Tuesday, August 29, 2006

Creature: Mummer


Mummer CR 7
Neutral evil medium undead (incorporeal)
Init: +6 Senses: Darkvision 60'
Listen +1 Spot +14

AC: 15 (+2 dex, +3 deflection) touch 15, flat-footed 13
HP: 70 (HD 10d12)
Immune: undead immunities
F: +3 R: +5 W: +8

MV: fly 30 ft (perfect)
Attack: +7 incorporeal touch (1d6 cold)
Full Attack: +7 incorporeal touch (1d6 cold)
Space / Reach: 5 ft / 5 ft
Base Attack: +5 Grapple: -

Abilities: Str: - Dex: 15 Con: - Int: 9 Wis: 12 Cha: 16
SA: Wail of Despair
Feats: Weapon Finesse (incorporeal touch), Ability Focus (wail), Improved Initative, Dodge
Skills: Spot +14


This medium sized, vaguely human shape has amorphous, billowing robes of black and grey. It is cowled and appears to be wearing a mask, such as one would wear to a funeral. The mask is the only part of the creature which appears solid, and the rapid clattering of it's mouth is the only sound it makes.

Mummers are coalesced from the negative energy left over from some tragic event such as a funeral or the slaughter of innocents. Being born out of misery and rage they seek to feed on those emotions from the living.

Wail of Despair (Su): Any creatures hearing a mummer's wailing suffer 1d6 points of charisma damage unless they succeed at a DC 20 Will save (this DC is Charisma based, and is a sonic, necromantic effect). The wailing of a mummer cannot be heard beyond 30' of the creature. Creatures completely drained fall unconcious.

Incorporeal: Having no physical body, incorporeal creatures are immune to all nonmagical attack forms. They can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like effects, or supernatural effects.

Monday, August 28, 2006

Magic Item: Sepulcher of Ghost Catching

Originally created by Father Spenglehoff, priest of Baccob of the famous Ghost-Vanquishers, these sepulcher have since been created by many other holy warriors for use fighting the undead.

This small, ornately decorated coffin is slightly smaller than a breadbox (18 in. x 8 in. x 6 in.). Once per day, if hurled or placed at the feet of an undead creature, or any other creature with the negative-energy trait, the lid springs open and bright light pours out of it, creating an effect identical to the spell holy transfixation for 5 rounds (DC 14 Will save negates). This effect holds undead and makes them more vulnerable to turning and other holy spells. Using the sepulcher is a standard action that does not provoke an attack of opportunity.

Minor Conjuration; CL 5th; Craft Wondrous Item; holy transfixation; Price: 6,000 gp; Weight 5 lbs.

Friday, August 25, 2006

Gods: Hemera and Nyx (Domain of Time)


The twin gods Hemera and Nyx share domain over Time.

Hemera: Lawful Neutral Female God of Day (Symbol: Sundial)
Nyx: Lawful Neutral Male God of Night (Symbol: Hourglass, and occasionally a Moondial)

Followers of the twin time gods have often display the sundial and the hourglass proudly, but in more superstitious regions of the world, magically working with time has been cast as an evil act, and the practioners have gone into hiding.

During the day, Hemera is more powerful, and her effects are experienced as if cast at a level (or more at the discretion of the DM) above the caster's level. Once the sun sets, the effects are felt as if cast at a level (or more) below the caster's level. The opposite follows for Nyx, where the powers are greater at night.

Philosophically, Hemera is an absolutist, and Nyx a relativist. Nyx can provide time based on an event, and Hemera can provide the time of day (at least during the day). These two gods constantly bicker about their differences, wasting a lot of time on details.

Clerical Domain: Time

Granted Power: Clerics choosing the Time domain cast time spells at +1 caster level.

Time Domain Spells:
0 Detect Temporal Disturbance
1 True Strike
2 Haste, Dispel Temporal Effect
3 Slow
4 Scry the Ages. You can see and hear some creature, who may be at any distance or in any time frame past or future.
5 Hastening of Age. The subject loses Ste, Dex, and Con levels as his body ages prematurely.
6 Mass Haste or Phase Object (description to come), Scry the Ages.
7 Wellspring of Youth. The subject gains Str, Dex and Con as his body regains its youth. Or Phase Self (desciption to come).
8 Time Stop or Phase Other (description to come).
9 Temporal Stasis or Mass Phase(description to come).

New Cleric Spells

Detect Temporal Disturbance
Universal (Time)
Level: Clr 0, Sir/Wiz 0
Components: V,S
Casting Time: 1 action
Range: 60 ft
Area Quarter circle eminating from you to the extreme of the range
Duration: Concentration, up to 1 minute / level (D)
Saving Throw: None
Spell Resistance: No

You can sense the presence of a disturbance in the natural flow of time up to 60 feet away in your own time frame. This includes the use of spells that manipulate time is any way, natural temporal distortions or gateways, objects that are displaced from their original time, and temporal creatures such as the time elemental. The amount of information revealed depends on how long you study a particular area, as in the detect magic spell.

1st round: You can detect the presence or absence of temporal disturbances.

2nd Round: Number of different temporal disturbances and the amount of time between the origin and current temporal position of the most powerful disturbance.

3rd Round: The location and amount of time between the origin and current temporal position of each temporal disturbance. If the disturbances are in line of sight, you can make multiple spellcraft checks to determine the exact nature of the temporal disturbances; this would include information such as the caster level and type of spell, or the type and level of the creature.

Note: Each round you can turn to detect things in a new area. The spell can penetate barriers, but one foor of stone, one inch of common metal, a thin sheet of lead, or three feet of wood or dirt blocks it.

Dispel Temporal Effect
Abjuration [Time]
Level: Clr 2, Sor/Wiz 2
Components: V,S
Casting Time: 1 action
Range: Medium (100ft + 10 ft/level)
Target or Area: One temporal effect
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The caster can dispel any spell cast on a creature or object that manipulates time (such as haste, time stop, temporal stasis or slow) or has “time” as a descriptor, causing it to end as if its duration had expired. It can also suppress the time-related abilities of a magic item, temporarily close an individual temporal disturbance such as a temporary gateway or time distortion, or dissipate a creature relying on an ongoing time spell for its presence. In addition, it is able to counter another spellcaster's time spell, or dispel the ongoing effects of supernatural or spell-like effects that manipulate time. This spell can be used as a targeted dispel or a counterspell, like the dispel magic spell.


Scry the Ages
Divination [Time]
Level: Clr 6, Sor/Wiz 5, Time 4
Components: V,S,M/DF, F
Casting Time: 1 hour
Range: See text.
Target or Area: Magical sensor
Duration: 1 minute / level
Saving Throw: Will negates
Spell Resistance: No

You can see and hear some creature, which may be at any distance, but also in any period of time past or future (the time must be specified by the caster beforehand). If the subject succeeds on a Will save, the scrying attempt simply fails. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.


Knowledge

Will Save Modifier:

None* +10
Secondhand (you have heard of the subject) +5
Firsthand (you have met the subject) +0
Familiar (you know the subject well) -5
* You must have some sort of connection to a creature you have no knowledge of.

Connection

Will Save Modifier:
Likeness or picture -2
Possession or garment -4
Body part, lock of hair, bit of nail, etc. -10

If the save fails, you can see and hear the subject and the subject’s immediate surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet.

As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect evil, detect good, detect law, and detect magic.

If the save succeeds, you can’t attempt to scry on that subject again for at least 24 hours.

Arcane Material Component: A jewelry “eye” fashioned of a diamond set in gold, with a minimum cost of 250 gp, which vanishes upon being cast into the focus when the spell is cast.

Wizard, Sorcerer, or Bard Focus: A mirror of finely wrought and highly polished silver costing not less than 1,000 gp. The mirror must be at least 2 feet by 4 feet.

Cleric Focus: A holy water font costing not less than 100 gp.



