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Seira Accessories

Started by Anastasia, April 17, 2018, 10:52:43 AM

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Anastasia

For anything and sundry that I need to keep handy, but doesn't fit anywhere else.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#1
Further descriptions

Divine Realm: The Cauldron

It is where water and fire are born into steam.

It is what powers the fires of rebirth in Bytopia.

It is where rivers of gold are whispered to flow.

The Cauldron is a finite demiplane modeled after a vast volcano. Its slopes rise high, into great terraced areas within, the entire Cauldron criss-crossed with caves.

Cauldron Traits

- No gravity: Movement in The Cauldron is as per the Astral Plane.

- Normal time

- Finite size: The Cauldron is about 50 miles in diameter. The edges lead back into Shurrock. The Cauldron's size may change as Seira sees fit.

- Divinely morphic : Certain powerful creatures (Seira and her pantheon) can alter The Cauldron with a thought. Normal creatures find The Cauldron as easy to alter as the Prime Material Plane.

- Elemental balanced dominant: The Cauldron is a stable mixture of all four elements. While naturally quite warm, it is tolerable for all sorts of creatures.

- Mildly good aligned: Evil creatures in The Cauldron suffer a -2 penalty to all Charisma based checks.

- Enhanced magic: Spells and spell-like abilities with any elemental, energy or Good descriptors are cast at +1 caster level.

- Impeded magic: Spells and spell-like abilities with the Evil descriptor are cast at -1 caster level.

The Cauldron Links

The Cauldron is linked with the Shurrock layer of Bytopia. Creatures flying from The Cauldron can pass into Shurrock. Creatures who reach The Cauldron from Shurrock can enter as well. The magma chamber at the base of The Cauldron is a massive color pool linked to a Cauldron replica on the Astral Plane.

The Cauldron Inhabitants

The Cauldron is dominated by elementals and dragons of all types. Seira has recruited elementals from the various elemental planes, para-elemental planes and quasi-elemental planes, as well as from pacts with various archomentals of elemental good. The dragons are those of a celestial outlook or those seeking prismatic enlightenment at The Cauldron. Celestials and Seira's servants can also be found here, as well as a contingent of travelers and traders at all time.

Movement and Combat

Combat is similar to combat on the Astral Plane, with three dimensional combat and flight playing a large role. Unlike the Astral Plane, time flows and wounds heal naturally.

Features of The Cauldron

Steam's Reach

The outer walls of The Cauldron are dotted with hidden caves, fortified into defensive zones. Illusions and favorable terrain give defenders a defensive advantage. These cave are death traps of oozes, animated objects and elementals. These defenses are meant to stymie an indirect attack around The Cauldron's main defenses in the volcano's maw. These caves are also full of veins of gold and even rivers of liquid gold superheated by The Cauldron's natural affinity for fire, a fact made to tempt a greedy invader right into the teeth of Seira's defenses.

Rising Heat

The highest terraces of The Cauldron are dedicated to defense. Animated statues of adult red dragons are about and ready to come to life to defend the realm. The first ten terraces are heavily fortified. A garrison of elementals, Seira's clerics and allied forces constantly mans them, serving as border guards in times of peace and a potent defense in times of war. True seeing and magic circles against evil are used to ensure that fiendish trickery does not gain them entry to The Cauldron.

The Market

The middle section of The Cauldron's terraces are dedicated to trade and visitors. It is an ensnaring pattern of walkways and labyrinthine passages, all leavened by the fact that flight is normal here. Gold banners adorn the market area, Waukeen's portraits mingling with shields bearing the image of a majestic golden dragon. Seira's efforts and connections to Brightwater (for Seira followed Waukeen in her mortal life) ensure that the marketplace is full of goods from across the planes, as well as The Cauldron's own offerings.

Temple of the Golden Flame

The second to last terrace holds the Temple of the Golden Flame. An immense phantom flame burns eternal at its center, as Seira wills it, encouraging all those who pass through it as though Seira had shared a fragment of her power directly with them. It harms none, even fiends, though fiends would experience a profound emptiness should they attempt to defile these sacred grounds. The temple is just above the final terrace, which is dominated by a massive lake of lava. This lake is hallowed and in spite of the heat it sheds, everything around is bearable even to those without protection against fire.

Innocence

Seira's abode rests besides the lake of lava in the final terrace. It is a gingerbread palace of whimsy and wonder, where Seira and Amaryl reside. It houses essential functions and receptions for important guests. The design of the palace is not tied to normal physics and it often goes on wondrous, impossible designs.

