grodog writes "Three new Figurines of Wondrous Power, focused on transportation, as described by the Fiend Sage of Rel Astra:
- Amber Terror Bird
- Aquarmarine Narwhale
- Topaz Void Shark
Three Figurines of Wondrous Transport
By: grodog (see also http://wwwgreyhawkonline.com/grodog/greyhawk.html)
Copyright 2016 by Allan T. Grohe Jr.
Used with Permission. Do not repost without obtaining prior permission from the
author.
==
Turning’s Eve 606 CY,
The Hour of Broken Hopes
Your Illuminated and
Perspicacious Lordly Grace---
I enclose for your
eruditious pleasure the unravelled divinations from the Oracle at
Syrvar-Til. With clarity assured, you
may rest easier knowing that the Jasidian prophecy is now confirmed to be
irrelevant to your Mauric interests.
That the prophecy also reveals a role for the Justicar of Daern appears
to be coincidence rather than the thread of Istus; I do not foresee any
conflict with your designs.
On the morrow, you
meet with Zabet Elik-Holtreb, who will instruct Your Grace in the latest
theories of the intricacies of the sixth cataclysm. Her interpretations may prove informative in
your continued studies into the natures of the Invoked Devastation and the
Nethering of Pesh.
Lastly, the
daggerthorn coffer is a puzzlebox of delightful ingenuity! The six proper thorns must be blooded in the
order indicated or the latches will not open, even to a puissant knock or a
chime of opening. I believe that the
puzzlebox is of Pyremiusitic origin, but of sufficient antiquity that the
secrets of its manufacture remain lost.
If you wish me to petition The Lord of Lore via Dnomtan for further
insights, I would of course be happy to intercede on your behalf.
Within the coffer are eight
padded compartments, each containing one item for your consideration. On the ring are eight small keys, one for each
partition. Each key is nearly identical,
but you will have already noted the subtle differences in the throating,
collar, and wards for each. The
individual compartment’s key will unlock it and it alone, of course, and each is
protected by poison---needles in the lock or in the lid, gas capsules within
the compartment, upflowing contact poison through the key stem, et cetera, as
indicated. If I may---in the spirit of
the puzzlebox’s origins, I recommend employing orvaas as the contact poison,
and crippendust for inhalation.
From the top right, three
contain the newly-crafted potion receptacles you requested, designed for the
quick and assured imbibing of elixirs; each in glassteeled leaded crystal,
terracotta ceramic, and reticulated porcelain.
I particularly favor the enmeshed Hextorian armaments design of the
latter. Once you have performed your
testings, I shall insure that the surviving pieces are manufactured to your
specifications within a fortnight.
The far left two
compartments house the replicas of the Hand and Eye. They will pass as authentic to all but the
most thorough and minute of magical inspections, and your readiness to proceed
with the exchange, as planned, is now complete.
We must prepare the house guard for possible consequences from this subterfuge.
The final, lower
three, right-most compartments contain magical figurines, one per cavity. Their designs vary as described, as do their
dweomers. Like the batch of Feather
Tokens from last year, these figurines vary from the traditional designs, and
offer unique abilities unseen from others of their ilk.
Please let me know if Your
Grace requires further assistance.
As ever, I remain your
humble and dedicated servant,
The Fiend Sage of Rel
Astra
==
Distilled from the Fiend Sage’s notes, the descriptions of
the three new figurines of wondrous transport follow, along with AD&D
1e/OSRIC game statistics for each.
Figurine #1: Amber Terror Bird
Physical Description: The first figurine is one-and-one-half inches
in height, and is exquisitely carved from green amber; it stands on a carved
base two-and-one-half inches in diameter.
The sculpture is of a tall, long-necked, and long-legged bird, with a
fierce, raptor-like hooked bill. Its
wings are folded against its body. The bird,
known as a vorompatra (voohr-uuhm-pahtch-ruh),
is accoutremented with a saddle for mounting, bit and reins, as well as a
sheathed lance and saddlebag. The carved
detail highlights the feathers of the bird, the rings across its legs, and the
large, faceted eyes. As a piece of fine
statuary, or perhaps a variant DragonChess game piece, the figurine is worth
500-750 gp on the open market.
