Tuesday, December 30, 2008

Tannen

Town: AL CN; 15,000gp limit; Assets 9,000,000gp; Population 5,000; Mixed (90% human, 5% halfling, 2% dwarf, 3% other)

On the coast of the Jæruel, where the river meets the sea, lies Tannen (pronounced TAW-nen), a bustling seaport of a town built on sandy soil.

Architecture

The larger, more established buildings of Tannen are of sandstone and light wood from the forests harvested upriver near the village of Ches.

The buildings on the capitol grounds are of carved alabaster, taken from the mines east of Alabaster. The humbling, white edifice in the center of the city lies on a 5-acre plot surrounded by formal gardens decorated with flowers from the farthest reaches of the Jæruel. This is truly where the goods of the Jæruel comes together in an impressive display of what a successful merchant collective (some would say oppressive) can accomplish.

Layout

Along the banks of the river Ches runs a short wall of sandbags to keep the river in its banks in rainier months. Within five feet of these walls rise the older and more ornately-decorated buildings made of old hardwoods, including the town hall, the Jæruel central offices, the two inns that made Tannen famous (Inn of Golden Meadows and The Lark's Nest), Smullivan's Emporium, and, where the river meets the sea, the shipyard, where ninety percent of the seaworthy vessels in the Jæruel are built.

The town blocks off the river are devoted to residences, including the mayor's house and on a low hill the wealthy neighborhood inhabited entirely by those in executive positions within the Jæruel, retired merchants who now manage their personal matters from their estates.

The rest of the town is a hodge-podge of market squares, shops on lower levels, and residences rising in the second and third storeys.

Key locations:
* Capitol Grounds - large, new construction that towers over town hall
* Town Hall - a converted keep that predates the town
* Jæruel Central Offices - new constructions across the river
* Twin Lighthouses - one in north-town and one in south-town
* Smullivan's Emporium - market for many items
* Inn of Golden Meadows - standard inn named for the surrounding countryside
* The Lark's Nest - exotic inn, featuring delicasies and fine things
* the shipyard - busy, working-class district where the river actually meets the sea

This town has served as the center of government for the Jæruel since the central offices of the merchant collective moved here two generations ago.

Map

(to follow in later post)

Personas

The Jæruel hierarchy represents the most notable personas in town. Galway Froid (mayor), Fennel Chatwid (head consulate), and Zann Diacon (finance minister) are the highest-ranking officials in Tannen.

The innkeeper owner of the Lark's Nest is a boistrous legend. Of foreign descent and well-traveled, he tells stories the way most men tell lies, with the upmost of ease. Chariz Muqatad is known throughout the Jæruel, and there are those who visit Tannen just to meet him and hear his stories. In the process, he listens to their stories, which he uses to continue to embellish his own tales.

J.P. Smullivan is a trader who has recently joined the Jæruel, electing to pay his membership dues rather than risk losing his business to the town guard. Though less-than-friendly to new faces, largely due to this pressure to join the Jæruel, he is aware of much that transpires in Tannen and thus represents a great source of knowledge. The key is getting him to share it.

Plot Points

Each of the executives in the wealthy district finance treasure hunting expeditions and each have constant need for couriers and escorts. In addition, the Meldor House is known for financing voyages inland, past Westfort into the mountains and plains beyond. Zane Meldor is a known eccentric, known for his misadventures in the brothels in Tannen's slums. He is ailing, and has been convinced that the fungal cure for his illness lies west of Westfort.

Smullivan is always after new supplies, especially those of an exotic nature. He knows of certain individuals who possess such items, and runs a secret business trading such items. Interestingly, it seems he has thieves steal from one Jæruel or Tannen city official which he then sells to another, and so on. He is likely to hire a party with an experienced enough thief to acquire such items from the homes of the wealthy.

Chariz Muqatad needs a message delivered to his extended family back in the dry lands to the far south, across the Old Bay. He is willing to pay handsomely for the message's delivery. The message itself is so important that it has been stuffed inside a chicken, and must be delivered while the chicken still lives. This is an age-old custom for communicating among his people.

Galway Froid's daughter, Ammrie has gone missing. Rumor has it she is being held for ransom, but there is no official word on this. If the party inquires too directly in official circles, they are likely to be taken to the dungeons beneath the town hall, a converted keep that predates the rest of the city, for probing and questioning. Others who have relevant information include Chariz Muqatad, who said he overheard some of the kids joking about staging an abduction, and Smullivan, who sold a load of face paint and robes to some of the local teens. The real story is that Ammrie had her allowance cut back and so she and her friends decided to stage a kidnapping to collect the ransom. It turns out, however, that when a local thug heard of this, he took her from her friends, and now holds her in a cliffside camp overlooking the sea to the north of Tannen, where he awaits delivery of the ransom sum.

Once the teens are found, they will admit their part in the staging, and provide a description of the thug, who happens to be Thaddius Brewster, former employee of Smullivan's. He used to lift large crates by himself and earned various nicknames for his feats of strength. If asked, Smullivan will mention Brewster's departure from his shop lines up with the time of the supposed kidnapping. Once returned, the mayor will pay the party handsomely, though less than the original ransom. He is a shrewd merchant, after all!

The dungeons beneath the keep lead in various directions throughout the city. They are well-explored in the vicinity of the town jail; however, the secret, windy passages are said to hold more in store for an adventurous enough lot.

Tuesday, December 23, 2008

Birthdays and Celebrations

Since today's my birthday, and we're in the midst of the holidays, I offer up this way to spice up your campaigns. For each nation and culture, come up with a day or two per month that has extra significance for either national or cultural reasons. Examples include Saint days (St. Repan's Day, where the people tie wildflowers to their doors to honor the patron saint of wildflowers, etc.), Feast days, Fast days, Harvest days, New Years Day, Day of Moradin, etc.

To add extra flair, these days may increase or decrease skill check modifiers or have other effects. For instance, during the week around the summer solstice honoring Lux, the God of Light, hide and sneak checks are at a -5 penalty, whereas during the week around the winter solstice honoring Tenebrae, the god of Shadows, these checks are at a +5 bonus. This may correlate well with the crime sprees in a city, and may lead to the town guard being on high alert, a great way to introduce this bonus to the party.

Birthdays can also add bonuses to certain characters, which is why every character should have a birthday and a totem animal, so in February, the month of the Fox, a character celebrating a birthday receives bonuses befitting a fox.

Saturday, December 13, 2008

Piran Point

Town: AL CN; 2,000gp limit; Assets 900,000gp; Population 920; Mixed (70% human, 15% halfling, 5% dwarf, 5% gnome, 5% other)

On the coast of the Jæruel, south of Tannen, there is a rocky point that juts out into the sea. This was once the home of a great serpent that fed on the schools of fish that swam around the point, as well as the occasional human who made their way here off-course from their intended destinations. This lair serves as the undersea port down the cliff from the main town center.

Architecture

The larger, more established buildings of Piran Point are hewn from the surrounding stone, a mix of limestone on the coast and granite further inland. More recent single-story buildings are of wood construction from the nearby oak, maple and pine forests.

Layout

At the top of the cliff, the town is laid out in a series of semicircles that run along the peninsula, the outermost being the poorest, and the region closest to the fresh water and woods the wealthiest. As the area was traditionally prone to piracy and attack by marauders, the wealthy moved farther and farther from the edge of the cliff, leaving their buildings unoccupied as they built increasingly more opulent estates inland. Because of this, there are various historic buildings that have been occupied by the working and non-working classes.

Encounters in this region include:
* low-scale thieves and pickpockets
* defensive family men
* various brawls and other pre-existing conflicts

Key locations elsewhere:
* St. Grisdon Square - where four churches come together in each of the cardinal directions
* Darkhouse Inn - featuring tinted windows; "what happens withinn stays within"
* Shelt's Pelts - center of the halfling market
* Fishing Market - varieties of fish from varieties of merchants
* Town Hall - center of the village

This town has long been at the crossroads of merchants and rogues, lying within seven miles of three known robber barons, though this town has largely escaped their direct advances, as they have found the passersthrough along the broad roads more vulnerable and thus worth their effort. This has led to more armed caravans, which has reduced the frequency of their arrivals and departures.

Out at sea, there has been pirate activity as well, making Piran Point a refuge for travellers both by land and sea. Sea trade has mostly ended, the merchant vessels converted to fishing ships. Those vessels which sail into Piran Point are escorted by larger galleons decked out with many arms.

Map

(to follow in later post)

Personas

Piran Point is home to several merchant families of the Jæruel. Elton Thistlewood runs the local chapter of the merchant house, aided by Jossathon Radvell and Saldon Thede. Each keeps control over their own region of the merchant quarter.

Reverend Marden and Brother Sandis run the Cathedral of St. Grisdon, by far the largest of the four churches in the center of the town. In it, sermons to the words of the dearly-departed Grisdon, worshipper of a merchant-sect of Pelor's younger brother Geld, and creator of the ten virtues of trade.

Plot Points

Tristega Thistlewood has split from her family and opened up a profitable business dealing in black market goods. Her father seeks to bring her back into the fold, and is willing to pay anyone willing to help convince her of this. The Radvells and Thedes have since made a play for power, realizing this distraction leaves the Thistlewoods vulnerable to infiltration and unable to rightly control their holdings across the town.

