AO Temparat – Classes 1st Semester

At the Temparat campus of the Arcane Order, the first semester classes include Intro to Magic 101, History of Magic 101, Water Magic 101, Air Magic 101, and one elective chosen by the student.

Intro to Magic 101 is taught by Teo Braga. Professor Braga has been teaching the course for at least fifty years. In the first semester, he teaches the basic incantations and hand movements used for almost any spell. He is a stickler for accuracy and you will cast the same spell over and over until it meets his expectations. Though he has high standards, he is almost universally loved. Professor Braga also makes sure by the end of the first semester that all students have a basic understanding of the six major colleges of magic taught at the Temparat campus. Spells you have the chance to learn include: Diver’s Blessing, Know Thyself, Open Door, and Jolt. 

History of Magic 101 is taught by Severina Fria. She covers in the first semester the origins of the Arcane Order, the mastery of Lycretian magic by the first 12 wizards, and then focuses on the development of the colleges of magic that are primarily taught at the school. Professor Fria does not teach magic. She wants her students to have an academic understanding of where their power comes from. Don’t cheat her class. She is a master of divination and knowledge magic. 

Water Magic 101 is taught by a Jaipurian Half Elf by the name of Fikri Kloro. Once a famous ship wizard, he retired a decade ago and began teaching. He started teaching at the Jaipura branch of the Arcane Order, but a few years ago he was lured to Temparat. No one at the school is better at Water magic than Professor Kloro. Though he teaches all the water Magic classes, he only lectures the 101 and 102 once a week, the labs and spell casting are all supervised by Suzana Mata, who graduated last year as an Order of the Gryphon and is now learning advanced water magic so she can complete her Order of the Basilisk. Spells you have the chance to learn include: Squirt, Seek Water, Purify Water. Students must learn Seek Water to progress to Water Magic 102.

Air Magic 101 is taught by a young woman from Farallon, Nan’elle Kederesk, who just in the last couple of years, received her Order of the Pegasus. She is incredibly well versed in both Air and Weather magic. Though she teaches all of the Air Magic classes for the Order of the Gryphon, she shares Weather magic teaching with Professor Kloro. She loves fashion and billowy dresses and robes. It is not uncommon to see her floating around campus instead of walking. Spells you can learn in her class are Might Breath, Stinkguard, Purify Air, Seek Air. Student must learn Seek Air to progress to Air Magic 102.

Electives that a student can choose from in the First Semester include: The Magic of Movement 101, Beasts and How to Tame Them 101, The Other Elements 101, and the Art of Divination 101.


Sorgusa (City Stats)

Population: 450 (Search -2)

Physical and Magical Environment

Terrain: Plains or Island/Beach
Appearance: Attractive (+1)
Hygiene: -1
Normal Mana (Rare Enchantment)

Culture and Economy

Language: Weldorrian
Literacy: Broken
TL: 3
Wealth: Average
Status: -1 to 4

Political Environment

Government: Feudal, Municipality
CR: 2 (Corruption -1)
Military Resources: 3,150 Florins
Defense Bonus: +6


Sorgusa is not the only village or town that litters the coast line north of Temparat, the capital city of Tempore, but it does seem to be one of the more prosperous. About 450 people call this village home, most of whom are fishermen or villagers that support the fishing industry. There are a few craftsmen who repair boats, build nets, and design barrels to salt fish that will get sent south to Temparat. There is one inn for travelers run by an old sailer named Bjarke, and a couple of bars for fishermen (male and female alike) to drink after a hard day. The beach at the base of town houses all the boats, but the city climbs up the cliff side with most residents living above the beach with the keep at the top. Out past the village are a few farms and roads leading north and south.

Notable Locations:

The Ivory Oyster: The one inn in town is well maintained and really is only for travelers either visiting Sorgusa on business or passing through on their way even further north. It is ran by an old sailor from the Stygnorian Archipelago who came to this town close to 20 years ago. He has settled in well, but no one really knows his past and he doesn’t talk about it. Travelers always receive a good night’s rest at the inn and there is the holy symbol of Gurri above the mantle. The food at the Ivory Oyster always features the latest catch with an occasional meat from the farms above.

Shrine to Farlun: There is a small shrine to Farlun about halfway down towards the beach with a small hut next door where the local priest Ardarte lives. He offers a weekly service, blesses each new boat, and offers some minor healing.

