Gray Ghouls of the Ice Isles

Once dwarven warriors, these ancient corpses were raised up again and given new life by the necromancer White Eye. The boatmen of the northern sea who have sailed too close to the ice isles therein call them “the gray ones” when they return to the shore to tell their stories. Ravenous for flesh, they will climb down out of the ice-encased towers naked save for tattered hauberks of chain mail, gather on the shores and wade out into the frigid water when boats come within sighting distance.

Gray Ghoul – CR 3

XP 800
N medium undead
Init +0; Senses darkvision 60 ft.; Perception +6

DEFENSE

AC 19, touch 10, flat-footed 19; (+4 natural, +5 armor)
hp 36 (4d12+4)
Fort +1, Ref +1, Will +5
Immune cold, undead immunities

OFFENSE

Speed 20 ft.
Melee 2 claws +6 (1d4+4) and bite +4 (1d4+4 and Frigid Bite (below))
Space 5 ft.; Reach 5 ft.

STATISTICS

Str 18, Dex 10, Con -, Int 7, Wis 14, Cha 12
Base Atk +3; CMB +7; CMD 17
Skills Climb +8; Perception +6
Feats Toughness, Toughness

SPECIAL ABILITIES

Frigid Bite (Su)

Those bitten by the gray ghouls must succeed on a DC 14 Fortitude save or become paralysed for 1d10 rounds, during which time they take 1d3 points of cold damage per round.


Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Creature by with no comments yet.

Ale Break: Romantic Musings

Writing romantic storylines for your players is very different from the typical RPG story. But as a potential source of interesting dramatic storytelling it’s tempting to try.

Fantasy writers have never had to think up something romantic for a specific person, guessing at what they’ll like, and role-play it out with their audience while looking that person in the eye.

It brings up all type of issues, even if you’re two players who’s characters play out some type of romance.

Which player do you write the 1st romantic storyline for? Or do you try to write a storyline for each of them that takes place at the same time?


Posted in Editorial and tagged , , by with no comments yet.

The Boast of White Eye

The “Boast of White Eye”, as it is called by the magi of Setheria Isle, was found by the Magus Oahkill when a quest led him to the Ice Isles of northern Findor, some one hundred years ago. His written account of the journey contains the following passage. He first saw the sign of a simple spell, and investigated. His eldritch sight deciphered secret wizard-writing sorcerously scrawled across an iced-over engraving of the royal family of dwarves who had built the towers here so long ago.

I have slumbered through millennia
waited at the bottom of the sea
and passed through astral voids
undreamed of
while the spires of sons
rose upon the dust of their fathers
through your ages of heat and sun
until I was naught but the last spark
of cold in the dark
but now the cycle turns again
and the new age of ice has begun
and yes again
shall my glacial weight
scour all the faces of the world
clean and white, free as bones
of the flesh of your race’s delight
the waning sun
marks my counting
with flares and gutters
until my reign
freezes time
I am the white eye
I shall consume life

Posted in Character, Fiction by with no comments yet.

Adventure: The Dragon of Krom Frykt – The Dragon’s Lair

Here is the third and final part of the Pathfinder-compatible adventure The Dragon of Krom Frykt. See the introduction here and the wilderness encounters here.

The Dragon’s Cave

Once the players reach the entrance read or paraphrase the following:

The rocky hillside, cracked and smoking from various vents, descends to the valley floor here where a wide, low cavern lies. A natural stone awning canopies an open space of small scattered rocks. WIthin, a dark passage emits heat and haze.

One goblin hides among the rocks in at the entrance (DC 20 perception to spot) and watches the approach (perception +0). If he sees the party approaching the cave he will alert the goblins in area 1 (see below).

An alternate entrance can be discovered through investigating the vents on the hillside above and succeeding on a DC 20 nature, survival or dungeoneering skill check. Success means they discover a fissure on the hillside above the cave, which leads to a corridor behind the entrance guards (area 2 on map).

Dragon’s Lair Areas

When the players enter the lair, run the following encounters as the players progress through the areas.

1) Guards and Wards – CR 4 – XP 1300

Within, more goblins with cover and bows and magical traps pass the time by playing at dice inside the entrance.

Trap – At the apex of the entrance, a mark has been made on the stone with grayish paint. Any who cross the threshold or touch the rune trigger this glyph of warding, which summons a poison frog swarm that will attack whoever triggered it.

Creatures – 5 goblins – one on watch among the rocks at the entrance, the rest wary. The goblins will attempt to use cover from the large rock in the center of the chamber and fire their shortbows at attackers.

2) Savage Riders – CR 5 – XP 2000

A natural stone passage splits in an area with several interconnecting chambers. Here, a couple of goblin worg-riders and their mounts stand guard.

Creatures – 2 x Goblin commandos (http://www.d20pfsrd.com/bestiary/unique-monsters/cr-1/goblin-commando) and 2 worg. They will attack the players with shortbows, charges, and halberds on their mounts. The goblins will try to keep moving and flank single opponents.

