DM_Fiery_Fist
First Post
The Hare's Portal I
Without further ado, allow me to begin. This story arc begins on an island in Faerûn's Sea of Moving Ice, near a ring of standing stones. The standing stones are the first of the Portals of the Frozen Wastes (see here). The stones are guarded by Thurghom, who cherishes them as a sacred shrine inhabited by a great spirit. Though they are actually the relic of an ancient civilization, they are indeed occupied by a powerful creature, though it is not quite pleased with Thurghom's presence.
In my campaign (which is an online game that can be found here , I increased Thurghom to 22nd level, as the characters are very high level. However, his level is really irrelevant, as he merely serves as a means to introduce the "great spirit" of the Standing Stones.
The sinkhole in the center of the stones is actually the dwelling of a powerful faerie whose true name is Beg Eolach Moidhach (it translates to Little Knowledgeable Hare). However, he almost always goes by the name Mistear, as faeries guard their true names most carefully.
(Mistear's stat block is rather haphazard, and I apologize if there are any errors in my calculations. He can really be of any level, and in my campaign I am actually planning to revise his stat block and grant him levels of Seeker of the Song from Complete Arcane. The Faerie Kin race is the creation of Raven Crowking, and I simply used it to make him a fey. His base statistics are those of a lightfoot halfling brd20, with a few custom spells and abilities. Mistear is based upon the snowshoe hare, which I have read to be active often at night. Therefore, Mistear does not care for the sunlight. His spells come from a wide variety of custom sources, but they really are not crucial to the game's progression and they simply serve as another resource for him to rely upon. I granted him the Ethereal Sidestep feat from Ghostwalk for free as a means to enhance flavor - it simply allows short uses of the dimension door spell, which symbolizes a rabbit's "hop". The Truename feat comes from a Dragon magazine article on truenames. If you have any questions just ask me and I'll provide some of my sources.)
Though the majority of items tossed into sinkhole are long gone, the gear of an adventuring group sacrificed by Thurghom still lies at the bottom of the sinkhole, which is approximately two hundred feet deep. The treasure consists of: an ancient suit of thunder armor, boots of the sea, a celestial mace, a pixie bone flute, a white robe of archmagi, and a staff of rapture. Concealed in the silt at the bottom of the cenote is the one of the group’s most valuable treasures: a universal key, along with boots of the lost coast.
(These items can be replaced quite easily--the characters in my campaign were very far behind the suggested wealth amounts for their level, hence the great amount of treasure. Many of these items came from WotC's Far Corners of the World supplements, as I found those to be quite unique.)
The bottom of the sinkhole actually serves as a portal to the Plane of Faerie as well. Anyone who falls into the waters of the sinkhole at twilight surfaces on the Plane of Faerie. The portal will also function for someone who carries a key granted by Mistear (the universal key found above will also activate the portal if it is taken out of the sinkhole and then dropped in again.)
Mistear materializes from the standing stones at twilight to greet the characters responsible for slaying Thurghôm. As seen in the encounters above, when dealing with fey, no good deed goes unpaid. Mistear seeks to settle his debt with those who slew Thurghom, and, if possible, trick them into owing him favors as well.
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My next post will further elaborate the encounter and explain how it unfolded in my own campaign. Feel free to use Mistear or any of these creations as you see fit in your own campaigns.
So far there's been a fair amount of symbolism as well. The sinkhole and the snowshoe hare faerie are strongly reminiscent of Alice in Wonderland, a parallel which only grew stronger in my own campaign with the actions of the party.
After I describe a few more specifics of the encounter and will also move on to the other side of the portal, in the Plane of Faerie.
Finally, any and all comments or suggestions would be GREATLY appreciated on this.
Thanks,
Josh
Without further ado, allow me to begin. This story arc begins on an island in Faerûn's Sea of Moving Ice, near a ring of standing stones. The standing stones are the first of the Portals of the Frozen Wastes (see here). The stones are guarded by Thurghom, who cherishes them as a sacred shrine inhabited by a great spirit. Though they are actually the relic of an ancient civilization, they are indeed occupied by a powerful creature, though it is not quite pleased with Thurghom's presence.