With this infighting among the merchant class, the streets have seen a rise in crime, the unorganized type that leads to confusion in the masses. Many poor have taken to picking the pockets of others, especially wandering parties. Of course, this news has not yet reached the lips of anyone in this town; why would they, when they profit from the unspoken truth.

The St. Grisdon sect of Geld has grown in influence among the more lawful-minded citizens of Piran Point, and can be called upon to assist the party if they uphold the ten virtues of trade. Tristega Thistlewood anonymously attends the sermons in the cathedral, and is a devout follower of St. Grisdon's teachings.

Tuesday, December 09, 2008

Issue 2 Re-released!

Concluding our back-issue re-release party, we bring you the re-release of Issue 2. Now that they're all done, look forward to our 300+ page Omnibus 1, due out in time for Christmas 2008, containing all 15 issues of CCB!

Claw/Claw/Bite is a resource for storytellers and gamemasters to help create thrilling worlds of adventure for your players to test their mettle in. In each issue, you'll find new characters, creatures, magic items, encounters, and locations for use in your campaigns. We also include little nuggets that will enrich your world with interesting details and intriguing features.

Our goal is to be a "one-stop shop" for you, the gamemaster. With little or no tweaking on your part, you will be able to drop any game element from Claw/Claw/Bite into your adventure setting and run it how you see fit. All of our creations are designed for d20 fantasy rules. And of course, everything is carefully reviewed and balanced to fit into your game without disrupting your play balance or letting you step on snakes.

This issue of Claw/Claw/Bite includes:

* Two new encounters
* Three new characters, including Madame Babushka
* Two new creatures, including the Great Earth Serpent
* Three new spells, including Holy Transfixion
* Three new magic items, including the Sepulcher of Ghost Catching
* And a new location, the Port of Onuago.

Buy it here!

Monday, December 08, 2008

Tristega Thistlewood

Tristega grew up the daughter of a wealthy merchant family in Piran Point, which made its money on the fish and rope trades.

However, finding the merchant life dull and wholly without adventure, this heiress walked away from the family's fortune (taking some of it with her to bootstrap her own operation). She has developed a small trade network of her own between a few of the coastal towns of the Jæruel, establishing a small black market in "hard to find items," weapons, armor and outlawed arcane reagents that wizards delight in. This side of merchant operations it seems is worthwhile to her; keeping below the surface and a step ahead of the law. She is known to dress in flashy dresses and parade around in her impressive hat collection, one that grows with each successive adventure.

She is a devout follower of Geld, younger brother of Pelor, adhering to St. Grisdon's ten virtues of trade, which places one's honor and word above all things, and encourages dealings with only those who also uphold this honor among merchants and thieves.

Tristega Thistlewood
Medium-size Female Human
Rogue 5 Merchant 2

Hit Dice: (5d6)+(2d6)+7
Hit Points: 41
Initiative: +7
Speed: Walk 30 ft.
AC: 17 (flatfooted 17, touch 13)
Attacks: Sword (Short/Masterwork) +5;*Crossbow +1 (Repeating Light) +7; ;
Damage: Sword (Short/Masterwork) 1d6+1;*Crossbow +1 (Repeating Light) 1d8+1; ;
Vision: normal
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Evasion (Ex), Sneak Attack +3d6, Trap Sense (Ex) +1, Trapfinding, Uncanny Dodge (Dex bonus to AC)
Saves: Fortitude: +2, Reflex: +7, Will: -1
Abilities: Str 12, Dex 17 Con 13, Int 14, Wis 7, Cha 10
Skills: Appraise 12; Balance 11; Bluff 4; Climb 7; Concentration 1; Craft (Alchemy) 5; Craft (Untrained) 2; Decipher Script 7; Diplomacy 1; Disable Device 7; Disguise 2; Escape Artist 7; Forgery 9; Gather Information 3; Heal -2; Hide 3; Intimidate 4; Jump 3; Knowledge (Geography) 4; Knowledge (History) 4; Knowledge (Local) 4; Listen 3; Move Silently 3; Open Lock 7; Ride 3; Search 6; Sense Motive 0; Sleight of Hand 5; Spot 1; Survival 0; Swim 3; Tumble 8; Use Magic Device 3;
Feats: Armor Proficiency (Light), Exotic Weapon Proficiency (Crossbow (Repeating Light)), Improved Initiative, Rapid Reload (Crossbow (Light)), Simple Weapon Proficiency, Track
Challenge Rating: 6
Alignment: Chaotic Neutral
Possessions: 40 Bolts, Crossbow; Sword (Short/Masterwork); 20 Bolts (Crossbow/Adamantine); Crossbow +1 (Repeating Light); Leather +2; Potion of Cure Serious Wounds; Potion of Remove Disease; Potion of Sanctuary; Signet Ring; Rogue Boots (Thieves' Tools in boots);

Combat

Tristega tries to avoid combat at all costs, even offering money to spare her the work. However, if she has the upper hand (for instance when she can corner an opponent) she will not think twice about pouncing on the opportunity. She attacks from the shadows with her repeating crossbow. When in melee, she prefers the short sword, again keeping her distance whenever possible.

Saturday, December 06, 2008

Toads of Troll Valley

Hugh Enfant is the ruler of the small city-state on the border of the Baroese Empire, along an ancient valley known for its swamps and trolls. He has been troubled by toads, and has ordered himself protected by his men. In response, his man-at-arms has had him suspended between two trees in a burlap sack, his head barely peeking through as he meets the party at dusk near the valley floor.

The telling of his story is interrupted by hundreds of toads, which swarm him mercilessly, devouring his flesh in front of their very eyes. The toads then hop off as they do, finding easy shelter in the valley's swampy floor. His men scramble about, attempting to kill or capture the toads, to no avail.

The party is then sent by the man-at-arms to investigate the cause of this disturbance while Enfant's men are faced with the task of burying their ruler somewhere in the valley where he may remain undisturbed. Unfortunately, toads are known to dig underground, so they will need assistance in this task as well, but that is something that can wait until they return.

Plot Resolution

The trolls of the valley have been turned into toads by a mischevious sorcerer who recently took up residence at the far end of the valley and found the trolls a nuisance. As the party investigates the valley, they will find abandoned camps that smell of licorice. Around the camps are hundreds of cocoons. They will find arcane markings along the trees as they near the sorcerer's neck of the woods, and markings on standing stones, fractured boulders, and unnaturally-felled trees.

He is willing to turn the toads back into trolls if the trolls agree to leave the valley. Unfortunately, Enfant's men will have none of this. It is up to the party to propose and enact a solution. If they still face the looming threat of the Baroese Empire, a crafty party will be able to turn all these forces against this common enemy.

Friday, December 05, 2008

The Basilisk of Weldon Estate

The many generations old Wheldon Estate has a proud history as a mercenary's retreat. However, its recent history is less shared by members of the family, as it has been abandoned for decades by men. Rumor has it that a Wheldon once returned from an adventure in a farway land with a lizard pet, which overgrew its bonds and took hold of the estate's central house. Following the departure of the family from the region, embarrassed by the events that followed, the local magistrate has assumed ownership the country estate at the edge of town. They have an open challenge, which if accepted and completed, will present the party with a vast reward.

How to use this plot outline in your game

Introduce this plot point as a rumor in a local bar, or as a tale told by a merchant or mercenary the party encounters in their travels. Build up the estate grounds with gruesome details, such as statuaries containing ornate, realistic-looking works (which are petrified humans, elves and dwarves which have accepted the local magistrate's challenge) and dead, overgrown trees.

The party should first visit the magistrate to learn the conflicting details. The idea is that the basilisk has occupied the estate for over ten years, so the stories and tales have been embellished out of control. The party shouldn't know exactly what to expect. Use your judgement as the storyteller, and make it convincing.

One thing that is clearly stated by the magistrate is that if they take back the estate, they get to own it. This is likely a motivating factor in the party's accepting of hte mission.

Wednesday, December 03, 2008

Tipene

Hailing from an vanaran island culture, Tipene is a trained shaman who has studied martial arts. He and his companions seek information on "floaters," human pirates that once ransacked ports on their home island. Tipene is very academic and dry around new faces, but warms up and tells plenty of war stories once he gets to know those around him. He maintains a skeptical, scientific eye on most things. Even his deep-rooted spirituality has an explanation! But you'll have to get to know him in person to learn more.

Tipene
True Neutral Vanaran Rogue 1 Shaman 8
Natural Scientist, worshipper of Zaius

HD: 8d8+1d6+18
HP: 51
Init: -1
Speed: Walk 30 ft., climb 20 ft.
AC: 17 (touch 12, flat-footed 16)

Attacks: hands +6/+1 1d8 20, masterwork war claw +7/+2
Damage: 1d3-1, 1d6-1
Base Attack Bonus: +6/+1
Vision: normal
Face / Reach: 5 ft. / 5 ft.

