60-ft. radius of bright light.
  • Disconnect A spellcaster uses this spell to sever their ties to their body. They feel no pain, no remorse, often focusing on the last thing they thought of before casting the spell.
  • Dispel Magic Cancels magical spells and effects.
  • Displacement Attacks miss subject 50%.
  • Dominate Animal Subject animal obeys silent mental commands.
  • Explosive Runes Deals 6d6 damage when read.
  • Fiery Arrows Shoots four flaming bolts (4d6 damage).
  • Fly Subject flies at speed of 90.
  • Fireball 5d6 damage,  20-ft. radius.
  • Gaseous Form Subject becomes insubstantial and can fly slowly.
  • Gentle Repose Preserves one corpse.
  • Glyph of Warding Inscription harms those who pass it.
  • Greater Magic Weapon One natural weapon of subject creature gets +1 bonus to attack and damage per three caster levels (max +5)
  • Gust of Wind Blows away or knocks down smaller creatures.
  • Halt Immobilizes subject for 1 round/level.
  • Haste Extra partial action and +4 AC.
  • Hold Person Holds one person helpless; 1 round/level.
  • Illusory Script Only intended reader can decipher.
  • Invisibility Purge Dispels invisibility within 5 ft./level.
  • Invisibility Sphere Makes everyone within 10 ft. invisible.
  • Keen Edge Doubles normal weapon’s threat range for 10 min. per caster level.
  • Lightning Bolt Electricity deals 5d6 damage.
  • Locate Object Senses direction toward object (specific or type).
  • Arcane Guard Armor or shield gains +1 enhancement/three levels.
  • Major Image As silent image, plus sound, smell and thermal effects.
  • Protection from Negative Energy Subject resists level and ability drains.
  • Neutralize Poison Detoxifies venom in or on subject.
  • Nondetection Hides subject from divination, scrying.
  • Obscure Object Masks object against divination.
  • Phantom Steed Magical horse appears for 1 hour/level.
  • Plant Growth Grows vegetation, improves crops.
  • Poison Touch deals 1d10 Con damage, repeats in 1 min.
  • Protection from Elements Absorb 12 damage/level from one kind of energy.
  • Protection from Ravaging 10’ Radius that ravaging effects can not penetrate.
  • Remove Blindness/Deafness Cures normal or magical conditions.
  • Remove Curse Frees object or person from curse.
  • Remove Disease Cures all diseases affecting subject.
  • Searing Light Ray deals 2d8, +4 against undead.
  • Secret Page Changes one page to hide its real content.
  • Shrink Item Object shrinks to one-twelfth size.
  • Storm Hampers vision and movement in outdoor area.
  • Slow One subject/level takes only partial actions, -2 AC, -2 melee rolls.
  • Spike Growth Creatures in area take 1d4 damage, may be slowed.
  • Snare Creates a magical booby trap.
  • Stinking Cloud Nauseating vapors, 1 round/level.
  • Stone Shape Sculpts stone into any form.
  • Stunning Trap Creates text symbol that immobilizes reader.
  • Suggestion Compels subject to follow stated course of action.
  • Summon Creature III Calls outsider to fight for the caster.
  • Tongues Speak any language.
  • Vampiric Touch Touch deals 2d6, caster gains damage as hp.
  • Water Breathing Subjects can breathe underwater.
  • Water Walk Subject treads on water as if solid.
  • Wind Wall Deflects arrows, smaller creatures, and gases.

7 Mana Spells  – Seven mana spells have a base cost of 7 mana points

 

