Wednesday, November 29, 2006

Issue 4 Released!

We've released our 4th issue, available for download and/or printing at trollcode and at Unicorn Rampant.

"At least" 4 new characters, 4 creatures, 3 new magic items and 3 full encounters to while away the cold, dreary month of December 'til Santa/St. Nick/Cthulhu/Flying Spaghetti Monster crawls down your chimney or boot. If nothing else, print it out and use it as kindling to get a fire going to keep old men from prancing on your roof, certain to tumble down the chinmey. Think of the lawsuit!

Next month: Holiday issue. Be prepared to sing carols with the Claw/Claw/Bite Five!

Tuesday, November 28, 2006

Location: Shada Monastery

Located in the center of the impassable Elsemere Wood, the Shada Monastery is shrouded in mystery. Most people leave it alone. Get it? The monastery juts out from the canopy of the forest, andon a clear day, is visible from the edge of the ever-expanding wood.

Character: Bara Hunanik (Lvl 14)

Bara is one of the founding members of the Iron Coven, along with Yob and Denass Gradon.

She is quick to anger and likes to charge and grapple her opponents, or wrap them up with her Morningstar. She has been known to wipe out entire armies in close proximity with her armor spikes and flailing fighting style. Her evil nature is enhanced by her devotion to her Dietes, (Hruggek - bugbear deity, and Tiamat - evil dragon deity), who provides her with superior divine powers.

Bara Hunanik
Medium-size Female Bugbear
Humanoid3 Cleric11
Alignment: Chaotic Evil
Vision: Darkvision (60')
Initiative: +2

AC: 26 (flatfooted 24, touch 12)
Hit Dice: (3d8)+(11d8)+56
Hit Points: 133
Saves: Fortitude: +12, Reflex: +8, Will: +11

Speed: Walk 30 ft.
Attacks: *Morningstar +4 (Unholy) +22/+17;*Armor Spikes +14/+9; ;
Damage: *Morningstar +4 (Unholy) 1d8+12;*Armor Spikes 1d6+8; ;
Face / Reach: 5 ft. / 5 ft.

Special Qualities: Humanoid Traits, Rebuke Undead (Su) 4/day (turn level 12) (turn damage 2d6+13), Scent (Ex), Smite 1/day (Su), Spontaneous casting

Abilities: STR 26 (+8), DEX 14 (+2), CON 18 (+4), INT 11 (+0), WIS 17 (+3), CHA 13 (+1)
Skills: Appraise 0; Balance 1; Bluff 1; Climb 10; Concentration 9; Craft (Untrained) 0; Diplomacy 3; Disguise 1; Escape Artist 1; Forgery 0; Gather Information 1; Heal 4; Hide 2; Intimidate 1; Jump 7; Listen 3; Move Silently 5; Ride 2; Search 0; Sense Motive 3; Spellcraft 13; Spot 5; Survival 3; Swim 6;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Improved Sunder, Improved Turning, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Improved Unarmed Strike, Spell Penetration, Weapon Focus (Morningstar)
Challenge Rating: 13

Possessions: Belt of Giant Strength +4; Spined Shield +2 (Magical Enhancment Cost (4410)); Chain Shirt +3 (Armor Spikes); Morningstar +4 (Unholy); Armor Spikes;
Deity: None Domains: War(Free Martial Weapon Proficiency with deity's favored weapon (if necessary) and Weapon Focus with the deity's favored weapon.) Destruction(You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.)

Spells:
Spells per Day: (6/6+1/5+1/5+1/3+1/2+1/1+1 DC:13+spell level)
Cleric Domains: Evil, War.
Cleric - Typical Spells Prepared:
Level 0: Cure Minor Wounds, Detect Magic (2), Guidance, Resistance, Virtue

Level 1: Bless, Cause Fear, Command, Cure Light Wounds, Doom, Protection from Good, Magic Weapon*
Level 2: Aid, Cure Moderate Wounds (2), Hold Person, Sound Burst, Spiritual Weapon*
Level 3: Bestow Curse, Blindness, Cure Serious Wounds, Dispel Magic, Protection from Energy, Magic Contigation*
Level 4: Cure Critical Wounds (2), Freedom of Movement, Divine Power*
Level 5: Righteous Might, Spell Resistance, Flame Strike*
Level 6: Harm, Blade Barrier*
* Domain Spell

Monday, November 27, 2006

Creature: Hoary Frost Beast (CR 20)

This enormous and ancient example of a frost beast lives out its days in the breeding pits of Iceflame, scourge of the north. Resembling a basilisk, it's scaly, serpentine body crawls or climbs across icy caverns on six talon-tipped legs, leaving a trail of frigidity in its wake.

Gargantuan Magical Beast (cold)
AC: 27 (+2 dex, -4 size, +19 natural armor) touch 12, flat-footed 25
HD: 36d10+126 HP: 324
F: +32 R: +22 W: +15
Immunities: Cold
Vulnerabilities: Fire.

MV: 30 ft, climb 30 ft
Full Attack: 4 claws +49 2d6+8 , bite +47 2d8+17
Grp: +64

Str: 45(+17) Dex: 15 Con: 30(+9) Int: 6 Wis: 12 Cha: 7
Feats: Alertness, Improved Critical (claw), Multiattack, Dodge, Mobility, Spring Attack, Power Attack, Awesome Blow, Combat Reflexes, Snatch, Iron Will.
Skills: listen +19, spot +19.

SA: Cold Aura 20' 2d8 cold, Cold Subtype.

Cold Aura (Su): Any creature within 20 ft of the beast takes 2d8 points of cold damage from the extreme frigidity emanating from these creatures' bodies.

Cold Subtype: A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Sunday, November 26, 2006

Magic Item: Heart of Black Tenacity


The heart of black tenacity, carried through many evil endeavors by Yob the Malafalent, was crafted from the iron heart of an eldar earth elemental and enchanted by his companion to heal the weilder. If held aloft and the words "dark powers of night, give me strength to fight!" are spoken in the goblin tounge, the heart glows with black light and cures the weilder of 1d8+1 points of damage. The heart can be used thrice a day in this fashion.

Faint Conjuration; CL 1st; Craft Wonderous Item, cure light wounds, price 1080 gp.