Special Qualities:
Sneak Attack +1d6
Trapfinding
Ancestor Domain - Summon ancestor
Travel Domain - Freedom of movement 1/day
Improved Unarmed Strike
Animal Companion - Monkey, Claudius
Spirit Sight - see ethereal creatures
Rebuke Undead
Spirit's Favor - charisma as a bonus on all saves

Saves: Fort: 5, Ref 5, Will 12
Abilities: Str 8, Dex 8, Con 14, Int 16, Wis 20, Cha 10

Skills:
Appraise: 8
Concentration: 12
Craft (Bookbinding): 11
Decipher Script: 10
Diplomacy: 4
Handle Animal: 2
Heal: 10
Hide: 0
Knowledge (Arcana): 6
Knowledge (Religion): 7
Knowledge (Spirits): 6
Knowledge (Planes): 7
Listen: 9
Move Silently: 0
Profession (Bookkeeper): 6
Ride: 1
Sailing: 2
Sense Motive: 10
Spellcraft: 14
Spot: 10
Survival: 11
Use Magic Device: 3

Feats:
Great Teamwork
Coordinated Attack
Karmic Twin (Tarapiki, fellow Vanaran and travelling companion)
Dodge
Quicken Spell

Spells:
Free:
Travel Domain:
1 Longstrider
2 Locate Object
3 Fly
4 Divination

Ancestor Domain:
1 Detect Undead
2 Ancestral Vengeance
3 Speak with Dead
4 Dimension Door

Mana : 62

Spells per Day: (levels 0-4): 10/9/8/7/4

XP: 40,175

Languages:
Vanaran
Olman
Sylvan
Spirit Tongue

GP: 14
PP: 7

Possessions:
roc feathers
scarlet brotherhood robes
luckstone
bag of holding (type 1) full of a necromancer's collection of items from her skeleton
ivory carving - elephant
wooden tiger figurine
masterwork war claw from a coatl
chain shirt +3
dastana
deck of illusions (jack of spades already drawn)
elixir of sneaking
elixir of hiding
elixir of fire breath
dust of appearance
explorer's outfit
2 potions of cure moderate wounds
white wood staff with a diamond and silver setting (magical)
black cloak with silver trim

Tipene was cursed by an evil bat god. Ever since then, he has taken on a palsy that has permanently reduced his Dex by 6 points. In combat, he usually casts cause serious wounds and uses his great teamwork feat to flank his opponent with his companion, Tirapiki.

Sunday, November 30, 2008

Skin Robe

When this robe is put on, the wearer takes on the form of another. A skin robe enables its wearer to be aware of this new form. This allows him a +10 competence bonus on Disguise checks. The wearer adopts aspects of the appearance of another creature, those whose skin comprise the robe. All creatures failing a Spot check versus the disguise wearer see him in this altered form, even those acquianted with the wearer.

Moderate illusion; CL 10th; Craft Wondrous Item, disguise self; Price 25,000 gp; Weight 1 lb.

Sunday, November 23, 2008

Wine of Telling

The various wines of telling inspire wondrous stories of faraway lands in those who drink them. Those consuming the same wine as the storyteller receive bonuses to follow the story as it is being told. In the hands of a powerful enough bard, these stories lead to adventures in these lands. Different wine types lead to different stories (and thus different adventures) -- think forks tuned to different planes.

Here, the effect is felt by those who hear stories told by those under the influence of the wine. For instance, if a bard tells a story about a far away land, and has been drinking wine of telling, all those who can hear the story are whisked away to the foreign land for the duration of the buzz.

Wine of telling is usually served from the clay decanters in which they are distributed. This keeps the sunlight from ruining the flavor or the enchantment.

Price: 500-1000gp. To make wine of telling, it takes someone with a Profession: Vintner of 5 one month per batch. In addition, the vintner must have access (either through arcane magic or access to magical grapes) to the ability to teleport or plane shift. The effects of the wine are limited by which of these powers the vintner imbues the wine with.

Saturday, November 22, 2008

Fair Folk

Also known as children of deepwood, these short, slender, pale folk wander the woods throughout Proppia and the Farghoal. They are strong storytellers who revel in adventure that they can spin yarns about, and their song and dance is often heard before they are encountered in person. Fair folk seem mostly human except they are paler and have slightly oversized eyes due to their natural habitat. They have also been known to take up residence in caves and undersea grottos, living in these locations for periods of five years at a stretch before moving on.

They ride tiny horses (actually medium-sized). They wear long, flowing clothing of fine, highly-colored silk. They often wear wings in their dramatic productions and dances, but do not fly, contrary to certain folk tales.

Rumor has it that they are the descendants of elves who mated with humans, though they stand a mere 2-3 feet tall.

They only count in fives, and are usually encountered in groups of five. This is due to a superstition that runs deep in their culture. They are highly enamored with the truth and seek it with every interaction. Lying to them once means never having them trust you again. Though they themselves often pay for services with gold that turns into manure or cockleshells the next day.

They fear iron and collect bronze wherever they can.

Fair Folk as characters:

• Small: As small creatures, Fair folk have the usual +1 bonuses on AC, etc. due to their diminutive size.
• Fair folk base land speed is 15 feet, but they can move this speed even through the deepest forests.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level, all to be applied to nature-based skills.
• Automatic Languages: Fair folk and one other fey tongue.
• Favored Class: Rogue, wizard. They tend to be both at even levels.
• Favored alignment: Neutral
• Unique Languages: Though each fair folk society speaks a strong dialect of the base fair folk language, each of the dialects is mutually intelligible by other fair folk.

Wednesday, November 19, 2008

Book of Dreams

The stories in the book of dreams are centered around themes that resonate between the Prime Material Plane and the Dream Plane. Readers of a book of dreams travel into the Dream Plane as they sleep, appearing in whatever form is negotiated between the character's will and the passage read. Readers remain on the Dream Plane for the duration of their sleep cycle. If awakened, readers are immediately whisked back to the plane on which the books are read.

Minor tomes allow passage to the Dream Plane for an hour, and Greater/Major tomes transport readers to the Dream Plane indefinitely. There are none too rare cases of adventurers having disappeared for long period of time, only to return to the Prime Material Plane acting like the creature form that represented them in the Dream Plane.

Price: 10,000gp. Books of dreams require Craft Wondrous Item, plane shift, and dimensional anchor to construct.

Tuesday, November 18, 2008

Book of Escape

This book, when any passage is read from it, transports the reader to a location considered safe by the the reader. This can be anything to a decadent palace to a crib in her parents' home. This depends on the reader and how well the player rolls when the book is read. Higher rolls mean more lavish accommodations, lower rolls more spartan ones. The effect is that of a word of recall spell. The book can be reread, though any passage already read loses its value for any given reader. A typical book of escape has 150 passages for each reader.

This tome led to the meaning of the term "book" meaning to run from a situation.

Price: 2,500gp. It requires the ability to Craft Wondrous Item and word of recall to create a book of escape.

Sunday, November 16, 2008

Otherworld Dog

Otherworld Dog
Size/Type: Medium Outsider (Chaotic, Extraplanar)
Hit Dice: 4d8+8 (26 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 17 (+2 Dex, +5 natural)
Base Attack/Grapple: +4/+5
Attack: Bite +5 melee (1d8)
Full Attack: Bite +5 melee (1d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip attack
Special Qualities: Darkvision 60 ft., spell resistance 10, scent
Saves: Fort +6, Ref +6, Will +4
Abilities: Str 11, Dex 15, Con 15, Int 6, Wis 10, Cha 6
Skills: Hide +15, Jump +11, Listen +10, Move Silently +14, Spot +8, Survival +7*
Feats: Improved Initiative, Run, TrackB
Environment: A chaotically-aligned plane
Organization: Solitary, pair, or pack (5-12)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic neutral
Advancement: 5-8 HD (Medium);
Level Adjustment: +3 (cohort)

A typical otherworld dog stands 4 feet high at the shoulder and weighs 100 pounds. Their coats are a mix of pastel and light-colored hues, ranging from blue to lavender to tan across their coats.

Otherworld dogs do not speak, but they do communicate with each other through a series of howls, barks and whimpers.

Otherworld dogs have never been domesticated, tough some have tried. They have the ability to plane shift a will, complicating the process of trying to keep them in one place for very long.

Combat
Otherworld dogs are efficient hunters. A favorite pack tactic is to surround prey quietly, then attack with all the hounds, tripping prey with their trip attacks. They do not give their prey a chance to escape.

An outerworld dog's natural weapons, as well as any weapons it wields, are treated as chaotically-aligned for the purpose of overcoming damage reduction.

Trip Attack(): An otherworld dog has a trip attack resembling that of a wolf.

Skills

Otherworld dogs have a +5 racial bonus on Hide and Move Silently checks.

*They also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell.

Monday, November 10, 2008

Tome of Ensnarement

If read, this tome traps the reader, not allowing them to stop reading until the entire book is complete. This takes varying amounts of time, depending on the intelligence of the reader and the length of the book. The effect requires a DC 35 Will save to avoid.

Minor tomes number a hundred or so pages and are DC 20, and Greater/Major tomes number in the thousands and are DC 30 to avoid. Many an adventurer has met their demise by these tomes, which is why the major ones tend to be found with a desiccated corpse close at skeletal hand.

Price: 20,000gp. Tomes of ensnarement require Craft Wondrous Item, hold monster and dimensional anchor to construct.

Thursday, November 06, 2008

New 4e material over at Tailslap!

So I've just published another article at Tailslap, our 4th edition sister publication. This post details Baldrik Ostov, a death knight in service to Orcus.

Another post on Tailslap details a new 4th edition artifact weapon: Ayrte Majak, the Sword of War.

Sunday, November 02, 2008

Staff of Wandering

Purportedly developed by the mysterious mage of the Goduanil, versions of this staff have been found in the hands of mist elves and other creatures who maintain civilizations on the fringe of the great ooze flows.