Nuno’s Barrels and Salt: This shop ran by a former fisherman named Nuno. He is a master cooper, having built barrels for decades now. He can also fix minor issues with boats and sells a few other carpentry items, particularly tool handles. He also manages some salt fields on the northern side of the beach. He helps organize the fish that gets salted and shipped south to Temparat.

The Salty Mermaid: One of two bars near the beach and docks that serve the hardworking fisherman. It is ran by a goblin woman by the name of Thelse. She brews her own beer and any excess not drunk by the townsfolk is shipped south to Temparat for a few extra florins. Thelse came to Sorgusa about 4 years ago and bought the bar from the previous owner who wanted to retire.

Net & Gear: Ran by a woman named Carina, who is married to Dutas one of the more wealthy fishermen in town. He owns 4 boats. Both of them are on the town council who advise Lord Mourava. Carina and her daughters are master weavers and their fishing nets rarely break. She also sells fishing gear, both for the town and for visitors.

Arcane Order – Temparat Campus

Most major cities have a campus of the Arcane Order and Temparat is no different. Nestled in the middle of the Tempore capital, the campus consists of dorms for the thirty or forty students who call this place home for anywhere from two years (Order of the Gryphon) to five years (Order of the Basilisk) to seven years for an elite few (Order of the Pegasus).

By the end of the Order of Gryphon, a student will have received the basic training to be a licensed member of the Arcane Order. Further study can be done, but only the most dedicated, magically talented, or wealthy generally do. The Temparat college specializes in Water and Air magic and most students either Major or Minor in both schools. The seven schools you can major in are Water, Air, Movement, Weather, Knowledge, Body Control, and miscellaneous where you pick 3 schools of your choice.

Major = 20 character points spent.

Minor = 10 character points spent.

Each class will give 1 CP for a C, 2 CP for a B, or 4CP for an A. At the end of each class they will make a Thaumatology skill roll. A critical failure means you have to take the class over. A failure means you get a C, a success a B, a critical success, an A. These points must be spent on specific spells per the class taken.

Goblins of Lycretia

In prep for another post where a goblin will be the main feature, figured a little background on the goblins of Lycretia would be useful first.

Goblin [10/11/-16]

There are two types of Goblins, one is native to the continent of Elandorr and the other to the continent of Shrinshaw. Eland Goblins, as they are known outside of Elandorr, have migrated in small numbers to both Shrinshaw and Myronspeir. When they migrate, they usually do so as a family. Many travel elsewhere to make their fortune before they move back to the mainland. Wealth in Goblin society is paramount; it is what drives their sense of societal status. Therefore most Goblins delve into being merchants, shopkeepers or caravan masters. They have a hard work ethic that is instilled in them growing up. No occupation or job is beneath a Goblin if it will advance them in some way. Everyone has to start somewhere. Goblins have the reputation as being swindlers, which has to do more with how the Goblins do business than anything else. Which means that most people swindle themselves thinking that they have agreed to something different than what they really have. Though most will not outright lie, they rarely tell the whole truth when involved in a transaction. A Goblin will gladly pull out the written agreement that was signed. Of course, they often do business with those who cannot read or read poorly, but they will have agreed to exactly what they agreed to, no more, no less. They are tricksters though and will gladly play tricks on people, though rarely for monetary gain, as that is bad for business. They are incredibly adept at learning languages and dialects, and any good Goblin knows two or three of their own dialects, their trade language that gets used sometimes by humans too, and two or three Human dialects. Some will pick up Elven, and Shrinsaw’s many distinct languages, especially if they reside in Padina.

There are two archetypes of Eland Goblins, those that live in cities and those that are nomadic traders, Most cities have at least a small Goblin quarter where they are shopkeepers and tradesmen like coopers and cobblers. Goblins do not farm and never have as long as history as recorded their existence. Goblins were originally in primitive tribes like Humans were before they began interacting with Dwarves. Goblins were parasitic and latched on to Humans, growing and adapting with them. Their origins, like Halflings, are a bit obscured. Some believe Halflings and Goblins are related, though goblins have rougher skin, slightly pointed ears, which Halflings do not, green in the case of Eland Goblins, and are a significantly taller. Others believe that Halflings are related to Humans, and Goblins to Orcs. Still, most Goblins live in Human cities. Many Goblins in their quest to make a name for themselves become traders traveling from one country to the next. Some are the heads of caravans, others are traveling peddlers, others are shipmasters, and still others have even joined and become pirates.

