Friday, December 29, 2006

Glacial Frost Worm (CR 20)

Glacial Frost Worm Garguantuan Magical Beast (cold) CR 20
AC: 28 (+1 dex, -4 size, +22 natural armor) touch 7
HD: 36d10+252 HP: 450
F: +22 R: +16 W: +12
Immunities: Cold
Vulnerabilities: Fire

MV: 30 ft, burrow 10 ft
Full Attack: +46 bite (4d6+17 plus 2d8 cold)
Grp: +61

Str: 36(+13) Dex: 12 Con: 24(+7) Int: 2 Wis: 11 Cha: 12
Feats: Alertness, Improved Initiative, Improved Natural Attack (bite), Iron Will, Weapon Focus (bite), Improved Natural Armor x 8.
Skills: +11 hide, +10 listen, +10 spot.


A frost worn cannot burrow through stone, but can manage ice and frozen earth. When moving through such hard materials it leaves behind a usable tunnel about 5 feet in diameter.

A frost worm is about 40 feet long, 5 feet in diameter, and weighs about 8,000 pounds.

Combat
Frost worms lurk under the snow, waiting for prey to come near.

They begin an attack with a trill and then set upon helpless prey with their bite.

Trill (Su)
A frost worm can emit a noise that forces its prey to stand motionless. This sonic mind-affecting compulsion affects all creatures other than frost worms within a 100-foot radius. Creatures must succeed on a DC 24 Will save or be stunned for as long as the worm trills and for 1d4 rounds thereafter, even if they are attacked. However, if attacked or violently shaken (a full-round action), a victim is allowed another saving throw. Once a creature has resisted or broken the effect, it cannot be affected again by that same frost worm’s trill for 24 hours. The effect’s caster level is 14th. The save DC is Charisma-based.

Cold (Ex)
A frost worm’s body generates intense cold, causing opponents to take an extra 2d6 points of cold damage every time the creature succeeds on a bite attack. Creatures attacking a frost worm unarmed or with natural weapons take this same cold damage each time one of their attacks hits.

Breath Weapon (Su)
30-foot cone, once per hour, damage 15d8 cold, Reflex DC 32 half. Opponents held motionless by the frost worm’s trill get no saving throw. The save DC is Constitution-based.

Death Throes (Ex)
When killed, a frost worm turns to ice and shatters in an explosion that deals 12d8 points of cold damage and 8d8 points of piercing damage to everything within 100 feet (Reflex half DC 32). The save DC is Constitution-based.

Skills
*A frost worm, due to its coloration and its affinity for burying itself in the snow, has a +10 racial bonus on Hide checks in its native environment.

Cold Subtype
A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Thursday, December 28, 2006

Location: The Great Elsemere Wood

(distance from Cathedral of St. Carlos to Shada Monastery as the crow flies 10 miles, on foot 15-20 miles)

In the Great Elsemere Wood the forest is so thick that is it almost as dark as night. No sounds echo through the underbrush; no sky is visible through the tightly-woven canopy which towers fifty feet above. Cedars and other trees are leafless except in the canopy; the dry limbs in the interim have grown craggly and with sinister corrpution. A fire could easily destroy the forest in a matter of moments, but luckily in the rarified air of the wood, there is little oxygen to keep a flame aflame.

The soil in the forest is primarily dry earth, with substantial cracking and exposed root systems gasping for sustenance, except along the river, where the soil is muddy and in parts swamp-like. Along the river, thick spanish moss dangles from the drooping limbs, which seem to bend over the water as if to take a sip.

A small maze of a trail leads through the forest. It is by and large the only path through the thick undergrowth. The path is the above-ground manifestation of the paths the underground river has taken through the wood, attempting to avoid the evils within.

Locations

Mausoleum - Once a part of Elsemere, this mausoleum is now overgrown by forest underbrush and is barely noticable.

Fitted stones and mortar poke through the exposed root system of a stand of trees, revealing a weathered structure. There is no obvious entrance.

If the characters search around enough (DC 20, with bonuses for wilderness lore), they'll discover what was once the door, now overgrown with exposed roots. After hacking some wood, they may enter the structure, discovering a single 25'x25' room, which has been overgrown (or undergrown) by some sort of plantlife, as there is significant foliage in the chamber. The plants are undead, having consumed the haunted souls of the living. They will be detailed in a separate post. The plants will attack once the characters are fully within the structure. After dispensing of the plants, the characters discover coffins lining hte outer walls. In two of the coffins, the characters find skeletons that have not been consumed. One one's finger, there is a ring of protection+2 and on another's in a rotting bag, there is a dagger+2.

If the party casts speak with dead they will hear a first hand account of the forest's consumption of the northwest edge of Elsemere. The people became so downtrodden that many succumbed to mental illnesses, which, after burial, led to an undead state. The plants sucked the undead out of the corpses and fed on the moonlight streaming in through cracks in the ceiling, becoming the monstrosities that the characters so recently encountered.

Clearing - During certain seasons and to commemorate certain holy and unholy days, the tainted Shada Monks perform their ritual acts in the only clearing in the forest. A typical encounter with the monks and clerics will be detailed in a later post.

Small Temple - Four adepts catetake this small temple to Nerull. The details can be found in a later post.

Shada Monastery - This tall, dark building built over an underground cistern is where the Shada Monks hone their nefarious craft. The monastery will be detailed in a later post.

The black squares on the map in the wood are huts of monks and adepts who have moved out of the monastery for one reason or another. Most of them just prefer living outside the overcrowded monastery, but a few wish to leave the ranks of Shada. They may be conscripted or convinced to leave the wood altogether if the party plays their encounters right.

Friday, December 22, 2006

Magic Item: Paddle of Punishment

(note: the image is but an artist's rendition, or rending an artist's butt...)

This paddle has been used to render punishment for past shall we say improprieties. Often kept behind the counter by more benevolent shopkeepers to deal with meddling kids, this paddle does 1d2 damage to those who receive the business end in the behind. In addition, upon a succesful hit, if the creature hit has less HD than the attacker, it deals a round of stun followed by a round of confusion, then 1d10 rounds of guilt. This is usually enough to teach 'em a lesson! For those with equal HD, only 1 round of confusion is dealt. For those targets with more HD, the result is usually anger.

Optional addition: 1-3 spikes can be added for real puinshment (1 spike adds +1 damage, so all three makes the paddle 1d2+3)

The price of the paddle is never spoken of outside merchant's circles, so it's up to the DM to scale the price based on appropriate "market forces."

Thursday, December 21, 2006

Location: The Hamlet of Elsemere

(note, this map contains locations within The Great Elsemere Wood as well)

Stats:
The Hamlet of Elsemere, pop 90ish
Wealth: Gold Piece Limit: 100 gp
Ready Cash: 450 gp
Power Center: Magical: chaotic evil priest of St. Cuthbert / The Old Ones
Community Authority: 2nd level warrior
Highest level NPCs in the community:
Barbarian: 1st
Bard: 2nd
Commoner: 9th
Druid: 4th
Expert: 7th
Fighter: 3rd
Rogue: 4th
Sorcerer: 1st
Warrior: 2nd

Part of the village of Elsemere has been reclaimed by the forest. The mausoleum was once the edge of town, but it is now hundereds of feet inside the forest. If the party investigates close enough, they will find old tracks leading into the forest - what was once the road through town.

The present-day town is surrounded on three sides by farmland and on one by Elsemere Wood. Corrupted fey creatures have their own nefarious names for the dark forest they call home.

Notable locations:
C: Once the center of town, the Cathedral of St. Carlos has been taken defiled and corrupted by a priest of St. Cuthbert.
F: The Fallen Lumber Inn is the last operating inn in this dwindling economy.
M: This makeshift mill processes the remaining lumber produced by the townspeople of Elsemere.
Entrances to the Wood: Dark and foreboding, these narrow creases in the forest provide a crawlspace into the interior. Characters taking these paths should beware.

Notable characters:
Morbane the Mad Monk (CR3)
Another important person in town is the scholar's mentor, who is studying the forest. Perhaps she is the 4th level druid.
Another is the cleric who didn't make the list. His level should be around 10ish +2 for the begotten of the old ones template...
Pava the Wise occasionally visits this hamlet, so she may be present. Also Temas Falkor sometimes makes his bardly way here to gain knowledge. He is writing a song about the encroaching forest brought on by the sadness of the Elsemereans.

Other:
If the characters seek a vantage point from which to view the forest, they spy the stony towers of the Shada Monastery, which from its position on a hill in the Wood, peeks through the overgrown canopy.

If the characters ask around enough, they may learn some facts about the monks who study in the monastery, including Morbane, the Mad Monk of Elsemere, who splits his time between the hallowed halls of Shada and the muddied streets of Elsemere.

Another post will cover the locations within the Wood.

Saturday, December 16, 2006

The Begotten of the Old Ones (CR 5)

The result of prolonged exposure to Old Ones, persons too near their reality warping effects undergo a transformation into beings which resemble them in some ways. These changed creature's features are bestial and reminiscent of fish, lizards, and amphibians, with claw-tipped hands or occasionally tentacles for arms. They are cunning and physically powerful, yet twisted and crippled in appearance. These creatures are ruled by the Old Ones through fear, violence and mental domination.

Those that can still speak do not usually chose to do so. Instead they mainly communicate simple thoughts to each other by telepathy, accompanied by whimpering groans and croaks.

usually chaotic neutral with evil tendencies
Medium Size Abberation
Init: +2 Senses: darkvision 60'
Listen +7 Spot +7
Languages: Telepathy 60' and either common or none

AC: 17 (+2 dex, +5 natural armor)
HP: (HD 9d8+ 27)
Defenses: SR 15, DR 5 / lawful
Fort: +6 Ref: +5 Will: +5

MV: 20, swim 30 or fly 30'
Attack: +10 appendage 1d6+4 or +10 greatclub 1d12+6
Full Attack: +11 appendage 1d6+4 and +11 appendage 1d6+4 +10/+5 greatclub 1d12+6
Attack Options: Lightning Touch
Space / Reach: 5ft. / 5ft.
Base Attack: +6 Grapple: +10

Str: 18 Dex: 15 Con: 17 Int: 9 Wis: 12 Cha: 6
SQ: DR 5/lawful, SR 15, darkvision 60'
SA: spell like abilities: blur
Feats: weapon focus (appendage), power attack, ability focus (Otherworldly Gaze), quicken spell-like ability (blur)
Skills: +7 listen, +7 spot

Lightning Touch (Su): Begotten of the old ones can generate, as a free action, a burst of electricity from within their bodies that damages and may stun their victims. The touch deals 1d8 points of electricity damage and stuns the target for 1d4 rounds. A DC 17 Fortitude save avoids the stun effect - the save is constitution based. They may use this ability once per round, delivered by melee attack.

Otherworldly Gaze: As a standard action begotten can focus their otherworldly gaze upon a mortal creature and create a haze of confusion as the spell. A DC 17 will save is required to avoid this confusion (save is wisdom based), which lasts as long as the begotten concentrates upon it. This is a mind-affecting ability.