Hastening of Age (Necromancy) [Time]
Level: Clr 7, Sor/Wiz 7, Time 5
Components: V,S
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Effect: Ray of negative temporal energy
Duration: instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

Used as a directed attack, the creture struck ages at an extremely rapid rate – cells degrade and bones turn brittle before their time. The victim of this attack ages one step as per the aging chart in the PHB: Strength, Constitution, and Dexterity are modified the amount specified below for his new age. For adulthood to middle age Str, Con and Dex are reduced by 1. For middle age to old age they are reduced by 2. For old age to venerable age they are reduced by 3. And for childhood to adulthood they are increased by 3. A character's ability scores cannot be reduced below 1 in this way. Undergoing hastening of age multiple times produces cumulative affests, but casting the spell on a character of venerable age changes his only cosmetically; the spell cannot kill. When aged in this way, you may feel and look older, but the time alloted to your soul remains the same; for instance, though and adult human character is now middle aged for all intents and purposes, he still has his full original 55+2d20 years left to live. Note that the bonuses to Intelligence, Wisdom and Charisma given to normally aging characters do not apply to this spell, as the target doesn't undergo the experiences that would add to these abilities.

Much like energy drain, hastening of age requires that twenty-four hours after the attack the subject must make a Fortitude saving throw (using the spell DC) to negate the effects. If he fails, the damage to his abilities and his apparent age become permanent. Success means that the effects begin to fade away. The permanent reduction to the character's ability scores can be dispelled by restoration, but not lesser restoration; it is a permanent ability drain. Wellspring of Youth can also counteract it. Hastening of Age can only affect mortal creatures that suffer the affects of normal aging; undead creatures and the like are immune.



Wellspring of Youth (Conjuration) (Healing) [Time]
Level: Clr 8, Time 7
Components: V,S, M, XP
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Directed at a single target, this spell allows one person to regain his youth at a rapid rate – cells repair themeselves, and wrinkled skin regians its youthful firmness and glow. The recipient of this spell becomes one aging step younger as described below; his Strength, Constitution, and Dexterity are modified the amount specified by his new age. For venerable to old age, Ste, Con and Dex are increased by 3. For old age to middle age they are increased by 2. for middle age to adulthood they are increased by 1. And for adulthood to childhood they are reduced by 3. A character's ability scores cannot be reduces below 1 by this spell. Undergoing wellspring of youth multiple times produces cumulative affects, but casting the spell on a character of childhood age changes his only cosmetically; the spell cannot kill and is not able to undo death. When aged in this way, you may feel and look younger, but the time alloted to your soul remains the same; for instance, though and adult human character is now middle aged for all intents and purposes, he still has his full original 55+2d20 years left to live. Although this spell doesn't provide immortality, it is very sought after by the wealthy classes as a way to preserve beauty and vigor throughout a lifetime.

Wellspring of youth works to counteract the effects of hastening of age, as mentioned above. It can only affect mortal creatures that supper the affects of normal aging; undead creatures and the like are immune.

Note that an unwilling target (such as an adult who does not wish to be reduced to a child's body in the middle of combat) is entitled to a Will saving throw if he or she so chooses.

Material Component: diamond dust worth 100 gp that is sprinkled over the target.



note: the Time Domain and new spells presented here are open gaming content (with the exception of the Phase spells and the description of the Gods) originally published in The Tide of Years by Atlas Games.

Wednesday, August 23, 2006

Character: Yob the Maelefalent CR 12

neutral (with evil tendencies) Small Size Male Goblin Bard 12
Init: +3 Senses: Darkvision 60'
Listen +0 Spot +0
Languages: Common, Goblin, Draconic, Elven

AC: 18 (+1 size, +4 armor, +3 dex) touch +14, flat-footed +15
HP: 45 (HD: 12d6)
Fort: +4 Ref: +4 Will: +8

MV: 30'
Atk: +14 ranged (1d4+1/x3 shortbow) or +11 melee (1d4-2/18-20/x2 rapier)
Full Atk: +14/+9 ranged (1d4+1/x3 shortbow) or +12/+12/+7 ranged (shortbow 1d4+1/x3) or +11/+6 melee (1d4-2/18-20/x2 rapier).
Base Attack: (+1 size, +9 bard) Grp: +3 (-4 size, -2 str, +9 BAB )

str: 6 dex: 14(16) con: 10 int: 14 wis: 11 cha: 16
Feats: Percise Shot, Dodge, Point Blank Shot, Rapid Shot, Spell Focus (Enchantment)
Skills: (bard: 120 sp) Appraise +7, Bluff +18, Concentration +10, Escape Artist +7, Gather Information +8, Hide +26, Knowledge +10, Move Silently +16, Perform (yowling & storytelling) +18, Ride +7, Sense Motive +10, Sleight of Hand +8, Spellcraft +12, Tumble +8.

SA: Bardic music (12/day), bardic knowledge, countersong, fascinate (DC 19 Will) , inspire courage +2, Inspire competence, Suggestion, Inspire greatness (two people), Song of freedom

Spells: bard spells (CR 13+ spell level. +1 for Enchantment spells)
4th (3, 2/day): Dominate Person*, Hold Monster*, Modify Memory*
3rd (4, 3/day): Charm Monster*, Fear, Glibness, Invisibility Circle
2nd (4, 3/day): Alter Self, Detect Thoughts, Invisibility, Minor Image
1st (4, 3/day): Disguise Self, Charm Person*, CLW, Sleep*
0th (6, 3/day): Detect Magic, Lulaby*, Mage Hand, Message, Prestidigitation, Read Magic
* enchantment spell

Gear: (27,000 gp) Rapier, +1 fey bane shortbow (8,330 gp), 20 arrows, +1 glamered studded leather (3,860 gp), Cloak of Goblinkind - gives +10 on hide checks (2,700 gp), Bag of Holding, type 1 (2500 gp), Chime of Opening (3,000 gp), Gloves of Dextirity +2 (4000 gp), 2 potions of cure serious wounds (1500 gp), 1,000 gp in coin and gems.

Yob the Maelefalent (a loose translation from goblin to stand in for their word which means a quality of sound that is melodious, loud and evil or malevolent) is a goblin traveler, bard and battle-crier. He has traveled through many lands, met many people (often in disguise) and learned many things. Generally yob is only openly hostile when working as a battle-crier; leading and inspiring war-parties for anyone who will pay him enough. Other times he is content to merely swindle folks out of what he can without too much effort. Unless he's feeling cruel, and alone with someone who is helpless relative to him.

Tuesday, August 22, 2006

Spell: Briar Brambles

Briar Brambles
Transmutation
Druid 4
Components: V, S, DF
Casting Time: 10 minutes
Range: Short
Area: 5' cubes defined by the caster within a 40' radius (2 cubes / caster level)
Duration: perm.
Saving Throw: see text
Spell Resistance: none

This spell grows dangerous brambles that prevent passage. Anyone entering the area of the brambles risks entanglement and injury by the vine's thorny appendages and a magical sleeping posion carried on their thorns.

The spell's effects are identical to those of the entangle spell, with the following changes and additions.

The spell causes to grow areas of thick, strong, aminate brambles. Any creature entering the area of the brambles must make a grapple check against the brambles. The brambles have a strength of 17 (+3), and a BAB equal to your caster level (minimum grapple +10). Any creatures caught up in the brambles take 1d6+3 points of bludgeoning and slashing damage on a sucessful grapple check as the thorny tentacles crush and lacerate them. In addition, anyone taking slashing damage from the briar brambles is subject to a mild sleeping posion (DC 12 + caster's Wisdom Bonus. Fortutde save or sleep (per sleep spell) for 1d4 hours or until woken).

Anyone who falls asleep in the brambles as a result of the venom is merely held securely, and will no longer be crushed and torn. Upon their waking or during attempts to disentangle sleeping prisoners the brambles will hold tight and resume crushing.

The brambles will obey the orders of the caster of the spell, to the extent of their limited abilities ("crush him, don't crush her", "part and let me pass" etc). The brambles are also vulnerable to any spells that control or effect plants.

