Cameron Todaren

Ringmaster of the circus, passed down from his uncle Grigore.

Candlenight

Ces 31st

A celebration where families, tribes, and friends gather to welcome the dawn of a new cycle. The holiday was born in the country where families would carry out the Midwinter tree and burn it in a bonfire as a symbol of starting fresh the next year. In the cities such fires were unlawful, many took to putting candles in their windows, or decorating the streets and streets with small candles in ceramic bowls. 

As the candles burned, those gathered would each make a boast of a great thing that had occurred to them over the last cycle and a wish for the upcoming cycle. As with most holidays it is celebrated with beer, mead, or mulled wine as well as an assortment of prepared foods.

Cat

Cat

Challenge Rating: 1/4

Size: Tiny

Type: Animal

Initiative: +2

 

Defense

Hit Points: 3 (1d8-1)

Armor Class: 14, touch 14, flat-footed 12 (+2 size, +2 DEX)

Saves: Fort +2 Ref +4 Will +1

 

Offense

Speed: 30’

Base Attack: +0

Melee: 2 claws +4 melee (1d2-4), bite +2 (1d3-4)

Ranged: —

Special Attacks: —

 

Statistics

Abilities: STR 3, DEX 15, CON 10, INT 2, WIS 12, CHA 7

Skills: Acrobatics +2, Athletics -4,  Awareness +1, Endurance +0, Knowledge -, Persuasion -, Spellcraft -, Survival +1, Thievery +2

Talents: Stealthy

Special Qualities: Low light vision, scent

 

Ecology

Environment:

Organization:

 

Treasure: Standard

 

Scent

This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.

 

A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

Cats Herbs

A small shop in the Northeastern part of Kowal, it is across from Hynes Park. It is a both a storefront and the home of the Catniks. They make all sorts of poultices, herbal remedies, and potions. They all work with varying degrees of success.
You approach a small two story building, its foundation solid, but the whole structure leans back and forth as if the builder has been drunk. The windows are all covered in glass, a rare commodity, but they are yellowed from the inside. You open the crooked door and the smells of herbs and incense hit you.

Bottle, vials, and pouches hang everywhere. Herbs hang drying in every available space. 4 different cats lounge in various places about the small shop. A tall broad man, with hunched shoulders and small glass walks to the front counter.

“Well, ahhh, hello there. What might you need?” His accent is thick.

Behind him a woman, looks up from grinding something into a bright purple powder. Her eyes are kind and her smile welcoming.
NPCs:

Bojana and Rocard Catnik

Stats:

  • Rocard: STR 10, DEX 10, Con 12, INT 17, WIS 8, CHA 9
  • Bojana: STR 9, DEX 8, CON 10, INT 14, WIS 15, CHA 13

Items for sale:

Alchemist Fire 10gp
Healing Salve 30gp
Lamp Oil 1sp
Tallow from an unmated male pig 1gp

Centipede, Giant

Giant Centipede

 

Challenge Rating: 1/2

Size: Medium

Type: Vermin

Initiative: 1

 

Defense

Hit Points: 5 (1d8+1)

Armor Class: 14, touch 12, flat footed 12

Saves: Fort 3 Ref 2 Will 0

Weaknesses: —

 

Offense

Speed: 40, climb 40

Base Attack: 0

Melee: bite +2 (1d6-1 plus poison)

Ranged:–

Special Attacks: poison

Sanity Effects: —

 

Statistics

Abilities: Str 9, Dex 15, Con 12, Int —, Wis 10, Cha 2

Skills: Athletics 1, Awareness 5, Thievery (stealth) +10

Talents: Weapon Specialty (Bite)

Special Qualities: Darkvision 60’, Awareness +4, Poison

 

Ecology

Environment: temperate forest or underground.

Organization: single, pair, or colony (3-6)

 

Treasure: None

 

Poison  Bite—injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1d3 DEX damage; cure 1 save.

Children of the Light

Some in the city do not like the Baron aligning with the North. They have formed a resistance to this and protest in the streets. They mark houses and buildings with graffiti. They attack elves and other non humans. They have strong leadership and funding, but no one knows who pulls the strings.
When seen, they wear silver masks that look like demons, mimicking and ridiculing the masks that the Orovari wear.