Spell-like abilities: blur 1/day. Caster level 5th.
DR: 5 / lawful (axiomatic)
SR: 15

COMBAT
Sometimes armed with simple weapons, but generally attacking with whatever appendages the old ones have given them, the begotten are straightforward combatants. If encountered in a group, those in the rear will focus their otherworldly gaze on those being attacked, while their brethren attack with their claws and lightning touch.


Begotten of the Old Ones - Acquired Template

Sometimes when the powers of the old ones transform an unique creature, some of it's abilities and original form remains. In those cases apply this template to the base creature to generate the statistics of the resulting creature.

Type: the creature's type changes to aberration
HD: the creature's hit dice change to d8s.
AC: gains +5 natural armor
Move: The mutations cause the creature's land move to be reduced by 10 ft, to a minimum of 5 ft. The creature gains a swim speed equal to it's previous land speed.
Special Abilities: Begotten of the old ones gain the following special abilities:
Lightning Touch (Su): Begotten of the old ones can generate a burst of electricity from within their bodies that damages and may stun their victims. The touch deals 1d8 points of electricity damage and stuns the target for 1d4 rounds. A DC (1/2 begotten hit dice + constitution modifier) Fortitude save avoids the stun effect. They may use this ability once per round, delivered by melee attack.
Otherworldly Gaze: As a standard action begotten can focus their otherworldly gaze upon a mortal creature and create a haze of confusion as the spell. A DC (1/2 begotten hit dice + wisdom modifier) will save is required to avoid this confusion, which lasts as long as the begotten concentrates upon it.
Spell-like abilities: blur 1/day. Caster level 5th.
DR: 5 / lawful (axiomatic)
SR: 15
Telepathy 60'
Darkvision 60'
CR: +2
ECL: +2

Monday, December 04, 2006

Character: Morbane the Mad Monk of Elsemere (Lvl 3)


A prodigious youth, Morbane became too powerful too fast and it drove him slightly mad. He spends much of his time pacing the treeline to the west of present-day Elsemere. It is said that his parents are buried in the mausoleum that the forest has grown over, and that this is what has driven him mad. Who is to say, really. As the other kids used to joke, "Perhaps plawing in da deep, dawk fowest has fweigtened wittle bitty Mowbane..." This scorn led him into the Shada Monastery where he trained for a few years before returning to Elsemere to seek his parents' graves. There are also those humans who say he is a Wyndm, and that's also compounding his insanity. Still others think he knows too much about the Old Ones and that that's also weighing upon his fragile soul. Needless to say, everyone agrees that he's slightly "touched."

Morbane the Mad Monk of Elsemere
Medium-size Male Human
Monk3
Hit Dice: (3d8)+6
Hit Points: 27
Initiative: +2
Speed: Walk 40 ft.
AC: 13 (flatfooted 11, touch 13)
Attacks: *Flurry of Blows +3/+3; ;
Damage: *Flurry of Blows 1d10+3; ;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Evasion (Ex), Flurry of Blows (Ex), Still Mind (Ex)
Saves: Fortitude: +5, Reflex: +5, Will: +2
Abilities: STR 17 (+3), DEX 14 (+2), CON 15 (+2), INT 12 (+1), WIS 9 (-1), CHA 7 (-2)
Skills: Appraise 1; Balance 5; Bluff -2; Climb 10; Concentration 4; Craft (Untrained) 1; Diplomacy -2; Disguise -2; Escape Artist 7; Forgery 1; Gather Information -2; Heal -1; Hide 4; Intimidate -2; Jump 12; Knowledge (Arcana) 2; Knowledge (Local) 2; Knowledge (Nature) 2; Knowledge (Religion) 2; Listen 2; Move Silently 8; Ride 2; Search 1; Sense Motive 1; Spot 2; Survival -1; Swim 8; Tumble 8;
Feats: Blind-Fight, Combat Reflexes, Improved Grapple, Improved Unarmed Strike, Snatch
Challenge Rating: 3
Alignment: Lawful Neutral

Possessions: Belt, Monk's; Boots of Elvenkind; Gloves of Swimming/Climbing; Flurry of Blows; Outfit (Monk's Robes);

Wednesday, November 29, 2006

Issue 4 Released!

We've released our 4th issue, available for download and/or printing at trollcode and at Unicorn Rampant.

"At least" 4 new characters, 4 creatures, 3 new magic items and 3 full encounters to while away the cold, dreary month of December 'til Santa/St. Nick/Cthulhu/Flying Spaghetti Monster crawls down your chimney or boot. If nothing else, print it out and use it as kindling to get a fire going to keep old men from prancing on your roof, certain to tumble down the chinmey. Think of the lawsuit!

Next month: Holiday issue. Be prepared to sing carols with the Claw/Claw/Bite Five!

Tuesday, November 28, 2006

Location: Shada Monastery

Located in the center of the impassable Elsemere Wood, the Shada Monastery is shrouded in mystery. Most people leave it alone. Get it? The monastery juts out from the canopy of the forest, andon a clear day, is visible from the edge of the ever-expanding wood.

Character: Bara Hunanik (Lvl 14)

Bara is one of the founding members of the Iron Coven, along with Yob and Denass Gradon.

She is quick to anger and likes to charge and grapple her opponents, or wrap them up with her Morningstar. She has been known to wipe out entire armies in close proximity with her armor spikes and flailing fighting style. Her evil nature is enhanced by her devotion to her Dietes, (Hruggek - bugbear deity, and Tiamat - evil dragon deity), who provides her with superior divine powers.

Bara Hunanik
Medium-size Female Bugbear
Humanoid3 Cleric11
Alignment: Chaotic Evil
Vision: Darkvision (60')
Initiative: +2

AC: 26 (flatfooted 24, touch 12)
Hit Dice: (3d8)+(11d8)+56
Hit Points: 133
Saves: Fortitude: +12, Reflex: +8, Will: +11

Speed: Walk 30 ft.
Attacks: *Morningstar +4 (Unholy) +22/+17;*Armor Spikes +14/+9; ;
Damage: *Morningstar +4 (Unholy) 1d8+12;*Armor Spikes 1d6+8; ;
Face / Reach: 5 ft. / 5 ft.

Special Qualities: Humanoid Traits, Rebuke Undead (Su) 4/day (turn level 12) (turn damage 2d6+13), Scent (Ex), Smite 1/day (Su), Spontaneous casting

Abilities: STR 26 (+8), DEX 14 (+2), CON 18 (+4), INT 11 (+0), WIS 17 (+3), CHA 13 (+1)
Skills: Appraise 0; Balance 1; Bluff 1; Climb 10; Concentration 9; Craft (Untrained) 0; Diplomacy 3; Disguise 1; Escape Artist 1; Forgery 0; Gather Information 1; Heal 4; Hide 2; Intimidate 1; Jump 7; Listen 3; Move Silently 5; Ride 2; Search 0; Sense Motive 3; Spellcraft 13; Spot 5; Survival 3; Swim 6;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Improved Sunder, Improved Turning, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Improved Unarmed Strike, Spell Penetration, Weapon Focus (Morningstar)
Challenge Rating: 13

Possessions: Belt of Giant Strength +4; Spined Shield +2 (Magical Enhancment Cost (4410)); Chain Shirt +3 (Armor Spikes); Morningstar +4 (Unholy); Armor Spikes;
Deity: None Domains: War(Free Martial Weapon Proficiency with deity's favored weapon (if necessary) and Weapon Focus with the deity's favored weapon.) Destruction(You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.)

Spells:
Spells per Day: (6/6+1/5+1/5+1/3+1/2+1/1+1 DC:13+spell level)
Cleric Domains: Evil, War.
Cleric - Typical Spells Prepared:
Level 0: Cure Minor Wounds, Detect Magic (2), Guidance, Resistance, Virtue

Level 1: Bless, Cause Fear, Command, Cure Light Wounds, Doom, Protection from Good, Magic Weapon*
Level 2: Aid, Cure Moderate Wounds (2), Hold Person, Sound Burst, Spiritual Weapon*
Level 3: Bestow Curse, Blindness, Cure Serious Wounds, Dispel Magic, Protection from Energy, Magic Contigation*
Level 4: Cure Critical Wounds (2), Freedom of Movement, Divine Power*
Level 5: Righteous Might, Spell Resistance, Flame Strike*
Level 6: Harm, Blade Barrier*
* Domain Spell

Monday, November 27, 2006

Creature: Hoary Frost Beast (CR 20)

This enormous and ancient example of a frost beast lives out its days in the breeding pits of Iceflame, scourge of the north. Resembling a basilisk, it's scaly, serpentine body crawls or climbs across icy caverns on six talon-tipped legs, leaving a trail of frigidity in its wake.

Gargantuan Magical Beast (cold)
AC: 27 (+2 dex, -4 size, +19 natural armor) touch 12, flat-footed 25
HD: 36d10+126 HP: 324
F: +32 R: +22 W: +15
Immunities: Cold
Vulnerabilities: Fire.

MV: 30 ft, climb 30 ft
Full Attack: 4 claws +49 2d6+8 , bite +47 2d8+17
Grp: +64

Str: 45(+17) Dex: 15 Con: 30(+9) Int: 6 Wis: 12 Cha: 7
Feats: Alertness, Improved Critical (claw), Multiattack, Dodge, Mobility, Spring Attack, Power Attack, Awesome Blow, Combat Reflexes, Snatch, Iron Will.
Skills: listen +19, spot +19.

SA: Cold Aura 20' 2d8 cold, Cold Subtype.

Cold Aura (Su): Any creature within 20 ft of the beast takes 2d8 points of cold damage from the extreme frigidity emanating from these creatures' bodies.

Cold Subtype: A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Sunday, November 26, 2006

Magic Item: Heart of Black Tenacity


The heart of black tenacity, carried through many evil endeavors by Yob the Malafalent, was crafted from the iron heart of an eldar earth elemental and enchanted by his companion to heal the weilder. If held aloft and the words "dark powers of night, give me strength to fight!" are spoken in the goblin tounge, the heart glows with black light and cures the weilder of 1d8+1 points of damage. The heart can be used thrice a day in this fashion.

Faint Conjuration; CL 1st; Craft Wonderous Item, cure light wounds, price 1080 gp.

Tuesday, November 21, 2006

Location: The Road to Castle Stieglitz


Presented here are several encounters travelers between Onuago and Castle Stieglitz are likely to have.

Background: Several months ago, the Baron Stieglitz dissapeared from public life. Since then his armies have split into four factions, each one led by one of his former captains. Two of these captains have set up tolls illigetimately on the road to Castle Stieglitz. The third has moved to the edge of the swamplands where a village of Windam-folk live. The fourth defends the village of Talook, near the castle, and it's surroundings.


Encounters

Random Encounters
Random encounters include leocotta, manticore, hill giants, cloud giants, stone giants, werewolves, thoqua, and dark naga. Most will use the steep rocky terrain to attack from above, due to the road becoming increasingly rocky and uphill, up to a 3-5% grade.

The Dish-Eater's Trolls on the Bridge (EL 11)

Here the road crosses the Swift River. The bridge is 10 ft wide and stretches 30 feet across the ravine. The Swift river can be heard rushing 20 feet below. Four dirty men in mail and armed with polearms stand on the opposite side of the bridge.