Each 5' area of brambles has the following statistics: Medium Magical Plant AC: 15 HP: 45 (hd:10d8) DR: 5/slashing Vulnerability to Fire (150% damage) Saves Fort: +9 Ref: +1 Will: +8 Str: 17 Con: 15 Dex: 7 Int: 4 Wis: 13 Cha: 12

Spell: Holy Transfixion

Holy Transfixion
Evocation (Good)
Level: Clr 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature (see below)
Duration: 1 round/level (D); see text
Saving Throw: Will negates; see text
Spell Resistance: Yes

This spell summons holy (positive) energy to form an enclosure that holds undead, creatures from the negative energy plane and creatures from the plane of shadow and makes them more vulnerable to other holy energies. The subject becomes paralyzed and freezes in place. It is aware and unhurt but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect, breaking out of the prison. (This is a full-round action that does not provoke attacks of opportunity.)
Creatures from the negative energy plane receive a -4 on their saving throws against the hold effect, while creatures from the plane of shadow (or any other creature with the minor negative energy trait) receive a +4.
Creatures so held receive a -2 on any saves against spells with the holy, light or positive energy descriptor while held in the holy transfixion. In addition clerics and paladins receive a +2 on their turning checks against creatures held by this spell.
A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.


Holy Transfixion, Mass
Evocation (Good)
Level: Clr 7
Targets: One or more creatures, no two of which can be more than 30 ft. apart

This spell functions like holy transfixion, except as noted above.

Thursday, August 17, 2006

Encounter: The Haunting of The Snug Harbor (EL 8)

The Haunting of The Snug Harbor

This location is the player's first contact with the town of Onuago, and the beginning of The Horror of the Old Ones, an adventure coming soon from Unicorn Rampant publishing.

Inn features: The entire inn is lit by daylight filtering in through the windows by day and by the hearth and candles on the tables by night. All doors are simple wooden doors (hardness 5, HP: 10).



1) Snug Harbor Common Room

This inn is well taken care of, even in these times of trouble. The floors are swept and the mahogany wood of the bar is polished to a golden sheen. A bartender stands behind the bar, a middle aged man with flaming red hair, a shinny, bald pate, and a humongous sprouting beard that all but swallows his face, his dress nondescript aside from the multicolored suspender he wears. Above his bar hangs a massive great axe.


NPCs that are likely to be encountered here include: Mme. Babushka, Jax the Jaded, and the innkeeper Parvic Potbelly. By night there will also be 2-10 other patrons drowning their sorrows.

Services available here include a common meal of fish stew and bread taken with the other patrons for 3 copper, a single meal of grilled cod, potatoes and rice for 1 silver, ale for 1 silver a gallon or 4 copper a mug, wine for 2 silver a pitcher, stronger spirits for 10 gold a bottle, a bed in the common room upstairs for 2 silver and a private room with a double bed for 5 silver.

In addition, Mme Babushka's services are available for 20 silver - including the 5 silver for a private room, though she may well try to get more from a wealthy-looking patron (appraise +6, sense motive +16).

If the party speaks about their boat, they are likely to attract the unwelcome attention of Jax, who desperately wants passage out of town.

2) The Haunted Room (EL 8)

This small room reeks of death. A ghastly, maggot-ridden corpse lies on the stained bed. There is a small table and a wardrobe.

As the door to the room is opened, a translucent figure dressed in dirty but nicely tailored servant's clothes floats up from the head of the bead where it was moaning quietly to itself. It faces you and shouts “Leave me!” before unleashing a horrifying wail.

Examining the corpse's clothes will reveal the insignia of the Baron of Stieglitz on the breast.

Creatures: This room is haunted by the ghost of Lux Cathcart the former butler of Baron Stieglitz. The ghost will try to frighten away anyone entering the room, and will defend itself if attacked.

Lux came to this inn still alive but mortally wounded. Several days ago he escaped form the Castle Stieglitz, stealing some jewelery and coming to Onuago where he intended to use the money from the jewelery to start a new life elsewhere with his sweetheart who lives in east Onuago.

Unfortunately, he was wounded by a zombie while escaping, and though able to swim to a boat and make his way to onuago, he became feverish and died shortly after arriving at the inn.

Now his spirit cannot rest until the letters and jewelry are delivered to his love in the east side of town.

Lux Cathcart, Butler and Restless Soul CR 8
neutral (chaotic) male human aristocrat 7
medium undead -ghost (incorporeal)
Init: Senses: darkvision 60 ft
Listen +2 Spot +2
Languages: common, wyndm

AC: 16 (+1 dex, +5 deflection) touch 16, flat-footed 15
HP: 53 (HD 7d12)
Resist: +4 turn resistance
Immune:undead immunities
Fort: +2 Ref: +2+1 Will: +5+2+1

MV: fly 30 ft (perfect)
Attack: incorporeal touch +6 (1d4 ability damage (any))
Attack Options: frightful moan, horrific appearance
Space / Reach: 5 ft / 5 ft
Base Attack: +5 Grapple: +5

Abilities: Str:10 Dex:12 Con:- Int:14 Wis:13 Cha:20
SQ: undead traits, rejuvenation, +4 turn resistance
SA: manifestation, frightful moan, draining touch, horrific appearance
Feats: athletic, alertness , iron will, animal affinity
Skills: 60 sp appraise +10+2 = +12 bluff +10+5 = +15 diplomacy +10+5 = +15 disguise +5+5 = +10 handle animal +10+2+5 = +17, hide +8+1 = +9, listen +5+8+1 = +14, search +5+8+2 = +15, spot +5+8+1 = +14.

Draining Touch (Su): A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.

Frightful Moan (Su): A ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a DC 18 Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours.

Horrific Appearance (Su): Any living creature within 60 feet that views a ghost must succeed on a DC 18 Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours.

Manifestation (Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.

A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The “destroyed” spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.

Turn Resistance (Ex): A ghost has +4 turn resistance.

Skills: Ghosts have a +8 racial bonus on Hide, Listen, Search, and Spot checks. Otherwise same as the base creature.


Tactics: The ghost will unleash a frightening moan if the door to this room is opened. If characters do not flee, it will continue to moan. Characters have an opportunity to talk with it at this point, though it will require a adjustment form indifferent to friendly. If attacked it will use it's horrific appearance and draining touch to slay it's attackers.

If destroyed it will rejuvenate in 2d4 days unless its letters and jewelry are taken to its intended.

Treasure: In a velvet bag in his coat - a trinket for his intended – 2000 gp worth of jewelry. On the belt- just a few copper pieces in a purse and an ornate but dull dagger (it is a costume piece -1 to attack & damage) worth 50 gp.

Also, hidden under the pillow (DC 10 search check) are love letters between him and someone named Dusana. The letters indicate his intention to come to her with something that will let them start a new life together now that “the baron has gone”.

Development: The ghost cannot rest until the trinket is delivered to his intended, and will rejuvenate in 2d4 days.

Characters defeating the ghost will receive a +5 on gather information checks relating to the Castle Steiglitz after successfully completing this encounter due to gratitude from the inn's patrons and excitment generated on the topic.


Finding Dusana, the ghost's love, in east Onuago requires a DC 10 gather information check. The party must then travel through the east part of town to the edge of town near the north bank of the river where she lives in her partent's home. She is friendly, then tearful and heartbroken at the news of Lux's death. If the players deliver the jewelry to her she will accept if gratefully and announce her intention to leave the dying town. Before they leave she will offer them assistance finding things out about the town in the form of knowledgable people to talk to. This information will confer a +2 on gather information checks taken in the town of Onuago.

Ad Hoc XP Adjustment: If the players put the ghost to rest without defeating it give XP for a CR 8 encounter. If they defeat it and then put it to rest, give CR 8 + 10%, and if they just defeat it without putting it to rest, give only half XP for the encounter.

