d20 Clockwork Golem Workshop Lost Books 16 - Codex of Sylvan Warfare.pdf

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L OST BOOKS 16:
T HE C ODEX OF S YLVAN
W ARFARE
Written by David Sanders
Edited by Peter M. Ball
For more information about upcoming Lost Books, visit our webpage
at http://www.clockworkgolem.com
Some Artwork Copyright Louis Porter, Jr. Design, used with Permission
Requires the use of the Dungeons & Dragons, Third Edition Core Books, published
by Wizards of the Coast, Inc.
Dungeons & Dragons and Wizards of the Coast are trademarks of Wizards of the
Coast, Inc. in the United States and other countries and are used with permission.
‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0. A copy of this License can
be found at www.wizards.com/d20.
All text in this product is 100% open game content.
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L OST B OOKS 16: C ODEX OF S YLVAN W ARFARE
History of the Codex
Although it has a recurring presence in druidic lore
and the folktales of old soldiers there is an air of
mystery that surrounds the origins of the Codex
of Sylvan Warfare . Many stories claim that it was a
work of necessity, its creation the primal work of
nature herself when she realized that her children
needed to wage war on the encroaching cities
and trappings of civilization. Others claim that
it is the work of many hands, passed down from
elder druid to novice for hundreds of years, with
each generation adding new spells and passages
that allow their successors to halt the progress of
invading armies and woodcutters alike.
Regardless of its origins, the Codex is easily
acknowledged as a powerful druidic tome created
with a specifi c purpose in mind. Many of histories
most powerful hierophant druids have claimed
to possess the Codex at some point during their
careers and even lesser druids have invoked the
title in order to rebuke the plans of ambitious
noblemen with designs on the forests. Despite
this, the only reliable description of the Codex and
its contents can be traced back to a little known
druidic hierophant known as Albertus the Green.
Albertus’ description of the Codex’s opening
prayer illuminates the Codex’s intent, even though
it does little to clarify the books origin: When the
folly of progress deems it responsible to overthrow the bonds
of the natural order, the caretakers and consanguine of
nature should be appraised of the resources available.
The common traits shared by many fi reside
tales that feature the Codex only serves to further
confuse its origins. Druidic lore claims that the
book appears when and where the forces of nature
deem necessary, often in order to aid druids that
fi nd themselves opposed by superior numbers.
Its presence is revealed to the most powerful
druid in the region in a dream, allowing them to
fi nd their way to the Codex’s hidden resting place
and bypass the sylvan creatures that stand guard.
Once it is claimed the Codex remains in the druid’s
possession only as long as it takes to drive back the
invading forces that threaten the forest, dissolving
into a cloud of leaves that disappear on the wind
once nature’s balance has been restored.
Albertus is often hailed as the fi rst wielder of
the Codex’s magic, although his own writings hint
at its presence in several decisive battles between
druids and civilized military in previous ages. He
received the Codex over a hundred years ago,
when a northern kingdom sent a small army of
woodcutters to decimate the ancient forest that
Albertus and his druidic Circle of the White Thorn
tended. After the woodcutters were forced off by
the circle and their animal allies, the kingdom sent
an army to eliminate the forest’s defenders.
The fi rst confrontation between the two forces
was a massacre that wiped out the Circle of the
White Thorn. Albertus alone survived the battle,
fl eeing the confl ict in the form of a rabbit and
staying wildshaped and hidden for nearly a week.
When he eventually returned home he found his
sacred grove burned to the ground, his fellow druids
slain and the ashes of their animal companions and
sylvan allies scattered on the four winds. Even the
ancient treant that had served as the circles advisor
for centuries had been splintered and burned
during the human assault.
Unable to fully comprehend the tragedy that
had befallen his beloved woods, Albertus fl ed into
the darkest part of the woods in horror. After
miles of running he collapsed onto the roots of a
mighty oak, drifting into an exhausted sleep where
he received the vision of the Codex hidden in the
caves behind a nearby waterfall. The Codex itself
was guarded by a nymph, who gave the young
druid a single command: Become vengeance; wield the
spirit of the land.
The next morning Albertus followed the hazy
directions from his dreams, stumbling through
the forest as though in a trance until he happened
upon the nymph of his phantom oracle. She
quickly stunned him with a look before sauntering
over and placing the Codex in his hands. Then she
simply disappeared into the water without a word.
Albertus spent weeks studying the divine text,
practicing the spells it contained until he felt ready
to bring the defi lers of the forest to justice. He spent
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L OST B OOKS 16: C ODEX OF S YLVAN W ARFARE
the following decade using the Codex’s lessons to
wage a one-man war against the murderous forcers
that had slain his comrades, eventually putting the
invading army and its lumberjacks to fl ight.
Some scholars claim that the mythology that
surrounds the Codex is intentionally misleading,
claiming that the book was actually scribed by
Albertus as a record of his ten-year struggle
against the invaders. Citing many instances where
the young druid proved to be an adept master
of misdirection and the use of fear as a military
tactic, they point out that the confused myths that
surround the Codex may simply be an attempt to
obfuscate its origins and create a form of primal
panic when the spells it contains are used in battle.