The men will demand a steep toll from all using the bridge. They will ask the party to hand over half their wealth, or their best guess: 100gp per person if they appear well- equipped. They will claim it is for repairs to the bridge and other “improvements.”
A DC 10 spot check will reveal the 2 archers on a steep ridge 40' up on the north side of the river valley.

Creatures 5th Level Fighters (6): HP: 37, 42, 33, 45, 35, 38. All have heavy maces, and 2 with halberds, two with longspears, and two with longbows. See DMG for stats.

Tactics: The warriors on the bridge will stick together and concentrate attacks on single opponents, most likely the first warrior to charge them. The two with halberds may try to trip approaching attackers or may attempt to bull rush weaker characters off the bridge into the river below. The archers will harry spellcasters once they reveal themselves. If the party manages to fell 3 of the guards, the remaining will attempt to flee, or surrender if unable to do so.

Treasure: Other than the gear on the six warriors, there is a lockbox with 78 gold and 240 silver coins.

Development: If the players defeat all of the men here those remaining alive will return to Petry's camp nearby in the hills where the rest of his men are. Petry will not send men to staff the toll again, instead concentrating on recruiting from Onuago until he has more men. Through the rest of the road, it is even more rocky, and averages a 5-7% grade.


The Underharl's Defile (EL ?)

Here the road passes through a defile with steep rocky walls on either hand that rise up 15 to 25 feet. Coming around a bend you are faced by several impressive-looking men in clean uniforms. Crossbowmen stand at the ready at the top of the defile on either side.

Creatures: These men of Karl Underharl will exact a tax of 10 gold per person, claiming it is for maintenance of the road.5th Level Fighters (4): HP: 40, 39, 45, 32. All have long swords, large shields and heavy crossbows.

Tactics: The two men on the road will fight side by side while the two crossbowmen above fire down. If two of them fall the rest will attempt to flee and will surrender if pursued.

Treasure: One of the men carries a large purse that contains 25 gold and 45 silver coins. Development: If these men are dispersed, the toll will be unstaffed for two weeks while Karl recruits more men.

Ancestral Tomb (EL 9)

Several miles north of the road at the foot of a steep mountain face an unadorned arch the height of a tall man frames a dark passage into the earth.

This long dark passage ends in a small earthen chamber. A passage to either side and to the front leads off into the darkness. Several stone sarcophagi can be seen at the end of each passage. Four bodies lie on the ground, two dressed as peasants and two in bloodied uniforms.

A Wyndm couple snuck by Karl's toll in the night to make an offering at an ancestor's tomb. Two of the guards followed, and they haven't returned. When the guards caught up to the peasants in a strange cave, they attacked them as they were making offerings to their forefathers.

Creatures: This tomb houses 4 mummies who have risen from their graves after their descendants were attacked while bringing offerings to them. They destroyed the attackers (Karl's men) and now roam about the tomb.

Mummies (4): HP: 56, 52, 49, 60.

Tactics: The mummies will attack anyone entering the tomb, one coming from each side passage and two from the front. They will fight until destroyed. If the party attempts to parlay with them, a DC 25 Diplomacy check will adjust their attitude to indifferent, at which point it is possible to find out what is causing them unrest. They will be able to put the mummies to rest if a priest, even a priest from the party, is able to properly bury the dead descendants in the tomb.

Treasure: If the tomb is looted the party finds the following the the four tombs: coin 29,240 copper coins, 108 platinum coins (1,080gp), a potion of Mage Armor in a Bottle (1,400gp), and a scroll of See Invisibility (l2, cl3) that is cursed: the reader must sleep twice as much as normal the next night. There is also an arcane (175gp) scroll with Precise Vision (l1, cl1) and Sensory Link (l2, cl3). The second contains a large steel shield +1, 28,972 copper coins, 2 gems: a crazy lace agate (11.9gp), and a goshenite (clear to pale blue beryl) (770.9gp), a scroll of Balagarn's Iron Horn (l2, cl3) and Bristle (l2, cl3). The third is 688 gold coins and 56 platinum coins, 3 gems: a crazy lace agate (12.5gp), a raindrop (492.9gp), and a rhodolite (pink garnet) (438gp), 3 scrolls: an arcane (325gp) scroll with Flaming Sphere (l2, cl3) Spectral Hand (l2, cl3) and Erase (l1, cl1), an arcane scroll with Minor Image (l2, cl3) and Rapid Strikes (l2, cl3), and a divine scroll (450gp) with Delay Poison (l2, cl3), Animal Infusion (l2, cl3) and Enkili's Luck (l2, cl3). The last tomb has 678 gold coins (678gp) and a potion of Expeditious Retreat (50gp) that is cursed: item has opposite effect in that it reduces the drinker's movement by 30' to a minimum of 5' per round. There is also a scroll with Make Fast (l1, cl1), Lesser Spell Immunity (l2, cl3) and Spider Climb (l1, cl1).

The Swift River Inn and Stables

A day's travel by horse northeast along the road that parallels the Swift River lies, this inn has a long-proud heritage that is sadly coupled to the fate of Onuago and Castle von Stieglitz.

As the party ascends from the swampy lower regions of North Bay, the air becomes less humid and stagnant, even refreshing,and accompanied by a light breeze. The low croaking of toads gradually gives way to the sharp cawing of ravens and other birds, just as the lands surrounding the road sheds it's greenery to assume the mottled mantle of the earth. Sharp stones rise on either side of the road and the roaring of the swift river grows louder with each step. In the distance a vague and ambiguous shape can be seen leaning heavily over the road. Lights glow brightly from within, and the vague impression of movement can be seen inside. As the party marches up the hill towards the structure, it's form resolves itself into a weathered but sturdy stone building.

This is the Swift River Inn and Stables, and it's history is as long and as storied as the town of Onuago. Once the party is in full view, too furitive looking men will emerge from inn with crossbows levelled. These men are wary and suspicious, but as long as the party shows proof that they have coin to spend and are not overly threatening, they will let them pass.

The inside of the inn is well lit, and fresh rushes cover the floor. The furnishings are mismatched but sturdy, and a warm fire burns in the hearth. Several patrons sit slumped around the inn, or stare warily at the party. The smell of something warm and filling wafts from the kitchens. The inn keeper is an older man, obviously once a powerful man, his weight now sags on his frame. His brow is knitted together as he regards the party with suspicion. His gnarled hands polish a chipped stone mug as he waits for the party to state their business.


The inn has both beds and stables available for 5 gold a night. The exorbitant prices can be attributed to the roving brigands and the cost of getting supplies from the troubled city of Onuago. Ale, wine and food are also available for outrageous prices (1 gold for ale, 2 for wine, 2 for food, and 3 for both wine and food). Bertram is the name of the bartender and proprietor of the inn, and if pressed he will tell the party what he knows of the surrounding country side and the brigands that roam the area.


The Thorp of Talook

Nestled at the foot of the Cyrűk mountains, the thorp of Talook's stone hovels are visible for many miles down the road. Tiny plumes of smoke rise from each of the huts, which are set close together for protection.

When the party arrives, the citizens are busy setting up a makeshift celebration to honor St. Zelnyeki the following weekend.

Population: 58
GP Limit (price of most expensive item available in thorp): 40gp
Ready Cash: 116gp
Power Center: conventional (Anna Červená), LN (with good tendencies)
Highest Level Locals:
Adept: 1st
Barbarian: 1st
Cleric: 1st - Caretaker of the tiny wooden chapel that is the spiritual center of the town. Commoner: 5th
Expert: 5th
Figher: 4th - Orlay Petronova – an older man, appointed by the Baron's father as magistrate of Talook. Orlay supports Anna as the last legitimate authority for the region.
Monk: 1st - An ascetic who has taken a vow of silence and lives on the church grounds tending the communal gardens.
Ranger: 2nd
Warrior: 2nd

Tuesday, November 14, 2006

Creature: Stone Cats of the Goddess (CR 12 & 17)

STONE CATS OF AZHIRAZ GODDESS ON EARTH CR 12
neutral
Large construct
Init: +3

AC: 30 (-1 size, +3 Dex, +18 natural), touch 12, flat-footed 26
HP: 107 (HD 14d10+30)
Resist: DR 10 / Adamantine
Immune: Magic
Fort +4, Ref +7, Will +4

MV: 40 ft. (8 squares)
Attack: claw +18 melee (2d10+9)
Full Attack: 2 claws +18 melee (2d10+4), bite +13 Melee (2d12+9 +1d6 Elecricity)
Attack Options: Breath Weapon, Pounce
Space / Reach: 10 ft./5 ft.
Base Attack: +10 Grapple: +23

Abilities: Str 29, Dex 17, Con -, Int -, Wis 11, Cha 1
SQ: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision
SA: Breath Weapon, Pounce


GREATER STONE CATS OF AZHIRAZ GODDESS ON EARTH CR 17
neutral
Huge construct
Init: +2

AC: 31 (-2 size, +2 Dex, +21 natural), touch 6, flat-footed 27
HP: 271 (HD 42d10+40)
Resist: DR 10 / Adamantine
Immune: Magic
Fort +14, Ref +16, Will +14

MV: 40 ft. (8 squares)
Attack: claw +42 melee (4d8+6)
Full Attack: 2 claws +42 melee (4d8+6), bite +37 melee (4d10+13 +1d8 Electricity)
Attack Options: Breath Weapon, Pounce
Space / Reach: 15 ft./10 ft.
Base Attack: +31 Grapple: +52

Abilities: Str 37, Dex 15, Con -, Int -, Wis 11, Cha 1
SQ: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision
SA: Breath Weapon, Pounce


This golem has the form of a great cat (tiger, lion or leopard) made completely out of stone. A stone cat is 9 feet long and weighs around 2,000 pounds. When argry they will often breathe sparks from their mouths.

COMBAT
Stone Cats are formidable opponents, combining the power and grace of junge cats with the supernatural toughness and powerful magical attacks of sorcerous constructs.

Pounce (Ex): If a Stone Cat charges a foe, it can make a full attack, including two rake attacks.

Breath Weapon (Su): Stone cats can breathe a 20' cone of electricity as a standard action, dealing 8d8 points of electricity damage (half damage with DC 23 Reflex save) in the case of normal Stone Cats and 12d8 with a DC 27 Reflex save in the case of Greater Stone Cats. After breathing sparks, a stone cat is unable to use it's breath weapon again for 1d4 rounds.

Immunity to Magic (Ex): A stone cat is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A transmute rock to mud spell slows a stone cat (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.
A stone to flesh spell does not actually change the cat’s structure but negates its damage reduction and immunity to magic for 1 full round.

CONSTRUCTION
A stone cat’s body is chiseled from a single block of hard stone, such as granite, weighing at least 3,000 pounds. The stone must be of exceptional quality, and costs 5,000 gp. Assembling the body requires a DC 17 Craft (sculpting) check or a DC 17 Craft (stonemasonry) check.
CL 14th; Craft Construct, antimagic field, geas/quest, chain lightning, caster must be at least 14th level; Price 90,000 gp; Cost 50,000 gp + 3,400 XP.