Goblins from Shrinshaw are known as Snow Goblins. It is not known if they are related to Eland Goblins. They are referred to as Snow Goblins for their white skin and their webbed feet that allow them to walk on snow as if it was solid ground. They live exclusively in the mountains of Shrinshaw and number no more than 30,000 except those that have been captured and sold as slaves. There are at least five thousand in captivity, many of which were born into captivity and often resold. Very few if any leave the mountains by choice. A single tribe, high in the mountains, has been entrusted to protect a lake known as the Tears of Lorythu and guard it’s secret location. The lake never freezes and anyone who bathes in the waters of the lake can be imbued with magery something the god Lorythu adamantly wishes to keep from the rest of the world. This particular tribe of Snow Goblins baptizes their newborns in the lake, which Lorythu approves up as a necessity to allow them to be powerful enough to protect this religious relic. To destroy the lake would be to destroy part of him, which is why it still exists. For those few Snow Goblins who have had the temptation to tell, his wrath has extinguished their lives.

Goblins (Eland) [10]

Attribute Modifiers: ST-2 [-20]; IQ+1 [20]

Secondary Characteristic Modifiers: SM-1

Advantage: Business Acumen 1 [10]; Language Talent [10]

Disadvantages: Social Stigma (Minority Group) [-10]


Snow Goblins [11]

Attribute Modifiers: ST-2 [-20]; IQ+1 [20]

Advantages: Temperature Tolerance (Range: 25-80) 2 [2]; Terrain Adaptation (snow) [5]

Racial Skill Bonus: Survival (Mountain) +2 [4]


Snow Goblins (Jook’par) [-16]

 Attribute Modifiers: ST-2 [-20]; IQ+1 [20]

Advantages: Magery 0 [5]; Temperature Tolerance (Range: 5-80) 2 [2]; Terrain Adaptation (snow) [5]

Disadvantages: Secret (Possible Death) [-30]

Racial Skill Bonus: Survival (Mountain) +2 [4]

The Battle of Olian River

Diary of Débora Busérto

It is [September] of the year 2019 ER, the campaign against Parduk is not going well. We have been falling back for months. We believe they are going to try to advance to the Olian River in the coming weeks. My unit will be traveling through the night to head north so we can begin to set up fortifications.

My arms are extremely sore, so I won’t be writing much tonight. Though I have done most of my combat tours upon ships, this campaign has taught me a lot. We have been digging ditches all day to divert the Olian River into a moat. The Horgun Mercenaries have been felling trees for both fences and stakes. The Parduk calvary units have been slaughtering the Katen forces, who have been disorganized and weak for decades. Those of us from Tempore and Farallon have been fighting valiantly, but we keep losing ground. I’m afraid this might be my last campaign.

We finally held off the calvary. The stakes that the Horgun Mercenaries set up hastily decimated the first charge. They fell back to regroup for another advance. But that advance hasn’t occurred yet. We see a tent being set up far in the rear of their forces. There are strange lights coming from the tent. That can mean only once thing. Wizards of the Arcane Order. The Arcane Order has been staying out of this conflict for the most part, though individual wizards have been choosing sides. We have fought with a few and my breast plate was temporarily enchanted by one last night. But fear has started to ripple through the Katen forces and even I am unnerved, but I came to terms many years ago that I might die in the defense of my country or in this case, the defense of another.

This night of all nights, I am remembering Kelith, a half-elf I fell in love with many years ago. We were both young, but the nights felt alive. But then I entered Tempore Guards which I had been dreaming of becoming since I was 5 years old and saw them on parade in full regalia past our balcony in our house in the capital. We tried to keep in touch, but it was difficult when I barely had time to sleep, let alone time to write a letter. I heard that he finally got married last year, but although my time as a Tempore Guard had ended, for now, I joined the Jualani Company to help defend Katen against the aggressions of Parduk, not knowing if Parduk will stop at Katen or continue their conquests of my country. I wish him well, but tonight, my last night, I realize how much I have sacrificed. Oh Sweet Lycretia, I hear screams – something is happening.