This +1 staff usually provides the following effects:

* freedom of movement
* path finding
* intuit direction

Occasionally, variants of this staff also include some of the following capabilities, replacing one of the above:

* create food and water
* purify food and water
* longstrider

The standard staff of wandering costs 40,000 and requires Craft Staff and the ability to cast whichever spells it supports.

Issue 6 Rereleased!

Claw/Claw/Bite is a resource for storytellers and gamemasters to help create thrilling worlds of adventure for your players to test their mettle in. In each issue, you'll find new characters, creatures, magic items, encounters, and locations for use in your campaigns. We also include little nuggets that will enrich your world with interesting details and intriguing features.

Our goal is to be a "one-stop shop" for you, the gamemaster. With little or no tweaking on your part, you will be able to drop any game element from Claw/Claw/Bite into your adventure setting and run it how you see fit. All of our creations are designed for d20 fantasy rules. And of course, everything is carefully reviewed and balanced to fit into your game without disrupting your play balance or giving you too much rope.

This issue of Claw/Claw/Bite includes:

* Three new characters, including two powerful mages
* Two new locations with five encounters, including Harpy Point
* A new race, the Wyndm-folk
* Nine new magic items, including three new purses and bags
* A minor artifact, the Visage of Scahrossar
* A new spell, Phase Object
* And a new creature, the Begotten of the Old Ones.

Buy it here.

Friday, October 31, 2008

Issue 5 Rereleased!

Claw/Claw/Bite is a resource for storytellers and gamemasters to help create thrilling worlds of adventure for your players to test their mettle in. In each issue, you'll find new characters, creatures, magic items, encounters, and locations for use in your campaigns. We also include little nuggets that will enrich your world with interesting details and intriguing features.

Our goal is to be a "one-stop shop" for you, the gamemaster. With little or no tweaking on your part, you will be able to drop any game element from Claw/Claw/Bite into your adventure setting and run it how you see fit. All of our creations are designed for d20 fantasy rules. And of course, everything is carefully reviewed and balanced to fit into your game without disrupting your play balance or dragging you too deep into the woods.

This issue of Claw/Claw/Bite includes:

* A new spell, Studied Divination
* Six new characters, including Morbane the Mad Monk of Elsemere
* A new magic items, the Paddle of Punishment
* A new creature, the Glacial Frost Worm
* A new location, the Hamlet of Elsemere
* And an encounter, the Ritual in the Woods.

Buy it here. Oh, and Happy Halloween, everyone!

Wednesday, October 22, 2008

Issue 15 Released!

Claw/Claw/Bite is a resource for storytellers and gamemasters to help create thrilling worlds of adventure for your players to test their mettle in. In each issue, you'll find new characters, creatures, magic items, encounters, and locations for use in your campaigns. We also include little nuggets that will enrich your world with interesting details and intriguing features.

Our goal is to be a "one-stop shop" for you, the gamemaster. With little or no tweaking on your part, you will be able to drop any game element from Claw/Claw/Bite into your adventure setting and run it how you see fit. All of our creations are designed for d20 fantasy rules. And of course, everything is carefully reviewed and balanced to fit into your game without disrupting your play balance or stumbling upon the Stalking Eye.

This issue of Claw/Claw/Bite includes:

* A new deity, Bachtoffen
* Three new dream spells including Dream Port
* Two new characters, two clerics with something extra
* Seven new creatures, including the Stalking Eye
* Seven new magic and mundane items, including "Three Strikes"
* Two new locations, including the Dream Plane
* And Session 1 of the new comic Trolls and Tribulations.

Buy it for $3 (cheap!) here!

Monday, October 20, 2008

Trolls and Tribulations - Session 1

Graphics: Jason Maggitti
Text: S.D. Hilderbrand

Wednesday, October 15, 2008

Aldric Tréburne

Older brother of Kilmore Tréburne, Aldric stayed home to care for the ailing family while Kilmore went forth in search of adventure. Now that the family is stabilized, thanks to Avandra's blessings, Aldric has now left home in search of his brother and his own adventure.

Along the way, he has met up with an eldarin war wizard and traveled from town to town, lending healing powers and fighting off brigands and ferocious wolves.

A playful, yet grounded, working-class elf, Aldric has developed many talents, though none that he pursues with more passion than his faith in Avandra, and healing in her name. he has been called too humorous for serious elven service, and too ill-mannered to ever represent his people abroad, so his only hope is in following his own dreams and desires.

He maintains his own gear, but is not too proud to ask for help in repairing or caring for it. His most prized possessions are a pair of ornate, buckled catgrace boots, a finely-carved shortbow +1 thunderburst, and his holy symbol of Faith to Avandra (+1d6 healing).

In addition, he wears a suit of chainmail with a small cape and carries an adventurer's kit in a backpack.

Aldric in your game: Aldric tells a decent tale, and with his diplomacy will likely have learned some things about the local area. As a healer, he is likely to have learned much of the recent adventurers of others. Aldric could serve as an NPC in a party that did not have a player in the leader role. He would allow the DM to give the party some extra healing without having a character overly bent on seeing his own will done.

Note: These are the 3.5 stats. For the 4th ed stats, visit our sister site, Tailslap.

Aldric Tréburne
Medium-size Male Elf (Wood)
Cleric 3
Hit Dice: (3d8)+3
Hit Points: 23
Initiative: +2
Speed: Walk 30 ft.
AC: 17 (flatfooted 15, touch 12)
Attacks: "Shriek" Shortbow (Shocking Burst/Masterwork) +5; Mace, Light +3;
Damage: "Shriek" Shortbow (Shocking Burst/Masterwork) 1d6; Mace, Light 1d6+1;
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., Spontaneous casting, Turn Undead (Su) 5/day (turn level 3) (turn damage 2d6+5)
Saves: Fortitude: +4, Reflex: +3, Will: +6
Abilities: STR 12 (+1), DEX 15 (+2), CON 13 (+1), INT 11 (+0), WIS 16 (+3), CHA 14 (+2)
Skills: Appraise 0; Balance -1; Bluff 2; Climb -2; Concentration 3; Craft (Untrained) 0; Diplomacy 4; Disguise 2; Escape Artist -1; Forgery 0; Gather Information 2; Heal 7; Hide -1; Intimidate 2; Jump -2; Knowledge (Arcana) 1; Knowledge (Religion) 1; Listen 5; Move Silently -1; Ride 2; Search 2; Sense Motive 3; Spellcraft 2; Spot 5; Survival 3; Swim -5;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Point Blank Shot, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency
Challenge Rating: 3
Alignment: Neutral Good

Possessions: "Shriek" Shortbow (Shocking Burst/Masterwork); Chain Shirt; Arrows (20); Mace, Light; Outfit (Explorer's); Shield, Light; Holy Symbol; 40gp.
Deity: Avandra Domains: Luck, Healing

Spells:
Spells per Day: (4/3+1/2+1/0/0/0/0/0/0/ DC:13+spell level)
Cleric - Known:
Level 0: Cipher, Create Water, Cure Minor Wounds, Decode, Detect Magic, Detect Poison, Dim, Dim Illumination, Guidance, Inflict Minor Wounds, Light, Light My Fire, Mending, Pain Touch, Puff of Wind, Purify Food and Drink, Read Magic, Resistance, Sort, Startle, Virtue
Level 1: Bane, Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Cure Light Wounds, Detect Chaos, Detect Corruption, Detect Evil, Detect Good, Detect Infraction, Detect Law, Detect Undead, Divine Favor, Doom, Emotional Stability, Endure Elements, Entropic Shield, Entropic Shield, Glass Shape, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Chaos, Protection from Evil, Protection from Law, Purge Inner Darkness, Remove Fear, Sanctuary, Shield of Faith, Stabilize, Summon Monster I, Wall of Darkness
Level 2: Aid, Aid, Align Weapon, Augury, Bear's Endurance, Bull's Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Cure Moderate Wounds, Darkness, Delay Poison, 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, Weaken Stone, Zone of Truth

Friday, October 10, 2008

Allie Chanovic

Allie is a fairly well-known prodigy of a bard who plays in and around the capital of Esrun. Occasionally adventures for the good of the Republic, but only if there's good money in it.

One fairly recent run-in with the undead has convinced her that she needs to learn to write and play music that appeals to their macabre sensibilities, so she has enrolled in the Convent Conservatory in Esrun's capital, where she is near to completing her studies in music and religion. This time has reminded her, somehow romantically, about the adventuring life and how she misses it. She is itching to get back out on the field of battle, on the right side and for the right price!