GREATER STONE CAT
A greater stone cat is 18 feet long and weighs around 32,000 pounds. It resembles a typical stone cat in all respects, except that the Reflex save DC is 27 against its breath weapon. CL 14th; Craft Construct, antimagic field, geas/quest, chain lightning, caster must be at least 14th level; Price 196,000 gp; Cost 105,000 gp + 7,640 XP.

Saturday, November 11, 2006

Character: Erik Gustafson (Lvl 5)

Erik grew up in the tough lands to the south of Old Bay, but has traveled north in search of adventure and loot. He's driven by his need to kill evil and hold back the human interest in colonizing his people's lands.

Easily enraged, Erik has many bruises and scars that he's happy to show anyone (especially those who challenge him to a duel) at the drop of a helm. His wrestling prowess has recently won him respect among the local militias, though he has yet to pick a side to join. He prefers his own way and the highway.

Erik Gustafson
Medium-size Male Human
Barbarian5
Hit Dice: (5d12)+20
Hit Points: 71
Initiative: +0
Speed: Walk 30 ft.
AC: 15 (flatfooted 15, touch 10)
Attacks: *Grimming Sword +2 (Bastard/Wounding) +13; ;
Damage: *Grimming Sword +2 (Bastard/Wounding) 1d10+8; ;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Bonuses when enraged (STR +4, CON +4, Will +2, AC -2, HP 10), Illiteracy, Improved Uncanny Dodge (can't be flanked except by a rogue of 9 level), Rage (Ex) 2 times/day (9 rounds), Trap Sense (Ex) +1
Saves: Fortitude: +8, Reflex: +1, Will: +1
Abilities: STR 22 (+6), DEX 10 (+0), CON 18 (+4), INT 10 (+0), WIS 10 (+0), CHA 15 (+2)
Skills: Appraise 0; Balance -2; Bluff 2; Climb 10; Concentration 4; Craft (Leatherworking) 1; Craft (Untrained) 0; Diplomacy 2; Disguise 2; Escape Artist -2; Forgery 0; Gather Information 2; Handle Animal 5; Heal 0; Hide -2; Intimidate 9; Jump 5; Listen 1; Move Silently -2; Profession (Hunter) 1; Ride 7; Search 0; Sense Motive 0; Spot 0; Survival 7; Swim 7;
Feats: Armor Proficiency (Light), Armor Proficiency (Medium), Improved Bull Rush, Martial Weapon Proficiency, Mounted Combat, Power Attack, Shield Proficiency, Simple Weapon Proficiency
Challenge Rating: 5
Alignment: Chaotic Good

Possessions: Belt of Giant Strength +4; Grimming Sword +2 (Bastard/Wounding); Outfit (Explorer's); Rhino Hide; Shield; Dagger

Mount:

Godablakk
Large-size Male Warhorse, Heavy
Animal4
Hit Dice: (4d8)+12
Hit Points: 38
Initiative: +2
Speed: Walk 50 ft.
AC: 15 (flatfooted 13, touch 11)
Attacks: ;
Damage: ;
Vision: Low-light
Face / Reach: 10 ft. / 5 ft.
Special Qualities: Animal Traits, Scent (Ex)
Saves: Fortitude: +7, Reflex: +6, Will: +2
Abilities: STR 18 (+4), DEX 14 (+2), CON 16 (+3), INT 2 (-4), WIS 12 (+1), CHA 6 (-2)
Skills: Appraise -4; Balance 2; Bluff -2; Climb 4; Concentration 3; Craft (Untrained) -4; Diplomacy -2; Disguise -2; Escape Artist 2; Forgery -4; Gather Information -2; Heal 1; Hide -2; Intimidate -2; Jump 13; Listen 1; Move Silently 2; Ride 2; Search -4; Sense Motive 1; Spot 5; Survival 1; Swim 4;
Feats: Combat Reflexes, Hold the Line
Challenge Rating: 2
Alignment: Chaotic Good

Possessions:

Friday, November 10, 2006

Magic Item: Goggles of Paranoia

Originally crafted by the reclusive wizard Zalahazan Kramnezzar, these goggles would fetch a fine price as edgy adornment. Various high quality knock-offs exist, as well as a few low-quality ones. Regardless of the quality, others are likely to pay a hefty sum for such copies, since the goggles are rather trendy. These goggles travel from wearer to wearer, and usually stay within the rogue community -- usually stolen from a previous recluse by a greedy thief.

When worn, these goggles make the wearer paranoid. Despite this paranoia, the wearers usually insist on wearing them, as they feel that they are well liked when wearing them, and that they are more aware of what's going on around them. In fact, wearers suffer a -3 Charisma penalty but the user can use a standard action to activate True Seeing (Clr4). Over time, the wearer tends to become a recluse, like dear old Zalahazan himself, who never intended the consequence of his failed enchantment. They are rarely but occasionally (and arguably mistakingly) refered to by their intended name -- Goggles of True Seeing.

Since they are rarely for sale, they don't really have an accurate street price.

Wednesday, November 08, 2006

Character: Gina Sebastiani (Lvl 6)

Raised poor in a forest in Northbay, Gina once snuck up on a whole party of evil gnomes posing as merchants, slew them with her marksmanship, cashed in their wares, and upgraded all her own equipment in a single evening, making her an example of successful overnight class climbing.

Now she maintains a small hut in the forest, but spends most of her time traveling the countryside, exploring oft-ignored caves and other natural phenomena. She carries everything of value in the bag of holding slung over her shoulder. Always willing to fight what she considers evil, she is quick to rain down arrays of arrows on her enemies from afar, especially gnomes and gnolls.

Gina Sebastiani
Medium-size Female Human
Ranger6
Hit Dice: (6d8)+12
Hit Points: 52
Initiative: +3
Speed: Walk 30 ft.
AC: 19 (flatfooted 16, touch 15)
Attacks: *Longbow +1 (Composite) +10/+5; ;
Damage: *Longbow +1 (Composite) 1d8+1; ;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Animal Companion (Ex), Archery Combat Style, Favored Enemy (Humanoid (Gnoll)) +4, Favored Enemy (Humanoid (Gnome)) +2, Wild Empathy (Ex) +8
Saves: Fortitude: +7, Reflex: +8, Will: +3
Abilities: STR 14 (+2), DEX 17 (+3), CON 14 (+2), INT 11 (+0), WIS 13 (+1), CHA 14 (+2)
Skills: Appraise 0; Balance 3; Bluff 2; Climb 7; Concentration 5; Craft (Untrained) 0; Diplomacy 2; Disguise 2; Escape Artist 3; Forgery 0; Gather Information 2; Handle Animal 6; Heal 3; Hide 6; Intimidate 2; Jump 4; Listen 4; Move Silently 5; Ride 3; Search 3; Sense Motive 1; Spot 10; Survival 4; Swim 3;
Feats: Armor Proficiency (Light), Dodge, Endurance, Far Shot, Manyshot, Martial Weapon Proficiency, Point Blank Shot, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Track
Challenge Rating: 6
Alignment: Chaotic Good

Possessions: Arrow +1; Arrows (50); Bag of Holding (Type 1); Bracers of Armor +4; Gloves of Dexterity +2; Longbow +1 (Composite); Explorer's Outfit; Ring of Protection +2; Rope of Climbing; Dagger
Spells:
Spells per Day: (0/2/0/0/0/0/0/0/0/ DC:11+spell level)
Ranger - Known:
Level 1: Alarm, Animal Messenger, Calm Animals, Charm Animal, Delay Poison, Detect Animals or Plants, Detect Poison, Detect Snares and Pits, Endure Elements, Entangle, Hide from Animals, Jump, Longstrider, Magic Fang, Pass without Trace, Read Magic, Resist Energy, Speak with Animals, Summon Nature's Ally I

Tuesday, November 07, 2006

Magic Item: Edgewise Dagger

This dagger allows a wearer to slip in a word edgewise. The effect is similar to daze and requires a DC 12 Will save to resist. The downside is that in order to work, the dagger must be removed from a hit or belt and pointed at the target. This usually has the effect of starting a fight... It is otherwise non-magical.

Faint evocation; CL 1st; Craft Wondrous Item, daze; 1,000 gp

Friday, November 03, 2006

The Lazy River Wayhouse EL 12

Marsh Troll Parents and the Abandoned Wayhouse - adept (cr 10) & hunter (cr 11) - EL 12

This is the house of the Marsh Troll family. The building was constructed several decades ago as a wayhouse for travelers going between Elsemere and Onuago. After the Lazy River shifted course and the monsters in the swamp became more numerous and aggressive, the inhabitants of the area relocated to the village and the port town. The wayhouse was abandoned, but not for long. The troll family has been living here for several years by the time the party arrives. The parents of the teen troll ranger and the troll children under the bridge are on the second floor of the wayhouse.

The road that connected Elsemere to Onuago is completely submerged by the south fork of the Lazy River here. Fortunately the water is only two feet deep. The party moves at 1/3 speed through this water to get to the mud island.

The Marsh Troll clan is not normally hostile, but they haven’t eaten well in recent months; the ecosystem is still in a period of flux and adjustment. They will do all they can to lure the party ashore for an ambush. They do this by using ghost sound to create shrieking as if a damsel in distress. The adept will create an illusion of a human female trapped behind the bars of one of the top floor windows to prey upon any good tendencies the party may have.


Areas

1) Outside

A two-story building sits atop an island of mud in the middle of the Lazy River. Here the river forks as it continues its course to the east. One fork flows north of the mud island and the other flows south of it. The two forks recombine 300 feet to the east of the island.

The building itself is heavily weathered but still stands proud above the sluggish waters. On the south side of the building, a large oaken door with iron hinges marks the entrance into the structure. Curiously, all the windows on the top floor have metal bars in front of them to keep something out…or keep something in. A human female can be seen straining against the bars and crying for help to get off the island.

There is also a penned area 30 feet to the east of the building. No animals can be seen in it at the moment.

2) Inside the Wayhouse

The interior of this building is half covered in pools of murky water where the ground has been washed away. A dark gray stone hearth covered in moss stands cold and damp against the north wall. A sturdy wooden staircase, it's bottom three steps rotted away, leads up along the west wall.

A DC 5 climb or jump check is required to begin ascent of the stairs.

Giant Constrictor Snake (HP 67): A giant constrictor snake hides in the pools of water in the center of the room. It will not attack unless attacked or if the pool it are in are disturbed (when a player is thrown down the stairs by the trolls above). A DC 25 spot check is required to spot the snake.

3) Upstairs in the Wayhouse

The second floor of this wayhouse was once divided into separate chambers. Portions of the interior walls still stand here and there, but are mostly rotten wooden rubble scattered around the large open room thus created.

A DC 10 search check will reveal a wooden trapdoor giving the access to the attic.

Troll Fighter and Adept: two trolls occupy this building. They will use ghost sound and minor image to create an image of a human female in distress, to lure passerby into the way house, and will hide.

