About: The Crying Field   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Environment: During the day, a DC 20 Listencheck is suffi cient to hear the sounds of past battles;on ordinary nights the DC drops to 15. On the nightof the full moon, hearing the battle is automatic—it’sa real battle at that point, not just the distant echo ofpast clashes.When the moon is full, characters can see clearlyfor 60 feet, and they can peer through concealingshadows for another 60 feet; characters with lowlightvision can see 120 feet, plus another 120 feet inshadows. The prevailing Aundair weather applies inthe Crying Fields on full-moon nights, although theundead soldiers largely ignore weather. The magicaltransformation that turns the Crying Fields intoan undead battlefi eld suffuses the entire area with astrong aura of necromancy.

AttributesValues
rdfs:label
  • The Crying Field
rdfs:comment
  • Environment: During the day, a DC 20 Listencheck is suffi cient to hear the sounds of past battles;on ordinary nights the DC drops to 15. On the nightof the full moon, hearing the battle is automatic—it’sa real battle at that point, not just the distant echo ofpast clashes.When the moon is full, characters can see clearlyfor 60 feet, and they can peer through concealingshadows for another 60 feet; characters with lowlightvision can see 120 feet, plus another 120 feet inshadows. The prevailing Aundair weather applies inthe Crying Fields on full-moon nights, although theundead soldiers largely ignore weather. The magicaltransformation that turns the Crying Fields intoan undead battlefi eld suffuses the entire area with astrong aura of necromancy.
dcterms:subject
abstract
  • Environment: During the day, a DC 20 Listencheck is suffi cient to hear the sounds of past battles;on ordinary nights the DC drops to 15. On the nightof the full moon, hearing the battle is automatic—it’sa real battle at that point, not just the distant echo ofpast clashes.When the moon is full, characters can see clearlyfor 60 feet, and they can peer through concealingshadows for another 60 feet; characters with lowlightvision can see 120 feet, plus another 120 feet inshadows. The prevailing Aundair weather applies inthe Crying Fields on full-moon nights, although theundead soldiers largely ignore weather. The magicaltransformation that turns the Crying Fields intoan undead battlefi eld suffuses the entire area with astrong aura of necromancy. Terrain: The Crying Fields are battlefield terrain (p.91DMG) * Fortifications: Walls, trenches, and berms appear in the night.(p91DMG) * Graves:Graveyards have gravestones every 10 feet. Standingin a square with a gravestone gives you a +2 bonusto Armor Class and a +1 bonus on Refl ex saves (thesebonuses don’t stack with cover bonuses from othersources). The presence of a gravestone doesn’t otherwiseaffect a creature’s fi ghting space.Crypts and monuments are generally windowless 10- or 20-foot-square stone buildings, sometimes with a basement level. Monuments have open doorways so visitors can see the statuary and inscriptions, but crypts are kept locked (with a DC 20 or 30 lock). Some50% of crypts have a CR 7 to CR 10 trap to keep grave robbers out; those that don’t have traps were looteddecades ago.The undead soldiers that fight on the Crying Fields emerge from the night itself, not from specific crypts. But the undead fi ght tenaciously to seize and hold graves belonging to their side. * Funeral Pyres:The pyres burn throughout the night, casting bright illumination for 200 feet in every direction.They also have treasure (described below) that makes them a target for treasure hunters willing to risk the wrath of the undead. CRYING FIELDS ENCOUNTERSd% Encounter Average EL01–11 1 charnel hound 1312–18 1 lich 11th-level wizard 1319–30 1d3 wraiths, dread 1331–39 1d4+4 bodaks 1240–47 1 devourer 1148–55 1 half-celestial 9th-level paladin 1156–63 1 half-fi end 7th-level cleric, 1 bone devil 1164–73 1 retriever 1174–82 1d4+4 spectres 1183–94 1d4+4 vampires, 5th-level human fi ghters 1195–100 1d3 shadows, greater 10 TreasureEach funeral pyre has a rich array of gifts for theafterlife—a double standard treasure for a CR 12encounter. Reroll any results that give you fl ammabletreasure, such as scrolls or tomes. HISTORY - Knowledge (local) checkCrying Fields to learn more about the place.DC 10: The Crying Fields are a place in southernAundair near Thrane where a number of battles werefought during the Last War.DC 15: No one goes there anymore except tohonor the dead soldiers buried there. It’s said youcan still hear the sounds of battles if you stand in theCrying Fields and listen.DC 20: Every month when the moon is full,those who died on the Crying Fields are returnedto life as undead horrors, and they battle each otheruntil sunrise.DC 30: The undead hate the living, but even morethey hate undead who wear the uniforms of their enemiesin life. They venerate fallen heroes with funeralpyres, many of which have rich treasures atop them.A DC 15 Knowledge (history) check is suffi cient toknow details of the fi ve battles that took place on whatis now the Crying Fields: the strategic circumstances,the units involved, and individual acts of heroism greatenough to become folklore.
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