In my campaign (which is an online game that can be found here , I increased Thurghom to 22nd level, as the characters are very high level. However, his level is really irrelevant, as he merely serves as a means to introduce the "great spirit" of the Standing Stones.
The sinkhole in the center of the stones is actually the dwelling of a powerful faerie whose true name is Beg Eolach Moidhach (it translates to Little Knowledgeable Hare). However, he almost always goes by the name Mistear, as faeries guard their true names most carefully.
Mistear, Male Faerie Kin Lightfoot Halfling Brd20: CR 20; Small Humanoid; HD 20d6(Bard); hp 73; Init +2; Spd 25 ft.; AC:12 (Flatfooted:11 Touch:12); Atk +15/10/5 base melee, +18/13/8 base ranged; RF: +2 Bonus on Saves vs. Fear, +1 attack bonus with thrown weapons; SQ Daylight Powerlessness; AL CN; SV Fort +7, Ref +15, Will +12; STR 8, DEX 15, CON 10, INT 16, WIS 8, CHA 23.
Skills: Bluff +29, Climb +1, Disguise +8, Forgery +5, Hide +29, Jump +6, Knowledge (Fey) +26, Knowledge (Nature) +26, Knowledge (The Planes) +26, Listen +1, Move Silently +27, Perform (Sing) +29, Spellcraft +26.
Feats: Armor Proficiency (Light), Dash, Deceitful, Ethereal Sidestep, Fleet of Foot, Green Ear, Run, Shield Proficiency, Simple Weapon Proficiency, Truename (Beg Eolach Moidhach).
Spells Known (Brd 4/6/6/5/5/5/5): 0 -- Detect Crossroads, Detect Ghost, False Flavor, Know Direction, Mage Hand, Prestidigitation; 1st -- Charm Person, Cheat, Magic Mouth, Silent Image, Unseen Servant; 2nd -- Animal Messenger, Animal Trance, Blindness/Deafness, Invisibility, Suggestion; 3rd -- Charm Monster, Cure Serious Wounds, Deep Slumber, Geas, Lesser, Scrying; 4th -- Celebration, Follow the Leader, Legend Lore, Modify Memory, Shadow Conjuration; 5th -- Dream, False Vision, Gulaben`s Ecstasy, Seeming, Suggestion, Mass; 6th -- Bestow Greater Curse, Otto`s Irresistible Dance, Permanent Image, Veil.
Possessions: Boots of the Hare (Fetish), Scepter of the Hare.
Appearance: Mistear, whose true name is Beg Eolach Moidhach, appears to be a lightfoot halfling of nearly three feet in height. He has long white hair which falls to his shoulders, and he’s often chuckling and smiling, displaying brilliant teeth. He has inquisitive, curious brown eyes. He wears heavy boots lined with beautiful white fur. He carries a weathered staff in his right hand. It appears to have been crafted out of hazel, but it’s difficult to tell. It bears no other identifying marks. He wears a soft robe of the purest white wool.
Development: Mistear repays the party in kind for slaying Thurghôm. He tricks them if granted the opportunity, but he is gullible himself, and clever adventurers could easily deceive him.
Lore (Bardic Knowledge DC 35): Mistear is an enigma, for no mortal truly knows his origin. His first appearance in the annals of history occurred long ago, during the age of Jhothûn, when he came to the court of the Emperor of Jhothûn and performed. His voice was one of the best the emperor had ever heard.
“I am being chased by a terrible white dragon,” he explained after his song was finished, “and I have come seeking aid. If you shall hide me with a spell, I will serve you faithfully as a bard until the end of your kingdom.” The emperor agreed, but he warned Mistear that the spell would not work outside of Jhothûn. Soon, an ancient white dragon came to the lands of Jhothûn seeking his quarry. He met the emperor and asked him if he could search his kingdom for the bard. Since the emperor did not wish to war with the dragons, he consented, knowing that the spell would hide the minstrel.