Character: Mme. Babushka (CR 9)


Lenka Babushka CR 9
neutral old-aged female human (wyndm) expert 10
medium humanoid
Init: +1 Senses: normal
Languages: common, wyndm, giant, elven, dwarven

AC: 13 (+1 dex, +1 armor, +1 deflection) touch 12, flat-footed 12
HP: 22 (HD 10d6-10)
Saves: Fort: +2 Ref: +4 Will: +10

MV: 30 ft
Attack: +10 stiletto (1d4)
Full Attack: +10/+5 stiletto (1d4)
Space / Reach: 5ft / 5ft
Base Attack: +7/+2 Grapple: +5

Abilities: Str: 6 Dex:12 Con: 7 Int: 12 Wis:16 Cha: 18
Feats: 5: weapon finesse (dirk), deft hands, persuasive, negotiator, nimble fingers
Skills: 84 sp Slight of Hand +13+1+2= +16, Open Lock +10+1+2= +13, Craft Clothes +13+1 = +15, Bluff +13+4+2= +19, Sense Motive +13+3+2= +18, Tumble +5+1= +6, Appraise +5+1= +6, Disguise +5+4= +9, Forgery +1+1= +2, Knowledge Local +11+1= +12, use rope +2.

Possessions: masterwork leather and whale-bone corset (+1 armor bonus), +2 stiletto (8,000), ring of protection +1 (2,000), nonmagical items of value, 2,000 gp in necklaces, bracelets, rings, and earrings, 100 gp.

This old but provacatively dressed woman smells very strongly of perfume. She sits perched on a stool at the end of the bar calmly watching the inn over a glass of red wine.

Mme babuskha will appraise the party and quickly determine they are the wealthiest patrons to enter the snug harbor in some time. She will take any opportunity to get as much money out of them as possible by selling information or her services.

She spends her days at her home, a nice townhome on the edge of the colonist's quarter near the Snug Harbor.

Character: Jaded Jax (bard) CR3-4

This is one of the characters that will be present in the Snug Harbor Inn at most times.

Jaded Jax CR 4
neutral evil male human bard 4
medium humanoid
Init: +2 Senses: normal
Listen Spot
Languages: common

AC: 17 (+2 Dex, +5 Armor) Touch 12, Flat Footed: 15 [+1 with Dodge]
HP: (HD 4d6+4)
Fort: +1+1 = +2 Ref: +4+2 = +6 Will: +4+1 = +6

MV: 30 ft.
Attack: +2 dagger (1d4-1)
Space / Reach: 5ft / 5ft
Base Attack: +3 Grapple: +2

Abilities: Str:9 Dex:14 Con:12 Int:11 Wis:13 Cha: 16 (with the +1 at 4th level)
SA: Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, inspire competence, bardic spells.
Feats: Spell Focus (Enchantment), Dodge, Skill Focus (Sleight of Hand)
Skills: 42 sp Appraise (Int) +2, Bluff (Cha)+7+3 = +10, Concentration (Con), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex) +4+2 = +6, Knowledge (local) (Int) +2, Listen (Wis), Move Silently (Dex) +4+2 = +6, Perform (Cha) +7+3 = +10, Profession (Wis), Sense Motive (Wis) +7+1 = +8, Sleight of Hand (Dex) +7+2+3 = +12. Common, elven, orcish.

Spells Available:
Spells / Day: 0th: 3, 1st: 3, 2nd: 1
Spells Known:
0th: detect magic, ghost sound, lullaby, mage hand, prestidigitation, summon instrument
1st: charm person (DC 15), cheat*, expditious retreat
2nd: invisibility, suggestion (DC 16)

Posessions: (3,300gp) +1 mithrail chain shirt (2,300 gp), dagger, p otion of cure light wounds (50 gp), antitoxin, lyre of mal-oudiousness * (3,125 gp), ratty clothes, 12 copper.

Description: Having lived only a short time Onuago, he has quickly become famous for his beautiful and haunting melodies. Unfortunately, his voice is his only redeeming quality. Dirty, and disheveled, he often reeks of yesterdays wine and/or the privy. His hair is dark, but thinning and he is constantly scratching his head and muttering under his breath. One of his eyes was taken in a knife fight and he wears a black patch w/ gold and jade decoration to conceal it. His nose is crooked, and his teeth are yellowed and stained. His features have a pinched look which causes him to resemble a rodent. He is of middling height, slight of build, but thick through the waist from too much wine. His dress, though once fine, is now threadbare and patched. It has been speculated that he stole it from some wealthy nobleman years ago. He keeps a dagger hidden in his sleve and is quick to brandish it if he feels threatened. The inn keeper tolerates him for his lovely singing, as he keeps the customers darker thoughts at bay while they drink away their sorrows. Gold will get you stories and rumors about the goings on in the city. He sleeps on the floor near the hearth with his hands clasped around his lyre. No one is certain where he came from but he has become a fixture at the Snug Harbor Inn.

Personality: Jax has earned the title of "jaded", he is well known for his foul disposition and quickness to anger. Jax is drunk more often than not, and will do anything to ensure that the wine continues to flow. He is as arrogant as he is ignorant, knowing very little outside the realm of drink and song. Though he might not be wise or well learned, he is in possesion of an animal cunning. He will oft try to wring an extra coin out of a patron with blatant flattery, and simpering subservience, but these behaviors are naught but a ruse. In reality he is a coniving lout with no thoughts of others. He will do anything to get ahead, and would not think twice about slitting someone's throat to do so. Jax is also a coward though, so if he feels that his life is in danger, he will attempt to flee.

Motivation: Jax has only two goals: wine and escape. No deed is too low to accomplish fulfilling both. He often steals wine from the inn when he has no coin to pay, and has no qualms at picking the pockets of the inn's patrons, especially those deep in their cups. He has been prowling up and down the coast in search of a seaworthy vessel to carry him to greener shores. He has little coin, and what he has he spends on wine. Therefore, he plans to stow away on the first ship he comes across.

Party Interaction: Upon learning that the party has access to a ship, he will immediately attempt to charm them with his bardic wiles. He will offer them rumors and song in exchange for passage out of the doomed city. He is persistant and will follow the party. If they refuse him or ignore him, he will begin to beg and offer to help the party in whatever endeavors they undergo. If this does not work, he will become angry and distant, attempting to steal enough gold from them to buy passage. If caught, he will attempt to flee. He has a hiding place in E. Onuago where he will fall back to if chased.

* see Book of Vile Darkness

Character: Parvic Potbelly (Inn Keeper of the Snug Harbor) Fighter CR 3

Description: Parvic is a middle aged man with flaming red hair. He has a shinny, bald pate, but his humongous sprouting beard all but swallows his face. Extremely short, Parvic makes up for it with his tremendous girth, and booming voice. He laughs loudly and often, and locals often refer to him as the last good natured man left in Onuago. He has great bushy eyebrows, and sparkling blue eyes that seem to twinkle when he is filled with mirth. Parvic always has a rosy hue to his cheeks, and tends to sweat profusely. Although the passage of time has stolen his youth he still retains his bearlike strength. His inn is well taken care of, even in these times of trouble. The floors are swept and the mahogany wood of the bar is polished to a golden sheen. His dress is nondescript, aside from the multicolored suspender he wears. Above his bar hangs a massive great axe to remind all the he was not always a jovial, good natured inn keeper, and that his establishment is no place for trouble.

Parvic Potbelly: fighter 1 commoner 3

Magic Item: Lyre of Mal-odiousness

This magical lyre was once the prized possession of the famous philanthropist bard Zagreus. It is enchanted to magically enhance performances and bestows a +5 circumstance bonus to perform checks while being played.

It was buried with him long ago. A dastardly rake named Jax plundered his tomb to steal the lyre and became cursed in doing so. Now, any time anyone possessing it attempts to gain monetarily they find themselves frustrated. This manifests in various ways but is generally a -10 circumstance penalty on their social skill checks to do so; negotiations turn sour, diplomacy checks almost always fail etc.

Minor transmutation; caster level 5th; Create wondrous item, eagle's splendor; Price: 3,125 gp; Weight 5 lbs.

Magic Item: The Hand of Despair

This potent magic item was created by a powerful Necromancer named Balthazar the Broken. After decades of practicing his dark arts, he went decidedly mad. He began to fear that his enemies lurked around every corner, and lest they catch him unawares, he crafted an item of great power that would allow him to escape the clutches of his foes.

At first glance, this appears to be an ordinary glove, made out of soft, black leather. Upon the palm of the glove, there is a grey circle which appears to be made of grey velvet. If the glove is examined more closely, one can observe that the patch of grey shifts and swirls as if filled with dense smoke or fog.