3) A Fallen Champion – CR 3 – XP 800

Among the corpses of many goblins, the party finds the temple champion’s corpse, which has been partially eaten, and his ceremonial trappings -a helm, shield, and necklace.

Creatures – 2 zombies and 3 skeletons, animated corpses of the goblins that the champion killed, rise up and attack the party as they prepare to leave the area.

Treasure – The necklace is an amulet of health +2. If returned to the Temple further rewards will be bestowed upon them in the form of honors – they will be named Champions of Krom and a feast will be held.

4) The Chamber of Earthfire – CR 6 – 2400 XP

In the chamber of earthfire, a large cavern with lava pools and a natural stone bridge, the party must rescue the dragon’s eggs from the goblin wizard who ejected her. His intention is to hatch them himself and train them.

Hazard – the chamber is extremely hot and each round inhabitants who are not immune to extremes of heat must make a DC 10 Fortitude check or become Fatigued.

Hazard – the area around the nest is even hotter due to closer proximity to the lava, and creatures take 1d3 points of fire damage while past the stone bridge.

Hazard – anyone falling into the pool of molten rock in this chamber will take 5d6 points of damage per round.

Creatures – Goblin Wizard (see below) and 2 Bugbear Bodyguards, one of whom wields the Beastblade (see below) will confront the party. Both are wearing hide armor and are AC 19 (http://www.d20pfsrd.com/bestiary/monster-listings/humanoids/bugbear). The goblin’s wizardry protests all three from the sweltering heat hazards of the chamber except the lava, and he will fight the battle flying around the chamber casting spells.

Treasure – The goblin wizard and the bugbears carry 10 platinum and 30 gold coins each. The dragon’s hoard consists of ore and globs of lead, copper, silver, iron, and gold that are melted together into a nest which weighs 500 pounds and is worth 1000 gold.

Within the lumpy metallic nest rest three egg-shaped stones, very hard, scaly, and hot to the touch. A DC 20 Knowledge Arcana skill check will reveal that these are the dragon’s eggs and require a constant temperature in order to hatch. A DC 25 Knowledge Arcana skill check combined with a DC 25 Knowledge Nature skill check will reveal that these three will hatch in 5d12 days if undisturbed. A DC 25 appraise check will reveal they could fetch up to 500 gold apiece.

Developments – If the eggs are harmed or removed the dragon will wreak her wrath upon the valley. The eggs will only hatch if their temperature is properly maintained.

Concluding the Adventure

Return to the temple and complete a skill challenge where the PCs must give an accounting of their deeds before the dragon is convinced that her treasure is safe and will leave. As she does she will sniff all of the PCs to check if they smell like her eggs, or, more direly, dragon blood. If she notices the Beastblade which the bugbear took from her hoard she will mention that a fool carried it last and that they may keep it as “the memory is sour”. If flattered she will tell the story of a group of thieves who came into her lair. She killed two  and two more escaped, but the one carrying the Beastblade fought to the death with the smell of fear strong upon him.

Any harm to the eggs leads to dire repercussions the next day after the dragon finds out. She will hunt the players down if possible, likely destroying the village Sera and the temple regardless.

When the players rid the Temple of Krom Frykt of the dragon they are offered 100 gold coins each as a gesture of gratitude. Additionally, as the temple’s kennels have just had a litter, and they are offered up to two mountain hound pups.

Faoer Dornoe, The temple elder, expresses concern at the machinations of the goblin waste wizard, as the goblins have not troubled the valley since he was a boy. Their wolf and goat borne raiders had earned them a reprisal from the warriors of the temple and the men of the village. He mentions that a scouting expedition may need to be mounted and asks the players if they would consider undertaking such a task, which could lead to further adventures in the wastes to the north. Perhaps the players will meet the wizard’s two brothers.

Creatures

Deom-Adr, earth dragon, CR 10

Neutral large dragon (earth, fire)
Draconic, Common
Senses: darkvision, tremorsense

12 HD, 131 hp

AC 22, touch 10, flat-footed 21 (+1 Dex, +12 natural, –1 size)

F +12 R +10 W +9
Move: 40 feet

Bite +19, 2d6+10 +1d6 fire damage, 2 x claws +17, 1d8+7 damage

Breath Weapon – 60 foot line of fire – 6d8 fire damage, DC 20 reflex save for 1/2 damage

Choking Smoke – at will the dragon can exhale a cloud of choking poisonous gas and smoke. Each round of exhalation grows the cloud by 10′ diameter. The cloud gives concealment for all within it, which the dragon ignores due to tremorsense. Living creatures in the cloud must make a DC 20 Fortitude saving throw each round or begin to suffocate and take 1d6 points of subdual damage per round in the smoke.

Stats – S 24 D 14 C 18 I 12 W 13 Ch 12

Canny and suspicious, Deom-Adr seethes with anger at the goblins who are holding her eggs hostage. She has had dealings with the men of Sera in the past and is reluctant to inform them of the true nature of her treasures and will resort to threats if the players ply her for details. She will instead insist that the players secure all of her treasure and kill or drive off the goblins.

