
We'll be at OwlCon this year, which starts tomorrow!
Look for us with the unicorns on our shirts. We'll have a few copies of our issues, including hardcover copies of Claw/Claw/Bite Omnibus 1.1 for you to peruse.
Original content for your role playing games: now with over 600 new monsters, spells, magic items, characters, and encounters for use in d20 and pathfinder fantasy settings.
The wind grows still and the squawk of avians silent as you approach this fork in the road. The primary direction continues before you where it is blocked by a felled, forty-foot trunk. A smaller path heads into a grove of birch trees, their trunks covered in a white bark. The area smells of charnel.If the characters study the trees more carefully, for instance walking up to one and trying to harvest its bark for parchment, they will notice that the trunks are not normal. A DC 15 Knowledge Nature check will reveal that they have a sturdy-yet-porous feel not unlike bone.
A tree with a 7' diameter trunk blocks the road before you. Spider webs cling to the underside of the rounded trunk, running to the ground in threads woven so thick that you cannot see the ground.If characters try to scale the bone tree, they must make a DC 20 Jump check to reach the upper side of the bone, and then a DC 20 Climb check to continue to scale the bone. if they fail, they will find the trunk too smooth to climb, and will slip off. Those who succeed can walk along the trunk at half speed with a DC20 Balance check.
Chips of wood and bone dot the ground around this 15' circle surrounded by four stone obelisks. The obelisks have wooden adornments that serve as appendages emanating from the stone bases. The circle is rimmed with alternating white and black stones the size of a human fist. The weeds are kept at bay just outside the rocks; inside the circle there is no grass nor weed.The chips are fairly long and narrow, and do not appear to have been made with axes or other normal blades, as the edges are serrated.
A neatly-arranged pile of assorted bones lies in the center of the dirt path in the center of the grove.Characters who linger at the base of the pile for more than 3 turns will be attacked by 2 bone golems, who, when killed, will rattle their bones, alerting the necromancer. If the time is right, he will attack the party. This is up to the DM. In most cases, he will attack when the party reaches location 6.
This slab of fitted stones is stained a deep rust color.The rust color is from blood used in sacrifice to aid the necromancer in his foul deeds.
A mound of vines obscures something large and grey underneath.If the party clears off some of the creeping vines (by killing or otherwise dispatching with them), read aloud the following:
A well-mortared wall of a 10'x15' fitted-stone structure shows signs of age, yet is impressively intact in the face of the strong vines that once covered it.
Two twin bones have been knocked over here, forming a small space between which run thickly-woven spider webs.In among the bones, the party discovers the remains of an old graveyard, with headstones written in a strange and ancient language. This is where the necromancer raised his skeletons out of their ancient graves.
A large bone leans against a standing one, providing a perilously balanced cover.This bone of course, could at any moment be knocked loose, for instance in combat or if a character attempts to walk upon it, requiring anyone above or below it to make a DC 20 Reflex save to avoid taking 2d8 damage from the falling bone.