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Greyhawk

The Great Kingdom is sundered, collapsed into chaos after the terrible Greyhawk Wars. An insane overking, advised by a malefic priesthood and conversing with fiends atop his malachite throne, slew and revivified
many of his local noble rulers as animuses, undead creatures of cold, hateful passions.

Great armies once the envy of the Flanaess wander the
lands as freebooting mercenaries and pillagers, stripping the once-abundant treasures of this great nation.
More than 300 years of slow degeneration and decline have climaxed in an appalling tragedy. Hundreds of
thousands of men, women, and children have perished, and many more will follow in the years ahead.

1.20.2009

Temples in Muskrad


Major Temple
The Temple of St. Cuthbert
This massive edifice is one of the best-known landmarks in the city and has a strong influence in Muskrad’s Government policies. PC’s who seek healing usually will need to speak to one or more temple bureaucrats before they get an audience with a healer who can help them (and not with out a few scrutinized set of questions). This temple opens in the morning every morning at sunrise and closes at dusk.

Minor Temples
Boccob, Pelor, Istus can all be found rather easily with a Gather Information Check DC 13 success. Heironeous, Kord, Pholtus, Fharlanghn, Moradin, Corellon Larethian and Obad-Hai are a little bit more difficult to find, a 17 or better result on a Gather Information is needed. Where theirs good their must be evil, and to find an evil temple of such as Nerull, Incabulos, Erythnul, Hextor and Wee Jas, one would need to succeed in a Gather Information DC check of 30 or better (but really depends on who’s asking).
These temples have some local prominence, but it’s figuratively (and sometimes literally) in the shadows of the larger and more popular temple of St. Cuthbert. PCs can usually see a healer right away, especially if they have arrived injured or carrying corpses. These temples are usually open in the morning every morning at sunrise and closes at dusk.

NPC Healer Prices
Death; raise dead; Cleric level 9; Cost 7,630 Gold
Death, Incomplete Corpse; Resurrection; Cleric level 13; 15,274 Gold
Energy drain, Ability damage or drain; Restoration; Cleric 7; 532 Gold
Negative levels; Greater restoration; Cleric 13; 4,774 Gold
Curse, Disease; Remove curse, Remove disease, Blind; Cleric 5; 392 Gold
Wounded; Cure light wounds; Cleric 1; 14 Gold
Wounded; Cure moderate wounds; Cleric 3; 84 Gold
Wounded; Cure serious wounds; Cleric 5; 210 Gold
Wounded; Cure critical wounds; Cleric 7; 392 Gold
Wounded; Heal; Cleric 11; 924 Gold
Lost limb or appendage; Regenerate; Cleric 13; 1,274 Gold

Other Common Spells
Light; Cleric 6; 42 Gold (last for one hour)
Bless water; Cleric 1; 14 Gold + 5lbs of powdered silver (25gold)
Comprehend Languages; Cleric 6; 84 Gold (last for 1 hour)
Detect Evil; Cleric 1; 14 Gold
Resist Energy; Cleric 6; 168 Gold (last for 1 hour)
Speak with Dead; Cleric 6; 252 Gold (Three questions)
Augury; Cleric 5; 140 Gold + incense worth 25 Gold
Divination; Cleric 10; 350 Gold + incense worth 25 Gold
Geas/Quest: Cleric 11; 924 Gold

Of Note: Some of these clerics may exchange services for their abilities in the case a PC do not have the resources. It’s the discretion of the cleric, but most always a Geas is cast upon the PC to complete the request. One example would be to clean their temple for a month or as much as sending written text to a nearby town as another.

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