Church of the One

Besides Rivenhall castle, the church is the largest building in Ferryport. While most of the deities of Uteria are represented there, it looks to the Creator as it’s patron god. During the crusades of the Knights of Valetta, most places of worship in the West became focused on the Creator. Long gone are small churches with multiple deities, spirits, and local beliefs, replaced by a watchful Creator who is best honored with gold, prayers, and obedience. The Church is run by Archpriest Prilimos, who is quite influential within the city walls.

Clay Golem

Golem, Clay

Challenge Rating: 10

Size: Large

Type: Construct

Initiative: -1

 

Defense

Hit Points: 90 (11HD)

Armor Class: 22 (-1 size, -1 Dex, +14 natural), touch 8, flat-footed 22

Saves: Fort +3 Ref +2 Will +3

 

Offense

Speed: 20ft

Base Attack: +8

Melee: 2 slams +14 melee (2d10+7 plus cursed wound)

Special Attacks: Berserk, cursed wound

 

Statistics

Abilities: STR 25, DEX 9, CON  –, INT –, WIS 11, CHA 1

Skills: Acrobatics +2, Athletics +15,  Awareness +0, Endurance –, Knowledge –, Persuasion –, Spellcraft +0, Survival +0, Thievery -1

Talents: —

Special Qualities: 10ft Reach, damage reduction 10/tritium and bludgeoning, darkvision 60 ft., haste, immunity to magic, low-light vision

 

Ecology

Environment: Any

Organization: Solitary or gang (2-4)

 

Treasure: None

Berserk

When a clay golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. Once a clay golem goes berserk, no known method can reestablish control.

 

Cursed Wound

The damage a clay golem deals doesn’t heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by a clay golem must succeed on a DC 26 caster level check, or the spell has no effect on the injured character.

 

Immunity to Magic

A clay golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A move earth spell drives the golem back 120 feet and deals 3d12 points of damage to it.

A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage.

An earthquake spell cast directly at a clay golem stops it from moving on its next turn and deals 5d10 points of damage. The golem gets no saving throw against any of these effects.

Any magical attack against a clay golem that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a clay golem hit by the breath weapon of a black dragon heals 7 points of damage if the attack would have dealt 22 points of damage. A clay golem golem gets no saving throw against magical attacks that deal acid damage.

Haste (Su)

After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.

 

Cockatrice

Cockatrice

Challenge Rating: 3

Size: Small

Type: Magical Beast

Initiative: +3

 

Defense

Hit Points: 27 (5HD)

Armor Class: 15, touch 15, flat-footed 11 (+3 Dex, +1 dodge, +1 size)

Saves: Fort +4 Ref +7 Will +2

Weaknesses:

 

Offense

Speed: 20ft, fly 60ft (poor)

Base Attack: +5

Melee: bite +9 (1d4–2 plus petrification)

Special Attacks:

 

Statistics

Abilities: STR 6, DEX 17, CON 11, INT 2, WIS 13, CHA 8

Skills: Acrobatics +4, Athletics -2,  Awareness +4, Endurance +0, Knowledge N/A, Persuasion -1, Spellcraft +2, Survival +1, Thievery +3

Talents: Dodge, Investigator, Weapon Dexterity

Special Qualities: Scared of Normal Chickens

 

Ecology

Environment: Temperate Plains

Organization: solitary, pair, flight (3–5), or flock (6–12)

 

Treasure: none

 

 

Petrification

A cockatrice’s bite causes flesh to calcify and harden—multiple bites can cause a living creature to fossilize into stone. Each time a creature is damaged by a cockatrice’s bite attack, it must succeed on a DC 12 Fortitude save or take 1d4 points of Dexterity damage as its flesh and bones stiffen and harden. (This slow petrification does not alter a bitten creature’s natural armor.) A creature that is reduced to 0 Dexterity by a cockatrice’s bites immediately turns completely to stone, as if petrified by a flesh to stone spell. Every day, a creature petrified by a cockatrice in this manner can attempt a new DC 12 Fortitude save to recover from the petrification, at which point the victim returns to flesh with 1 Dexterity (and thereafter can be restored to full Dexterity by natural healing or magic as normal)—but after a petrified creature fails three of these Fortitude saves in a row, the petrified state becomes permanent. A creature restored to flesh via magic has its Dexterity damage caused by cockatrice bites removed, but not any existing Dexterity damage from other sources. A cockatrice is immune to the petrification ability of itself and of other cockatrices, but other petrification attacks affect them normally.