BOZ
Creature Cataloguer
yeah, but that book is generally out of whack (IMO), so i don't want to go on that alone. if you can find another occurance in another book (preferrably more recent), i will go with that.
in the meantime, i found what i was looking for:
***warning, spoilers below*** if you were ever planning on playing in O2 Blade of Vengeance!
(Erystelle is the pre-made PC that comes with this one-player module.)
Page 8: The overall aim of this part of the adventure is for Erystelle to reach THE SHINING ISLE (page 20) by performing the ritual at the Shattered Pillars (area 20). In order to do so, Erystelle needs to know:
• That the pillars exist and where they can be found. Erystelle may see the pillars at a distance (area 19), and the pixies (area 8) will also give a clue as to their location. The Cave of Visions (area 11) will show Erystelle what the pillars look like and, if the elf is able to give a description, the treants (area 14) will give directions to them.
• The rhyme of Galannor. The shuargugh (area 5) living near Oakendale (area 4) will tell Erystelle the rhyme. The burned book in the hermit's home (area 6) also contains part of it.
• How to reach the Shining Isle. To reach the Shining Isle, Erystelle has to be at the Shattered Pillars at night and facing the pool of water. By wearing a wreath of starblooms (see below) and speaking the rhyme of Galannor, Erystelle will summon the silver ship and be taken to the Isle. The book in the hermit's cave (area 6) will give Erystelle some information, and the treants (area 14) and pixies (area 8) will provide more clues.
Page 20: The Shining Isle is home to Karelia, the faedorne of the Emerlas (see NEW MONSTERS p28). It is here that Galannor Nightflame was taken after his battle with Gorkalk. The Isle floats in the sky over the Emerlas and is only visible at night when it appears as a star. The Isle is enchanted and neither dispel magic, fly, nor levitate spells will function there unless cast by a creature native to the Isle. Speaking the Rhyme of Galannor at the Shattered Pillars (area 20) while wearing a wreath of Starblooms summons the silver ship that will take Erystelle to the Shining Isle. One the Shining Isle, two tests await Erystelle. Once passed, Erystelle will be given Galannor's sentient sword and other magical items by Karelia.
Page 21-22:
The Silver Ship
After Erystelle has performed the ceremony at the Shattered Pillars, the DM should read the following description:
"As you finish speaking, the pillars glow white and stars shoot up into the sky. The pillars fade, losing their radiance and all goes still. From the direction of the river comes a gentle lapping sound and a clear blue light bobs toward you. Soon a high-prowed silver boat appears, its bow cutting through the mist like a knife, while a blue stone set high in the prow bathes the pillars in its glow. Its deep blue sail comes into view bearing a shining silver moon against a background of twinkling stars. The ship turns and draws up to the river bank. The mist clings to its sides and mast making it difficult to see if anyone is aboard."
The silver ship is 30 feet long and has a single-masted sail. It Erystelle does not board, it will remain until dawn and then slide back into the mist. If the elf walks towards the ship, Erystelle will suddenly be teleported aboard it. Only Erystelle will be transported, and any companions will have to wait by the pillars for the elf to return.
Stars on the Water
The ship contains no items of interest. A magical barrier surrounds the ship and prevents Erystelle from leaving it during the voyage.
"You find yourself standing in the prow of the magnificent ship gliding smoothly through the mist. The haze slowly clears to reveal the heavens above and the reflection of stars on the water. Strangely, the ship's prow does not part the water and the dock is unnaturally steady underfoot.
A bright object appears in the water ahead of you and grows into a bright multi-hued comet trailing millions of stars in its wake. In wonder, you watch it fly by with the realisation that you are sailing no normal river. The stars beneath your ship are indeed stars!"
The Silver Shore
"In front, a pale shimmering disc gradually grows larger; around it swirl clusters of stars in long lazy arcs. The disc continues to grow and the ship's prow cuts into it. Mist swirls around you and only the blue stone is visible. Slowly the mists fall behind, revealing a beach of golden sand ahead, washed by crystal blue waves. Across the beach, the rich smell of flowers and trees floats to you from a lush green wood."