Pappa Troll CR 11
chaotic evil male troll fighter 6
Large Giant
Init: +2
Senses: Darkvision 90 ft., low-light vision, scent
Listen +5 Spot +6
Languages: Giant, Common

AC: 20 (-1 size, +2 dex, +5 natural, +4 armor)
HP: 158 (HD 6d8 + 6d10 + 72)
Fort: +16 Ref: +6 Will: +5

MV: 20 ft Attack: +19 greatclub 2d8 + 11 or +14 greatclub 2d8 + 21 (powerattack for 5)
Full Attack: +17 / +12 / +7 greatclub 2d8 + 11 and +13 bite 1d6 + 3
Attack Options: rend
Space / Reach: 10 ft / 10 ft
Base Attack: +12 Grapple: +18

Abilities: Str: 25 Dex: 14 Con: 23 Int: 6 Wis: 9 Cha: 6
SQ: Darkvision 90 ft., low-light vision, regeneration 5, scent
SA: Rend
Feats: Alertness, Iron Will, Track, Power Attack, Improved Bull Rush, Awesome Blow, Improved Sunder, Weapon Focus (greatclub), Weapon Specilization (greatclub).
Skills: listen +5, spot +6

Posessions: hide armor, large greatclub.

Mamma Troll CR 10
chaotic evil female troll adept 6
Large Giant
Init: +2
Senses: Darkvision 90 ft., low-light vision, scent
Listen +5 Spot +6
Languages: Giant, Common

AC: 20 (-1 size, +2 dex, +5 natural, +4 armor)
HP: 103 (HD 6d8 + 6d6 + 60)
Fort: +13 Ref: +6 Will: +8

MV: 20 ft
Attack: +14 spear 2d6 + 7 or +9 spear 2d6 + 17 (power attack for 5)
Full Attack: +12 / +7 spear 2d6 + 7 and +9 bite 1d6 + 2
Attack Options: rend Space / Reach: 10 ft / 10 ft
Base Attack: +9
Grapple: +14

Abilities: Str: 20 Dex: 14 Con: 21 Int: 6 Wis: 14 Cha: 6
SQ: Darkvision 90 ft., low-light vision, regeneration 5, scent
SA: Rend
Feats: Alertness, Iron Will, Track, Lightning Reflexes, Power Attack
Skills: listen +5, spot +6, concentration +11

Adept Spells Prepared:
0th (3): ghost sound x2, touch of fatigue x2
1st (2): bless, minor image
2nd (1): resist energy

Possessions: hide armor, large spear, holy symbol of Vaparack.
Familiar: medium viper snake

Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Tactics: This pair of marsh trolls is very experienced working together and are quite cunning. Their preferred tactic is to begin with a preyer to Vaparack (bless) and then lure prey to them using ghost sound and minor image and then attack from hiding. When facing magic or fire-using opponents, the female will ward the male with resist energy (fire) before attacking.

In the way house they will hide and wait for someone to come upstairs to investigate the cries of distress. The female will stay behind the male and attack with her spear. The male will stand at the top of the stairs and use his greatclub with Awesome Blow and bull rush to knock attackers down the stairs where they will be attacked by the snake.

The trolls will fight to the death.

Treasure: 210 platinum, 3500 gold, 9000 silver and 15 gems can be found in purses and bags scattered amongst bones from humanoids and animals in the attic. In addition there are potions of aid, spider climb, and remove paralysis.

Ad Hoc XP Adjustment: +10%.

Monday, October 30, 2006

Magic Item: Brooch of Tangents

The wearer of this brooch has the power to hijack a conversation through the careful use of tangents, with the effect that it's difficult (DC 20, modified by intimidate, bluff, diplomacy, or charisma) for others to get in a word edgewise.

These brooches double in intensity (and DC) if two are worn. As a pair, they are worth 4x the value of just one.

Moderate Enchantment; CL 1st; Craft Wonderous Item, hypnotism; Value: 8,000 gp

Friday, October 27, 2006

Character: Adsel Matar (Lvl 7)

This elf will take your lunch money by hook or by force. He started on a self-righteous path that led him into his thievery. He favors destruction over salvation, but then he was never in it for the milk and honey.

Unfortunately for him, he recently stole a pair of goggles from a recluse, and now has developed paranoia. He doesn't trust anyone and will try to distance himself from any contact. He only wants to be by himself...

Adsel Matar
Medium-size Male Elf
Cleric3 Rogue4
Hit Dice: (3d8)+(4d6)+7
Hit Points: 49
Initiative: +6
Speed: Walk 30 ft.
AC: 22 (flatfooted 22, touch 18)
Attacks: Adamantine Dagger +8;Adamantine Dagger (Thrown) +12;*Sling of Holy Silence +12; ;
Damage: Adamantine Dagger 1d4+2;Adamantine Dagger (Thrown) 1d4;*Sling of Holy Silence 1d4+3; ;
Vision: Low-light
Face / Reach: 5 ft. / 5 ft.
Special Qualities: +2 racial saving throw bonus against enchantment spells or effects., An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it., Evasion (Ex), Immunity to magic sleep effects., Rebuke Undead (Su) 0/day (turn level 3) (turn damage 2d6+0), Smite 1/day (Su), Sneak Attack +2d6, Spontaneous casting, Trap Sense (Ex) +1, Trapfinding, Uncanny Dodge (Dex bonus to AC)
Saves: Fortitude: +5, Reflex: +11, Will: +7
Abilities: STR 15 (+2), DEX 22 (+6), CON 13 (+1), INT 13 (+1), WIS 17 (+3), CHA 4 (-3)
Skills: Appraise 4; Balance 8; Bluff -3; Climb 12; Concentration 2; Craft (Untrained) 1; Diplomacy -3; Disguise -3; Escape Artist 14; Forgery 5; Gather Information -3; Heal 5; Hide 11; Intimidate -3; Jump 4; Knowledge (Arcana) 2; Knowledge (History) 2; Knowledge (Religion) 2; Listen 5; Move Silently 6; Ride 6; Search 3; Sense Motive 3; Spellcraft 2; Spot 5; Survival 3; Swim 2;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Dodge, Point Blank Shot, Shield Proficiency, Silent Spell, Simple Weapon Proficiency
Challenge Rating: 7
Alignment: Chaotic Neutral

Possessions: Adamantine Dagger; Bag of Holding (Type 1); Bracers of Armor +4; Bullets, Sling (50); Gloves of Dexterity +2; Goggles of Paranoia; Grappling Hook; Ring of Protection +2; Rope (Silk/50 Ft.); Sling of Holy Silence; Thieves' Tools;
Deity: None Domains: Luck(You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it's worse than the original roll.) Destruction(You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.)
Spells:
Spells per Day: (4/3/2/0/0/0/0/0/0/ DC:13+spell level)
Cleric - Known:
Level 0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
Level 1: Bane, Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Curse Water, Deathwatch, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Evil, Protection from Good, Protection from Law, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I
Level 2: Aid, Align Weapon, Augury, Bear's Endurance, Bull's Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Darkness, Death Knell, Delay Poison, Desecrate, Eagle's Splendor, Enthrall, Find Traps, Gentle Repose, Hold Person, Inflict Moderate Wounds, Make Whole, Owl's Wisdom, Remove Paralysis, Resist Energy, Restoration, Lesser, Shatter, Shield Other, Silence, Sound Burst, Spiritual Weapon, Status, Summon Monster II, Undetectable Alignment, Zone of Truth

Thursday, October 26, 2006

Character: Témas Falkor (Lvl 4)


Témas considers himself a survivor. He's been through a lot of trauma in his short 18 years -- orphaned at age 5, he has lived a life on the street ever since. His malnutrition led to poor vision, so he wears spectacles to see distance. And distance he travels, far and wide, spreading his own version of the gospel.

Témas Falkor
Medium-size Male Human
Bard3 Cleric1
Hit Dice: (3d6)+(1d8)+8
Hit Points: 31
Initiative: +2
Speed: Walk 30 ft.
AC: 17 (flatfooted 15, touch 12)
Attacks: Sword, Short +3;*Crossbow, Light +4; ;
Damage: Sword, Short 1d6+1;*Crossbow, Light 1d8; ;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Bardic knowledge (+5), Bardic music 3/day, May wear light armor without incurring the normal arcane spell failure chance., Spontaneous casting, Turn Undead (Su) 5/day (turn level 1) (turn damage 2d6+3)
Saves: Fortitude: +5, Reflex: +5, Will: +7
Abilities: STR 12 (+1), DEX 15 (+2), CON 14 (+2), INT 14 (+2), WIS 14 (+2), CHA 15 (+2)
Skills: Appraise 2; Balance 2; Bluff 2; Climb -1; Concentration 9; Craft (Untrained) 2; Diplomacy 2; Disguise 2; Escape Artist 0; Forgery 2; Gather Information 2; Heal 2; Hide 4; Intimidate 2; Jump 4; Knowledge (Arcana) 4; Knowledge (History) 4; Knowledge (Local) 4; Knowledge (Religion) 4; Listen 5; Move Silently 2; Ride 2; Search 2; Sense Motive 3; Sleight of Hand 6; Speak Language(Elven, Dwarven) 2; Spellcraft 9; Spot 5; Survival 2; Swim -3; Tumble 5; Use Magic Device 6;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Dodge, Point Blank Shot, Shield Proficiency, Simple Weapon Proficiency, Spell Penetration
Challenge Rating: 4
Alignment: Chaotic Good

Possessions: Bolts of Cold Feet +2 (Crossbow/10/Frost); Sword, Short; Crossbow, Light; Elven Chain; Eye Lenses of Correction Skill Bonus (Competance) (Spot +3); Outfit (Entertainer's); Ring of Sustenance;
Deity: None Domains: Travel(For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).This granted power is a supernatural ability.) Weather(Survival is a class skill.)
Spells:
Spells per Day: (3/2/0/0/0/0/0/0/0/ DC:12+spell level)
Bard - Known:
Level 0: Flare, Know Direction, Mage Hand, Mending, Open/Close, Summon Instrument
Level 1: Expeditious Retreat, Obscure Object, Ventriloquism
Spells per Day: (3/2+1/0/0/0/0/0/0/0/ DC:12+spell level)
Cleric - Known:
Level 0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
Level 1: Bane, Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Hide from Undead, Inflict Light Wounds, Longstrider, Magic Stone, Magic Weapon, Obscuring Mist, Obscuring Mist, Protection from Evil, Protection from Law, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I

Témas is often followed by his dog, Home.