Magical Description
and Lore: Upon examination, the figurine
radiates the following magical auras, in this order of detection:
The terror bird’s proper nomenclature is in dispute: the sages Nav Merpirrrow of Traft and Zagel
Caron Tzimocz of Hokar disagree whether the vorompatra (also known as the terror
bird and the oliphant bird), is a flightless avian like the axebeak, or whether
it is a more ancient form of raptor, prior to its wings becoming
vestigial. Tzimocz opines that the
terror bird can fly, although clumsily and without great speed, and that its
wings are also employed to leap about in battle, rather than to fly long
distances as other, more capable avians; Merpirrow disavows Tzimocz’
scholarship as rubbish, and advises that the oliphant bird is too heavy to fly
without magical abilities, which the animal clearly lacks.
Magical Properties
and Gameplay Notes: When activated
by command word, the amber terror bird summons forth an eleven-foot-tall
vorompatra, complete with equipment for riding (including saddlebag and heavy
lance; if these are lost or destroyed while the figurine is activated, they are
replaced when the vorompatra is summoned next).
The bird can be summoned six times per month, and is usable for one full
day per summoning, but it may not be conjured more than twice in any given
week.
The terror bird will fight for its wielder, or bear her or
him on ground or in flight. The vorompatra
is a tireless runner, and can maintain its 18” speed for 5 hours before
requiring 1 hour of rest; while running it can carry 6000 gp weight at normal
movement, 8000 gp weight at encumbered/half-movement. It is not as strong a flier, however, and can
fly for only 3 hours before requiring 2 hours of rest, and can carry only half
of its allotted running weight allowance while airborne (which includes its
rider’s weight, of course).
Vorompatra: AC 4, Mv
18”/15” (MC: D, E with rider), HD 5+3, HP 26, #AT 3, D 2-7/2-7/4-14, SA 30’ hop
(as charge with 30’ range: +2 to hit/-1 to AC), flight dive from 50’ or greater
height grants +4 to hit with talons and hits cause double damage (no bite
permitted), Int Animal, AL Neutral, SZ L.
XP Value: 550
GP Value: 5500
==
Figurine #2: Aquarmarine Narwhale
Physical Description: The second figurine is a larger miniature
carved somewhat crudely from deep blue aquamarine (sometimes known as
maxixe). It is six inches long, three
inches wide, stands two-and-one-quarter inches tall, and depicts a narwhale
breaching the ocean’s wavy surface. Within
those dimensions, the narwhale itself is four inches long, and its horn is
another one-and-one-quarter inches in length.
If examined by a sage or other expert, the figurine can be
recognized as sea olven in origin. As a
piece of fine art, the statuette is worth from 3000-5000 gp on the open market,
or 2500-4000 gp solely as a large gemstone.
Magical Description
and Lore: If examined, the figurine
radiates the following magical auras, in this order of detection:
Magical Properties
and Gameplay Notes: When activated
by command word, the aquamarine narwhale summons a forty-five-foot-long
narwhale, with a twelve-foot-long horn.
The narwhale may be summoned thrice per quarter (as measured by the
phases of Celene), and is usable for up to four days per summoning, but it may
not be conjured more than once per two weeks.
After summoning the narwhale (when the figurine is active),
this figurine of wondrous power can generate the following additional magical
effects, at the 12th level of ability:
Water Breathing: for the wielder only; duration is while the
narwhale is activated
Airy Water: a 2” diameter hemisphere centered on the
narwhale’s back (duration 2 hours; usable once per month)
While either of the above dweomers are in
effect, the owner of the figurine may designate herself or himself (if using water breathing) or up to six other
creatures (if using airy water) by
touching them and uttering the command word again for each. Each selected creature may then touch and
will remain in contact with the narwhale, regardless of its movements or
gyrations, and be transported along with it as it swims through the deeps.