Erystelle has arrive on the Shining Isle where it is daytime. The silver hip will beach itself and wait until Erystelle fulfills the quest here. Once beached, the magical barrier around the ship is lowered, and Erystelle will be able to leave the ship.
S1. The Silver Path
When Erystelle arrives, a magical silver path will appear, leading from the ship to the silver warrior (area S2):
"The sun dances on a reflection in the woods. A wave of silver breaks through the trees. Once clear of the wood, the wave falls and flows towards you leaving a silver pathway in its wake."
The path is solid and leads to the silver warrior (see below). A magical wall of force, similar to the one surrounding the silver ship, prevents Erystelle from leaving the path.
S2. The Silver Warrior
"Following the silver path you are soon walking through the woods. Without warning the path ahead twists and bulges, and a creature clad in silver armour springs up out of it. In a clear voice it says: "Erystelle! You have come seeking the treasure of Galannor. To prove yourself worthy you must first defeat me."
The creature rapidly fades from view leaving only the sound of its approaching footsteps."
The silver warrior has become invisible and is closing to attack. Erystelle has 1 round in which to act before it attacks. A detect invisibility spell will show where the silver warrior is. In the following round the silver warrior will automatically gain initiative and attack, unless detected. The silver warrior is able to attack and remain invisible; all to hit rolls are at a -4 penalty unless Erystelle has detected it by magical means. In subsequent rounds initiative should be rolled normally. If the warrior is defeated, both it and its gear will melt into the silver path.
(stat block omitted)
If defeated by the warrior, Erystelle will not be killed, but given a second chance. Erystelle will be returned to the Shattered Pillars (area 20) with only one hit point remaining.
S3. Bridge of Change
"The shining path you have been following comes to an abrupt end between two silver pillars, whose surfaces are alive with intricate tracings of iridescent golden threads. A bottomless gulf yawns at your feet just a step beyond the towering columns. The chasm stretches away to either side, for as far as you can see, and as you peer downwards you see only the sheer rock walls – for the gulf is seemingly bottomless. On the far side you can make out another pair of pillars glinting in the rays of the sun."
The pillars are 50 feet tall and are the supports of an invisible suspension bridge spanning the 60-foot-wide chasm. The chasm is bottomless and should Erystelle fall into it, the elf will die. The walls of the chasm are smooth and sheer and cannot be climbed.
To cross the gulf Erystelle must first discover the invisible bridge (by use of detect invisibility, detect magic spells or by feeling for it). However, the bridge will always point Erystelle towards the start when the middle is reached. This will happen so quickly and smoothly that Erystelle will not notice it. The only way to cross the bridge is to walk to the middle then walk backwards to the other side. If the player is having difficult working this out, the DM should make an intelligence check for Erystelle (see page 3) and, if this is successful, provide the player with a few hints.
S4. The Silver Glade.
The magical items of Galannor are watched over here by Karelia the faedorne:
"The silver pathway leads into a grove dominated by a tall silver tree. The sunlight dances on its leaves reflecting a dazzling array of colours. In front of the tree stands a woman no less impressive than the tree itself. She wears a golden dress, and a silver headband set with a blue stone adorns her golden hair. In a soft yet strong voice she speaks, "Welcome Erystelle, as the successor to Galannor Nightflame you have won the right to claim what is yours." She turns and waves her hand towards the tree. Buds appear and bright green fruits rapidly grow from them. In a twinkling they ripen and hang heavy upon the silver boughs. "These were once Galannor's, now they are yours." "
There are five fruits which resemble large red apples 6 inches in diameter. Once plucked, they will grow and split apart to reveal their contents:
#1. A suit of chain mail +3
#2. A shield +2
#3. An elven cloak
#4. A pair of elven boots
#5. 'Scorbane' - sword +2/+4 vs. dragons, triple damage vs. red dragons (full description omitted)
Karelia the faedorne (stat block omitted)
Spells memorised -
First level: charm person, protection from evil, read languages, shield
Second level: detect evil, detect invisible, ESP, invisibility
Third level: fly, haste, lightning bolt, protection from normal missiles
Fourth level: growth of plants, hallucinatory terrain, polymorph self
Fifth level: conjure elemental, teleport
Sixth level: anti-magic shell
(I could go on, but there is really no further insight into the faedorne or her Shining Isle, and I have already typed more than enough!