Description
This book has solid oak covers that protect the
contents. The pages are specially treated palm
fronds, each carefully cut to fi t the book, while
the inks are made from a variety of natural plant
dyes. The book was written in the secret language
of Druids using a wooden stylus as a writing
implement.
The front cover has an image of a wasp burned
into it. Below the wasp, also burned into the wood
are the following words in Druidic, “Codex of
Sylvan Warfare”. The fi rst page is blank, as are the
last eight pages. Depending on the needs of the
druid that recovers the Codex, these blank pages
may contain diary notes recorded by a former
owner in a similar situation that offer some insight
into how to defeat their enemy.
Value: 5,160 gp (including 4,500 gp for spells,
and 660 gp for enhancements).
Hardness: 10
Hit Points: 20
Weight: 5 lbs.
Special: This Codex is made of oak treated
with the ironwood spell, giving it the strength and
fi re resistance of iron. The Codex is treated as a
magic item if it is forced to make a saving throw,
possessing a +5 bonus on all saving throws while
left unattended.
Bardic Knowledge &
Knowledge (arcana)
Characters with the Bardic Knowledge ability or
Knowledge (nature) may be familiar with the Codex
and its creator. The fi rst time such a character hears
about the Codex of Sylvan Warfare , the Circle of the
White Thorn or Albertus of the Green, have them
make a check and consult the following table.
DC 10: The Codex of Sylvan Warfare is a druidic
work that appears whenever nature is threatened
by the overwhelming forces of civilization. It
contains powerful magic that can force enemies
out of the forests and destroy a small town in a
matter of months. The book is also attributed
several mystical powers related to its appearance
and disappearance.
DC 20: The Codex is often associated with the
hierophant druid Albertus of the Green, who once
repelled an invading military force from his forests
using the spells contained within the Codex. Several
druids may have added new magic to the Codex
since Albertus’s fi rst used it, although all claim the
book disappeared within weeks of securing the
safety of their forest homes.
DC 30: Some scholars believe that Albertus
actually wrote the book, creating a powerful
mythology that surrounds the Codex in order to
enhance the fear and terror felt when the spells
were used against his enemies. Several druids have
claimed to possess the book for the same reason,
giving weight to the myth.
Spells
The tome contains the following spells: 2 nd - summon
swarm , weather torment *; 3 rd - hide from plants *; 4 th - curse
of the viper* , giant vermin , greater summon swarm *,
repel vermin , summon vermin ally* ; 5 th - green guardian* ,
hide from vermin *, insect plague ; 6 th - antilife shell , plague
of rats *, verdant doom* ; 7 th - creeping doom , spiderweb *,
warden of the forest* ; 9 th - primal fear *.
*Indicates a new spell introduced in this
product.
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L OST B OOKS 16: C ODEX OF S YLVAN W ARFARE
New Spell Lists
7 TH -L EVEL D RUID S PELLS
Spiderweb: Fills 20-ft. radius with sticky spiderwebs
and a giant spider swarm.
Warden of the Forest: Creates a verdant warden
from local plantlife.
Bard Spells
5-L EVEL B ARD S PELLS
Summon Swarm, Greater: As summon swarm ,
except multiple swarms are summoned.
9 TH -L EVEL D RUID S PELLS
Primal Fear: Creates a barrier of fear that prevents
creatures from entering an area of primal
wilderness.
Druid Spells
2 ND -L EVEL D RUID S PELLS
Weather Torment: Subject is folowed by their
own private thunderstorm.
Ranger Spells
3 RD -L EVEL D RUID S PELLS
Hide from Plants: Plant creatures cannot percieve
one subject/level.
3 RD -L EVEL R ANGER S PELLS
Hide from Plants: Plant creatures cannot percieve
one subject/level.
4 TH -L EVEL D RUID S PELLS
Curse of the Viper: Designate an action that will
cause a viper to animate and attack the subject.
Summon Swarm, Greater: As summon swarm ,
except multiple swarms are summoned.
Summon Vermin Ally: Summon up to 8 HD of
vermin creatures.
4 TH -L EVEL R ANGER S PELLS
Curse of the Viper: Designate an action that will
cause a viper to animate and attack the subject.
Hide from Vermin: Vermin creatures cannot
percieve one subject/level.
Summon Vermin Ally: Summon up to 8 HD of
vermin creatures.
5 TH -L EVEL D RUID S PELLS
Green Guardian: Plant creatures act as guardian.
Hide from Vermin: Vermin creatures cannot
percieve one subject/level.
Sorcerer/Wizard Spells
5 TH -L EVEL S ORCERER /W IZARD S PELLS
Summon Swarm, Greater: As summon swarm ,
except multiple swarms are summoned.
6 TH -L EVEL D RUID S PELLS
Plage of Rats: Array of effects as vermin and
plagues blight the area.
Verdant Doom: Subject is viewed with hostility by
natural fl ora and fauna.
6 TH -L EVEL S ORCERER /W IZARD S PELLS
Spiderweb: Fills 20-ft. radius with sticky spiderwebs
and a giant spider swarm.
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