  • Arcane Eye Invisible floating eye moves 30 ft./round.
  • Bestow Curse -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
  • Charm Monster Makes monster believe it is the caster’s ally.
  • Confusion Makes subject behave oddly for 1 round/level.
  • Contagion Infects subject with chosen disease.
  • Detect Scrying Alerts the caster of magical eavesdropping.
  • Dimensional Anchor Bars extradimensional movement.
  • Discern Lies Reveals deliberate falsehoods.
  • Dismissal Forces a creature to return to the Navirim on successful Heroic Action – Caster primary ability vs will.
  • Dispel Magic Cancels magical spells and effects.
  • Dreamwalk A spellcaster can bring their waking consciousness into the Navirim during sleep.
  • Emotion Arouses strong emotion in subject.
  • Fear Subjects within cone flee for 1 round/level.
  • Fire Shield Creatures attacking the caster take fire damage; the caster is protected from heat or cold.
  • Fire Trap Opened object deals 1d4 +1/level damage.
  • Flame Strike Smites foes with fire for 8d6.
  • Freedom of Movement Subject moves normally despite impediments.
  • Greater Magic Weapon +1 bonus/three levels (max +5).
  • Hallucinatory Terrain Makes one type of terrain appear like another (field into forest, etc.).
  • Ice Storm Hail deals 5d6 damage in cylinder 40 ft. across.
  • Illusory Wall Wall, floor, or ceiling looks real, but anything can pass through.
  • Improved Invisibility As invisibility, but subject can attack and stay invisible.
  • Lesser Geas Commands subject of 7 HD or less.
  • Locate Creature Indicates direction to familiar creature.
  • Minor Globe of Invulnerability Stops spells of lower cost.
  • Neutralize Poison Detoxifies venom in or on subject.
  • Phantasmal Assassin Fearsome illusion attacks one subject and deals 3d6 damage.
  • Poison Touch deals 1d10 Con damage, repeats in 1 min.
  • Polymorph Other Gives one subject a new form.
  • Polymorph Self The caster assumes a new form.
  • Quench Extinguishes non-magical fires.
  • Rainbow Pattern Lights prevent 24 HD of creatures from attacking or moving away.
  • Repel Vermin Insects, spiders, rodents, and other verminstay 10 ft. away.
  • Remove Curse Frees object or person from curse.
  • Resilient Sphere Force globe protects but traps one subject.
  • Restoration Restores level and ability score drains.
  • Rusting Grasp The caster’s touch corrodes iron and alloys.
  • Scrying Spies on subject from a distance.
  • Sending Delivers short message anywhere, instantly.
  • Shape Nature Mage asks natural object to change form. Must be a raw item.
  • Shape the Weather A caster uses a verbal component to change the weather slightly.
  • Shout Deafens all within cone and deals 2d6 damage.
  • Sleet Storm Hampers vision and movement.
  • Solid Fog Blocks vision and slows movement.
  • Spell Immunity Subject is immune to one spell/four levels.
  • Spiked Stones Creatures in area take 1d8 damage, may be slowed.
  • Stoneskin Stops blows, cuts, stabs, and slashes.
  • Summon Creature IV Calls outsider to fight for the caster.
  • Tongues Speak any language.
  • Void Tentacles 8d4 +2 tentacles grapple randomly within 15 ft.
  • Wall of Fire Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 +1/level.
  • Wall of Ice Ice plane creates wall with 15 hp +3/level, or hemisphere can trap creatures inside.

 

Examples of Summoned Creatures:

 

Imp (Demon), Wolf, Fox, Large Cat

 

HP AC Initiative Attacks HD Special
6 15 2 (2) +1 1d4 2  
12 16 3 (2) +2 1d4+2 3  
16 17 4 (2) +3 1d6+1 4  
22 18 5 (2) +4 1d8 +3 5

Spiders

Spiders

 

Spider, Small Spider, Medium
Challenge Rating 1/2 1
Size S M
Type Vermin Vermin
Initiative +3 +3
Defense
Hit Points 4 (1HD) 11 (2HD)
Armor Class 14 (+1 size, +3 Dex), touch 14, flat-footed 11 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
Saves Fort +5 Ref +4 Will +1 Fort +5 Ref +4 Will +1
Weaknesses
Offense
Speed 30’, climb 20’ 30’, climb 20’
Base Attack +0 +1
Melee Bite +4 (1d4-2 plus poison) Bite +4 (1d6 plus poison)
Ranged
Special Attacks Poison, web Poison, web
Sanity Effect
Statistics
Abilities STR 7, DEX 17, CON 10, INT 0, WIS 10, CHA 2 STR 11, DEX 17, CON 12, INT 0, WIS 10, CHA 2
Skills Acrobatics +3, Athletics -2,  Awareness +0, Endurance +0, Knowledge -, Persuasion -, Spellcraft -, Survival +0, Thievery +3 Acrobatics +3, Athletics +3,  Awareness +0, Endurance +1, Knowledge -, Persuasion -, Spellcraft -, Survival +0, Thievery +3
Talents
Special Qualities Vermin Traits; Darkvision 60’; Tremorsense Vermin Traits; Darkvision 60’; Tremorsense
Ecology
Environment Temperate Forests, Underground Temperate Forests, Underground
Organization Solitary or colony (2-5) Solitary or colony (2-5)
Treasure 1/2 Standard 1/2 Standard

 

Spider, Large Spider, Huge
Challenge Rating 2 5
Size Large Huge
Type Vermin Vermin
Initiative +3 +3
Defense
Hit Points 22 (4HD) 52 (8HD)
Armor Class 14, touch 12, flat-footed 11 ( -1 Size, +3 DEX, +2 Natural ) 6, touch 11, flat-footed 13 ( -2 size, +3 DEX, +5 Natural)
Saves Fort +5 Ref +4 Will +1 Fort +8 Ref +5 Will +2
Weaknesses
Offense
Speed 30’, climb 20’ 30’, climb 20’
Base Attack +3 +6
Melee Bite +4 (1d8+ poison) Bite +10 (2d6 + 10 + poison)
Ranged
Special Attacks Poison, web Poison, web
Sanity Effect
Statistics
Abilities STR 15, DEX 17, CON 12, INT 0, WIS 10, CHA 2 STR 19, DEX 17, CON 14, INT 0, WIS 10, CHA 2
Skills Acrobatics +3, Athletics +2,  Awareness +0, Endurance +1, Knowledge -, Persuasion -, Spellcraft -, Survival +0, Thievery +3 Acrobatics +3, Athletics +4,  Awareness +0, Endurance +2, Knowledge -, Persuasion -, Spellcraft -, Survival +0, Thievery +3
Talents
Special Qualities Vermin Traits; Darkvision 60’; Reach 5’; Tremorsense Vermin Traits; Darkvision 60’; Reach 10’; Tremorsense
Ecology
Environment Temperate Forests, Underground Temperate Forests, Underground
Organization Solitary or colony (2-5) Solitary or colony (2-5
Treasure 1/2 Standard 1/2 Standard

 

Web

Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus

 

Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 15 Awareness check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have Damage Reduction 5.