)
in the meantime, i found what i was looking for:
***warning, spoilers below*** if you were ever planning on playing in O2 Blade of Vengeance!
(Erystelle is the pre-made PC that comes with this one-player module.)
Page 8: The overall aim of this part of the adventure is for Erystelle to reach THE SHINING ISLE (page 20) by performing the ritual at the Shattered Pillars (area 20). In order to do so, Erystelle needs to know:
• That the pillars exist and where they can be found. Erystelle may see the pillars at a distance (area 19), and the pixies (area 8) will also give a clue as to their location. The Cave of Visions (area 11) will show Erystelle what the pillars look like and, if the elf is able to give a description, the treants (area 14) will give directions to them.
• The rhyme of Galannor. The shuargugh (area 5) living near Oakendale (area 4) will tell Erystelle the rhyme. The burned book in the hermit's home (area 6) also contains part of it.
• How to reach the Shining Isle. To reach the Shining Isle, Erystelle has to be at the Shattered Pillars at night and facing the pool of water. By wearing a wreath of starblooms (see below) and speaking the rhyme of Galannor, Erystelle will summon the silver ship and be taken to the Isle. The book in the hermit's cave (area 6) will give Erystelle some information, and the treants (area 14) and pixies (area 8) will provide more clues.
Page 20: The Shining Isle is home to Karelia, the faedorne of the Emerlas (see NEW MONSTERS p28). It is here that Galannor Nightflame was taken after his battle with Gorkalk. The Isle floats in the sky over the Emerlas and is only visible at night when it appears as a star. The Isle is enchanted and neither dispel magic, fly, nor levitate spells will function there unless cast by a creature native to the Isle. Speaking the Rhyme of Galannor at the Shattered Pillars (area 20) while wearing a wreath of Starblooms summons the silver ship that will take Erystelle to the Shining Isle. One the Shining Isle, two tests await Erystelle. Once passed, Erystelle will be given Galannor's sentient sword and other magical items by Karelia.
Page 21-22:
The Silver Ship
After Erystelle has performed the ceremony at the Shattered Pillars, the DM should read the following description:
"As you finish speaking, the pillars glow white and stars shoot up into the sky. The pillars fade, losing their radiance and all goes still. From the direction of the river comes a gentle lapping sound and a clear blue light bobs toward you. Soon a high-prowed silver boat appears, its bow cutting through the mist like a knife, while a blue stone set high in the prow bathes the pillars in its glow. Its deep blue sail comes into view bearing a shining silver moon against a background of twinkling stars. The ship turns and draws up to the river bank. The mist clings to its sides and mast making it difficult to see if anyone is aboard."
The silver ship is 30 feet long and has a single-masted sail. It Erystelle does not board, it will remain until dawn and then slide back into the mist. If the elf walks towards the ship, Erystelle will suddenly be teleported aboard it. Only Erystelle will be transported, and any companions will have to wait by the pillars for the elf to return.
Stars on the Water
The ship contains no items of interest. A magical barrier surrounds the ship and prevents Erystelle from leaving it during the voyage.
"You find yourself standing in the prow of the magnificent ship gliding smoothly through the mist. The haze slowly clears to reveal the heavens above and the reflection of stars on the water. Strangely, the ship's prow does not part the water and the dock is unnaturally steady underfoot.
A bright object appears in the water ahead of you and grows into a bright multi-hued comet trailing millions of stars in its wake. In wonder, you watch it fly by with the realisation that you are sailing no normal river. The stars beneath your ship are indeed stars!"
The Silver Shore
"In front, a pale shimmering disc gradually grows larger; around it swirl clusters of stars in long lazy arcs. The disc continues to grow and the ship's prow cuts into it. Mist swirls around you and only the blue stone is visible. Slowly the mists fall behind, revealing a beach of golden sand ahead, washed by crystal blue waves. Across the beach, the rich smell of flowers and trees floats to you from a lush green wood."
Erystelle has arrive on the Shining Isle where it is daytime. The silver hip will beach itself and wait until Erystelle fulfills the quest here. Once beached, the magical barrier around the ship is lowered, and Erystelle will be able to leave the ship.