Allie Chanovic
Medium-size Male Human
Bard 5 Cleric 1

Hit Dice: (5d6)+(1d8)+6
Hit Points: 40
Initiative: +3
Speed: Walk 30 ft.
AC: 17 (flatfooted 14, touch 13)
Attacks: *Dagger -1;*Dagger (Thrown) +6;Shortbow +1 (Composite) +7; ;
Damage: *Dagger 1d4;*Dagger (Thrown) 1d4;Shortbow +1 (Composite) 1d6+1; ;
Vision: normal
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Bardic knowledge (+7), Bardic music 5/day, Countersong (Su) for up to 10 rounds, Fascinate (Sp) can effect 2 creatures for up to 5 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., Spontaneous casting, Turn Undead (Su) 6/day (turn level 1) (turn damage 2d6+4)
Saves: Fort: +4, Ref: +7, Will: +6
Abilities: Str 11 Dex 16 Con 13 Int 14 Wis 10 Cha 17
Skills: Appraise 6; Balance 5; Bluff 4; Climb 2; Concentration 10; Craft (Untrained) 2; Decipher Script 4; Diplomacy 12; Disguise 3; Escape Artist 3; Forgery 2; Gather Information 10; Heal 3; Hide 5; Intimidate 3; Jump 1; Knowledge (Arcana) 4; Knowledge (History) 3; Knowledge (Local) 3; Knowledge (Nobility and Royalty) 3; Knowledge (Religion) 3; Knowledge (The Planes) 3; Listen 1; Move Silently 4; Perform (Sing) 4; Perform (String Instruments) 10; Ride 3; Search 2; Sense Motive 2; Sleight of Hand 8; Speak Language (Elven) 1; Spellcraft 9; Spot 0; Survival 0; Swim 0; Tumble 5; Use Magic Device 6;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Dodge, Mobility, Point Blank Shot, Quicken Spell, Scribe Scroll, Shield Proficiency, Simple Weapon Proficiency
Challenge Rating: 6
Alignment: Neutral Good
Possessions: Arrow; Dagger; Leather +2; Shortbow +1 (Composite); Spell Component Pouch; Travelers Outfit; Lute; Guitar; Hooded Cloak

Deity: Bachtoffen Domains: Community (Use calm emotions as a spell-like ability once per day. Gain a +2 competence bonus on Diplomacy checks.) Rune (Free Scribe Scroll feat.)
Spells:
Innate: Calm Emotions
Spells per Day: (3/4/2/0/0/0/0/0/0/ DC:13+spell level)
Bard - Known:
Level 0: Dancing Lights, Know Direction, Mage Hand, Message, Prestidigitation, Summon Instrument
Level 1: Disguise Self, Expeditious Retreat, Feather Fall, Unseen Servant
Level 2: Glitterdust, Hold Person, Mirror Image
Spells per Day: (3/1/0/0/0/0/0/0/0/ DC:10+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

Thursday, October 09, 2008

Bachtoffen

This neutral good deity provides access to the Community and Rune domains.

He is concerned with the role of music and knowledge in bettering humanity, and is favored by bards and scholars for his divine insight and divination.

His symbol is a tome with a lyre under a tree printed on the cover.

Tuesday, October 07, 2008

Wine of Song

This magical elixir works like a potion to improve the quality of songs sung by bards. It is a slight magic that enhances the natural quality of the wine to loosen vocal chords and remove inhibitions, improving the bonuses provided by the song by an additional point. The wine must be fully consumed for its effects to be felt.

This wine is produced using a unique style of grapes found only in the most enchanted vales. The wine can be either alcoholic or non-alcoholic, depending on how it is produced. Most bottles contain at least a moderate amount of alcohol.

Profession: Vintner of at least 5, Craft Wondrous Item, Price: 500gp per enhancement bonus per bottle.

Monday, October 06, 2008

Beacon Beetles

These bugs are employed for the vivid colors what explode out of their hides when they are slain. These colors are not unlike fireworks, providing beacons in the nearby environment. They are most often employed to defend regions where sentries would be less effective, since they can survive for long periods without meals. These beetles represent foes that must be encountered, leading to a warning that launches into the sky when they are vanquished.

Beacon Beetle
Size/Type: Medium Vermin
Hit Dice: 2d8+5 (14 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 17 (+6 natural, +1 dex), touch 10, flat-footed 16
Base Attack/Grapple: +1/+2
Attack: Bite +2 melee (1d4+1)
Full Attack: Bite +2 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid spray
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +5, Ref +0, Will +0
Abilities: Str 13, Dex 12, Con 16, Int Ø, Wis 10, Cha 9
Skills: —
Feats: —
Environment: Forests, barren lands, and chasms
Organization: Cluster (2-5) or clique (6-11)
Challenge Rating: 2
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: —

The typical beacon beetle is about 6 feet long. Bred exclusively in captivity, these creatures feed on whatever they can find, scavenging the areas around where they are left by those who raise them. They have been bred to stay in close proximity to where they are left. Beacon beetles usually occupy locations where there is little food, so they usually attack whatever comes within view out of hunger.

Acid Spray (Ex): When attacked or enraged by passersby, beacon beetles release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 13 Fortitude save or take 1d6+1 points of acid damage. The save DC is Constitution-based.

Friday, October 03, 2008

Truthberries

Found in the wild on slopes around the Central Valley, truthberries, or as they are known in the halfling community, welshabaer, have the effect of causing those who eat or drink their juice to remain honest, even under duress. The effect is similar to a zone of truth focused on the consumer of these berries, with a duration of anywhere from 5 minutes to an hour depending on how many berries are consumed.

Their oily outer skin gives them a texture almost of an olive in its own oil. These berries are seen in a number of forms, since they also work when baked into pies or distilled into wine or schnapps.

Truthberries can be used as the material components in various spells.

Forward thinkers in the Republic of Esrun have also used truthberries to calm warriors about to head into battle or negotiations by coating armor with their oil.

These berries sell for as much as 10gp per pound in regions far from the Central Valley, but since they grow in the wild, nobody has yet thought of trying to package them for markets.

Thursday, October 02, 2008

Adventurer's Backpack

This backpack contains all the standard tools an adventurer would need: a shovel, a pick, a coil of 50' rope, 2 torches, flint and steel, pitons, a small mallet, a bedroll, a whistle, chalk, pouches to store dried food, etc. The exact contents vary, depending on the region where the backpack is bought. Some include medicinal herbs, candles, incense and other quasi-religious items.

Prices range from 3 to 10gp, depending on the size and contents.

Wine of Travel

These various vintages have been magically enhanced to provide teleportation to the regions where they are from. Blends teleport their drinkers to somewhere in the region where the grapes originate, whereas wines of travel specific to a field teleport their drinkers to that field. Vintners of this variety usually keep gazebos or other structures in their fields for their travelers to escape strong weather.

Other varieties have been keyed to other locations, such as castles, keeps, and crypts, depending on the garden of vines and the incantation which enchanted them.

Those who drink these wines often disappear in the night, and awake groggy under the effect of a hangover-like jetlag. The bottles remain where they are drunk, remnants of their consumption.

Minor conjuration; CL 3rd; Craft Wondrous Item, Profession: Vintner of at least 10, Prices range from 100 to 25,000 gp, depending on the rarity and choiceness of the destination; Weight 3 lb per bottle.

Wednesday, October 01, 2008

Purple Ooze

Purple Ooze
Size/Type: Large Ooze
Hit Dice: 5d10+20 (51 hp)
Initiative: –3
Speed: 10 ft. (2 squares)
Armor Class: 7 (–3 Dex), touch 5, flat-footed 5
Base Attack/Grapple: +6/+6
Attack: Slam +6 melee (1d6+2 plus 2d6 acid)
Full Attack: Slam +6 melee (1d6+2 plus 2d6 acid)
Space/Reach: 10 ft./5 ft.
Special Attacks: Strong acid, constrict 1d6+2 plus 2d6 acid, improved grab, attack from below
Special Qualities: Blindsight 60 ft., immunity to cold and fire, ooze traits, transparent
Saves: Fort +10, Ref –2, Will –4
Abilities: Str 14, Dex 5, Con 22, Int —, Wis 1, Cha 1
Skills: —
Feats: —
Environment: Barren wastes
Organization: Solitary or vast ooze flows
Challenge Rating: 6
Treasure: Metal items dropped by their recent prey
Alignment: Always neutral
Advancement: 6–8 HD (Large); 9–12 HD (Huge)
Level Adjustment: —

A purple ooze can grow to a diameter of up to 15 feet and a thickness of about 18 inches. A typical specimen weighs about 1200 pounds.

Combat

A purple ooze strikes like a monstrous wave, slamming opponents with its body.

Acid (Ex): A purple ooze secretes a digestive acid that quickly dissolves organic material and stone, but not metal. Any melee hit or constrict attack deals acid damage. Stone, leather and clothing dissolves and becomes useless immediately unless it succeeds on a DC 18 Reflex save. A stone or wooden weapon that strikes a purple ooze also dissolves immediately unless it succeeds on a DC 18 Reflex save. The save DCs are Constitution-based.

The ooze's acidic touch deals 25 points of damage per round to wooden, cloth and leather objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

Constrict (Ex): A purple ooze deals automatic slam and acid damage with a successful grapple check. The opponent's clothing, wood and leather armor take a –4 penalty on Reflex saves against the acid.

Improved Grab (Ex): To use this ability, a purple ooze must hit with its slam 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 constrict.

Transparent (Ex): A purple ooze is hard to identify, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a purple ooze and walk into it are automatically hit with a melee attack for slam and acid damage. It resembles a gray ooze, but with a lightly translucent purple surface.

Attack from Below (Ex): A purple ooze can attack from below by slithering into the floor below the target, and dissolving the stone or wood that the target stands upon, sending them splashing into the purple ooze.

Pool (Ex): Multiple oozes can join up, forming a larger specimen. This is especially deadly when used with the attack from below ability, creating large flows and moats that surround their prey.

Tuesday, September 30, 2008

Griffon Roosts

These Griffon Roosts are set toward the east end of the Goduanil, though this location can be placed into your world wherever griffons roost. They are intended to range from EL 7-9, depending on which is needed for your adventure.