I can’t believe I am alive. Katen is finished. The only thing saving them is on coming blizzard from the Lonital Mountains to the north. But the Jualani Company is no more, Jualani himself perished in the battle. I saw his body floating down river stuck full of arrows. But what finished us, was arcane magics. Creatures from the deep earth were summoned into the middle of our fortifications imbued with magic of the earth. Within in minutes, hundreds of men and women were ripped to shreds by their sharp teeth. These Yulents can eat stone, so ripping through human flesh is like butter. Though we killed them all, by then the Parduk forces climbed over our hastily made defense that we were unable to defend. Within the hour, we were done. A few nobles surrendered and will be ransomed, but I am likely one of only dozens of the troops that survived. I was able to jump into the river and float away. I will travel back home, but I need to find a new career.

Yulent (GURPS)

These creatures are huge, almost 9 feet long and as high as a horse. Their legs are stubby, but fast. They are tailless, but their snout narrows down to a point. They live far below the earth or deep in the mountains. They burrow by digesting stone and earth and get most of their minerals from the biomatter that exists naturally in dirt. When they find living creatures, they become ravenous, eating them until either the creature or they are dead. Usually the former, as yulents are notoriously hard to kill. If faced with a living opponent, they will attack with claws first to down their first opponent. Once hurt, they will then go in for the kill to bite and eat them. They will then hold off other opponents with their claws (-2 to Brawling) while they eat and digest their kill.

ST: 25 HP: 30 Speed: 5.75
DX: 11 Will: 12 Move: 6
IQ: 6 Per: 8 Weight: 1,100 lbs.
HT: 12 FP: 11 SM: +2 (3 hexes)
Dodge: 9 Parry: 9 DR: 5

Attacks: Claws 3d+1 cut, Bite 2d+1 cut.

Skills: Brawling 16, Jumping 14, Tracking 12

Traits: Berserk, Bloodlust, Sharp Claws, Enhanced Tracking, Tunneling Move 2

The Drunken Goat

Though there is an inn for travelers, the Drunken Goat is the main watering hole for the fishermen and farmers ran by a woman named Débora Busérto. Though unknown to most she was a former Tempore Guard who fought at the sea battle of Marcelo’s Folly where Sytgnor pirates lead a large assault against Temporat and most recently as a mercenary at the disastrous battle of Olian River in Katen. Barely escaping with her life, she decided to hang up her sword, and settle down as far away from conflict as she could find. So 5 years ago, she bought the old tavern in Blythe and completely remodeled it. Her carpentry skills honed from a decade of serving on ships in the Tempore navy. Though she serves in the town guard, Lord Enyertur doesn’t know of her past, otherwise he would have her lead the town guard and his contingent of Tempore Guards instead of Torian who, though loyal, is in his late 60s and is at the end of his many years of service. Débora has higher quality beer and wines than normal for a tavern with her clientele, but she has nothing else to spend her wealth on. She is well liked by the common folk, because she doesn’t treat them like they are poor.

Débora Busérto (GURPS)

ST: 12 HP: 15 Speed: 6.25
DX: 13 Will: 11 Move: 6
IQ: 11 Per: 11 Weight: 150 lbs.
HT: 12 FP: 12 SM: 0
Dodge: 10 Parry: 11 DR: 2

Attacks: 1d-1, 1d+2 Thrusting Broadsword sw 1d+3 cut, thr 1d+1 imp; Punch 1d-2 cr.

Skills: Broadsword 15, Carpentry 13, Sailor 13, Fast-Talk 14, Brawling 15.

Traits: Combat Reflexes, Wealth (Comfortable)

The Naga Whistlestop

The Naga Whistlestop is the only real store in Blythe and is ran by the third richest man in town, Sayton. He has made his wealth through shrewd business acumen, as he has positioned himself the sole seller of many goods and nearly every farmer owes him money, as he is their lifeline. Nearly everything that is not perishable is sold at The Naga Whistlestop, pots, pans, and farm implements made by Kalman the Blacksmith, dried herbs cultivated by Taiga the Herb Witch, grains milled by Woreld, weapons made by Nor’Tor’ak, a few magical enchantments from Mateus, and the odd items that get imported from traveling merchants who travel through town.

Known only to a few, but Sayton also has a stock of some semi-illicit goods. Lord Enyertur looks the other way, because Sayton keeps him stocked with Juia. Juia is a powerful opiate that is usually smoked in pipes. Smoking Juia causes a HT-2 roll or the user acquires the Euphoria condition (B428). Success still gives a penalty of -1 to all DX, IQ, skill, and self-control rolls.

