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.

    Wednesday, October 18, 2006

    Creature: Flock of Ravens (CR 2)

    Flock of Ravens (CR 2)
    neutral
    Diminutive Animal (Swarm)
    Init: +2 Senses: normal
    Listen +11 Spot +11

    AC: 16 (+4 size, +2 dex)
    HP: 13 (HD 3d8)
    Resist: half damage from slashing and piercing
    Fort: +3 Ref: +7 Will: +3
    Weakness: swarm weaknesses

    MV: 20 ft. or fly 60 (good)
    Attack: Swarm (1d6)
    Space / Reach: 10 ft / 0 ft
    Base Attack: +2 Grapple: NA

    Abilities: Str: 3 Dex: 15 Con: 10 Int: 2 Wis: 14 Cha: 4
    SQ: half damage from slashing and piercing, low-light vision, swarm traits
    SA: destraction, blinding
    Feats: Alertness, Lightning Reflexes
    Skills: listen +11, spot +11

    A shreiking mass of black feathers, beaks, eyes and claws sweeps through the air.

    Normally unagressive, magic or supernatural circumstances sometimes cause these flocks of birds to become extremely agressive and dangerous.

    Combat
    A raven swarm seeks to surround and attack any prey it encounters. The swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.
    Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
    Blinding (Ex): Any living creature damaged by a raven swarm may be permamently blinded unless they succeed at a DC 11 Fortitude save.

    SWARM COMBAT
    In order to attack, a single swarm moves into opponents’ spaces, which provokes an attack of opportunity. It can occupy the same space as a creature of any size, since it crawls all over its prey, but remains a creature with a 10-foot space. Swarms never make attacks of opportunity, but they can provoke attacks of opportunity.
    Unlike other creatures with a 10-foot space, a swarm is shapeable. It can occupy any four contiguous squares, and it can squeeze through any space large enough to contain one of its component creatures.
    Vulnerabilities of Swarms
    Swarms are extremely difficult to fight with physical attacks. However, they have a few special vulnerabilities,
    as follows:
    A lit torch swung as an improvised weapon deals 1d3 points of fire damage per hit.
    A weapon with a special ability such as flaming or frost deals its full energy damage with each hit, even if the weapon’s normal damage can’t affect the swarm.
    A lit lantern can be used as a thrown weapon, dealing 1d4 points of fire damage to all creatures in squares adjacent to where it breaks.

    Monday, October 16, 2006

    Claw/Claw/Bite Issue 3 - October 2006

    In the spirit of Haloween, this month's issue of Claw / Claw / Bite ! has a horific theme: The Haunting of Castle Steiglitz! A slight departure from the usual menagerie you find at Claw / Claw / Bite !, this month focuses on a single location, and is suitable for use as a mini-adventure for a party of 10th level characters.

    So don't delay: right click and download it tonight!

    http://unicornrampant.com/clawclawbite/ccb3/ccb3.pdf

    Sunday, October 15, 2006

    Magic Item: Bag of Withholding

    Acts like a Bag of Holding (actually is a bag of holding which casts phase object on the items, so the timing must be such that you can get the item at the right time). Holds twice the amount of a bag of holding, but has a 50% chance of not returning the item, or returning a random item. This is because the bag of withholding has a Phase Object (insert link) cast on its interior lining. The items phase in and out of the present as they oscillate forward one round and back one round.

    Spell Component: Magesilver (Very Rare)

    Magesilver is a magical substance that, in its natural form, is a liquid, like mercury. It is used to enhance cetrain magical spells and items, especially ones of the Time Domain and the Transmutation School.

    Originating from the Astral Plane, this metal is only available deep in the earth, where it fell to earth in meteorites. There are likely deposits deep under the ocean, but they are who knows where.

    Wednesday, October 11, 2006

    Location: Harpy Point - Pirate Cove

    Eventually, the party makes it out to the pirate cove, an abandoned smuggling port underneath Harpy Point. This is close to where this Old God holds dominion.
    The sour smell of fermented seaweed assaults your nostrils as you enter the chamber. The boat shifts from a rough ride into a calm float, and you’re forced to paddle if you wish to move. Strangely dressed black lizard folk are loading crates into a ship that’s docked at the main dock.


    The crates are the archaeological remains of an ancient civilization that the lizardmen have been unearthing under the sea. Think Atlantis. The goal is to remove all evidence of the ancient humans to solidify the old gods’ place in the world.

    In the undersea, the party discovers demonic creatures in stasis, protected from the sea by bubbles. Here, they lie in wait, unaging, dimly seeing until they are awoken. What awakens them? Once they awaken, their full plan is revealed. What is it?

    (this too is old, so we'll have to go through it and update it as the story develops)

    CURRENT NOTES:

    possible encounters:
    -colony of harpies
    -colony of gargoyles / party of gargoyles – with some levels of f / s / r / rng ?

    Tuesday, October 10, 2006

    Location: 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 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 - 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

    Location: The Temple of the Freed Slave

    This temple was founded many years ago by a former galley slave who became a worshiper and priest of Kord.