To use this item the player must know the command word which is typically sewn on the inside lining of the glove. While wearing the glove the player must turn their palm upward and utter the command word, at which point a 3 inch glass sphere will appear in their hand. The globe appears to be filled with smoke or fog as well. When the user hurls the sphere at an opponent (successful ranged touch attack), the sphere will shatter and a shadow will emerge and immediately begin attacking the target.

The shadow will attack this target until it is slain, or until it is destroyed. If the target is killed, the shadow will follow the orders of the wearer of the hand, in the limited capacity that it is capable of (i.e. protect me/attack this creature). Creatures that are killed by the shadow do not themselves become shadows. The shadow will remain for ten minutes, or until destroyed. Summoned shadows share the alignment of the wearer of the Hand of Despair.

This magic item comes in two forms Lesser, and Greater. The Lesser version summons a regular shadow, whereas the Greater summons a Greater shadow. The Greater shadow does 1d8 STR damage, as opposed to 1d6. They also have the Spring Attack feat, in addition to Dodge and Mobility. (See MM)

Lesser Hand of Despair: Moderate Conjuration; Craft Wonderous Item; Summon Monster IV; cost 5,040 gp.

Greater Hand of Despair: Strong Conjuration; Craft Wonderous Item; Summon Monster VI; cost 11,880 gp.

Wednesday, August 16, 2006

Creature: Phase Guardian (CR 8)

Phase Guardian (CR 8)
Large Construct

Hit Dice: 15d10+20 (102 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 26 (–1 size, +15 natural), touch 9, flat-footed 24
Base Attack/Grapple: +11/+21
Attack: Slam +16 melee (1d8+6)
Full Attack: 2 slams +16 melee (1d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: —
Special Qualities: Construct traits, darkvision 60 ft., fast healing 5, find master, guard, low-light vision, shield other, spell storing
Special Defense: Phasing
Spell Resistance: 50%; Immune to all spells when out-of-phase, susceptible when in phase.
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 22, Dex 10, Con —, Int —, Wis 10, Cha 1
Environment: Any
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 16–24 HD (Large); 25–45 HD (Huge)
Level Adjustment: —

The tall, lanky figure seems to disappear completely every few seconds, reappearing a few seconds later. For a moment, you can make out the symbol of an hourglass, but only for a moment. (more desc here)

Forever oscillating in and out of phase with the current time, phase guardians are slaves to time. When one is fashioned, the phase guardian is keyed to a particular magical timepiece. Henceforth, it regards the wearer of that timepiece to be its master, protecting and following that individual everywhere (unless specifically commanded not to do so).

A phase guardian obeys its master’s verbal commands to the best of its ability, although it is not good for much beyond combat and possibly simple manual labor. It can also be keyed to perform specific tasks at specific times, down to six second accuracy, if it's in phase when the alarm goes off. The wearer of the timepiece can call the phase guardian from any distance, and it will come as long as it is on the same plane.

A phase guardian is some 9 feet tall and weighs more than 1,000 pounds. Phase guardians cannot speak, but they understand commands given in any language, though only in six-second increments.

COMBAT

Phase guardians are straightforward in battle, bashing with their heavy stone fists. They are made for defense and are not particularly impressive on offense.

Find Master (Su): As long as a phase guardian and its timepiece are on the same plane, the phase guardian can find the timepiece wearer (or just the timepiece, if it is removed after the guardian is called).

Guard (Ex): If ordered to do so, a phase guardian moves swiftly to defend the wearer of its timepiece, blocking blows and disrupting foes. All attacks against the timepiece wearer take a –2 penalty when the phase guardian is adjacent to its master.

Phase Other (Sp): Forever oscillating in time, a phase guardian must phase through time. If the Phasing is ever dispelled or otherwise disrupted, the phase guardian is trapped in whatever time it is disrupted in, and begins losing hit points at a rate of 1HD/rnd.

Spell Storing (Sp): A phase guardian can store one spell of 4th level or lower that is cast into it by another creature. It “casts” this spell when commanded to do so or at a predetermined time. Once this spell is used, the phase guardian can store another spell (or the same spell again).

CONSTRUCTION

A phase guardian is built from wood, bronze, stone, steel. The materials cost 5,000 gp. The timepiece also runs on two ounces of magesilver, kept within an hourglass that constantly resets itself every round, the amound of time it takes for the magesilver to flow from the top bulb of the hourglass to the bottom one.

The creature’s master may assemble the body or hire someone else to do the job. Creating the body requires a DC 16 Craft (blacksmithing) or Craft (carpentry) check. The keyed timepiece is fashioned at the same time, and its cost (20,000 gp) is included in the cost of the guardian. After the body is sculpted, the phase guardian is animated through an extended magical ritual that requires a specially prepared laboratory or workroom, similar to an alchemist’s laboratory and costing 500 gp to establish. If the creator is personally constructing the creature’s body, the building and the ritual can be performed together. A phase guardian with more than 15 Hit Dice can be created, but each additional Hit Die adds +5,000 gp to the market price, and the price increases by +20,000 gp if the creature’s size increases to Huge, modifying the cost to create accordingly.

CL 15th; Craft Construct, limited wish, discern location, shield, phase other, caster must be at least 15th level; Price 120,000 gp; Cost 65,000 gp + 4,600 XP.

TIMEPIECE

If a phase guardian’s timepiece is destroyed, the guardian ceases to function until a new one is created. If the wearer dies but the timepiece is intact, the phase guardian carries out the last command it was given.

Tuesday, August 15, 2006

Creature: Brass Golem (CR 8)

These metal statues are carved in the form of muscular men and women - often appearing as athletes or heroes. Usually they are cast in brass but are also made of bronze or copper. They are animate guardians that are set in temples to detect and catch intruders. Priests form their bodies from metal and then summon a spirit from their deity's home plane to animate their bodies. They are sometimes also known as wrestling golems, templar statues, wringen golems, wrestlen golem or guardian statues.

Brass Golem CR 8
good (often lawful) Medium Size Construct (Outsider)
Init: +4 Senses: darkvision 60 ft., see invisibility, detect evil

AC: 27 (+4 Dex, +13 natural), touch 14, flat-footed 23, damage reduction 5/adamantine and evil
HP: 76 HP (HD 9d10+27)
Immune: magic
Fort +3, Ref +7, Will +4

MV: 30 ft
Attack: slam +12 melee (1d4+6)
Full Attack: 2 slams +12 melee (1d4+6)
Atk Options: improved grab
Space / Reach: 5 ft / 5 ft
Base Attack: +6 Grp: +12

Abilities: Str 23 (+6), Dex 21 (+4), Con —, Int —, Wis 13, Cha 11
SQ: Construct traits, damage reduction 5/adamantine and evil, darkvision 60 ft., see invisibility, detect evil, immunity to magic.
SA: improved grab

The handsome goldish-colored statue suddenly swivels it's head to lock it's glowing blue eyes with yours. It bounds off the pedistal it was on, dropping it's discus, and charges at you.

COMBAT

Upon detecting evil intruders guardian statues charge their opponents and tackle them using a slam and their improved grab ability. Once grappling their foes they will attempt to wrestle them to the ground and pin them there. Foes that struggle will be dealt subdual damage until they submit. They will hold a foe indefinitely or until a priest of the temple arrives to decide the fate of the interloper.

Improved Grab (Ex): To use this ability, a guardian status must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Immunity to Magic (Ex): Immune to all magic with the following exceptions. Spells with the fire descriptor do no damage but instead cause it to become hasted and to deal an additional 1 point of heat damage with it's slam attacks for 1 round for every 10 points of fire damage dealt. In addition the golem will be healed by 1 point for every 3 points of damage that would have been dealt and returns 1 point of DR for every 10 points of fire damage. Spells with the cold descriptor deal no damage but instead cause it's DR to be reduced by 1 for every 10 points of cold damage dealt. It's DR cannot be reduced below 0 in this fashion. It's DR returns at a rate of 1 point per round. Spells that dismiss or otherwise banish outsiders drive off the spirits within them, effectively slaying them.