Minas Estel

A spiral stairway rising from the Temple of the Golden Flame all the way to the Market and the only place in The Cauldron where objective directional gravity is in effect, it is The Cauldron's version of a Spellpool. All natives of Bytopia and its divine realms are automatically keyed to the Spellpool the moment they first set foot on it for the first time and a golden token grows out of it for their personal use. Traveling down the length of Minas Estel for at least two hours provides the same benefits as a full night's rest.

The Victory Arch

This arch in the Cauldron is large enough for even an elder elemental to pass through. Those that activate the arch gain the following weapon properties to a weapon or natural weapon for 24 hours: corrosive, flaming, frost and shock. A creature can only benefit from this arch once per 24 hours. It is placed on the upper level, in a hidden room just past the guard post that has one-way portals to it from the main garrison, and from it to the volcano's vent. Its existence is not secret, although its exact location is, as access to it is restricted.

Notable People of The Cauldron

Seira Aryn: The Dragon Princess

Seira is the ruler of The Cauldron and its founder. She is forever busy seeing to The Cauldron and its continued growth. She is an optimistic bundle of energy combined with draconic vigor. She is not weighed down by her new duties and instead embraces them. She is known as a passionate leader who is not afraid to buck against normal trends to do what she feels is right. Seira is the first amongst many in The Cauldron's pantheon.

Amaryl Gaial: Princess-Consort

Amaryl is Seira's lover and partner. She aids Seira as she continues to grow into her own role and divinity. She is a rising demigoddess, following the path Seira forged decades ago. She organizes things for Seira and ensures The Cauldron's affairs flow smoothly. She runs a more even keel than Seira, but tends to defer to her.

Donald Smurth

The Cauldron gathers a great deal of intelligence about all the planes. It falls to Donald to manage this as well as The Cauldron's various espionage efforts. While Donald is something of a fool and has a knack at saying the wrong thing at the wring time, he is strikingly competent in this field. Notably, Donald eschews any sort of title nor does he seem to care overmuch about propriety.

Lady Sanzha: Mistress of the Elements

Lady Sanzha is a former Padisha of the Marid who now serves Seira. She is a calm and confident woman who oversees much of The Cauldron's research into elemental harmony. Her role has her deal with elemental magic most of the time, though she is a capable guide and hostess when circumstances require, for her previous experience as Padisha trained her well in diplomacy and people skills.

Oraga, Fallen

A fallen angel who was reached by Seira and as a result of a long, complicated situation, was put into the body of a mortal elf female. Since then, Oraga sees to the defenses of The Cauldron and savagely trains those that would defend it. While he is not fully fallen anymore, Oraga does not mind the title of such.

The Cauldron Encounters

d%   Encounter   Number
1-10   Fire Elementals*   1d6
11-20   Water Elementals*   1d6
21-30   Earth Elementals*   1d6
31-40   Air Elementals*   1d6
41-50   Mercane + Elemental Bodyguards**   1d4 + 1d4+1
51-60   Mortal pilgrim***   1
61-63   Ice Para Elemental*   1d6
64-66   Ooze Para Elemental*   1d6
67-69   Magma Para Elemental*   1d6
70-72   Smoke Para Elemental*   1d6
73-74   Lightning Quasi Elemental*   1d6
75-76   Vacuum Quasi Elemental*   1d6
77-78   Steam Quasi Elemental*   1d6
79-80   Salt Quasi Elemental*   1d6
81-82   Mineral Quasi Elemental*   1d6
83-84   Dust Quasi Elemental*   1d6
85-86   Radiance Quasi Elemental*   1d6
88-90   Elemental Monolith****   1
91-94   Githyanki   2d6
95-99   Adult metallic dragon*****   1
100   Unique encounter******   1

* The exact type of elemental varies from small to elder. Mixed groups are common and lead by the biggest elemental present.
** Mercane are guarded by large earth elementals.
*** Mortal pilgrims are mortals on a pilgrimage to The Cauldron. Typical examples are paladins or clerics of Seira. Waukeenites are also common.
**** The DM may choose which type of elemental (or para or quasi elemental) monolith is encountered. Fire and water monoliths are the most common.
***** The DM may choose which type of metallic dragon is encountered. Copper and gold dragons are the most common.
****** A unique encounter is one where a notable personality of The Cauldron is met. As The Cauldron is a small and new realm, it's even possible to encounter Seira in this manner.

The Cauldron Miscellanea

New Special Material

Cauldron Steel

This rare iron is forged in The Cauldron, heated by elemental fire, cooled with elemental water, shaped with elemental air and hardened with the spirit of elemental earth. Weapons and armor made of cauldron steel are 25% heavier than normal steel, but have a hardness 5 points higher than steel. Further, weapons made of this material count as cold iron and retain some elemental power. They deal one point each of acid, cold, electricity and fire damage on each hit. Armor made of cauldron steel grans resistance to acid, cold, electricity and fire 3.