Narwhale: AC 6, Mv
//21”, HD 6+6, HP 33, #AT 1, D 7-28, Int Animal, AL Neutral, SZ L (45’ long,
horn 12’ long). Source: Monster Manual 2
(TSR, 1983), page 95.
XP Value: 700
GP Value: 7000
==
Figurine #3: Topaz Void Shark
Physical Description: The topaz void shark is the final miniature
statuette, and is a free-standing figurine; its length is approximately two
inches, and its height is three-quarters inches. The shark appears very similar to the Oerthly
houndshark, common in the waters of the Azure Sea. From there, important differences will be
seen: the void shark is larger than a
typical houndshark; the ridged plating along its spine and dorsal fins are
distinct from all known types of sharks; and its coloration, of course, betrays
its ethereal origins.
Carved from imperial topaz (likely mined from the Mines of
Vaar, or a similar site from that region of Zeif), notable for its rich and
rare bloodwine-red hue; if gazed at with the noontide sun behind it, traces of
golden brown and fiery orange can be discerned as well. As a piece of fine art, the topaz void shark
is worth approximately 2500-3500 gp.
Magical Description
and Lore: Upon examination, the figurine
radiates the following magical auras, in this order of detection:
Curiously, on the lower face of the horizontal caudal fin, a
sculptor’s mark appears---you’ll immediately note its similarity to the
stylized signature of Al-Yasin. If
indeed the void shark was crafted by the Hooded Master, it suggests not only a
possible homeland for him, but another possible medium to index and collect. (Not unexpectedly I assume, no further avenues
of inquiry into the possible location of the Sixth Scroll have been discovered
to date). If the figurine is
authenticated as a genuine work of Al-Yasin, then its value would increase
tenfold, at the least.
Magical Properties
and Gameplay Notes: When activated
by the proper command word, the topaz void shark summons a seven-foot-long
shark that will fight, transport, or otherwise obey the commands of the
owner. It may be summoned thrice per month
for up to four continuous hours, but not more often than once per ten
days. As with most figurines, the void
shark may be summoned to fight on behalf of its owner, and it also has the
following additional magical abilities (that are not standard for a “natural”
void shark):
On the ethereal or astral planes, it can track
infallibly (as an invisible stalker) any creature whose blood it has ever tasted
Twice per month, it can plane shift up to nine individuals to either the astral or the
ethereal planes; all travelers are physically brought to their planar
destination by touching the shark prior to plane
shifting
Void shark: AC -1, Mv
//15” (it “swims” within any environment), HD 10+10, HP 55, #AT 1, D 4-24, SA
Natural 20 = puncture wound (+2-12 additional D), brush attack (1-8 D to all
creatures who intersect its movement), SD weapons striking it save vs. normal
blow or destroyed (magical items and weapons save at +1 plus an additional +1
per +1 of the item), ethereal/astral planar travel, Int Animal, AL Neutral, SZ
M (7’ long). Source: Monsters of Myth
(First Edition Society, 2006), page 123.
XP Value: 1350
GP Value: 13,500
==
Closing Notes
The vorompatra is my own creation, a conflation
between the axe beak, the “terror bird” phorusrhacidae, and the classic
Williams Electronics arcade game Joust.
The Void Shark is one of Stephen R. Marsh's
contributions to the OSRIC _Monsters of Myth_ monster manual, which I specifically
included to commemorate the 10th anniversary of the publication of OSRIC (the Old
School Reference and Index Compilation; the first retro-clone) on 23 June 2006. You can download a copy in .pdf format for
free at http://www.lulu.com/us/en/shop/the-first-edition-society/monsters-of-myth/ebook/product-17452854.html
(and print copies can be bought from Black Blade Publishing at http://black-blade-publishing.com/Store/tabid/65/pid/40/Monsters-of-Myth-Hardback-print-.aspx). For some history of OSRIC, see http://unvisiblecitadel.blogspot.com/2016/06/happy-10th-birthday-osric.html.
Al-Yasin is the creation of montand, one of the
early Canonfire! author/admins; Monty wrote a number of articles in the voice
of Taras Guarhoth, sage of the Sud Graufult.
