Star Portal of Oo'Zondra - The warlock Oo'Zondra was thoroughly fascinated with not only the astral plane, but also the celestial motion of the various bodies that were propelled by the gods through the ether around the world. To further aid him in his study of this aspect of reality, and its ability to assist with contacting the astral plane, the warlock constructed his star portal. It is a simply a hole in the sky, but the otherside of the hole is what makes it interesting. The hole was placed, eventually, up against the stone ceiling in a chamber, now part of the dungeons making up this adventure. It is a permanent opening, although the air that is needed to breath by people stays on one side of the portal, and the stellar-fluous ether remains on the other side. The three moons (the three goddesses) can be seen moving by, and sometimes even stopping to peer through the portal. The various dark spheres above the moons (outside of their gaze, and home to the nephilim of Noxecatt) are sometimes visible, but gazing is not recommended, as it sometimes draws down one or more of the nephilim (also called star giants). A magic user spending time (one week) meditating and studying the stellar glories within the portal, will gain 1 point of intelligence. In addition, their new-found understanding of the intricacies of magic allow them to learn a new spell (of the DM's choice), and also to re-roll for learning any spells lost to them (due to missed "chance to know spell" dice rolls) of their highest spell level. However, a saving throw vs. magic must be made, once per day during the week, or they will attract powerful, and dangerous, creatures that traverse such dimensions. This includes creatures such as Mind Flayers, Githyanki, certain Elementals, the Nephilim of Noxecatt, Slaads, Intellect Devourers and other horrors. In addition, once the week of study begins, if it is interrupted for any reason (including being rendered unconscious at all during the week - normal sleep can and will be avoided without penalty during this time), then the magic user making the study will suffer a cosmic backlash, and permanently lose 1 point of intelligence. Once this is done, the magic user will have a completely overpowering and unnatural fear of the portal, and of related creatures (such as those mentioned, and others). A Remove Curse spell will alleviate this unnatural fear, but not restore the lost Intelligence.
The Sarcophagus of Wim - Wim was the name of one of the Reptal kings that the Harmalan Warlocks dealt with. The Reptals were a race of lizard men, from another plane of existence, that were often visited by the Warlocks, and in turn visited the Valley of the Old Ones.
Reptal (from Tony DiTerlizzi's page at http://diterlizzi.com/home/category/gaming-stuff/page/2/ |
If someone lays in the depression, they immediately go into a deep and restful trance, and their body begins to heal, at an extremely increased pace. Full recovery of 3d6 hit points per 8 hour period is possible with the Sarcophagus of Wim.
Kavooty's Magical Spout - A large, ornate, three tiered fountain made of a giant central pedestal, and topped with three consecutive basins. The top consists of a gold figurine of a tightly bound mermaid, with her head turned up, and a water jet bubbling up out of her mouth. The pedestal itself is four feet across, constructed of an unidentifiable blue stone, inlaid with bands of gold. The lowest basin extends out 2 feet in all directions from the basin, making it 8 feet across. The basin is made of a thin layer of giant oyster shell, pink in color, but radiating a glow from the magic within it. The second and third basins are progressively smaller, as is the pedestal supporting them, with the top (third) basin being itself only 4 feet across, with a 2 foot pedestal, upon which rests the spouting, bound mermaid statue. The fountain is completely magical, and drinking from any of the three basins will confer different effects. The topmost basin will, if it is sampled from, cause the drinker to make a saving throw vs. magic. If successful, then the drinker will be conferred on with the health and lifespan of an elf. If the drinker is already an elf, or if the saving throw is not made, then the drink is poisonous. The drinker immediately takes 2d6 damage and becomes cursed with a horrible, non-stop, noisy and extremely unpleasant flatulence. A cure disease (or being immune to disease) will negate the effect. The second basin will will turn normal, non-magical metal objects on the body of the drinker, into solid gold objects. This effect only works once per day, and only works once in an individual's lifetime. Example: Drogo takes a drink, and all the metal bits on him (weapons, armor, belt buckle, etc) all turn into gold. It will never work for Drogo again, but if he and his party wait 24 hours, then one of his companions can attempt the drink. The third basin will immediately begin smoking and bubling, and the whole pedestal will shake and shudder, once the water is drunk from. After a round of this disconcerting behavior, out of the pool will spring 1d4+1 trolls, to attack whomever drank from the fountain. The fountain was built by Doolar Kavooty, and he originally intended there to be a random sequence of effects from the fountain, but was killed by trolls before he complete the ensorcelment.
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