Construction

A guardian statue is cast or carved from a metal such as bronze, copper or brass weighing 400 lbs and costing 200 gp. It must then be treated with special alchemical mixtures and oils worth 1000 gp.

Creating the body requires a successful DC 20 Craft (sculpting) check.

CL 9th; Craft Construct, dispel evil, true seeing, commune, raise dead, caster must be at least 9th level; Price 30,000 gp; Cost 15,000 gp + 1,200 XP.

Sunday, August 13, 2006

Encounter: Old Captain Thorenson

"Kommen Sie in, and welcome, my friends... I am Kjarl Bard Thorenson, son of Thoren Bard Kjarlson... and on and on... You seem a nice lot... make yourselves comfortable... the signs of the zodiac... ah yes... Ven I was your age, I lived out at sea. I sailed a great vessel... the Fjord Escort 'twas, ja... The only mistress far me, if ya catch me drift."
At this point the characters notice a stench emanating from the bearded man; they do catch his drift. Luckily, he lights a pipe and the room is filled with the tangy odor of sweetleaf. An owl paces back and forth along a perch on the far end of the room. The old man continues without pause as the characters examine the room.
The walls of this living room are covered with nautical regalia -- silver sextans, sea-soaked and sun-stained maps of faraway lands; even a proverbial ship-in-a-bottle adorns the oaken table before the window. The light from the lone window barely illuminates the room, assisted by a fading fire under the mantle and the dim cherry of Thorenson's pipe.
"So, how do you expect to fight it... I mean... 24, 40, 60 sailing men... driven back in fear... Have you seen it yet?"
He waits only briefly for an answer, continuing,
"And the gilled children... swimming out to sea along a warm current... right out to Harpy Point... no doubt to feed the harpies on the rocks... foul bitches... feeding on your young... My friend's child! O, Anrik, now there was a lad... a wee tot, but full of piss and vinegar... I've seen so many terrible things... at sea... and at that window..."
The owl lets out a squak, eyeing the characters and making them feel uneasy. The characters will later see the same owl hunting rats elsewhere in the wharf district if they wander the streets at night. Grack is the old man's closest companion now that he's lost the sea to his memories, and keeps a close watch on the house. His eyes glow an intense golden glow, and he always appears to be on the verge of speaking, leaning forward and peering deep into any character's eyes that come near.

If pressed with great skill, the old man will tell of his past life as a shipwright and then sailor, culminating with his encounters with sea serpents, after which he retired from the sea some sixty moons ago. He will speak of his friend's loss of his child to "the mutation." This friend, Falkonne, has been studying the mutation on the east side of town, where the disease seems to have appeared with the most prevalence. He urges the party to talk to him, and to relay a message, which he removes from his pocket and hands the most trustworthy of the party (determined with a sense motive check +12) a letter, sealed with an emblem of the Wyndm marsh tongue for sea ("go"), which appears as two wavy lines with two dots in between, roughly like so:
~
..
~
The note is in the Wyndm marsh tongue and reads:
Falkonne, I fear the worst for you. I have heard nothing from you in weeks, and cannot help thinking that you too have become one of the sea-spawn and become harpy bait. I watch the eastern sky with my spyglass looking for signs of your demise. Alas, I am too pessimistic. But an old man am I! On a positive note, the harpies seem awfully quiet lately. I send Grack to deliver this note to you, and hope you will return word of your whereabouts. As one of my few friends, you must understand my request that you halt your work and return to more a civilized neighborhood. With care, -KBT

Saturday, August 12, 2006

Creature: Wyndm-Wolf (CR 3)

Wyndm-Wolf (CR 3)
Medium Fey Wolf

Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Hit Dice: 4d10+5 (32 hp)
Initiative: +4
Saves: Fort +6, Ref +4, Will +1

Speed: 50 ft.
Base Attack/Grapple: +4/+10
Attack: Bite +7 melee (1d8+6)
Full Attack: Bite +7 melee (1d8+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: trip

Special Qualities: Darkvision 60 ft., low-light vision, scent
Abilities: Str 17, Dex 13, Con 15, Int 10, Wis 13, Cha 10
Skills: Hide –1*, Listen +6, Move Silently +7, Spot +6, Survival +1*
Feats: Alertness, Improved Initiative, Track
Environment: forests and mountains
Organization: Solitary, pair, or pack (3–5)
Challenge Rating: 3

Treasure: None, though the hides are considered luxury items
Alignment: True Neutral
Advancement: 5–6 HD (Large); 7–8 HD (Huge) (very rare)
Level Adjustment: +3 (cohort)

A Wyndm-wolf grows about 6 feet long and stands about 3-1/2 feet at the shoulder. It weighs about 300 pounds. Wyndm-wolves can speak Fey and all three Wyndm tongues.

COMBAT

Wyndm-wolves typically hunt in packs, and tend to eat creatures smaller than themselves. However, with the colonization of the Wyndm-lands, and thus the introduciton of cattle to the lands, they have acquired a taste for beef and pork. A pack usually circles an opponent, each wolf attacking in turn to exhaust it. When solitary, they usually sneak up on their opponents.

Trip (Ex): A Wyndm-wolf that hits with a bite attack can attempt to trip the opponent (+8 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Wyndm-wolf.

Skills: Wyndm-wolves have a +1 racial bonus on Listen, Move Silently, and Spot checks. Wyndm-wolves have a +2 racial bonus on Hide checks. *Their natural coloration grants them a +7 racial bonus on Hide checks in forests and mountains. A Wyndm-wolf has a +4 racial bonus on Survival checks when tracking by scent.

Friday, August 11, 2006

Character: Anna červená (CR 9)


Anna červená is a tall, hardy woman who has fought her way up through the ranks to be the second-in-command in the Baron's militia, where she was often called "the Baronness" in jest by men whose respect she hadn't earned. All those men are dead now. She always provided a voice of reason to the Baron, before he became overly corrupted. Her closest followers are those who were most loyal to the Baron himself, when he was more honorable.

"The Baronness" Anna červená (CR 9)
Medium female Fighter 9
Lawful Neutral with good tendencies humanoid
Init: +2 Senses: normal
Listen +3 Spot +3
Languages: common

AC: 20 (8+ Armor, +1 Dex, +1 sheild)
HP: 73 (HD 9d10+18)
Saves: Fort: +8 Reflex: +5 Will: +3

MV: 20 ft., 50 ft. mounted
Base Attack: +9 / +4 Grapple: +11
Attack: +12 battleaxe (1d8+4) or +12 shortbow (1d6+3) [+1/+1 under 30 ft.]
Full Attack: +12 /+7 battleaxe (1d8+4)
or +12 / +7 shortbow (1d6+3) [+1/+1 under 30 ft.]
or +10 / +10 / +5 shortbow (1d6+3) [+1/+1 under 30 ft.]
Face / Reach: 5 ft / 5 ft
Attack Options: spring attack, ride-by attack

Abilities: Str: 16 Dex: 14 Con: 14 Int: 12 Wis: 11 Cha: 9
Feats: 5 bonus, 5 normal Power Attack, Dodge, Mobility, Spring Attack, Point Blank Shot, Percise Shot, Rapid Shot, Mounted Combat, Ride-By Attack, Mounted Archery
Skills: 48 sp Climb +6+3= +8, Handle Animal +6-1= +5, Intimidate +12-1= +11, Listen +3, Ride +12+2= +14, Spot +3

Gear: 12,000 gp worth of gear: heavy flail, +1 battleaxe (2,310 gp), masterwork mighty composite shortbow (str +3) (525 gp), +2 full plate (5,650 gp), light wooden shield +1 (1,153 gp), big honkin' warhorse named Pinky (400 gp), studded leather barding (100 gp), 2 potions of cure moderate wounds (600 gp), 1,226 in coin and gems.