Cauldron steel equipment costs the same as adamantine equipment.

New Weapon and Armor Special Abilities

Elemental Harmony

This special weapon ability can only be applied to a weapon made of cauldron steel and that has a special property that deals energy damage (such as flaming, frost, shock and so forth). Whenever a weapon enchanted with this ability deals energy damage, all of the energy damage becomes whichever type is most beneficial to the wielder. For example, a creature immune to acid and cold, with resistance to electricity 30 and vulnerability to fire would take all fire damage from the weapon's energy damage.

Moderate transmutation; CL 12th; Craft Magic Arms and Armor; Price +2 bonus.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Lady Sanzha's Alchemical Creations



   
   
   
   
   
   
   
SubstanceCraft (Alchemy) DCCost
Liquid Fire Bomb30500
Sticky Bomb35850
Entombing Pebble35900
Instant Deluge401000
Smoke Bomb401250
Elemental Catastrophe401500

Liquid Fire Bomb

This bomb is composed of fire forced into the form of liquid water, encased in a glass sphere. This combination is inherently unstable and explodes once exposed to air. This bomb can be throw up to 100ft and is a special splash weapon, so it requires a ranged touch attack roll to hit a target. It deals 5d6 fire damage to the target and 2d6 fire damage as splash damage to all creatures within 10ft of the target.

Sticky Bomb

This is identical to a liquid fire bomb, except that a bit of earth energy has been added to the mix. This adds stickiness to the compound. Creatures damaged by a sticky bomb find themselves on fire and take an additional 2d6 points of fire damage per round for 1d4+1 rounds. A creature set on fire can take a full round action to extinguish the flames, this requires a successful DC 20 Reflex save. Immersion in water or 10 or more points of cold damage automatically extinguish the flames.

Entombing Pebble

This pebble is elemental Earth compressed with an outer shell of fragile elemental Air. When thrown against a hard surface or a creature, the air dissipates and the Earth erupts out on whatever it touched. If thrown against an object, it fills the 5ft square it hit with clumps of stone. If thrown against a creature, threat this as a ranged attack with a range of up to 100ft. If it hits, the creature must make a DC 30 Reflex save or be caught within a body-tight shell of hard stone six inches thick. This prevents the creature from moving, they are effectively paralyzed. A creature trapped within can escape by a DC 30 Strength check. Alternately, the shell can be destroyed by 50 points of bludgeoning damage by another creature.

The stone created by an entombing pebble is permanent and non magical. A creature trapped within an entombing pebble can breathe, as there are small cracks and imperfections within the rock that allow air to pass through.

Instant Deluge

This small potion constantly roils and is a deep, clear blue color. When broken, a tidal wave erupts out from it, 15ft tall and 30ft wide. The wave travels 100ft before exhausting itself and soaks the entire area it travels through. Any creature in the path of the wave must make a DC 30 Fortitude save or be swept along with the wave and knocked prone at the end of the movement.

If instead opened and poured into a deep hole, dry lake or other such thing, this instead produces enough water to fill a 20ftx20ftx20ft space. This use of instant deluge does not move creatures or knock them prone.

Smoke Bomb

This pellet contains a perfectly balanced mixture of elemental Air and Fire, kept apart. When the pellet is exposed to water, the elemental flames begin to quench and the steam mixes with the air, creating a powerful blast of smoke. This covers everything in a 100ft radius and up to 50ft high in choking, blinding smoke. Treat this smoke as fog cloud, except that creatures cannot breathe within the smoke. The smoke lasts for one minute, then the radius shrinks 10ft and lowers 5ft each round thereafter. A moderate or stronger wind disperses the cloud within 2 rounds.

Elemental Catastrophe

This mixture of all four elements is contained in a glass bottle. It can be thrown at a creature as ranged attack with a range of 100ft. A creature struck is lashed with the power of all four elements, taking 5d6 points each of acid, cold, electricity and fire damage.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Corwin

Victory Arch 2.0

This arch in the Cauldron is large enough for even an elder elemental to pass through. Those that activate the arch gain the following weapon properties to a weapon or natural weapon for 24 hours: corrosive, flaming, frost and shock. A creature can only benefit from this arch once per 24 hours.

It is placed on the upper level, in a hidden room just past the guard post that has one-way portals to it from the main garrison, and from it to the volcano's vent. Its existence is not secret, although its exact location is, as access to it is restricted.
<Steph> I might have made a terrible mistake