Home
Small-size Male Dog
Animal1
Hit Dice: (1d8)+2
Hit Points: 10
Initiative: +3
Speed: Walk 40 ft.
AC: 15 (flatfooted 12, touch 14)
Attacks: ;
Damage: ;
Vision: Low-light
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Animal Traits, Scent (Ex)
Saves: Fortitude: +4, Reflex: +5, Will: +1
Abilities: STR 12 (+1), DEX 16 (+3), CON 14 (+2), INT 2 (-4), WIS 12 (+1), CHA 6 (-2)
Skills: Appraise -4; Balance 3; Bluff -2; Climb 1; Concentration 2; Craft (Untrained) -4; Diplomacy -2; Disguise -2; Escape Artist 3; Forgery -4; Gather Information -2; Heal 1; Hide 7; Intimidate -2; Jump 9; Listen 1; Move Silently 3; Ride 3; Search -4; Sense Motive 1; Spot 1; Survival 1; Swim 1;
Feats: Track
Challenge Rating: 1/3
Alignment: Chaotic Good

Possessions:

Character: Bad Boi Slim (Lvl 3)

Bad Boi Slim
Medium-size Male Elf
Cleric3
Hit Dice: (3d8)+6
Hit Points: 27
Initiative: +1
Speed: Walk 20 ft.
AC: 19 (flatfooted 18, touch 11)
Attacks: Crossbow, Light +3;*Longsword +2 (Wounding) +8; ;
Damage: Crossbow, Light 1d8;*Longsword +2 (Wounding) 1d8+5; ;
Vision: Low-light
Face / Reach: 5 ft. / 5 ft.
Special Qualities: +2 racial saving throw bonus against enchantment spells or effects., An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it., Immunity to magic sleep effects., Rebuke Undead (Su) 6/day (turn level 3) (turn damage 2d6+6), Spontaneous casting
Saves: Fortitude: +5, Reflex: +2, Will: +6
Abilities: STR 17 (+3), DEX 12 (+1), CON 15 (+2), INT 10 (+0), WIS 16 (+3), CHA 17 (+3)
Skills: Appraise 0; Balance -5; Bluff 3; Climb -3; Concentration 4; Craft (Untrained) 0; Diplomacy 3; Disguise 3; Escape Artist -5; Forgery 0; Gather Information 3; Heal 3; Hide -5; Intimidate 3; Jump -9; Knowledge (Religion) 2; Listen 5; Move Silently -5; Ride 1; Search 2; Sense Motive 3; Spellcraft 4; Spot 5; Survival 3; Swim -9;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Casting, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus (Longsword)
Challenge Rating: 3
Alignment: Neutral Evil

Possessions: Bolts, Crossbow (50); Shield, Heavy; Chainmail +1; Crossbow, Light; Longsword +2 (Wounding);
Deity: None Domains: War(Free Martial Weapon Proficiency with deity's favored weapon (if necessary) and Weapon Focus with the deity's favored weapon.) Strength(You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.)
Spells:
Spells per Day: (4/3+1/2+1/0/0/0/0/0/0/ DC:13+spell level)
Cleric - Known:
Level 0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
Level 1: Bane, Bless, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Curse Water, Deathwatch, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Divine Favor, Doom, Endure Elements, Enlarge Person, Entropic Shield, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Magic Weapon, Obscuring Mist, Protection from Chaos, Protection from Good, Protection from Law, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I
Level 2: Aid, Align Weapon, Augury, Bear's Endurance, Bull's Strength, Bull's Strength, Calm Emotions, Cure Moderate Wounds, Darkness, Death Knell, Delay Poison, Desecrate, Eagle's Splendor, Enthrall, Find Traps, Gentle Repose, Hold Person, Inflict Moderate Wounds, Make Whole, Owl's Wisdom, Remove Paralysis, Resist Energy, Restoration, Lesser, Shatter, Shield Other, Silence, Sound Burst, Spiritual Weapon, Spiritual Weapon, Status, Summon Monster II, Undetectable Alignment, Zone of Truth

Character: Will'm of Atherton (Lvl 5)

Will'm of Atherton
Medium-size Male Human
Fighter4 Cavalry1
Hit Dice: (4d10)+(1d10)+10
Hit Points: 53
Initiative: +2
Speed: Walk 20 ft.
AC: 23 (flatfooted 22, touch 11)
Attacks: *Longsword +2 (Defending) +14; ;
Damage: *Longsword +2 (Defending) 1d8+10; ;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Mounted Combat +1
Saves: Fortitude: +8, Reflex: +3, Will: +2
Abilities: STR 22 (+6), DEX 14 (+2), CON 15 (+2), INT 12 (+1), WIS 13 (+1), CHA 13 (+1)
Skills: Appraise 1; Balance -5; Bluff 1; Climb 2; Concentration 2; Craft (Untrained) 1; Diplomacy 1; Disguise 1; Escape Artist -5; Forgery 1; Gather Information 1; Heal 1; Hide -5; Intimidate 6; Jump -3; Knowledge (Architecture and Engineering) 2; Knowledge (Nobility and Royalty) 4; Knowledge (Tactics) 4; Listen 1; Move Silently -5; Ride 10; Search 1; Sense Motive 1; Spot 2; Survival 2; Swim -7;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Martial Weapon Proficiency, Mounted Combat, Power Attack, Power Control (Longsword), Ride-By Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (Longsword), Weapon Specialization (Longsword)
Challenge Rating: 5
Alignment: Lawful Neutral

Possessions: Belt of Giant Strength +4; Boots of Riding (Ride +3); Full Plate +2; Longsword +2 (Defending); Shield, Heavy;

Wednesday, October 25, 2006

Character: Bip Beppo (Lvl 6)

While recovering from a beating he received after trying to impress some ladies with his magery, Bip found religion. He is now practicing to be a preacher one day. He still plays with magic in his spare time, but he knows it doesn't get him very far, in love or in life.

He still searches for a soothing aphrodesiac that he might wield against the ladies...

Bip Beppo
Small-size Male Gnome
Cleric3 Illusionist3
Hit Dice: (3d8)+(3d4)+18
Hit Points: 49
Initiative: +1
Speed: Walk 20 ft.
AC: 14 (flatfooted 13, touch 12)
Attacks: Crossbow, Light +3;Hammer +1/+1 (Gnome Hooked) (two handed) N/A; ;
Damage: Crossbow, Light 1d8;Hammer +1/+1 (Gnome Hooked) (two handed) N/A; ;
Vision: Low-light
Face / Reach: 5 ft. / 5 ft.
Special Qualities: +1 racial bonus on attack rolls against kobolds and goblinoids., +2 bonus to Spellcraft when learning Illusion, +2 racial bonus on saving throws against illusions., +4 Dodge bonus to Armor Class against monsters of the giant type., Speak with Animals (burrowing mammal only, duration 1 minute)., Spontaneous casting, Summon Familiar, Turn Undead (Su) 3/day (turn level 3) (turn damage 2d6+3)
Saves: Fortitude: +7, Reflex: +3, Will: +9
Abilities: STR 9 (-1), DEX 12 (+1), CON 16 (+3), INT 17 (+3), WIS 17 (+3), CHA 11 (+0)
Skills: Appraise 3; Balance 1; Bluff 0; Climb -1; Concentration 12; Craft (Untrained) 3; Decipher Script 4; Diplomacy 0; Disguise 0; Escape Artist 7; Forgery 3; Gather Information 0; Heal 8; Hide 5; Intimidate 0; Jump -7; Knowledge (Arcana) 12; Knowledge (Architecture and Engineering) 4; Knowledge (History) 6; Knowledge (Religion) 8; Knowledge (The Planes) 5; Listen 5; Move Silently 1; Profession (Bookkeeper) 4; Ride 1; Search 3; Sense Motive 3; Spellcraft 14; Spot 8; Survival 3; Swim -1;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Brew Potion, Martial Weapon Proficiency (Hammer (Gnome Hooked)), Scribe Scroll, Shield Proficiency, Silent Spell, Simple Weapon Proficiency
Challenge Rating: 6
Alignment: Chaotic Good

Possessions: Bolts, Crossbow (50); Caster's Shield; Crossbow, Light; Eyes of the Eagle; Gloves of Object Reading; Hammer +1/+1 (Gnome Hooked); Outfit (Monk's/Small); Potion of Barkskin +5; Potion of Cure Serious Wounds; Potion of Haste; Vest of Escape;
Deity: None Domains: Creation(Cast Conjuration (creation) spells at +2 caster levels.) Knowledge(All knowledge skills are class skills. You cast divinations at +1 caster level.)
Spells:
Innate: Speak with Animals, Dancing Lights, Ghost Sound, Prestidigitation
Spells per Day: (4/3+1/2+1/0/0/0/0/0/0/ DC:13+spell level)
Cleric - Known:
Level 0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
Level 1: Bane, Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Create Water, Cure Light Wounds, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Secret Doors, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Evil, Protection from Law, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I
Level 2: Aid, Align Weapon, Augury, Bear's Endurance, Bull's Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Darkness, Delay Poison, Detect Thoughts, Eagle's Splendor, Enthrall, Find Traps, Gentle Repose, Hold Person, Inflict Moderate Wounds, Make Whole, Minor Image, Owl's Wisdom, Remove Paralysis, Resist Energy, Restoration, Lesser, Shatter, Shield Other, Silence, Sound Burst, Spiritual Weapon, Status, Summon Monster II, Undetectable Alignment, Zone of Truth
Spells per Day: (4+1/3+1/2+1/0/0/0/0/0/0/ DC:13+spell level)
Wizard - Known:
Level 0: Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue
(more to be added)

Character: Derendil Moonshadow (Lvl 10)

Derendil once flunked out of his mage school, partying too hard and miscasting spells on important exams. Fortunately, he was so effective as a class clown that everyone liked him enough to pass him through the system. In his later adolescence, he finally found out what worked for him as a sorceror, and hw now has a mind as sharp as Occam's Razor to complement his wit.

Derendil Moonshadow
10th Level Elven Sorcerer
Chaotic Good
Size: Medium
AC: 18
HP: 61
Init: +4
STR: 14 (+2)
DEX: 18 (+4)
CON: 16 (+3)
INT: 14 (+2)
WIS: 10 (--)
CHA: 24 (+7)

Saves: Fortitude +6 (+9)/ Reflex +9 (+12)/ Will +9 (+12)
(has a weasel familiar)
Base Attack: +7
Melee: +7
Ranged: +9
Weapon: +1 Flaming Long Composite Strength Bow
- +1 to hit/damage: 1d8(+3) 1d6 Flaming
Armor: Bracers of Armor +2
- Ring of Protection +2
- Cloak of Charisma +4
- Ring of Resistance +3
Skills:
Concentration: +16/Spellcraft: +15/Escape Artist: +10/ Tumble: +10
Feats:
Spell Penetration, Greater Spell Penetration, Iron Will, Spell Focus Enchantment

Spells/Day: 6/6/6/6/5/3
Spells Known:
0th (9) 1rst (5) 2nd (4) 3rd(3)
Prestidigitation Ray of Enfeeblement Scorching Ray Fireball
Mend Color Spray Glitter Dust Ray of Exhaustion
Daze True Strike Tasha’s H. Laughter Haste
Detect Magic Magic Missile Touch of Idiocy
Read Magic Obscuring Mist
Light
Ray of Frost
Mage Hand
Touch of Fatigue

4th (2) 5th (1)
Ice Storm Feeblemind

Tuesday, October 24, 2006

Creature: Fireflyers (CR 1-13)


Fireflyers are like will-o-the-wisps, except they take the form of glowing parchments that float in the night sky. The parchments represent the spells they cast when in danger, but do not disappear when the spell is cast. The most common cast burning hands, the uncommon ones fireball or flame strike, but the rare fireflyers cause earthquakes. There are tales of a wish fireflyer, but (oddly) nobody can corroborate this rumor. There are also tales of wizards trapping read magic or light fireflyers in their towers in order to take advantage of their spell-like abilities.