The Goduanil is a region filled with rocky hills, where along the valley floors flows purple ooze in streams that run all the way to the sea. This roost is set in a valley off one of the main streams of ooze. The difficult terrain adds a +1 to the CR of this encounter.

1 Approach through the valley

A steep 100' deep gorge devoid of a river branches off from the main valley, leading off in a direction clearly away from the central valley that runs with purple ooze. Stands of leafless birch saplings cling to the cliffsides in this otherwise barren landscape.

The characters hear the occasional flapping of wings as the wind gusts. Occasional rocks will break loose and tumble from the cliffsides. The party is not in danger of these small rocks, but they are an indication of something being afoot. When the party returns to the main valley, they will need to find a creative way around or over the rivers of ooze.

2 Bend in the rocks

The valley makes a turn to the left here, cutting a rocky path through the mountains. The bend obscures the view of the valley. Boulders cling to the ledges of the hillsides.

The characters see a shadow make its way across the valley floor. By the time they look up, whatever it was that caused the shadows has passed them over and is out of sight.

3 Hoodoos

Three sandstone hoodoos rise like towers from the valley floor, the result of years of extreme erosion in this valley. The scattered skeletal remains of large quadrupeds dot the valley floor. A few large feathers are blown about by the gusts of wind across the landscape, drawing attention to the tufts of hair clumped in small, regular dips in the ground.

In actuality, it is more the doing of the ooze that has caused the erosion and thus the hoodoos, areas of hardness where the erosion has not run its course on the rock. The skeletons and tufts of hair are those of horses, picked up from the lands to the north and east of the Goduanil and flown in to feed the griffons and their offspring. If the characters collect reagents or materials for fine brushes, they will recognize the horsehair and can collect a few horses worth, though not before they encounter the following.

Four griffons protect this valley floor, while the others hunt. They attack the party upon their entering this area. Resolve this encounter immediately after reading the above text.

Creatures: Griffons (4): MM page 139.

If the characters search the edges of the floor, they will find a broken staff and a torn red and white flag. This provides evidence that one of the horses belonged to a local knight.

4 View of Nests


From this vantage, it is clear that atop the hoodoos, large sticks frame 20'x20' bowls filled with oversized, brown and white eggs.

The mound of rocks that form the vantage point have been affected by many years of erosion and the ooze begin to slip out from under the party's feet, revealing a few pockets of a purple ooze that seep up to ground level, its acidic discharge spewing plumes of steam into the air.

Creature: Purple Ooze (see tomorrow's post on CCB!)

5 Nests

The sticks and straw are bound together to make a nest. The sticks have been chewed at the ends by sharp beaks. In the center of the nest is a pair of speckled eggs.

Two griffon eggs are in each nest. The eggs are nearing the time to hatch, and when the characters arrive in this location, there is a 50% chance per egg that it will be hatching.

Development: As the characters explore the first of the nests, the four remaining elder griffons (14 HD) swoop in and attack, with the tactic of lifting them off of the floor of the nests and dropping them from the sky onto the valley floor. They will attack relentlessly until one side is vanquished. After the battle, in one of the nests, the party finds a mace +1 and a helm of alacrity +2 among some shredded metal that once was a suit of plate mail.

Tuesday, September 23, 2008

Book of Transport

Upon reading from one of these mystical tomes, the reader is transported to the location described within. The book does not travel with the reader, but all other items worn or carried by the reader travel with her.

The reader must be able to read the language that the book of transport is written in.

Major conjuration; CL 13th; Craft Wondrous Item, teleport and plane shift; Price 50,000 gp; Weight 3 lb.

Minor versions exist that only teleport the reader, restricting the use of the book to the current plane.

Moderate conjuration; CL 9th; Craft Wondrous Item, teleport; Price 25,000 gp; Weight 3 lb.

Thursday, September 18, 2008

Sonic Earrings

These earrings cancel sound effects, providing a +5 resistance to sonic damage and other sound-produced effects. This includes sonic bursts, etc. This bonus stacks on rings of resistance and other bonuses.

Faint abjuration; CL 3rd; resist energy, Craft Wondrous Item, Price 6,000gp.

A greater version of these earrings provides a +10 resistance to sonic damage and also stacks with other forms of sonic resistance.

Faint abjuration; CL 5th; resist energy, Craft Wondrous Item, Price 12,000gp.

Wednesday, September 17, 2008

Random Encounters

Random encounters have gotten a bad name in recent years, and mainly that's because they have not evolved past a simple chart of monsters to be fought. Presented below is a chart of random encounters that I came up with for my next homebrew campaign. Not intended to be the meat of any session, they are more like a quick spice I can throw in when the characters travel from place to place.

The categories and encounters in this list create flavor more than anything: they each allow me to present details that build the themes I want to emphasize in my game. For example, the lands where the game takes place in have been ravaged by war for 40 years, so battlefields and refugees help me reinforce that theme to the players.

Feel free to borrow it and modify it as you like to add a little flavor to your games!


some ancient thing
  • -skeleton or skull or creature(s)
  • -shrine or roadside statue
  • -battlefield
  • -ruined village / town

caravan or merchants

  • -lone farmer(s)
  • -long distance caravan (with guards)
  • -pilgrims
  • -refugees
  • -wedding / funeral / festival procession
  • beggars, plague victims and horribly maimed veterans of conflicts begging for alms

bandits

  • -local
  • -roaming

other

  • -party of adventurers (only up to 9th? level)
  • -typical random encounter (monstrous)

tiny communities

  • -farming / fishing / herding community
  • -fey community (be careful!!!)
  • -demi-human community (goblin etc)

local fauna

  • -wild animals (after parties animals? will not fight to the death: at half HP will run away)
  • -pack of starving wolves
  • -bear and cub
  • -puma / mountain lion, will stalk party and attack one of them (or a mount) when they are alone.
  • -domestic animals

Tuesday, September 16, 2008

Curse of the Beast

Warlock (Fey) Attack 13

With a magic word and gesture, your foe is transformed into a bleating sheep. "Bah! I thought you'd be a tougher foe than that!" you exclaim.


Encounter <> Arcane, Polymorph, Implement
Standard Action Ranged
10
Attack: Charisma vs Will
Hit: The foe is turned into a harmless animal of your choosing that is native to the area (save ends). This transformation does not alter the target's stats in any way, except that they can fly or swim as appropriate to their new form. While transformed, the target cannot make standard actions or activate any powers: they only actions they can take are map moves.
Upon three failed saves this effect becomes permanent and must be removed by Remove Affliction or similar magic.

Monday, September 15, 2008

Aldric Tréburne

Older brother of Kilmore Tréburne, Aldric stayed home to care for the ailing family while Kilmore went forth in search of adventure. Now that the family is stabilized, thanks to Avandra's blessings, Aldric has now left home in search of his brother and his own adventure.

Along the way, he has met up with an eldarin war wizard and traveled from town to town, lending healing powers and fighting off brigands and ferocious wolves.

A playful, yet grounded, working-class elf, Aldric has developed many talents, though none that he pursues with more passion than his faith in Avandra, and healing in her name. he has been called too humorous for serious elven service, and too ill-mannered to ever represent his people abroad, so his only hope is in following his own dreams and desires.

He maintains his own gear, but is not too proud to ask for help in repairing or caring for it. His most prized possessions are a pair of ornate, buckled catgrace boots, a finely-carved shortbow +1 thunderburst, and his holy symbol of Faith to Avandra (+1d6 healing).

In addition, he wears a suit of chainmail with a small cape and carries an adventurer's kit in a backpack.

Aldric in your game: Aldric tells a decent tale, and with his diplomacy will likely have learned some things about the local area. As a healer, he is likely to have learned much of the recent adventurers of others. Aldric could serve as an NPC in a party that did not have a player in the leader role. He would allow the DM to give the party some extra healing without having a character overly bent on seeing his own will done.

Aldric Tréburne: Level 3 Cleric of Avandra
medium fey humanoid - XP 2,690
age (equivalent of 28 in human years)
height 5'10", weight 155, brown hair, green eyes

Initiative +1 Senses Perception +1

HP 35; Bloodied 12 Healing Surges: 9
AC 19, Fortitude 14, Reflex 15, Will 16
Speed 7

Powers
Channel Divinity:
* Healer's Lore
* Healing Word (2/Encounter)
* Divine Fortune
* Turn Undead
Lance of Faith - (Standard; At-Will)
Sacred Flame - (Standard; At-Will)
Elven Accuracy - (Standard; Encounter)
Command - (Standard; Encounter)
Beacon of Hope - (Standard; Daily)
Shield of Faith - (Standard; Utility)

Basic Attacks
Short sword: +4 vs AC, 1d6 + 1 damage
Short Bow +1 thunderburst (40 arrows): +5 vs AC, 1d8 + 3 damage

Alignment Good
Languages Common, Elven
Skills: Athletics 4, Arcana 5, Athletics 3, Bluff 1, Diplomacy 6, Dungeoneering 2, Endurance 2, Heal 8, History 5, Insight 3, Intimidate 1, Nature 3, Perception 5, Religion 7, Stealth 4, Streetwise 1, Thievery 1
Feats: Elven Precision, Avandra's Rescue
Str 12 Dex 15 Wis 16
Con 13 Int 11 Cha 14

Sunday, September 14, 2008

Galonadel Silma-ehta

I played this character at Gencon Indy last month. Dan and I played a whole bunch of RPGA games and got our characters to 2nd level. He be played a paladin, so we had lots of healing available, and we needed it, especially against the ware-rat beneath the streets of Waterdeep!