S1. The Silver Path
When Erystelle arrives, a magical silver path will appear, leading from the ship to the silver warrior (area S2):
"The sun dances on a reflection in the woods. A wave of silver breaks through the trees. Once clear of the wood, the wave falls and flows towards you leaving a silver pathway in its wake."
The path is solid and leads to the silver warrior (see below). A magical wall of force, similar to the one surrounding the silver ship, prevents Erystelle from leaving the path.
S2. The Silver Warrior
"Following the silver path you are soon walking through the woods. Without warning the path ahead twists and bulges, and a creature clad in silver armour springs up out of it. In a clear voice it says: "Erystelle! You have come seeking the treasure of Galannor. To prove yourself worthy you must first defeat me."
The creature rapidly fades from view leaving only the sound of its approaching footsteps."
The silver warrior has become invisible and is closing to attack. Erystelle has 1 round in which to act before it attacks. A detect invisibility spell will show where the silver warrior is. In the following round the silver warrior will automatically gain initiative and attack, unless detected. The silver warrior is able to attack and remain invisible; all to hit rolls are at a -4 penalty unless Erystelle has detected it by magical means. In subsequent rounds initiative should be rolled normally. If the warrior is defeated, both it and its gear will melt into the silver path.
(stat block omitted)
If defeated by the warrior, Erystelle will not be killed, but given a second chance. Erystelle will be returned to the Shattered Pillars (area 20) with only one hit point remaining.
S3. Bridge of Change
"The shining path you have been following comes to an abrupt end between two silver pillars, whose surfaces are alive with intricate tracings of iridescent golden threads. A bottomless gulf yawns at your feet just a step beyond the towering columns. The chasm stretches away to either side, for as far as you can see, and as you peer downwards you see only the sheer rock walls – for the gulf is seemingly bottomless. On the far side you can make out another pair of pillars glinting in the rays of the sun."
The pillars are 50 feet tall and are the supports of an invisible suspension bridge spanning the 60-foot-wide chasm. The chasm is bottomless and should Erystelle fall into it, the elf will die. The walls of the chasm are smooth and sheer and cannot be climbed.
To cross the gulf Erystelle must first discover the invisible bridge (by use of detect invisibility, detect magic spells or by feeling for it). However, the bridge will always point Erystelle towards the start when the middle is reached. This will happen so quickly and smoothly that Erystelle will not notice it. The only way to cross the bridge is to walk to the middle then walk backwards to the other side. If the player is having difficult working this out, the DM should make an intelligence check for Erystelle (see page 3) and, if this is successful, provide the player with a few hints.
S4. The Silver Glade.
The magical items of Galannor are watched over here by Karelia the faedorne:
"The silver pathway leads into a grove dominated by a tall silver tree. The sunlight dances on its leaves reflecting a dazzling array of colours. In front of the tree stands a woman no less impressive than the tree itself. She wears a golden dress, and a silver headband set with a blue stone adorns her golden hair. In a soft yet strong voice she speaks, "Welcome Erystelle, as the successor to Galannor Nightflame you have won the right to claim what is yours." She turns and waves her hand towards the tree. Buds appear and bright green fruits rapidly grow from them. In a twinkling they ripen and hang heavy upon the silver boughs. "These were once Galannor's, now they are yours." "
There are five fruits which resemble large red apples 6 inches in diameter. Once plucked, they will grow and split apart to reveal their contents:
#1. A suit of chain mail +3
#2. A shield +2
#3. An elven cloak
#4. A pair of elven boots
#5. 'Scorbane' - sword +2/+4 vs. dragons, triple damage vs. red dragons (full description omitted)
Karelia the faedorne (stat block omitted)
Spells memorised -
First level: charm person, protection from evil, read languages, shield
Second level: detect evil, detect invisible, ESP, invisibility
Third level: fly, haste, lightning bolt, protection from normal missiles
Fourth level: growth of plants, hallucinatory terrain, polymorph self
Fifth level: conjure elemental, teleport
Sixth level: anti-magic shell
(I could go on, but there is really no further insight into the faedorne or her Shining Isle, and I have already typed more than enough!
