6.- MAQUINARIA DE OBRA
8.4.- ENFERMEDADES PROFESIONALES Benzolismo
This section presents some wondrous items specific to Castlemourn. As with spells, the secrets of magic item creation were lost to Mournans during the Fall, though through hard work and diligent study spellcasters have regained some of this lore. Most Mournan spellcasters are incapable of crafting items requiring spells of 5th-level or higher in their creation. However, some have regained bits of lore, allowing them to craft more powerful magic items. Capturing this lore from enemy spellcasters or recovering it from ancient ruins is a great focus for adventures set in Castlemourn.
This section also introduces some magical masks. While masks don’t cover the eyes, they occupy the same location on the body as eye lenses or goggles.
a
mulet oFW
ardinGThese small, plain silver amulets are primarily created by powerful thaele spellcasters and given to those who work around them on a daily basis.
The amulet must be in direct contact with the wearer’s skin to work, granting a +4 resistance bonus on all Fortitude saving throws. It also absorbs energy-draining attacks, death effects, and negative energy effects, including the thaele’s accursed aura. Absorbing these attacks drains energy from the amulet, and upon absorbing 6 such attacks, the amulet crumbles to dust. Anytime the wearer is subjected to a thaele’s accursed aura, she first attempts a Fortitude saving throw with the amulet’s bonus. The amulet only expends a charge against the accursed aura if the wearer’s saving throw fails.
Any thaele who touches such an amulet directly (the metal, not a ribbon or strap it has been
threaded through) is typically burned to the bone or even hurled away from the amulet. In either case, the thaele’s skin is blackened where he touched the amulet, and he suffers 3d6 points of holy damage.
Moderate abjuration; CL 7th; Craft Wondrous Item; death ward, resistance; Price 10,500 gp.
a
rachnulusWhile exploring the lands surrounding Dragonhead, especially ruins close to Sparruk and along the beast-haunted borders of Faerel, adventurers have found intricately-crafted metal spiders, ranging in size from the span of a large human hand (Diminutive) to the size of a small cat (Tiny). At first, they appear to be odd, uneven metallic spheres, but when handled by an arcane spellcaster, the spider awakens, unfolds itself, and begins to attune itself to that individual— thrumming with arcane energies, its eyes filled with an ominous red glow. If the spider is attacked by the spellcaster during this process, it scurries off to hide and goes dormant. Once attuned to an individual (a process that requires one minute and requires the spellcaster to sacrifice 80 XP), the spider will follow the spellcaster’s commands and becomes linked telepathically to the spellcaster, just like a homunculus. Destroying an arachnulus does not damage its master.
Diminutive Arachnulus: CR 1; Diminutive construct; HD 2d10; hp 11; Init +9; Speed 20 feet, climb 10 feet; AC 21, touch 19, flat-footed 16; Base Atk +1; Grp –13; Atk/Full Atk +10 melee (1d2–3, bite plus poison); Space/Reach 1 foot/0 feet; SA poison, web; SQ antitoxin, construct traits, darkvision 60 feet, low-light vision; AL N; SV Fort +0, Ref +5, Will +1; Str 4, Dex 21, Con —, Int 10, Wis 12, Cha 7
Magic Weapons
Weapon Market Price
Feyblade, hearthsword 38,201 gp Feyblade, vigilant 47,665 gp Watchblade, forestrunner 50,415 gp Watchblade, darkbane 56,915 gp Feyblade, wayfinder 59,663 gp Watchblade, bordercaptain 69,455 gp Watchblade, hearthguard 76,415 gp
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Skills and Feats: Climb +13, Hide +21, Jump +6, Listen +6, Move Silently +7, Spot +5; Improved Initiative, Weapon FinesseB
Antitoxin (Ex): Every arachnulus has a small chamber that its owner can fill with one dose of antitoxin. If this is done, the arachnulus will administer the antitoxin to its master any time he is poisoned. The arachnulus, if within 10 feet of its master, can sense if its master has been poisoned.
Poison (Ex): An arachnulus injects a small dose of poison every time it bites. Injury, Fortitude DC 12, initial and secondary damage 1 Strength. The save DC is Constitution-based and includes a +2 racial modifier.