    As a galley slave the ship he was rowing was breached and began to sink. As he and all the galley slaves began to be pulled under the frothy salty water the ship's wheel, broken from it's place, was pushed against his chest by the rushing waters. The wheel broke such that all that was left were eight of the spokes, in the shape of the holy symbol of Kord. The slave felt a sudden rush of strength and broke the chains dragging him and his rowing-mates to the briny deep. They floated on the wreckage until they washed ashore. Praising Kord for their freedom and their lives, the galley slave founded a temple on the spot.

    Over the years the temple has become famous throughout the region because the priests of the temple will give sanctuary to any slave that comes to their temple. Many eventually join the clergy there, others eventually leaving, with help from the priests, to start new lives once they are no longer sought after.


    Locations

    1 Steps and Entrance

    The huge open face of this temple is supported by strong marble pillars and looks our over the sea to the horizon. The sandy beach leads to large steps that rise to the huge chapel.

    2 Hall and Exercise Room

    This large room's lofty ceiling is supported by large marble pillars. The sight, sound and smell of the unstoppable sea fill this hall from one end, while a wide set of steps lead up to a chapel to Kord, at the end of which light streams through stained glass windows, tinted red and gold.

    Often this room is host to groups of worshipers, priests and slaves given sanctuary. They spend their time discussing the merits and philosophy of Kord and engaged in physical contests such as wrestling.

    3, 4 Chapel (EL 10)

    An open archway leads into a small serene chapel decorated with holy symbols and icons of various good deities. A life-sized bronze statue stands on a pedestal near the archway.

    Creatures: Bronze Golems (1 or 2). These sentries guard the inner areas of the temple in the wings. If they detect strong evil in those entering they will leap down off their pedestals and seize the interlopers, wrestling them to the ground until the priests of the temple can come and decide their fate.

    5, 6 Storage

    Bags, barrels, crates and shelves hold the supplies of this temple.

    7 Priest's Offices

    8 Requilary & Treasury

    9 Novice's and Guest's Rooms

    10, 11 Priest's Quarters

    12 Chapel

    This chapel features a smooth altar to Kord carved from red-veined marble, with Kord's wheel engraved on the front. Tall stained glass windows fill the back and sides of the room with a soft light. The windows depict the galley slave being granted the strength to save himself and his shipmates by the benevolence of Kord, their tenacity drifting on the open sea, and the founding of the temple on the sands, along with other scenes glorifying Kord.


    Note: this temple is based on stories from the ancient greeks. The greek's first historian retells the existence of a temple to Herecles which stood on the shores of Egypt that had the same policy of sheltering escaped slaves. As such it can be changed to suit your game world by dedicating it to whatever gods of strength or freedom you choose, or altering it in any other way.

    Sunday, October 08, 2006

    Location: Castle Stieglitz - 2nd and 3rd floors and Cellar




    2nd floor:

    1 Hallway
    The light makes a shifting patchwork on the floor as the party passes through the broad halls.

    2-7 Quarters
    The quarters are full of eight slashed beds. It appears that anything of value has already been removed from these walls.

    8 Petry's Room
    A single small window looks out to the grounds at the back of the Steiglitz property. Like all the other areas inside this castle, the room has been completely looted. The mattress of the bed has been slashed open and its innards lie strewn across the floor. A chair lies on its side and the desk has several deep gashes as if struck by a handaxe or other small chopping tool.

    9 Yevgeny's Room
    This room contains a large bed which has been turned on its side. Dusty hay and down litter the corners of the room, which without exterior windows is cast in a deep earthen shadow.

    10 Karl's Room
    This room contains a thrashed bed and some broken furniture. The small window has been smashed. A breeze blows into the room, bringing with it the smell of grass and cedar.

    11 Anna's Room
    This windowless room has a single bed that has been gutted like the rest. A vanity and wardrobe shows signs of vandalism. Their contents have long since been looted. Someone with the initials “K.U.” has carved crude remarks about a woman named Anna and her questionable heritage into the wood grain of the furniture.

    12 Baron's Suite
    The room has a distinctly foul odor to it. In the shadowy light that streams through the windows, a humanoid form with withered and whitened hair slithers from a throne, shakes his fists defiantly and charges up the iron spiral staircase at the far end of the room. A sitting table flanked by two chairs fills the north end of the room under the window, atop it an unlit candelabra. Three chests line the south wall, upon the center one rests a notebook and a silver pitcher.

    When the party enters the baron's suite, he will flee up the spiral staircase.


    3rd floor:

    1 Baron von Stieglitz' Bedchambers
    In this round chamber high above the valley, bright spotlights from the five circular windows illuminate silver cobwebs draped like tule about the five-poster bed in the center of the chamber. A small table leans against the west curved wall, and a dresser against the east curve. A spiral staicase at the south end of the room leads down into the darkness.

