Flower DragonsFlower DragonsFlower Dragons by ~KeyboardFish
Size: tiny (30- 90 cm)
Alignment Possibilities: CE, NE, CN, TN, CG, NG
Bite: +8 1d8 dmg
2 claw: +9 1d6 dmg
Flower dragons can be almost anywhere flowers are, though they are most frequently seen in tropical areas where the largest and most brilliantly coloured flowers are found. They come in as many varieties as there are species of flower, each vareity patterned after the type of flower they prefer to live in. They can often be found nestled in growths of beds of their preferred flower, basking in the sunlight that filters through the leaves. They draw most of their energy from this sunlight, absorbing it through their scales and supplementing it by eating some of the insects that are lured in by the flower's scent and a scent they produce themselves. The tend to be sedentary during the day, flying either to play or to hunt moths in the early morning and the evening. They will pursue larger prey i
Porcelain HomunculusThe porcelain homunculus looks like a large, painted porcelain doll. Height can range from 6" to human sized to even larger. It is usually clothed in the kind of lacy frills a rich child might dress their dolls in, though that depends on the maker. Some will have a large windup key on their backs, and in order to activate them that key must be wound. Once activated, however, the homunculus will continue with whatever task it has been set to complete- some act as servants ans assistants while others may attempt to dissuade the PCs from proceeding further. They have an intense bond of affection and attachment to their maker.Porcelain Homunculus by ~KeyboardFish
The porcelain homunculus will display personality, and if so inclined it will have conversations with nearby humanoids it does not see as threats. However, its features (being made of china and painted) don't actually move when it speaks, and it maintains the same expression constantly. Its movement (stiff and jointed) only adds to a general uncanny effect. Thi
Lessons on Being WholeStrange how I fit into youLessons on Being Whole by ~KeyboardFish
there's a distance erased with the greatest of ease.
-Vienna Teng, Eric's Song
In a world of puzzle pieces
dumped out of the box and scattered on the floor,
colour and pattern align for a brief instant
and two pieces snap together.
One edge fits.
Their place on the box-cover still unknown
but wherever it is, it is together.
A white-striped fish
teases through the hair of a mermaid with her head buried in the sand.
The blades she keeps in that upwards cascade
don't touch him.
The poison she uses when she's scared-
as dearly known to him as his own skin.
He will dwell in her hair forever if she will have him
combing out the tangles she can't reach.
He feels safe there, buried in her curls
and her fronds.
The floor is littered with discarded
chests, brightly painted but still opaque.
The keys long-gone.
Inside each an angel-devil pounds on the lid of its painted prison-
fortress became coffin.
Orc Creation StoryIt is likely prudent to note a few things here for an audience probably less familiar with the Orcish culture than I have become thanks to Evelyn Minalin and her family. The Orcs of the Minalin Islands are the only recorded monotheist society in the Homeplane. They worship a being called Cai, whom they believe is omnipresent and transcendent in one, and who is often represented in story as a corporal being. They offer the appearance of a pantheon through the worship of many different faces of Cai, as they believe that this being is unknowable in its entirety, but though they might give different faces different names they maintain a careful awareness that all of these figures are simply facets of the same being.Orc Creation Story by ~KeyboardFish
Though some Orcs can write and they are well aware of the existence of the written language they have no script of their own and use it only for keeping records. Their collective memory is preserved entirely through oral tradition, through the telling of short, deceptively s
Semi-cursed Ring of Apparent DeathWhen sleeping, unconscious, disabled or dying, the wearer shows no sign of life anymore. Breathing and pulse have become imperceptible, the body no longer seems to react to stimuli (no eye-reflex movements), and any loss of blood by wounds diminishes. There are no other death-related phenomena that apply to the wearer of the ring than these.Semi-cursed Ring of Apparent Death by *BATTLEFAIRIES
A heal-check of at least 22 lets a character recognise the situation as a trickery.
If disabled (not dying), the wearer remains fully conscious and can think, feel, hear, smell, taste and see (in the case of the latter, if he thinks in time to keep his eyes open), but cannot move a muscle. This doesn't mean he can't act anymore (silenced/stilled spells and the like are still an option). The Will Save DC to negate this effect is 22.
If dying, the wearer has a bigger chance to stabilise by himself: 25% instead of only 10%. A heal-check to stabilise the wearer has only a DC of 12 anymore.
Other heal checks and magical healing work
Doors for DungeonsDoorsDoors for Dungeons by *Mistgod
-glowing geometric lines on door
-door is stone face on hinges
-sign on door
-numbers or symbols or pictographs on door
-bas relief on door
-strange shape or size
-painting on door, mosaic on door
-silver moons and stars, silver inlaid lines on door
-door hidden by illusion when closed
-rusty iron door
-ornate dorrframe stands out from wall
-neo classical frieze above door, pilasters flank door
-metal rivits, thick iron bands
-ornate wood frame of weaved tree roots
-slides to side, into ceiling or floor
-talisman door requires ring, amulet talisman to be worn to open
-unusual stone material (jade, colored marble, colored crystal, obsidian)
-unusual metal material (silver, gold, brass)
-barred window in door
-automatic opening door (magic, opens as living creature approaches, closes again later)
-door creaks loudly when opened
Passage of Severe WindsPassage of Severe WindsPassage of Severe Winds by *Mistgod
This is a 150 foot long tube like passage (like the inside of a cylinder) that is ten feet in diameter. The walls are made of exceedingly smooth worked stone. The passage ends at ten foot high bas relief of a monstrous face. The mouth of the stone face is puckered, its lips forming a round “O” shaped hole about two feet in diameter.
The passage is an elaborate magical obstacle. Twenty feet into the passage, the PCs will encounter a light wind issuing from the stone face ahead. Each successive twenty feet further into the passage, the wind issuing from the stone face gets stronger.
0 to 20 feet in = light wind 10 mph
21 to 40 feet in = moderate wind 11 to 20 mph
41 to 60 feet in = strong wind 21 to 30 mph
61 to 80 feet in = severe wind 31 to 50 mph
91 to 100 feet in = windstorm 51 to 74 mph
101 to 150 feet in = hurricane 75 to 174 mph
See the Dungeon Masters Guide (3.5edition) page 95 for the effects o