I was always intrigued by Al-Yasin, and have used him in my campaigns
from time to time. More info appears at http://www.canonfire.com/cfnew/modules.php?name=News&file=article&sid=104
and http://www.canonfire.com/cf/modules.php?name=Your_Account&op=userinfo&username=Taras.
Orvaas is one of my original poisons, while
crippendust was created by my college DM at Penn State, Allen Ruch (I adapted
his campaign background to Oerth):
Orvaas: This Suloise insinuative poison is a thin, black
liquid that exudes a moderately-strong odor reminiscent of turned vegetable oil. Its onset only requires 1-3 segments, after
which the victim must save vs. poison. A
successful saving throw negates the poison; failure causes hot pain to lance
throughout the victim’s body, tracing along their circulatory infrastructure as
the poison spreads. The pain is quite strong---victims
have compared it to branding irons or as if their blood was on fire---and
long-lasting. Those failing the save
take 1-6 damage for 1-3 rounds and make a 5d6 Constitution check at -4 penalty
(non-cumulative) during each of those 1-3 rounds or lose consciousness. In addition, the victim loses 2-6 points of
Dexterity (1d6: 1 = 2, 2 = 3, 3-4 = 4, 5
= 5, 6 = 6) for 1 day plus one day per point lost; Dexterity points are
recovered at the rate of 1/day for the following 3 days, then 2/day until full
recovery is achieved. The intense pain
remains throughout the duration of the Dexterity loss. Repeated exposure is said to cause permanent
crippling. One dose is only good for a
single attack roll, after which orvaas must be re-applied. Orvaas is an uncommon poison, and costs 95 gp
+/- 35 gp per dose.
Crippendust: This ingestive nerve venom was discovered by
an unnamed alchemist in the employ of the Rax Dynasty prior to the Turmoil
Between Crowns. It is derived from the
dried and powered excrement of a rare bat native to the sea caves of the Gull
Cliffs. The droppings are dried and
powdered, then mixed with additional ingredients known only to the Rax. Once refined, it appears as a chalky white
powder with a faintly musty odor; it must be inhaled to be effective. Crippendust is a debilitating poison that
destroys the muscular nervous system of its victim, then eats holes through the
muscles. If the initial poison saving
throw is made, the victim suffers shooting pains for 4-9 turns, during which
time they suffer a -4 penalty on all physical actions/rolls, and cannot cast
spells. The pain concludes once that
time passes, but the victim must roll a 5d6 check vs. their Constitution or
permanently lose one point of Dexterity.
If the initial saving throw is failed, the agony lasts much stronger
(3d6 hours; the same -4/no spells penalties apply), and the victim loses 1-4 points
of Dexterity immediately. Each following
day, the victim must roll a secondary save vs. poison anew---with a penalty
equal to the total number of Dexterity points lost to date. If the secondary saving throw succeeds, the
poison has run its course; if the secondary save fails, its ravages continue
and the victim loses another 1-3 points of Dexterity, and will need to save
again on the following day. Dexterity
losses continue until the victim’s secondary saving throw succeeds, or the Dex score
is reduced to 2, at which point the victim is unable to physically move of
their own volition for the remainder of their life. The mind remains intact, but the body is permanently
twisted and crippled. There is no known
antidote. Note that slow poison will
only exacerbate the agony of the victim.
This will double the pain’s duration for a successful initial save,
while for a failed initial save it will cause the loss of an additional point
of Dexterity. Neutralize poison may be
used to halt the degeneration caused by crippendust, but will not restore
previously-lost points of Dexterity.
Each day after the first, there is a 10% cumulative chance that the
spell will fail, as well, due to the virulence of the poison. Cost is 5000 gp per dose.
Have fun identifying the other Greyhawk
references in the letter from the Fiend Sage on your own ;-> (and, if you’re
curious, similar references abound in my two other Fiend Sage pieces on
Canonfire! at http://www.canonfire.com/cf/modules.php?name=News&file=article&sid=298
and http://www.canonfire.com/cf/modules.php?name=News&file=article&sid=887).
This is the first CF! article I’ve written in 2
½ years! It’s good to be back :D
"