 

A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

 

Size Acrobatics DC Break

DC

Hit

Points

Small 10 14 4
Medium 12 16 6
Large 13 17 12
Huge 16 20 14

 

Poison

A monstrous spider has a poisonous bite. The details vary by the spider’s size, as shown on the table below. The save DCs are Constitution-based. The indicated damage is initial and secondary damage.

 

Size Fort DC Damage
Small 10 1d3 Str
Medium 12 1d4 Str
Large 13 1d6 Str
Huge 16 1d8 Str

 

Stabilizing

When a hero drops to or below 0, they become disabled. They must succeed at a DC12 Fortitude check to stabilize. If a hero is disabled they can not move, attack, communicate, or cast spells. Once they have successfully stabilized, they may try to succeed at a DC14 CON check to see if they become mobile. If they become mobile, they may do one limited action per round, such as move at 1/2 speed, cast a spell, use a skill, or attack an adjacent creature at – 5 to hit and damage. A hero keeps these disadvantages until they are healed or they naturally gain back enough HP to put them over 0 HP.

During combat, they may make a single CON check each round on their turn. Out of combat, they may make a check each in game hour at a +5 bonus.

Optional: If a character goes below 0 HP, they lose 1 HP per round until they stabilize.

Stomona Okoro

The Headmaster, a tall skinny Ishian woman in her late 50’s, full of fire. She is a counselor to the Baron.

Stone Golem

Stone Golem

Challenge Rating: 11

Size: Large

Type: Construct

Initiative: -1

 

Defense

Hit Points: 107 (14HD)

Armor Class: 26 (-1 size, -1 Dex, +18 natural), touch 8, flat-footed 26

Saves: Fort +4 Ref +3 Will+4

Weaknesses: Tritium

 

Offense

Speed: 20’

Base Attack: +10

Melee:  2 slams +18 melee (2d10+9)

Special Attacks: Slow

Sanity Effects: –

 

Statistics

Abilities: STR 29, DEX 9, CON –, INT –, WIS 11, CHA 1

Skills: Acrobatics -1, Athletics +19,  Awareness +0, Endurance –, Knowledge –, Persuasion –, Spellcraft –, Survival +0, Thievery -1

Talents: —

Special Qualities:  damage reduction 10/tritium; darkvision 60 ft.;low-light vision

 

Ecology

Environment: Any

Organization: Solitary or gang (2-4)

 

Treasure: Standard

 

Slow

A stone golem can use a slow effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet and a duration of 7 rounds, requiring a DC 17 Will save to negate.

 

A stone to flesh spell does not actually change the golem’s structure but negates its damage reduction for 1 full round.

 

Story Action

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Succubus

Succubus

Challenge Rating: 7

Size: M

Type: Navirite Fey

Initiative: +3

 

Defense

Hit Points: 84 (8HD)

Armor Class: 20, touch 13, flat-footed 17 (+3 Dex, +7 natural)

Saves: Fort +7 Ref +9 Will +10

Weaknesses: cold iron

 

Offense

Speed: 30 ft., fly 50 ft. (average)

Base Attack: +8

Melee: 2 claws +11 (1d6+1)

Special Attacks: energy drain, profane gift

 

Statistics

Abilities: STR 13, DEX 17, CON 20, INT 18, WIS 14, CHA 27

Skills: Acrobatics +7, Athletics +1,  Awareness +2, Endurance +5, Knowledge +5, Persuasion +10, Spellcraft +10, Survival +2, Thievery +3

Talents: Agile, Disburse Magic, Unbreakable Will, Weapon Dexterity

Special Qualities: DR 10/cold iron; Immune electricity, fire, poison; Resist acid 10, cold 10; Change Shape (alter self, Small or Medium humanoid)

Ecology

Environment: Any

Organization: solitary, pair, or harem (3–12)

Treasure: Double

 

Energy Drain

A succubus drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability. The succubus’s kiss bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the succubus. The victim must succeed on a DC 22 Will save to negate the suggestion. The DC is 22 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.

 

Profane Gift

Once per day as a full-round action, a succubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of their choice. A single creature may have no more than one profane gift from a succubus at a time. As long as the profane gift persists, the succubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel magic. The succubus can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save).

 

Swordspyne Mountains

The mountain range that divides Atheles in half from North the South.

Swordspyne Mountains

Swordspyne Mountains, Valley of the Weron River

The Swordspyne Mountains are a largely unexplored area in the Fourth Age. once the home to the ancient eldar and elves, these towering mountains are home to only a few sporadic human settlements and faun communities.

One exception is the massive city of Bordon, with sits in the center of a large valley between the eastlands and westlands.

This is the setting for the Road West Living Campaign .