Sayton is in his early 40s, but his wife passed away last winter, leaving him with one son (age 16) and three daughters (ages 18, 14, and 9). His son works in the fields and is a bit of a disappointment. His eldest daughter works at the Mountain Refuge, while his two younger daughters work with him at the store. Leeia, is the only child of his that has her father’s ambition and skill.

Sayton (GURPS)

ST: 11 HP: 11 Speed: 5.00
DX: 10 Will: 10 Move: 5
IQ: 14 Per: 10 Weight: 165 lbs.
HT: 10 FP: 10 SM: 0
Dodge: 8 Parry: 9 DR: 0

Attacks: Sm Knife 1d-2 imp, Punch 1d-2 cr.

Skills: Merchant 15, Accounting 13, Diplomacy 12, Fast-Talk 14, Savoire-Faire (High Society) 12.

Traits: Status 2, Wealth (Comfortable)

The Black Pot

The first of a few posts about the locations and citizens of Blythe.

The Black Pot is the only professional blacksmith in town, though a few of the farmers on the outskirts make their own tools. The Black Pot is owned by Kalman and his wife, Deia. They have two sons (13, 8), and one daughter (10). His oldest son works in the shop with his father, along with a couple of other apprentices from town. Kalman is a good blacksmith, but he not a terribly good armorer or weaponsmith, other than perhaps knives and pitchforks.  He specializes in common household items (pots, pans), farm tools (ploughs), and basic animal gear. Most of the fishermen and farmers pay for their goods and repairs with bartered goods, most frequently food. Kalman is not wealthy, but his family stays well fed. He does sell common items to Sayton who owns the General Store, but Sayton is quite savvy, and Kalman doesn’t get that great deal of a profit from those sales. Kalman is well liked by the community and is a good person to know if you are a stranger in town. He is a member of the town guard. He is tall, almost 6’ in height, muscular. Though with age and drinking, he is clearly not all muscle.

Kalman the Blacksmith (GURPS)

ST: 13 HP: 11 Speed: 5.50
DX: 11 Will: 10 Move: 5
IQ: 10 Per: 10 Weight: 215 lbs.
HT: 11 FP: 13 SM: 0
Dodge: 8 Parry: 9 DR: 0

Attacks: Baton 2d-1 cr, Sm Knife 1d-1 imp, Punch 1d-1 cr.

Skills: Smith (Iron) 14, Merchant 10, Leatherworking 12, Armor (Melee Weapons) 11, Brawling 12, Shortsword 12, Knife 11.

Traits: Status 0.


Here are the City Stats for the main town of Blythe where the adventures have begun. It was a good exercise in understanding rules that I had never dealt with before. A fuller description of the town will be forthcoming in this post as I need to develop and expand the notes I already had. A number of the townsfolk will be dealt with in detail in further posts.


Population: 720 (Search -2)

Physical and Magical Environment

Terrain: Mountain
Appearance: Normal (+0)
Hygiene: +0
Normal Mana (Rare Enchantment)

Culture and Economy

Language: Weldorrian
Literacy: Broken
TL: 3
Wealth: Struggling
Status: -2 to 4

Political Environment

Government: Feudal, Municipality
CR: 3 (Corruption -1)
Military Resources: 10,080 Florins
Defense Bonus: +5


Though the Barony seat, Blythe is smaller than it’s neighboring towns and villages. It is broken up into three zones. The wealthy live above the town in the hills at the edge of the Lonital Mountains. The townsfolk and those of modest means live in the town proper, protected by a wooden palisade. While the farmers, fishermen, loggers, and trappers live outside the town in small farm and fishing communities. Blythe exports food, furs, and timber, both south along the Thalion River and east to Huyth. Both the town armorer and wizard are employed solely by the Baron, Lord Enyertur.

The Cave of Serrod

In the hills north of Blythe, sits an old cave, home now to Serrod, a half dead necromancer fueled only by fury and hatred against Lord Enyertur, the Baron of Blythe and the surrounding regions.