The effects are as scrolls of the spells cast at the lowest caster level possible.

Fireflyer
Size/Type: Tiny Construct (any terrain)
Hit Dice: variable (equal to the spell level)
Initiative: +1
Speed: fly 60 ft. (12 squares).
Armor Class: 26 (+2 size, +4 Dex, +10 natural), touch 23
Base Attack/Grapple: see text
Attack: see text
Full Attack: see text
Space/Reach: 5 ft./5 ft.
Special Attacks: spells
Special Qualities: Darkvision 60 ft.
Saves: Fort +3+lvl, Ref +5+lvl, Will +6+lvl
Abilities: Str 3, Dex 18, Con 11, Int 18, Wis 15, Cha 11
Skills:
Feats: Combat Casting, Quicken Spell, Lightning Reflexes
Environment: any
Organization: Solitary (sheet), pamphlet (5-10), or book (30-40)
Challenge Rating: caster lvl
Treasure: none
Alignment: true neutral
Advancement: none
Level Adjustment: —

Combat

Fireflyers go about their business, but if backed into a corner, they unleash their spells.

Spells

Fireflyers cast the arcane magic written upon them at the lowest level required to cast the spell.

Character: Moire Nia-Taín (Lvl 16)

Moire Nia-Taín
Medium-size Male Deep Dwarf
Fighter11 Cleric5
Hit Dice: (11d10)+(5d8)+80
Hit Points: 201
Initiative: +1
Speed: Walk 20 ft.
AC: 23 (flatfooted 22, touch 11)
Attacks: *Jok's Sword +4/Anarchic +26/+21/+16; ;
Damage: *Jok's Sword +4/Anarchic 1d8+16; ;
Vision: Darkvision (90')
Face / Reach: 5 ft. / 5 ft.
Special Qualities: +1 racial bonus on attack rolls against orcs and goblinoids, +2 racial bonus on Appraise and Craft checks that are related to stone or metal., +3 racial bonus on saving throws against poison., +3 racial bonus on saving throws against spells and spell-like effects., +4 Dodge bonus to Armor Class against monsters of the giant type., Light Sensitivity: Deep Dwarves are dazzled in bright sunlight or within the radius of a daylight spell., Rebuke Undead (Su) 3/day (turn level 5) (turn damage 2d6+5), Spontaneous casting, Stability, Stonecunning
Saves: Fortitude: +16, Reflex: +5, Will: +10
Abilities: STR 24 (+7), DEX 12 (+1), CON 20 (+5), INT 13 (+1), WIS 16 (+3), CHA 10 (+0)
Skills: Appraise 1; Balance -4; Bluff 0; Climb 9; Concentration 5; Craft (Untrained) 1; Diplomacy 0; Disguise 0; Escape Artist -4; Forgery 1; Gather Information 0; Handle Animal 8; Heal 3; Hide -4; Intimidate 11; Jump 3; Knowledge (Arcana) 3; Knowledge (Religion) 2; Listen 3; Move Silently -4; Ride 12; Search 1; Sense Motive 3; Spellcraft 4; Spot 3; Survival 3; Swim 0;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Combat Casting, Combat Expertise, Exotic Weapon Proficiency (Sword (Two-Bladed)), Improved Critical (Sword (Two-Bladed)), Improved Overrun, Improved Sunder, Improved Trip, Knock Down, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (Sword (Two-Bladed)), Weapon Specialization (Sword (Two-Bladed))
Challenge Rating: 16
Alignment: Chaotic Evil

Possessions: Belt of Giant Strength +4; Boots of Speed; Gauntlets of Ogre Power; Jok's Dwarven Plate +4 (Spell Resistance); Jok's Sword +4/Anarchic; Ring of Freedom of Movement; Ring of Mind Shielding;
Deity: None Domains: Chaos(You cast chaos spells at +1 caster level.) Evil(You cast evil spells at +1 caster level.)
Spells:
Spells per Day: (5/4+1/3+1/2+1/0/0/0/0/0/ DC:13+spell level)
Cleric - Known:
Level 0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
Level 1: Bane, Bless, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Curse Water, Deathwatch, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Good, Protection from Good, Protection from Law, Protection from Law, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I
Level 2: Aid, Align Weapon, Augury, Bear's Endurance, Bull's Strength, Calm Emotions, Cure Moderate Wounds, Darkness, Death Knell, Delay Poison, Desecrate, Desecrate, Eagle's Splendor, Enthrall, Find Traps, Gentle Repose, Hold Person, Inflict Moderate Wounds, Make Whole, Owl's Wisdom, Remove Paralysis, Resist Energy, Restoration, Lesser, Shatter, Shatter, Shield Other, Silence, Sound Burst, Spiritual Weapon, Status, Summon Monster II, Undetectable Alignment, Zone of Truth
Level 3: Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Continual Flame, Create Food and Water, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Glyph of Warding, Helping Hand, Inflict Serious Wounds, Invisibility Purge, Locate Object, Magic Circle against Good, Magic Circle against Good, Magic Circle against Law, Magic Circle against Law, Magic Vestment, Meld into Stone, Obscure Object, Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Speak with Dead, Stone Shape, Summon Monster III, Water Breathing, Water Walk, Wind Wall

Monday, October 23, 2006

Character: Wallis Dal Grof (CR 6)


A pretty-boy by half-orc standards, Wallis sees himself as the ultimate half-orc swinger. In reality, his intimidating presence usually dictates how his actions turn out, which is usually for the worse.

He always wanted to be a bard, but realized he couldn't sing or play any instruments, so he's made a living starting fights at taverns. Somehow he's kept up his pretty boy appearance, despite being half orc and half manic thug. He's now picked up the drums a little, but still prefers to beat on the heads of his opponents.

Wallis usually attacks with dual shortspears, but occasionally opts for the longspear, especially when besieged by creatures larger than himself.

Wallis Dal Grof
Medium-size Male Half-orc
Fighter6
Hit Dice: (6d10)+18
Hit Points: 63
Initiative: +2
Speed: Walk 20 ft.
AC: 19 (flatfooted 18, touch 11)
Attacks: Longspear +1 (two handed) +11/+6;*Shortspear +4;*Shortspear (Thrown) +9/+4;*Shortspear +1 +6/+1;*Shortspear +1 (Thrown) +10/+5; ;
Damage: Longspear +1 (two handed) 1d8+7;*Shortspear 1d6+2;*Shortspear (Thrown) 1d6;*Shortspear +1 1d6+5;*Shortspear +1 (Thrown) 1d6+1; ;
Vision: Darkvision (60')
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Orc Blood
Saves: Fortitude: +8, Reflex: +4, Will: +4
Abilities: STR 18 (+4), DEX 14 (+2), CON 16 (+3), INT 14 (+2), WIS 14 (+2), CHA 8 (-1)
Skills: Appraise 2; Balance -3; Bluff -1; Climb -1; Concentration 3; Craft (Untrained) 2; Craft (Weaponsmithing) 5; Diplomacy 0; Disguise -1; Escape Artist -3; Forgery 2; Gather Information -1; Heal 2; Hide -3; Intimidate 6; Jump -7; Listen 2; Move Silently -3; Ride 2; Search 2; Sense Motive 2; Spot 2; Survival 2; Swim -6;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Great Cleave, Martial Weapon Proficiency, Multiattack, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (Shortspear, Spear)
Challenge Rating: 6
Alignment: Neutral Evil

Possessions: Dragonhide Plate; Longspear +1; Outfit (Traveler's); Shortspear; Shortspear +1;

Sunday, October 22, 2006

Character: Torsten Danattaway (Lvl 6)


Torsten is a dancin' fool who also plays the flute and sings songs of youth. Though he's no spring chicken, he has strut his stuff on stages across Onuago and his new home in the upcoming town of Arowynne. He often performs in feathers, earning him the moniker "springin' chicken!"

In combat, he tends to remain out of the fray, slinging stones at his enemies. When forced, he draws his longsword, shouts obscenities and charges.

Torsten Danattaway
Medium-size middle-age Male Human
Bard6
Hit Dice: (6d6)+6
Hit Points: 35
Initiative: +3
Speed: Walk 30 ft.
AC: 17 (flatfooted 14, touch 13)
Attacks: *Longsword +1 -1;*Sling +1 -2; ;
Damage: *Longsword +1 1d8+1;*Sling +1 1d4+1; ;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Bardic knowledge (+10), Bardic music 10/day, Countersong (Su) for up to 10 rounds, Fascinate (Sp) can effect 2 creatures for up to 6 rounds, Inspire Competence (Su) +2 to skill checks for up to 2 minutes, Inspire Courage (Su) +1 to saves against charm or fear effects and +1 morale bonus on attack and damage rolls., May wear light armor without incurring the normal arcane spell failure chance., Suggestion (Sp) Will DC 17 negates - does not count against Bardic Music uses
Saves: Fortitude: +5, Reflex: +8, Will: +6
Abilities: STR 10 (+0), DEX 17 (+3), CON 13 (+1), INT 19 (+4), WIS 12 (+1), CHA 18 (+4)
Skills: Appraise 6; Balance 6; Bluff 15; Climb -3; Concentration 1; Craft (Untrained) 4; Decipher Script 12; Diplomacy 14; Disguise 10; Escape Artist 5; Forgery 4; Gather Information 13; Heal 1; Hide 2; Intimidate 8; Jump 4; Listen 1; Move Silently 0; Perform (Dance) 13; Perform (Sing) 13; Perform (Wind Instruments) 13; Ride 3; Search 4; Sense Motive 6; Sleight of Hand 5; Spellcraft 9; Spot 1; Survival 1; Swim -6; Tumble 2;
Feats: Armor Proficiency (Light), Diligent, Extra Music, Great Fortitude, Persuasive, Shield Proficiency, Simple Weapon Proficiency
Challenge Rating: 6
Alignment: Neutral Good

Possessions: Arrows (50); Musical Instrument (Flute); Boots of Striding and Springing; Bullets, Sling (50); Gloves of Dexterity +2; Leather +2; Longsword +1; Traveler's Outfit; Sling +1;
Spells:
Spells per Day: (3/4/3/0/0/0/0/0/0/ DC:14+spell level)
Bard - Known:
Level 0: Daze, Detect Magic, Mage Hand, Prestidigitation, Read Magic, Summon Instrument
Level 1: Charm Person, Confusion, Lesser, Feather Fall, Magic Mouth
Level 2: Heroism, Mirror Image, Sound Burst

Saturday, October 21, 2006

Character: Elfis Pressleaf (Lvl 4)

Always shakin' his hips, this crazy elf speaks only out of the side of his mouth. Still, he's a good ole boy, and people love him. He's not much of fighter (more of a lover); most of the time he spent in the elven army he posed for paintings and entertained the other troops, earning him his nickname "tha que'eng," elvish for "sequined leader" and often quoted "thenq'u, thenq'u faer'e u'mush," elvish for "pompadoured and pampered i am."