Heavy Warhorse
: HP: 31 AC: 17 MV: 50 ft

Location: Onuago Wharf District

The Wharf District is situated on the east side of the west split of Onuago, along the waterfront. It was once a bustling port of ten warehouses, but now it is eerily deserted.
This salty run of docks has fallen into disrepair. Dilapidated shacks and weathered warehouses give way to creaky planks along an industrial boardwalk that juts out over the bay itself. Piles of sandbags, now mudbags, provide a makeshift levee that wavers against the waves. The air is uncomfortably still, and the sound of cats skirmishing echoes down the alleyways. The sky is overcast and a light drizzle plops into the pools in the building stoops.
As the characters make their way through the streets of the wharf district, point out the rustiness of the gutters and boarded up buildings and bring particular attention to the growling cats on rooftops. There is a distinct uneasiness in town, especially along the waterfront. The misty fog reduces visibility to 30', allowing creatures and thieves to sneak up on the party.


The map above faces east. Key locations within the Wharf District include:

I - Snug Harbor Inn (description in another post, encounter in another)
C - Old Captain Thorenson's House
W - Warehouses
R - Rowhomes
t - Places where thieves are likely to accost the party

Old Captain Thorenson's House (C)

As the characters approach the house, read or paraphrase the following:
A strand of smoke rises out of a the chimney of a lone hovel, set off the road, partially hidden by a row of connected homes. Three cats patrol the grassy yard, the only patch of green in this part of town. A flowerbox decorates the single window, set off to the left of the front door, painted blue.
Thorenson will answer the door if the party knocks. He will not have time for any haughty behavior, and he has many stories to tell.

Warehouses (W)

In one of the warehouses, surprise the party with three to four Koa-Toans, freshly visiting from the marshy bay for their daily catch. They are hungry and attack without pause or end; they fight until they are slaughtered.

Rowhomes (R)

The most common domicile in Onuago is a rowhome. Almost all the homes in the city itself share walls with other homes.

Thieves (t)

Thieves patrol the darker and more remote alleys of the wharf district. If the characters stray too far from the roads with foot traffic, they will likely be jumped by a band of two to three third level thieves. If they capture one, the thieves have a one in three chance of being an expatriate of Baron von Steiglitz' militia, and are either fending for themselves or are part of one of the factions that now claim von Steiglitz' lands. If the latter, they will demand a tariff or entrance fee of the party when they are first encountered, and will threaten the party in the name of their faction leader, Petry Pokrm the Dish-eater.

Location: The Port of Onuago

Also known as Onuago Port-town by the foreigners who've settled it, Onuago (in the marsh tongue of the native Wyndm-folk, "where the river meets the sea") is a colonial town, and it prospered greatly from the trade generated by the inland resources, carried out by native slaves. In the past five years, ever since the Lazy River changed its course, the town has been on a a decline. Rarely do foreign ships enter the Old Bay, and increasingly the townspeople are unwilling to venture seaward. There is still a native population in small pockets in the region which you are free to introduce at any time. A sample camp will be included in a later post.

When the party arrives by sea, read the following:
As you disembark, you note the tufts of spanish moss which dangle from the ancient oaks that dot the streets of Onuago. The streets seem desolate and a silver mist hangs in the moist air. The buildings are set close to one-another, pulling at your most closterphobic strings. To the southeast end of the town, the docks form a hedge against the Old Bay, perhaps serving a purpose more like a levee, as they are covered in sandbags. The Lazy River has overflowed its banks, dividing the town into murky east and slightly-less-murky west banks. The west bank appears inhabited, but the east bank appears deserted.
The players notice before too long that there are only elderly and children in the town. The children have smooth, olive skin and move much faster than the rest of the city's denizens.

The town once prospered as a trading port, but now it seems stuck in time, reverted to a fishing village. Various skiffs, canoes, and other vessels line the docks, and in the early morning, the elder men still head to sea, their profiles set against a foggy backdrop. The east portion of town on the other side of the river has been abandoned, and is dangerous to travel in.

Main characters:
• Adept: 6th
• Aristocrat: 4th
• Barbarian: 3rd
• Bard: 6th
• Cleric: 4th - old drunk sod - a failure - wanted to do conversions but failed
• Commoner: 9th
• Druid: 4th
• Expert: 10th
• Fighter: 7th
• Monk: 1st
• Paladin: 2nd
• Ranger: 3rd
• Rogue: 5th
• Sorcerer: 2nd
• Warrior: 3rd
• Wizard: 3rd


Creatures in and around Onuago (for use in random or planned encounters):

• Kelp Angler (CR9) along coast
• Mud Slaad (CR6) in marsh
• Octopus Tree (CR12) in river delta, east side of Onuago
• Swamplight Lynx (CR7) in marsh
• Mudmaw (CR7) in marsh
• Morkoth (CR5) underwater
• Darktentacles (CR7) in marsh
• Catoblepas (CR6) in marsh
• Reekmurk (CR6) in water along shore

Gather Information / Divination information

• The town has fallen on hard times (DC 5)
• The annual celebration at Castle Stiegleitz is not being held as usual this month (DC 15 before ghost event, after ghost event completed DC 5)
• Baron Stieglietz isn’t coming out of his room anymore (DC 20)
• Person at the inn has been moaning in pain and disturbing other occupants, but he won’t come out of his room and has barred the door somehow - former servant of S just died and is haunting the room (DC 5)
• The priest of Kord in village of Elsemere is acting strangely (DC 20)
• The son of Elsemere’s thain refuses to go hunting anymore, though that used to be his favorite activity-and his hair has turned completely white (DC 20)
• Weird shit is going on in Elsemere (DC 15)
• Ex-knight robber baron & other bandit elements on way to castle
• Creatures taken up residence in basement of a house in the east side of Onuago and are scaring people there (talk to Bard for DC 10)
• The dead scholar was poking around about weird shit (DC 5)
• Fishermen and tales of monster at sea (DC 5)
• There is a pirate cove at harpy point (DC 10)
• People are getting killed along the way to the village and no one knows by what (DC 5)
• Bog hounds can be heard at night (DC 5 / event)
• If the party tries to secure passage on another vessel to Galorad, they find out that there are no vessels that are seaworthy enough to make a long voyage (DC 5)
• If the party makes a DC 3 Gather Information check, or if they ever ask the DM why the paint on the sign above the door is fresh, they learn that the inn used to bear a different name. If they succeed on a DC 20 Gather Information check, they succeed in getting someone to tell them what the old name is, which is something that the innkeeper doesn’t want people to know: XXXX

Onuago overview map:

Wednesday, August 09, 2006

Creature: The Great Earth Serpents (CR 20)

Great Earth Serpent CR 20

neutral Colossal Magical Beast (fire)
Init: +3 Senses: Tremmorsense: 60 ft,
5 x lowlight vision
Listen +1 Spot +26

AC: 31 (-8 size, +3 dex, +20 natural)
HP: 267 (HD 25d10 + 125)
Immune: fire
Fort: +17 Ref: +15 Will: +9
Weakness: cold

MV: 30 ft, burrow 20ft, swim 60ft
Attack: +38 bite 2d8 + 15 plus 2d8 fire or +37 tail slap 4d6 + 22 plus 2d8 fire
Full Attack: +38 bite 2d8 + 15 plus 2d8 fire and +32 tail slap 4d6 + 22 plus 2d8 fire
Atk Options: constrict, improved grab, swallow whole
Space / Reach: 30' / 20'
Base Attack: +37 Grapple: +51

Abilities: Str: 41 Dex: 17 Con: 21 Int: 5 Wis: 12 Cha: 3
SQ: DR 10/frost, destroy weapon, fire immunity, heat aura, sheds light 20'
SA: constrict, improved grab, swallow whole
Feats: Power Attack, Cleave, Great Cleave, Awesome Blow, Improved Sunder, Snatch, Weapon Focus (bite), Improved Bull Rush, Iron Will.
Skills: spot 25+1 = +26

Treasure: double standard, no items (as raw precious metal and uncut gems - see bolow)


A colossal serpent rears up 20 feet out of the lava, it's body composed of molten rock and it eyes shining with white-hot light. The great heat of it's body distorts the air.