Web (Ex): The arachnulus’ web ability is identical to that of a monstrous spider of the same size.
Tiny Arachnulus: CR 1; Tiny construct; HD 2d10; hp 11; Init +8; Speed 30 feet, climb 20 feet; AC 19, touch 16, flat-footed 15; Base Atk +1; Grp –9; Atk/Full Atk +7 melee (1d3–2, bite plus poison); Space/Reach 2 1/2 feet/0 feet; SA poison, web; SQ antitoxin, construct traits, darkvision 60 feet, low- light vision; AL N; SV Fort +0, Ref +4, Will +1; Str 6, Dex 19, Con —, Int 10, Wis 12, Cha 7
Skills and Feats: Climb +12, Hide +16, Jump +8, Listen +6, Move Silently +8, Spot +6; Improved Initiative, Weapon FinesseB
Antitoxin (Ex): Every arachnulus has a small chamber that its owner can fill with one dose of antitoxin. If this is done, the arachnulus will administer the antitoxin to its master any time he is poisoned. The arachnulus, if within 10 feet of its master, can sense if its master has been poisoned.
Poison (Ex): An arachnulus injects a small dose of poison every time it bites. Injury, Fortitude DC 13, initial and secondary damage 1d2 Strength. The save DC is Constitution-based and includes a +2 racial modifier.
Web (Ex): The arachnulus’ web ability is identical to that of a monstrous spider of the same size.
Construction: An arachnulus is built from bronze, silver, and steel. Unfortunately, the process of crafting arachnuli was lost during the Fall. The following crafting rules apply to spellcasters who have somehow rediscovered the lost art of crafting arachnuli. The materials cost 400 gp. The arachnulus’s creator can assemble the body or hire someone else to do the work. Creating the body requires a successful Craft (metalworking) check (DC 16). After the body has been assembled, it is animated through an extended magical ritual which requires a specially prepared workshop, similar to an alchemist’s laboratory and costing 500 gp to
establish. If the creator is personally constructing the arachnulus’ body, the building and ritual can be performed together.
An arachnulus with more than 2 Hit Dice can be created, but each additional Hit Die adds 2,500 gp to the cost to create.
CL 4th; Craft Construct; arcane eye, mending, poison, web; Price 6,400* gp; Cost 3,400 gp + 240 XP; Weight 2 lbs.
*Many sorcerers and wizards would gladly pay twice this amount for an inactive arachnulus.
a
ssassin’
sG
lovesThese soft, calf-skin gloves quickly resize to fit snuggly on the wearer’s hands. The gloves grant their wearer the benefit of the Improved Feint feat, allowing the wearer to make a Bluff check to feint in combat as a move action. If the wearer already has the Improved Feint feat, he gains a +5 competence bonus on Bluff checks to feint in combat.
Additionally, the wearer gains a +5 competence bonus on all Sleight of Hand checks.
Faint transformation; CL 5th; Craft Wondrous Item; cat’s grace, eagle’s splendor; Price 8,750 gp.
B
oots oF theW
aymasterThese thigh-high, broad-cuffed leather boots increase the wearer’s base land speed by 10 feet. In addition to this striding ability (considered an enhancement bonus), these boots greatly increase the wearer’s balance and mobility. She gains a +5 competence bonus on Balance, Move Silently, and Tumble checks.
Faint transmutation; CL 3rd; Craft Wondrous Item; longstrider; creator must have 5 ranks in the Balance, Move Silently, and Tumble skills; Price 10,500 gp; Weight 1 lb.
c
rystalB
all oFF
arcastinGBased on traditional crystal balls, this scrying device allows a character to observe a creature over virtually any distance (as with the spell scrying, Will save DC 14 negates) and to target the observed creature with a wide variety of spells (as with the farcasting spell, see Spells of Castlemourn earlier in this chapter). The crystals used for these items are 6 to 8 inches in diameter and can range from perfectly clear crystals to smoky grey, purple, brown, and even translucent black.
Just as with traditional crystal balls, crystal balls of farcasting can have additional powers to be used on the target viewed.
Moderate divination; CL 10th; Craft Wondrous Item; farcasting, scrying (plus any additional spells used); Weight 7 lbs.