Though noone would say it to him (in fact many adore him for it), many despise his fashion sense. Still, this guy sings himself
into everyone's hearts, his long, flowing sideburns hynotizing as they sway with his hips in tune with the music.

Favored songs:

  • blue suede boots
  • alehouse rock
  • hunka hunka burning hands
  • i can't help feather falling in love with you

    Elfis Pressleaf
    Medium-size Male Elf
    Bard4
    Hit Dice: (4d6)
    Hit Points: 21
    Initiative: +3
    Speed: Walk 30 ft.
    AC: 18 (flatfooted 15, touch 13)
    Attacks: *Longsword +1 +5; ;
    Damage: *Longsword +1 1d8+2; ;
    Vision: Low-light
    Face / Reach: 5 ft. / 5 ft.
    Special Qualities: +2 racial saving throw bonus against enchantment spells or effects., An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it., Bardic knowledge (+7), Bardic music 8/day, Immunity to magic sleep effects., May wear light armor without incurring the normal arcane spell failure chance.
    Saves: Fortitude: +1, Reflex: +7, Will: +4
    Abilities: STR 13 (+1), DEX 16 (+3), CON 11 (+0), INT 16 (+3), WIS 11 (+0), CHA 20 (+5)
    Skills: Appraise 3; Autohypnosis 3; Balance 5; Bluff 11; Climb -2; Concentration 0; Craft (Untrained) 3; Diplomacy 12; Disguise 7; Escape Artist 7; Forgery 3; Gather Information 10; Heal 0; Hide 0; Intimidate 7; Jump -2; Listen 3; Move Silently 0; Perform (Dance) 6; Perform (Sing) 6; Perform (String Instruments) 6; Ride 3; Search 5; Sense Motive 7; Spellcraft 10; Spot 2; Survival 0; Swim -5; Tumble 4; Use Magic Device 11;
    Feats: Armor Proficiency (Light), Combat Casting, Extra Music, Shield Proficiency, Simple Weapon Proficiency
    Challenge Rating: 4
    Alignment: Chaotic Neutral

    Possessions: Chain Shirt; Cloak of Charisma +2; Disguise Kit; Longsword +1; Musical Instrument (Lute); Outfit (Entertainer's); Shield, Light;
    Spells:
    Spells per Day: (3/4/1/0/0/0/0/0/0/ DC:15+spell level)
    Bard - Known:
    Level 0: Dancing Lights, Detect Magic, Message, Prestidigitation, Read Magic, Summon Instrument
    Level 1: Grease, Hideous Laughter, Magic Mouth
    Level 2: Enthrall, Glossolalia
  • Friday, October 20, 2006

    NPC: Yamarra Sul-ýammůn (Lvl 10)


    Rogue 7, Sorceror 3

    Named for the Silver Moon, Yamarra is a "night-elf," one of but a few elves who thrive under the cover of darkness. Other elves often retain a great deal of disdain for such night-elves, which forces them into lonely lives. Their eyes are often attuned to the moonlight, and Yamarra can see almost twice as far as other elves.

    Spritely and nimble, Yamarra grew up as a traveling entertainer. Her acrobatic skills led her into a life as a trapeze artist and tightrope walker. She has perfect balance (natural Dex 22) and quick reflexes, often performing such stunts as juggling daggers on a tightrope while blindfolded!

    Appearance: Yamarra wears her hair in a pony-tail, keeping it dyed black and tied back. She is always dressed in black.

    Quotes:
  • "timing is everything"
  • "just watch me!"


  • Yamarra Sul-ýammůn
    Medium-size Female Elf
    Rogue7 Sorcerer3
    Hit Dice: (7d6)+(3d4)+20
    Hit Points: 65
    Initiative: +6
    Speed: Walk 30 ft.
    AC: 24 (flatfooted 24, touch 20)
    Attacks: *Longbow (Masterwork) +2 +13/+8; ;
    Damage: *Longbow (Masterwork) +2 1d8; ;
    Vision: Low-light
    Face / Reach: 5 ft. / 5 ft.
    Special Qualities: +2 racial saving throw bonus against enchantment spells or effects., An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it., Evasion (Ex), Immunity to magic sleep effects., Sneak Attack +4d6, Summon Familiar, Trap Sense (Ex) +2, Trapfinding, Uncanny Dodge (Dex bonus to AC)
    Saves: Fortitude: +5, Reflex: +12, Will: +6
    Abilities: STR 12 (+1), DEX 22 (+6), CON 14 (+2), INT 18 (+4), WIS 13 (+1), CHA 12 (+1)
    Skills: Appraise 8; Balance 21; Bluff 1; Climb 5; Concentration 7; Craft (Untrained) 4; Diplomacy 1; Disguise 1; Escape Artist 19; Forgery 4; Gather Information 1; Heal 1; Hide 19; Intimidate 1; Jump 12; Listen 5; Move Silently 19; Open Lock 11; Ride 6; Search 6; Sense Motive 1; Sleight of Hand 19; Spellcraft 15; Spot 11; Survival 1; Swim 1; Tumble 21;
    Feats: Armor Proficiency (Light), Dodge, Mobility, Point Blank Shot, Precise Shot, Simple Weapon Proficiency
    Challenge Rating: 10
    Alignment: Neutral Good

    Possessions: Arrows (50); Arrows +2 (50); Bag of Withholding (Type 1); Bedroll; Blowgun; Charcoal (1 piece); Dagger; Dart; Glove of Storing; Grappling Hook; Leather +2; Longbow (Masterwork) +2; Phase Ring;
    Spells:
    Spells per Day: (6/6/0/0/0/0/0/0/0/ DC:11+spell level)
    Sorcerer - Known:
    Level 0: Dancing Lights, Detect Magic, Message, Prestidigitation, Read Magic
    Level 1: Animate Rope, Expeditious Retreat, Silent Image

    Spells to acquire in the future: Invisibility, Tightrope (new spell, description to come), Silence Spell (new spell, description to come), Deodorize, Feather Fall

    Rat familiar

    Information Gathering: Rumors Around Baron von Stieglitz

    (this post has already been published in issue 3 of the Claw/Claw/Bite monthly)

    Here are some rumors regarding the Baron, along with their accuracy.

    DC 10: "St. Zek's Day isn't being held this year... This is a first... the Baron must be going through some hard times."

    DC 15: "The Baron has lost control of his men-at-arms. His forces are split into four competing factions and they now scour the countryside as bandits."

    DC 20: "They say the Baron has gone mad. He is now a savage shadow of his former self."

    DC 25: "I hear the Baron doesn't leave his room anymore. He haunts his looted castle as a twisted creature of evil."

    If the players fail their Gather Information check, they get false or misleading information. This isn't because the locals are intentionally attempting to fool the party. Rather it is because the party is talking to people that have themselves received information from questionable sources or second-, third-, and fourth-hand accounts.

    If the party attempts a Gather Information and the check result is between 6 to 9, they hear partially accurate rumors:

    "I've heard the Baron had an affair with a young servant woman. She's having his illegitimate child."

    "The Baron's not having the festival this year because his castle is haunted. One of the ghosts from his long-dead rivals, I hear."


    If the party attempts a Gather Information and the check result is between 1 to 5, they hear outright fabrications:

    "I've heard tales of dragons in the Cyruk mountains. I'd beware."

    "The Baron is dead and one of his lieutenants is pretending to be him and ruling in his place."

    Location: Onuago East Wharf

    This is the dilapidated East Wharf. It's much like the other wharf, but even more haunted. The air is still and cool, even at midday. The mist holds continual dominion, and the splintered husks of ships and what was once the boardwalk litters the shore.

    Out of the creeping shadows will lunge a corrputed humanoid form.

    Locations:
    * Gnoll Den in an abandoned warehouse
    * Old Shipwright's Warehouse
    * Otyughs in abandoned grain silo
    * Back alleys

    Thursday, October 19, 2006

    Character: Pava the Wise (CR 4)

    Pava is a druid who has set up shop outside of east Onuago. Friend of the Wyndm folk and Yevgeny Divoký the Fierce. Occasionally seen wandering the rocky moor lands along the shore of the bay muttering to the gulls and controlling the flow of the Swift River, she has been blamed by some townfolk for the changes in the Lazy River, but is not actually connected. Her wolf companion helps protect her from the creepy-crawlies of the moors.

    Pava the Wise (CR 4)
    Medium-size Female Human Druid
    Hit Dice: (4d8)+8
    Hit Points: 35
    Initiative: +2
    Speed: Walk 30 ft.
    AC: 14 (flatfooted 12, touch 12)
    Attacks: ;
    Damage: ;
    Vision:
    Face / Reach: 5 ft. / 5 ft.
    Special Qualities: Animal Companion (Ex), Nature Sense (Ex), Resist Nature's Lure (Ex), Trackless Step (Ex), Wild Empathy (Ex) +5, Woodland Stride (Ex)
    Saves: Fortitude: +6, Reflex: +3, Will: +7
    Abilities: STR 13 (+1), DEX 15 (+2), CON 15 (+2), INT 11 (+0), WIS 17 (+3), CHA 9 (-1)
    Skills: Appraise 0; Balance 2; Bluff -1; Climb 2; Concentration 3; Control Shape 6; Craft (Untrained) 0; Diplomacy -1; Disguise -1; Escape Artist 2; Forgery 0; Gather Information -1; Handle Animal 5; Heal 3; Hide 10; Intimidate -1; Jump 1; Listen 7; Move Silently 4; Ride 4; Search 1; Sense Motive 4; Speak Language 0; Spot 7; Survival 11; Swim 1;
    Feats: Alertness, Armor Proficiency (Light), Armor Proficiency (Medium), Endurance, Shield Proficiency, Stealthy
    Challenge Rating: 4
    Alignment: True Neutral

    Possessions: Bracers of Armor +2; Brooch of Tangents; Cloak of Elvenkind; Hat of Disguise; Signet Ring;
    Spells:
    Spells per Day: (5/4/3/0/0/0/0/0/0/ DC:13+spell level)
    Druid - Known:
    Level 0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
    Level 1: Calm Animals, Charm Animal, Cure Light Wounds, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Entangle, Faerie Fire, Goodberry, Hide from Animals, Jump, Longstrider, Magic Fang, Magic Stone, Obscuring Mist, Pass without Trace, Produce Flame, Shillelagh, Speak with Animals, Summon Nature's Ally I
    Level 2: Animal Messenger, Animal Trance, Barkskin, Bear's Endurance, Bull's Strength, Cat's Grace, Chill Metal, Delay Poison, Fire Trap, Flame Blade, Flaming Sphere, Fog Cloud, Gust of Wind, Heat Metal, Hold Animal, Owl's Wisdom, Reduce Animal, Resist Energy, Restoration, Lesser, Soften Earth and Stone, Spider Climb, Summon Nature's Ally II, Summon Swarm, Tree Shape, Warp Wood, Wood Shape

    Godan: Wyndm-Wolf Companion

    Godan means "seaside" in the Wyndm forest tongue. Pava's first love is the land near the ocean, where she can feel the gentle breeze. Godan is a friendly cub, but fully capable of launching into action when needed.