Earth serpents, the beasts that dwell beneath and among the mountain's roots and are the cause of earthquakes and volcanoes (according to dwarves), appear to be colossal snakes or wyrms whose bodies are composed of lava or semi-molten rock, and have eyes that gleam with a white-hot light. Dwelling in and around the lakes of molten stone that pepper the underdark and delving deeper even than dwarven lore, these creatures are mysterious and strange.

Generally content to bask in the pools of lava that their bodies create, sometimes they are seized with a sudden restlessness, burrowing through solid rock and sometimes causing disastrous shifts in the surface.

Great earth serpents are rumored by deep dwarves to have blood of molten gold, and when they die create veins of ore.

COMBAT
Great Earth Serpents are straightforward in combat, charging, swallowing and crushing any that intrude on their territory, or threaten them or their offspring.

Damage Reduction: No weapon without the magical frost ability has a chance of completely penetrating the molten metal and rock that compose an earth serpent's scales.

Destroy Weapon (Su): Any nonmagical weapon that strikes them is destroyed by the great heat of their bodies.

Fire Trait: Great earth serpents take no damage from fire at all, and take double damage from cold except on a successful save.

Improved Grab (Ex): To use this ability, a great earth serpent must hit with its bite or tail attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe or constrict the following round.

Swallow Whole (Ex): A great earth serpent can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 4d8+22 points of crushing damage plus 2d8 points of heat damage per round from the serpent's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 24). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Colossal serpent’s interior can hold 4 Large, 16 Medium, 64 Small, 256 Tiny, or 1024 Diminutive or smaller opponents.

Constrict (Ex): A great earth serpent automatically deals 4d6+22 points of bludgeoning and 2d8 heat damage with a successful grapple check.

Heat Aura (Su): All creatures and objects within 10' of an earth serpent take 2d8 damage from the immense heat of their bodies, (reflex save ½). Those failing their saves have caught fire and will burn for an additional 1d4 rounds for 1d6 points of damage per round.

Tremmorsense: Great Earth Serpents have tremorsense to a distance of 60 ft.

Lowlight vision: Great Earth Serpents can see 5 times as far as a normal human in low light.

Sheds light: Great Earth Serpents shed light in a 20' radius.

Hide: Great Earth Serpents gain a +10 to hide checks when in lava.

Treasure: Earth serpents have significant quantities of molten precious metal in their bloodstreams and gems in their eyes and skulls. After their deaths the metals cool and can be mined from the rocklike flesh. Roll for coins and gems and award that value in raw ore by dividing the coin value by 50 to determine the number of pounds of precious metal available.

Monday, August 07, 2006

Miniatures: Thunderbolt mountain


Just a quick post this Monday to show off some figures I just finished painting. They're some of the exquisite figures from Thunderbolt Mountain, of the famous and brilliantly talented Tom Mier. This isn't a paid shill for Tom, I just love his work. And they always throw in a free monster figure when I order from them, like a goblin or a skeleton. It's the little extra touches that get me...

Wow! I just looked at Thunderbolt Mountain's site, and saw the new releases for Gencon! A wood elf champion and scouts! Take a look!

Wait, forget those (although they're cool)... I started to ready his blog here, and check this out!!! That's truly incredible!

So I just threw them into GIMP and put a cheezy background on it. Not bad for 15 minutes of work... They look pretty heroic there. Now they just need a big dragon behind them to be fleeing from :P

In other news, stay tuned this week for more content coming from Unicorn Rampant on Claw / Claw / Bite ! You'll be seeing the Great Earth Serpent (CR 20), the lawful good Bronze Golem (CR 8) and more Castle Steiglitz and much, much more!

Friday, August 04, 2006

Character: Baron von Stieglitz (CR 12)


"Baron von Stieglitz" is a title referring to the current ruler of the Barony of Stieglitz.

von Stieglitz lived his life a baudy drunkard, leading a militia of seventy from an isolated castle deep in a valley in the Cyrűk Mountains. In the past few months, the Baron has become corrupted by his greedy lifestyle, and has become a wight.

Baron Von Stieglitz CR 12
Medium Male Wight Fighter 7, Rogue 2
lawful evil Undead
Init: +2 Senses: Darkvision 60 ft
Listen +7 Spot +10

AC: 22 (+6 Armor, +2 Dex, +4 natural) touch 12, flatfooted 20
HP: 72 (HD 7d10 and 2d6 and 4d12)
Saves: Fort: +6 Reflex: +8 Will: +6
Defensive Options: Hide +11 Move Silently +14, Combat Expertise
Immunities: All mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, stunning, disease, and death effects, not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).

MV: 20 ft. (50 ft hasted)
Base Attack: +10 Grapple: +13
Attack: +13 slam (1d4+3 plus energy drain) or +15 bastard sword (1d10+6)
Full Attack: +13 slam (1d4+3 plus energy drain)
or +15 / +10 bastard sword (1d10+6)
or +13 / +8 bastard sword (1d10+6) and +11 slam (1d4+3 plus energy drain)
Face / Reach: 5 ft / 5 ft
Attack Options: energy drain, sneak attack +1d6

Abilities: Str: 17 Dex: 14 Con: 8 Int: 13 Wis: 10 Cha: 12
Feats: (5 and 4 bonus, 1 undead) Leadership, Two-Weapon Fighting, Exotic Weapon Proficiency (Bastard Sword), Combat Expertise, Improved Disarm, Dodge, Mobility, Spring Attack, Weapon Focus (Bastard Sword), Weapon Specialization (Bastard Sword).
Skills: Languages: common, draconic/dwarf. (Skill points 18 rogue, 30 fighter, 20 wight): Bluff +3+1=+4, Climb +10+3-4=+9, Diplomacy +3+1=+4, Hide +10+2+5-4=+13, Intimidate +12+1=+13, Listen +7, Move Silently +10+2+8-4=16, Ride +10+2-4=+8, Sense Motive +3, Spot +10.

Gear: 12,493 gp worth of gear: +1 bastard sword (2,335 gp), masterwork throwing axe (308 gp), +1 breastplate of shadows(5,100 gp), cloak of resistance +2 (4,000 gp), Potion of Haste (750 gp).
Special Qualities: Darkvision 60 ft., undead traits, trapfinding, evasion.
SA: Energy Drain, Create Spawn, Sneak attack +1d6.

This grizzled warrior's skin and hair are a shocking, sickly white. Blue veins are clearly visible beneath the leathery-looking skin. Gauzy, black-yellow eyes glare out from beneath his wiry eyebrows. Claw-like fingernails tip the ends of his powerful, gnarled digits. His breastplate is tarnished and stained but still sturdy, his cloak is dusty and a fine bastard sword and throwing-axe hang from his belt.

COMBAT
If Attacked Herr Stieglitz will attempt to flee combat to attack again from surprise or with his family at his side.
Given opportunity he will quaff his potion of haste, which will last for 5 rounds.
If able to sneak up on an opponent he will approach the weakest-looking one and attempt to perform a full attack with bastard sword and a slam attack as his off-hand weapon. His hope is that this will slay them and they will rise in 1d4 rounds as a wight to fight at his side.
If fighting with his family he will try to spring attack the party from behind their ranks.


Create Spawn (Su): Any humanoid slain by the Baron becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
Energy Drain (Su): Living creatures hit by the Baron’s slam attack gain one negative level. The DC is 13 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wight gains 5 temporary hit points.
Skills: Wights have a +8 racial bonus on Move Silently checks.


Undead Type: Undead are once-living creatures animated by spiritual or supernatural forces.
Traits: An undead creature possesses the following traits (unless otherwise noted in a creature’s entry).
—No Constitution score.
—Darkvision out to 60 feet.
—Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
—Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
—Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
—Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
—Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
—Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
—Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
—Undead do not breathe, eat, or sleep.

Tuesday, August 01, 2006

Issue Release: Claw/Claw/Bite Issue 1 - August 2006

The PDF version of Claw/Claw/Bite's Issue 1 is now available for download here, and also at enworld.org here. It contains material first published on this site from July 7-25, 2006. Material published from July 25th until the end of this month will be included in Issue 2, due out September 1st.

[In our best imitation of the voice from the Justice League of America]: Stay tuned for more exciting material from Unicorn Rampant's Claw/Claw/Bite!