Lord Enyertur in his youth went on a boar hunt with one of his friends, a fellow noble’s son by the name of Serrod. In that hunt, his friend fell off his horse and got mauled by a boar. Lord Enyertur was young and inexperienced, so when his horse got spooked by the sound of the boar rushing out of the underbrush, he lost control of it. In that moment, Lord Enyertur’s horse bolted and the back of his spear hit Serrod in the head. Serrod got knocked off his horse with the boar charging right into him before he even hit the ground. Serrod didn’t stand a chance. By the time Lord Enyertur regained control of his horse and their servants arrived, Serrod was beyond healing. His soul was already traveling to Lycretia, or so everyone believed. Instead Serrod died with a glaring hatred of his former friend. That hatred kept his soul from being carried to its proper home by Gurri and was lost in limbo for years before finally being found by a servant of Alemanuk. Raised from the dead, his soul was reattached, but that hatred was all that was left of who he was. In rage, he killed the priest who raised him. Serrod then used the tomes and knowledge left by this priest to sustain himself and gain some control over life and unlife.

Serrod eventually learned that Lord Enyertur was assigned to a fiefdom on the edges of Tempore and found an ancient bear cave north of Blythe to make a home and plot his revenge. It took years, but he finally mastered some of the tomes he had stolen from the dead priest. He learned to summon skeletons from villagers and bandits that he killed. These skeletons at first couldn’t do much more than act like puppets, but then he gained greater and greater control and skill. Now he could give them a brief portion of his soul which allows them to act as perfect servants. They follow only the commands of their creator and are incapable of revolt. Now that he can give them the semblance of intelligence, he has expanded it by fueling them with hatred which manifests as a black flame in their ribcage. These skeletons can use this flame as an attack that drains energy from a victim.

A few days ago, he finally got an opportunity for revenge. Lord Enyertur’s son was out hunting. Serrod had his skeletons attack and drag him from his horse to the cave where he was then tortured by having his arms ripped off. Shortly afterwards, some meddling adventurers found his cave and his skeletons were out matched. Maybe his improved versions will fare better.

Fury Skeletons (GURPS)

These skeletons were designed as the next adversaries for my PCs to fight (whenever we resume our campaign). They are meant to be a minor challenge to 150 point characters and to teach the players about Fatigue loss. They are also Serrod’s first generation of Fury Skeletons. He will only create more powerful ones if these fail. For Dungeon Fantasy level characters, I would remove the restriction on Acc and increase the damage for the Black Flame Attack. Would need to increase skill levels as well.

ST: 11 HP: 11 Speed: 6.75
DX: 11 Will: 8 Move: 6
IQ: 6 Per: 8 Weight: 23 lbs.
HT: 12 FP: N/A SM: 0
Dodge: 9 Parry: 9 DR: 2

Attacks: Claws 1d6-1 cr, Shortsword 1d+1 imp, Black Flame Attack 1d6 fat

Skills: Brawling 12, Shortsword 10, Innate Attack (Breath) 12

Traits: Skeletal Undead (H p.27), Blunt Claws, Fatigue Attack 1d (Area Effect, 2 yards; Inaccurate, -3 to Acc) [14]

Fury Skeletons (Pathfinder)

A fury skeleton is surrounded by an aura of black flames that deals fatigue damage to those it strikes. In addition to the changes for the skeleton template found in Bestiary 1, make the following adjustments to the base creature. This variant is best for lower level encounters, if used against higher level characters, the ability damage should be higher. I used the Fiery Skeleton variant as inspiration and changed up the abilities.

Challenge Rating: As a normal skeleton + 1.

Aura: Fury skeletons possess a fiery aura of pure fury and hatred.

Fury Aura (Ex): Creatures adjacent to a fury skeleton take 1d2 points of Con damage at the start of their turn. Anyone striking a burning skeleton with an unarmed strike or natural attack takes 1d2 points of Con damage. A Fortitude save negates either. The save DC against the fury is 10 + 1/2 fury skeleton’s HD + fury skeleton’s Con modifier (see below).

Breath Weapon: Fury skeletons can spew black flame from their mouths which causes ability damage.

Breath Weapon (Su): Using the breath weapon is considered a standard action. A fury skeleton can use its breath weapon once every 1d6 rounds. The breath weapon always starts at an intersection adjacent to the fury skeleton and extends in a direction of the fury skeleton’s choice. The breath weapon always comes in a line and is 20’ long. Those caught in the line can attempt Fortitude saves to take no damage. The save DC against the breath weapon is 10 + 1/2 fury skeleton’s HD + fury skeleton’s Con modifier (see below). A fury skeleton can use its breath weapon when it is grappling or being grappled.

Abilities: A fury skeleton’s Constitution is considered a 12 for the purposes of determining DCs.