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d
eathc
andleIn the three centuries since the Fall of the Castles, tomb robbers have been a plague upon the lands. The families and close associates of prominent and powerful individuals recently deceased have gone to great lengths to make the tombs of the departed as safe and secure from thieves as possible. The death candle is just one answer to stopping grave robbers. These candles are placed throughout a tomb, especially around the casket or sarcophagus.
The presence of a living creature within 25 feet of a death candle causes the candle to burn with a cold flame. The flame radiates an aura of negative energy in a 10-foot radius, and any living creature that comes within the candle’s area of effect must make a Fortitude save (DC 11) or suffer 1d6 points of negative energy damage and 1 point of Strength damage. The creature must make a saving throw every round it remains within the candle’s area of effect. If the creature is within 10 feet of multiple candles, it must makes saves against each of the candles or suffer damage from each candle. A death candle cannot be extinguished by normal means (water, snuffing, or blowing out) or with magic (short of a limited wish, wish, or miracle). The only way to stop the death candle’s effects is to destroy the candle.
A death candle looks like a nearly-round sphere. When a creature is slain by its magic, another sphere forms on top of the first; there is no limit to how large a single candle can grow. Each sphere burns for one hour or until no living creatures remain within 25 feet. If no living creatures remain, the candles go out, retaining the remainder of its duration for the next victim. Death candles are usually hidden among several identical, but nonmagical, candles.
A death candle has AC 5, 10 hit points, and hardness 3.
Faint necromancy; CL 3rd; Craft Wondrous Item; chill touch; Price 4,000 gp; Weight 2 lbs.
d
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asKThe dragon mask provides the wearer with a number of beneficial powers. Any intelligent creature wearing the mask can speak and understand Draconic. The mask grants its wearer a +2 resistance bonus on all Reflex saving throws against a dragon’s breath weapon and a +2 competence bonus on all Charisma-based checks when dealing with dragons.
The wearer also knows the direction of the nearest dragon (though not the range). A slight glowing haze appears in the wearer’s vision when a dragon is within twenty miles of the wearer’s position, increasing in intensity the closer he is to the dragon.
Strangely, dragons are often very friendly to dragon mask wearers, not only because the wearers gain bonuses when dealing with dragons, but many actually enjoy speaking and interacting with the masks’ wearers. On occasion, a dragon will bond with a mask wearer, the two becoming loyal companions.
Moderate conjuration; CL 3rd; eagle’s splendor, resistance, tongues; Price 19,750 gp; Weight 4 lbs.
F
leshmasKThese single-use items are rather fragile paper masks, waxed and painted with cosmetics into the likeness of a human face. To use a fleshmask, the owner places it on her face and speaks the word of activation (written on the inside of the mask). When this is done, the mask bonds to the user’s flesh and melts into an illusion of the face painted on the mask.
Lesser fleshmasks lasts for 2 hours, standard fleshmasks last for 6 hours, and greater fleshmasks last for 12 hours. When the mask’s duration expires, it vanishes, leaving no physical trace behind.
This simple illusion changes the wearer’s face as if she were using the disguise self spell. If the wearer is trying to disguise herself as a specific individual, the mask grants a +10 bonus on the Disguise check.
Faint illusion; CL 6th; Craft Wondrous Item, Extend Spell; disguise self; Price 150 gp (lesser), 300 gp (standard), 600 gp (greater).
F
orGer’
sQ
uillThis fine quill pen grants a +10 competence bonus on all Forgery checks.
Moderate transmutation; CL 7th; Craft Wondrous Item, creator must have 10 ranks in the Forgery skill; Price 10,000 gp.
G
eodesWhile some spellcasters are content to use geodes to store simple spells, others have sought to further exploit their magical properties. Magical means have been found to augment geodes to absorb particular types of spells or magical effects, based on the kind of crystals within the geode, and then hurl similar energies back out. There seems to be no limit to how many times these geodes can be used, but if they absorb more than 30 spell levels without releasing some of that energy, they crack. When this happens, the excess spell energy inflicts the geode’s normal power against the creature in possession of the stone. Geodes with three or more