![]() The towers stood on the banks of a small spring that welled up within the cellars of Larloch's tower. Each had dominion over a few levels, where they conducted their nefarious experiments. The other towers were home to the liches and vampires of the city. Certain areas, caskets and cupboards contained magical traps that inflicted his powerful curses upon trespassers. He spent most of his time in these chambers. Within the tower were special safe rooms that quickly rejuvenated undead bodies, to which Larloch could quickly relocate if attacked and seriously damaged, only to return revitalized soon after. The highest and most dangerous tower belonged to Larloch himself. Dark bridges without rails spanned over the city, connecting courtyards and garden walls with the lower levels of other towers. These wizard towers were linked to form a large, walled castle around the ruined city and each stood within a circular, walled garden and courtyard. Seen from afar, the soaring towers that comprised the Warlock's Crypt had the semblance of great talons clad in black mail, menacing and grasping at the sky. Īs a flying Netherese enclave, Orbedal once hovered over the Cold Forest, on the southern shore of the Bay of Ascore. However, its location on maps was inexact and it was quite isolated. Warlock's Crypt lay somewhere in the western side of the Troll Hills, at the mouth of the Winding Water. These names were later corrupted into the name "Warlock's Crypt" or "Warlock's Keep". These names could still be found in old accounts and maps into the mid-1360s DR. Under the rule of Larloch, the city was called variously "Larloch's Crypt" or "Larloch's Keep". It is our intent to work within this license in good faith.As a Netherese enclave, the city was originally named "Orbedal" and was also called "Sanctuary". If you see any page that contains SRD material and does not show this license statement, please contact an admin so that this license statement can be added. To distinguish it, these items will have this notice. ![]() ![]() It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. This is part of the (3.5e) Revised System Reference Document. weight) gpīack to Main Page → 3.5e Open Game Content → System Reference Document → Equipment Open Game Content ( place problems on the discussion page). To determine the price of a darkwood item, use the original weight but add 10 gp per pound to the price of a masterwork version of that item.ĭarkwood has 10 hit points per inch of thickness and hardness 5.ĬOST=Masterwork Item Cost + (10 × original lb. The armor check penalty of a darkwood shield is lessened by 2 compared to an ordinary shield of its type. Items not normally made of wood or only partially of wood (such as a battleaxe or a mace) either cannot be made from darkwood or do not gain any special benefit from being made of darkwood. Any wooden or mostly wooden item (such as a bow, an arrow, or a spear) made from darkwood is considered a masterwork item and weighs only half as much as a normal wooden item of that type. This rare magic wood is as hard as normal wood but very light. This material is published under the OGL 1.0a.
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