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.