    Beneath the cobwebs in the bed is a long-dead servant girl, the object of desire that drove the Baron into madness. (more description here, probably a read-aloud, something to the effect of)

    Sinewy strands of flesh bind the woman's mouth, and a festered and rotten slit is visible under her chin.

    The windows offer views of the surrounding valley, making the tower a perfect lookout spot and the castle well-defended.

    Creatures: Baron von Stieglitz, wight (CR12) who has likely fled to this location from the room below. In addition, many bats (20-40) live in the rafters beneath the tall ceilings of this tower. They will fight on the baron's side.

    If the party survives the fight, the Baron's parting words:

    I have failed you Katherine! I have failed you father, grandfather, uncle Jakob! I now know in death what you thought of me in life.

    Soon after, the Stieglitz ghosts arrive and carry his body down to the mausoleum for burial. Then they sink back into their sarcophagi and disappear from sight.


    An alternate ending is that the party parlays with the Baron and works with him to restore his name and honor.

    Cellar:

    Development: If the party heads down into the trapdoor, and they haven't met the servants, the servants close the trapdoor and drag the table back atop it, trapping the party in the cellar. Cries for help will eventually bring the remaining servants to investigate. They will not open the trapdoor until they verify the party means them no harm, which may require the party disposing of the undead.

    The party must succeed at a DC 25 strength check to lift the trap door open (5 round action) if the servants do not help. They can also cajole the servants to open the trap door. This requires a DC 25 Diplomacy check (10 round action) to change their initial attitude from Unfriendly to Friendly.

    1 Food Storage
    This 5’ x 10’ room is musty and ridden with cobwebs. Shelves that look as if they once held dry goods now only display rat droppings.

    2 Equipment Storage
    This is another 5’ x 10’ room that contains mops, brooms, balls of rags, buckets, feather dusters, and other custodial equipment. They have not seen use in quite some time.

    A DC 5 Search check will allow to party to find 5 large bars of soap.

    3 Wine Cellar (EL 8)
    This unlit earthen room is filled with narrow rows of shelves, stocked with bottles of wine. Several dead men in mail lie on the ground amongst broken bottles of wine in the tight spaces between the shelves, weapons still in their rotting hands.

    The spaces marked on the map as having broken glass should be treated as being laced with caltrops. Characters moving into or fighting in such areas receive and "attack" from the broken glass. This attack is at +0 attack bonus and is against the character's touch AC (+2 if the character is wearing boots of other footwear). A successful attack deals 1 point of damage and reduces the character's movement by half.

    Most of the areas in this cellar are 2 1/2 feet wide, which means that medium sized creatures will have to squeeze to move through these areas. Squeezing characters move at half speed and receive -4 to their attack rolls and AC.

    Violent activity while squeezing adjacent to the wine racks has a 50% chance of sending wine bottles crashing to the ground. This fills the space the character is in with glass-caltrops as above.

    Creatures: Mohrg, HP: 85 and Zombies (3) HP: 15, 18, 15 AC: 16

    Several months ago the kennel master, a cruel and coarse man, was caught by a servant girl getting drunk on the Baron's wine here. Enraged, he slit her throat and drunkenly violated her. Shortly afterwards the Baron leapt upon him and slew him. The taint of his evil has lingered and now his body stalks the cellar as a Mohrg.

    Afterwards, during the looting of the castle by the Baron's factious underlings, several men-at-arms came to the basement to steal the wine. The mohrg slew them and they now serve him as zombies. The zombies will lie still on the ground until the mohrg begins it's attack, at which point they will rise up and join the fray.

    All of the undead, being dead and suffering no pain, are unaffected by the wine-caltrop effect.

    Tactics: The Mohrg will attempt to hide until it can attack one of the party from such a position that they must face it one-on-one. The zombies will rise up to sew confusion once the attack has begun, grappling and slamming. The mohrg will tenaciously attack one foe until it is dead or paralyzed, then move on to the next, until it is slain or has slain everyone. If defeated it expels vile curses with it's grotesque tongue as it falls, calling it's defeaters mongrels and dogs in Wyndm.

    Treasure: The three zombies are wearing serviceable suits of chain mail and their heavy maces lie on the ground. In addition, there is a large sack of loot they had taken before meeting their fate here. It contains 500 gold worth of accouterments including a candelabrum worth 100 gp, most of a 8 seating set of silverware worth 80gp and various other valuables. Finally, the wine on the racks amounts to 80 bottles of various quality and vintage. Their values range from 2 sp to 10 gp each, and average at 4 gp each. A DC 20 search check along with a DC 15 appraise check will allow characters to discover a 50 year old bottle of fine brandy worth 100 gold.

    Development: If anyone moves the obstacles and enters the cellars without speaking with the remaining servants first, they will come and replace the obstacles at the first sound of battle, or before if they happen upon the open hatch. As noted above, opening the hatch with the table and rubble piled on it requires a DC 25 strength check, or convincing of the former servants that the trapped people mean them no harm via diplomacy or bluff.

    Ad Hoc XP Adjustment: +10% XP for difficult terrain and zombies.