Unfortunately, Mistear was overcome with greed—the dragon was away from his lair, and it would easy to claim his hoard. He left Jhothûn whilst the dragon searched the empire and stole many of the dragon’s most valuable treasures. He then returned to Jhothûn and betrayed the emperor by placing a few of the trinkets in the treasury.
The dragon soon returned to the emperor and told him about the theft. He asked the emperor if he could search his kingdom for the lost treasure. The emperor consented once again, believing himself to be innocent. Unfortunately, the dragon found the trinkets in the treasury, and declared war. The white dragons would eventually bring about the fall of Jhothûn.
Mistear tried to flee, but a noble qorrashi caught him. The genie cursed Mistear to be forever bound to the standing stones, that he might never leave Jhothûn again. The wish could only be broken by the command of the prince of Jhothûn.
Daylight Powerlessness (Ex): Mistear fades back to the Plane of Faerie in natural sunlight (not merely a daylight spell).
Faerie Kin (Ex): All magical and supernatural effects that specifically target the fey affect this creature as well. This creature is revealed as fey through divination spells that detect such things. Any curse cast by the creature receives a +5 racial bonus to its DC. The difficulty of any check to remove the curse is increased by the same margin.
(Mistear's stat block is rather haphazard, and I apologize if there are any errors in my calculations. He can really be of any level, and in my campaign I am actually planning to revise his stat block and grant him levels of Seeker of the Song from Complete Arcane. The Faerie Kin race is the creation of Raven Crowking, and I simply used it to make him a fey. His base statistics are those of a lightfoot halfling brd20, with a few custom spells and abilities. Mistear is based upon the snowshoe hare, which I have read to be active often at night. Therefore, Mistear does not care for the sunlight. His spells come from a wide variety of custom sources, but they really are not crucial to the game's progression and they simply serve as another resource for him to rely upon. I granted him the Ethereal Sidestep feat from Ghostwalk for free as a means to enhance flavor - it simply allows short uses of the dimension door spell, which symbolizes a rabbit's "hop". The Truename feat comes from a Dragon magazine article on truenames. If you have any questions just ask me and I'll provide some of my sources.)
Though the majority of items tossed into sinkhole are long gone, the gear of an adventuring group sacrificed by Thurghom still lies at the bottom of the sinkhole, which is approximately two hundred feet deep. The treasure consists of: an ancient suit of thunder armor, boots of the sea, a celestial mace, a pixie bone flute, a white robe of archmagi, and a staff of rapture. Concealed in the silt at the bottom of the cenote is the one of the group’s most valuable treasures: a universal key, along with boots of the lost coast.
(These items can be replaced quite easily--the characters in my campaign were very far behind the suggested wealth amounts for their level, hence the great amount of treasure. Many of these items came from WotC's Far Corners of the World supplements, as I found those to be quite unique.)
The bottom of the sinkhole actually serves as a portal to the Plane of Faerie as well. Anyone who falls into the waters of the sinkhole at twilight surfaces on the Plane of Faerie. The portal will also function for someone who carries a key granted by Mistear (the universal key found above will also activate the portal if it is taken out of the sinkhole and then dropped in again.)
Mistear materializes from the standing stones at twilight to greet the characters responsible for slaying Thurghôm. As seen in the encounters above, when dealing with fey, no good deed goes unpaid. Mistear seeks to settle his debt with those who slew Thurghom, and, if possible, trick them into owing him favors as well.
-----
My next post will further elaborate the encounter and explain how it unfolded in my own campaign. Feel free to use Mistear or any of these creations as you see fit in your own campaigns.
So far there's been a fair amount of symbolism as well. The sinkhole and the snowshoe hare faerie are strongly reminiscent of Alice in Wonderland, a parallel which only grew stronger in my own campaign with the actions of the party.
After I describe a few more specifics of the encounter and will also move on to the other side of the portal, in the Plane of Faerie.
Finally, any and all comments or suggestions would be GREATLY appreciated on this.
Thanks,
Josh