Golanadel Silma-ehta (Starlight-Spear in elvish) is a warrior of noble birth, his armies defeated and his family slain, exiled from his lands in the Feywild by the Beastmen of Vargyr. He now wanders the mortal world seeking his fortune, allies and coin to raise an army and return to his family's lands and reclaim them.

A serious and morose elf, the tragedy of his family's end hangs over him like a dark cloud. Noble and honorable, he is a great friend to those he has fought alongside, yet his sadness has made him cynical and hard.

His armor and weapons are kept in good condition, but he has left his blue hauberk, with his family's silver star-tipped spear design, torn and cut just as is was when he was knocked out and left for dead on the battlefield of his family's defeat.

Galonadel in your game: You could use Galonadel's sad tale as the start of a quest, or a series of quests, to drive the Vagyr Beastmen from his lands in the Feywild. He could also serve as an NPC in a party that did not have a player in the leader role. He would allow the DM to give the party some extra healing without having a character that would take over the party.


Galonadel Silma-ehta: Level 1 Warlord
medium fey humanoid - XP 150

Initiative +0 Senses Perception +0

HP 24; Bloodied 12 Healing Surges: 8
AC 17, Fortitude 21, Reflex 19, Will 18
Speed 6

Powers
Viper's Strike - (Standard; At-Will)
Wolf Pack Tactics - (Standard; At-Will)
Warlord's Favor - (Standard; Encounter)
Lead the Attack - (Standard; Daily)
Inspiring Word – (Minor; Encounter x 2)
Fey Step (Minor; Encounter)

Basic Attacks
Longsword: +6 vs AC, 1d8 + 5 damage
Javelin: range 5/10, +5 vs AC, 1d6 + 5 damage

Alignment Unaligned
Languages Common, Elven
Skills: Diplomacy +7, Heal +5, History +10, Intimidate +7
Feats: Eladrin Soldier
Str 10 (+3) Dex 15 (+5) Wis 12 (+4)
Con 19 (+7) Int 11 (+3) Cha 15 (+5)

Monday, September 08, 2008

Protection from Dreams

Provides protection against taking damage from dreams.

Protection from Dreams
Abjuration

Level: Clr 2, Pal 2, Sor/Wiz 2, Brd 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No; see text

This spell wards a creature from dreams and dream creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has two major effects.

First, the subject gains a +5 deflection bonus to AC and a +5 resistance bonus on saves versus creatures from or on the Dream Plane.

Second, the barrier blocks any attempt to sleep the warded creature. The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from dreams effect.

Arcane Material Component

A little pillow filled with down with which you decorate a 3-foot-diameter circle on the floor (or ground) around the creature to be warded.

Thursday, September 04, 2008

Dream Plane

The Dream Plane is the space between the planes, the plane on which dreams take place, or, more precisely, the plane to which all dreamers are whisked upon sleep.

There are no native creatures on the Dream Plane, however, everyone spends time there at regular intervals. In a way, this is a way for beings to learn more about their true selves, allowing them to inhabit the projected form of another being for some time.

Everyone has another form on the Dream Plane. These tend to be projections that mirror the state of the being, either long-term or in the short term. For instance, paladins might be represented long-term as pegasi, but in the short term, as they are chased by a marauding horde of goblins and forced to flee, they may have a dream plane representation as a gazelle while pursued. The goblins might be represented as wolves or some other beast. If these beings were somehow transported to the dream plane, they would take on the characteristics of these forms. As a gazelle, the paladin would be able to run fast and leap over obstacles, the goblins as wolves would take on the hunting skills and trip attacks of wolves. If the paladin were to enter the dream plane as a pegasus, she would be able to fly, and so on.

Much like the Prime Material Plane, the Dream Plane is a battleground for the forces of good and evil. It is largely neutral, however certain areas tend toward good or evil.

The Dream Plane has the following traits.

* Subjective directional gravity.
* Subjective temporality. Age, hunger, thirst, poison, and natural healing function differently in the Dream Plane; certain dreams may play upon these human needs and have unexpected consequences.
* Strongly neutral-aligned, with pockets of mild good and evil where these forces have gained footholds.

Key Regions

Dreams - the core of the plane. This is where most visitors to the Dream Plane (and they are all visitors) spend their time.

Visions - where the future plays out in dream forms. Here characters may encounter future selves in altered forms or gain knowledge of upcoming events. The many islands of visions are set adrift upon the Seer Sea.

Memories - where the past plays out in dream forms. In this area, characters may relive certain events in their lives in altered forms. The fragmented islands of memories float upon the Forgotten Sea.

Deja Vu - A region where beings encounter events they feel have happened before.

Vuja De - A region where beings encounter events they know can never happen.

Everything else in the Dream Plane falls into the Region In-between, a void of an abyss of uncertainty. As the Dream Plane is a plane between the planes, there is not much to speak of in the Region In-between. Let all adventurers be warned - do not go there. This is the place of nightmares.

Helm of Disguise

The Helm of Disguise – Level 8

This fabled device, crafted by a greedy dwarven king, is a fine coif of silver chain with a shining silver mask that covers the upper face. With it one can take on the shape of any creature of about the wearer's size.

Item Slot: Head 3.400 gold
Power (Daily; Minor): The wearer can Change Shape (see monster manual p280) to alter its physical form to take on the appearance of another creaure of its size or one size category larger or smaller, including a unique individual (giving a +20 bonus on its Bluff check to impersonate that individual). The new shape lasts until the creature is reduced to 0 hit points or choses to change back. Changing shape in this way does not grant any special powers or abilities.

Tuesday, September 02, 2008

Stream Spirit

Yet another creature making its debut in Anointing the Seer, these water elementals present a worthy foe to lower-level characters, and can be summoned by those who have the Summon Elemental power.

These water spirits flow into the mortal world from the elemental chaos. They resemble animate waves about the size of a man, with eyes and mouth visible in their foaming features. Found in streams and rivers, they can calmly babble tunes to the weary or cruelly drown the unwary. They are powerful combatants and can knock their foes down and hold them under.

Stream Spirit: Level 7 Brute
medium elemental magical beast (water) - XP 300
Initiative
+15 Senses Perception +2
HP 94; Bloodied 47
AC
19, Fortitude 19, Reflex 19, Will 19
Immunity
disease, poison; Resist 5 cold
Speed 5

Powers
Wave Slap - (standard melee; at will)
+10 vs. AC; 2d6 + 5 damage, and push 2.

Drowning Tide - (standard; encounter, close blast 2; recharge 5-6)
+8 vs. Reflex, 3d10 + 5 damage, slide 1, knocked prone, and one target is grabbed.

Water Affinity
As long as the Stream Spirit is within 1 square of water it receives a +1 power bonus to attack rolls and damage.


Alignment
Unaligned Languages Primordial
Str 16 (+6) Dex 16 (+7) Wis 9 (+2)
Con 14 (+5) Int 7 (+1) Cha 16 (+6)


Tactics: Stream Spirits tend to lurk in bodies of water where they are impossible to distinguish from the water – it is a DC 25 Perception check to detect them before they raise up out of the water to attack. When they do attack they try to push opponents into the water and drown them by grabbing them and holding them under, or simply bludgeoning them to death.


Stream Spirit Lore
A character knows the following with a successful Arcana check:
DC 15: These elemental spirits are unpredictable and can be very dangerous.

Monday, September 01, 2008

Sword of Damocles

Known for its troubling effects on men throughout spoken history, the sword of Damocles has left an indelible mark on the stories that frighten children. The sword itself is a cursed long sword of leadership -2 (attack, damage, and leadership rolls).

It is said that this weapon finds a way to lead the wielder into peril, and causes those led by the wielder to behave less faithfully. This sword is also deceptive; the wielder believes she is receiving bonuses rather than the hindrances.

Craft Wondrous Item; CL 11; Curse; Price: 15,000.

Saturday, August 30, 2008

Piranha Swarm

Piranha need no introduction, but their fiendish brethren do. Found in some tributaries of the Styx, these hellish fish will strip suffering souls to the bone in seconds.

Piranha Swarm - CR 5
neutral Diminutive Animal (swarm, aquatic)
Init +8
Senses: Spot +15

AC: 19 (+4 size, +4 dex, +1 natural)
HP: 44 (HD: 10d8)
Fort: +6 Reflex: +10 Will: +4

Speed: 30 feet
Attack: swarm (4d6)
Special Attacks: Distraction
Space / Reach: 10 ft. / 0 ft.

Special Abilities: immune to weapon damage, swarm traits
Feats: Improved Initiative, Alertness, Combat Reflexes, Lightning Reflexes

Abilities: Str 1 Dex 19 Con 10 Int 1 Wis 10 Cha 4


Distraction (Ex): Any living creature that begins its turn with a piranha swarm in its space must succeed on a DC 14 Fortitude save or be panicked for 1 round. The save DC is Constitution-based.



Stygian Piranha Swarm - CR 10
neutral Diminutive Animal (swarm, aquatic)
Init +8
Senses: Spot +23

AC: 24 (+4 size, +4 dex, +6 natural)
HP: 133 (HD: 20d8 + 40)
Fort: +14 Reflex: +19 Will: +8

Speed: 30 feet
Attack: swarm (8d8)
Special Attacks: Distraction
Space / Reach: 10 ft. / 0 ft.

Special Abilities: immune to weapon damage, swarm traits
Feats: Improved Initiative, Improved Natural Attack, Iron Will, Alertness, Combat Reflexes, Lightning Reflexes, Great Fortitude, Run

Abilities: Str 1 Dex 21 Con 14 Int 1 Wis 10 Cha 4


Distraction (Ex): Any living creature that begins its turn with a piranha swarm in its space must succeed on a DC 19 Fortitude save or be panicked for 1 round. The save DC is Constitution-based.

Thursday, August 28, 2008

Fiendish Orcish Berzerker Horde

One of my Savage Tide players plays a teifling cleric who focuses on conjuring monsters. He asked about developing a creature, or a group of creatures that he can summon using the Summon Monster spells, who would be the same basic creatures at each level but would improve as he used higher level Summon Monster spells. I love coming up with custom stuff like this that makes the story we're all telling richer, so I started working with him to come up with something.

First I wanted to get a ballpark of how tough of a creature you get form SM 1-9. A little surveying and I came up with this chart. It's just an average of some monsters you get for each level of the spell.

SM level HD CR
1 1 1
2 2 2
3 4 3
4 6 4
5 8 5
6 10 5-7
7 12 6-9
8 15 8-10
9 18 11-12




His character is one of the daughters of his previous characters, Doombringer, an Orcish Warblade who died and became a petitioner in Archeron before traveling back to the mortal world to help throw down the Temple of Elemental Evil. That character retired to the outer planes somewhere and became something of a lord. Therefore we decided that his daughter could summon up orcish hordes from the netherworld to aid her. These are the stats for the summoned orcs, one stat block for each Summon Monster spell from 1 to 9.

Orcish Berzerkers in your game: Feel free to borrow these bruisers for your game. If your players ever end up in archeron, or if they're facing any type of orcish warlord these guys make a great army, or even just a crack squad or extra-bloodthirsty orcs in a group of normal orcs.

For your players, they could just as easily be re-cast as berzerkers from valhalla or another heavenly realm, summoned by a good cleric to help in their battles.


Summon Monster 1 orcish berzerker - CR 1
ce medium outsider
Init +0
Senses: darkvision

AC: 13 (studded leather +3)
HP: 9 (HD: 1d8+1)
Fort: +3 Reflex: +0 Will: -1
Resist cold & fire 5
Spell Resistance 6

Speed: 40 feet
Attack: greataxe +5 (1d12 + 4)

Special Abilities: rage (+2 / +3 to attacks, +1 hp, -2 AC)
Feats: Weapon Focus Greataxe

Skills: Climb +5, Jump +5
Abilities: Str 17 Dex 11 Con 12 Int 6 Wis 8 Cha 6

Equipment: Greataxe, Studded Leather Armor



Summon Monster 2 orcish berzerker - CR 2
ce medium outsider
Init +0
Senses: darkvision

AC: 14 (studded leather +3, natural armor +1)
HP: 13 (HD: 2d8+2)
Fort: +4 Reflex: +0 Will: -1
Resist cold & fire 5
Spell Resistance 7

Speed: 40 feet
Attack: greataxe +6 (1d12 + 4)

Special Abilities: rage (+2 / +3 to attacks, +2 hp, -2 AC)
Feats: Weapon Focus Greataxe

Skills: Climb +5, Jump +6
Abilities: Str 17 Dex 11 Con 12 Int 6 Wis 8 Cha 6

Equipment: Greataxe, Studded Leather Armor



Summon Monster 3 orcish berzerker - CR 3
ce medium outsider
Init +0
Senses: darkvision

AC: 15 (studded leather +3, natural armor +2)
HP: 22 (HD: 4d8+4)
Damage Reduction: 5 / magic
Fort: +5 Reflex: +1 Will: +0
Resist cold & fire 5
Spell Resistance 9

Speed: 40 feet
Attack: greataxe +9 (1d12 + 6)

Special Abilities: rage (+2 / +3 to attacks, +4 hp, -2 AC)
Feats: Weapon Focus Greataxe, Cleave

Skills: Climb +7, Jump +8
Abilities: Str 18 Dex 11 Con 12 Int 6 Wis 8 Cha 6

Equipment: Greataxe, Studded Leather Armor



Summon Monster 4 orcish berzerker - CR 4
ce medium outsider
Init +0
Senses: darkvision

AC: 16 (studded leather +3, natural armor +3)
HP: 37 (HD: 6d8+6)
Damage Reduction: 5 / magic
Fort: +6 Reflex: +2 Will: +1
Resist cold & fire 5
Spell Resistance 11

Speed: 40 feet
Attack: greataxe +11 (1d12 + 6)

Special Abilities: rage (+2 / +3 to attacks, +6 hp, -2 AC)
Feats: Weapon Focus Greataxe, Cleave, Power Attack

Skills: Climb +8, Jump +9
Abilities: Str 18 Dex 11 Con 12 Int 6 Wis 8 Cha 6

Equipment: Greataxe, Studded Leather Armor



Summon Monster 5 orcish berzerker - CR 5
ce medium outsider
Init +0
Senses: darkvision

AC: 17 (studded leather +3, natural armor +4)
HP: 44 (HD: 8d8+8)
Damage Reduction: 5 / magic
Fort: +7 Reflex: +2 Will: +1
Resist cold & fire 10
Spell Resistance 13

Speed: 40 feet
Attack: greataxe +13 (1d12 + 6)

Special Abilities: rage (+2 / +3 to attacks, +8 hp, -2 AC)
Feats: Weapon Focus Greataxe, Cleave, Power Attack

Skills: Climb +9, Jump +10
Abilities: Str 18 Dex 11 Con 13 Int 6 Wis 8 Cha 6

Equipment: Greataxe, Studded Leather Armor



Summon Monster 6 orcish berzerker - CR 6
ce medium outsider
Init +0
Senses: darkvision

AC: 18 (studded leather +3, natural armor +5)
HP: 58 (HD: 10d8+10)
Damage Reduction: 5 / magic
Fort: +8 Reflex: +3 Will: +2
Resist cold & fire 10
Spell Resistance 15

Speed: 40 feet
Attack: greataxe +15 (1d12 + 6 / 19-20 x 2)

Special Abilities: rage (+2 / +3 to attacks, +10 hp, -2 AC)
Feats: Weapon Focus Greataxe, Cleave, Power Attack, Improved Critical Greataxe

Skills: Climb +10, Jump +11
Abilities: Str 18 Dex 11 Con 13 Int 6 Wis 8 Cha 6

Equipment: Greataxe, Studded Leather Armor




Summon Monster 7 orcish berzerker - CR 8
ce medium outsider
Init +0
Senses: darkvision

AC: 19 (studded leather +3, natural armor +6)
HP: 81 (HD: 12d8+24)
Damage Reduction: 10 / magic
Fort: +10 Reflex: +4 Will: +3
Resist cold & fire 10
Spell Resistance 17

Speed: 40 feet
Attack: greataxe +17 (1d12 + 6 / 19-20 x 2)

Special Abilities: rage (+2 / +3 to attacks, +24 hp, -2 AC)
Feats: Weapon Focus Greataxe, Cleave, Power Attack, Improved Critical Greataxe

Abilities: Str 18 Dex 11 Con 14 Int 6 Wis 8 Cha 6

Skills: Climb +11, Jump +12
Equipment: Greataxe, Studded Leather Armor




Summon Monster 8 orcish berzerker - CR 10
ce medium outsider
Init +0
Senses: darkvision

AC: 20 (studded leather +3, natural armor +7)
HP: 96 (HD: 15d8+30)
Damage Reduction: 10 / magic
Fort: +11 Reflex: +7 Will: +4
Resist cold & fire 10
Spell Resistance 20

Speed: 40 feet
Attack: greataxe +19 (1d12 + 6 / 19-20 x 2)

Special Abilities: rage (+2 / +3 to attacks, +30 hp, -2 AC)
Feats: Weapon Focus Greataxe, Cleave, Power Attack, Improved Critical Greataxe, Lightning Reflexes

Skills: Climb +13, Jump +13
Abilities: Str 18 Dex 11 Con 14 Int 6 Wis 8 Cha 6

Equipment: Greataxe, Studded Leather Armor




Summon Monster 9 orcish berzerker - CR 12
ce medium outsider
Init +1
Senses: darkvision

AC: 23 (dex +1, studded leather +3, natural armor +9)
HP: 111 (HD: 18d8+36)
Damage Reduction: 10 / magic
Fort: +13 Reflex: +9 Will: +7
Resist cold & fire 10
Spell Resistance 23

Speed: 40 feet
Attack: greataxe +23 (1d12 + 6 / 19-20 x 2)

Special Abilities: rage (+2 / +3 to attacks, +36 hp, -2 AC)
Feats: Weapon Focus Greataxe, Cleave, Power Attack, Improved Critical Greataxe, Lightning Reflexes, Iron Will

Skills: Climb +14, Jump +15
Abilities: Str 18 Dex 12 Con 14 Int 6 Wis 8 Cha 6

Equipment: Greataxe, Studded Leather Armor