Ixame, Wizard of the Wastes – XP 1200

NE small humanoid (goblin) Witch 5

hp 20 AC 11 F +1 R +2 W +4

Spear +2, 1d6 damage

Spells – lightning bolt, hold person, summon swarm, sleep, ray of enfeeblement, cause fear

Hexes – Evil Eye, Flight, Healing

Gear – spear, scroll of cure light wounds, resist elements, ray of enfeeblement

Stats – S 10 D 12 C 10 I 16 W 14 Ch 10


Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Creature, Encounter and tagged , by with no comments yet.

Wooly Manticore

The Wooly Manticores of northern Findor are distinct from their southern brethren in their smaller stature and thick pelts of wiry grey fur. Their coats both protect them from the regions cold seasons and blend with the snow and rock of their hunting grounds. Prides of them are known to lair in caves and ruins through the region, and single young males will sometimes attack isolated standings to feast on the inhabitants and take up residence.

Wooly Manticore CR 3

XP 900
LE Medium magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +3

DEFENSE

AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 34 (4d10+12)
Fort +7, Ref +6, Will +2

OFFENSE

Speed 30 ft., fly 50 ft. (clumsy)
Melee bite +8 (1d8+5), 2 claws +8 (2d4+5)
Ranged 4 spikes +8 (1d6+5)
Space 10 ft.; Reach 5 ft.

STATISTICS

Str 18, Dex 15, Con 16, Int 7, Wis 12, Cha 9
Base Atk +4; CMB +8; CMD 21 (25 vs. trip)
Feats Hover, Weapon Focus (spikes)
Skills Fly –1, Perception +3, Survival +3 (+7 tracking); Racial Modifiers +4 Perception, +4 Survival when tracking
Languages Common

SPECIAL ABILITIES

Spikes (Ex)
With a snap of its tail, a manticore can loose a volley of four spikes as a standard action (make an attack roll for each spike). This attack has a range of 150 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only 24 spikes in any 24-hour period.

Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Creature and tagged by with no comments yet.

Adventure: The Dragon of Krom Frykt – Wilderness Encounters

Welcome to the second in Claw Claw Bite’s series of weekly adventure posts! Today we present the overland travel portion of our serial adventure. Having taken up the quest to rescue the dragon’s treasure from the goblins who hold it hostage, the players must now travel north to the dragon’s lair in the Smoking Valley. For the adventure’s introduction, click here.

Encounters

Over Hill and Dale – The players will face minor hardships while traveling to the dragon’s lair.

Hazard – CR 1/2 – 50 XP per player – First they must make three DC 7 acrobatics checks as they traverse the rocky mountain slopes on their way to the dragon’s valley – failing a check results in a fall for 1d6 points of damage.

Creatures – CR 4 – 1200 XP – During the journey a pair of lynxes will stalk the party. If they can they will sneak up (Stealth +10) and attack stragglers or pounce during a moment of confusion such as after a party member falls.

Hazard – CR 1 – 100 XP per player – Two different geothermal vents present a hazard as the party approaches the lair’s entrance, and unless players make a successful DC 17 Dungeoneering or Survival skill check they will have to make DC 13 Reflex saves to avoid blasts of hot poison gasses that deal 1d8 points of damage.

The Dragon’s Cave – Once the players reach the entrance read or paraphrase the following:

The rocky hillside, cracked and smoking from various vents, descends to the valley floor here where a wide, low cavern lies. A natural stone awning canopies an open space of small scattered rocks. Within, a dark passage emits heat and haze.

One goblin hides among the rocks in at the entrance (DC 20 perception to spot) and watches the approach (perception +0). If he sees the party approaching the cave he will alert the goblins in area 1 (see below).

An alternate entrance can be discovered through investigating the vents on the hillside above and succeeding on a DC 20 nature, survival or dungeoneering skill check. Success means they discover a fissure on the hillside above the cave, which leads to a corridor behind the entrance guards (area 2 on map).

To continue into the dragon’s lair, go here.


Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Adventure, Encounter and tagged by with no comments yet.

Adventure – The Dragon of Krom Frykt – Introduction

This begins the first in a new weekly series of Pathfinder & 3rd Edition D&D adventures. Over the next four weeks, we will be posting this adventure one section at a time. So enjoy and look for the complete adventure in the next issue of Claw Claw Bite magazine!

The Dragon of Krom Frykt

An adventure for 2nd – 4th level characters, for use with Pathfinder or 3rd Edition Dungeons & Dragons rules

Introduction

The heroes, while returning from their latest adventure, get lost in the hilly wilderness during a long spring rainstorm. When the players find their way to the town of Seraford, they hear of a reward being offered to assist the valley’s temple to Krom.

This temple was dedicated to Krom long ago, at a time when he was known as Krom Frykt. In ancient times he came here, killed a bloody-handed monster known as Tyran, and claimed the land as his, saying he would kill any who did evil or who did not pay due respects at his temple, before moving on to further adventures as Krom is said to have done. Now, those who tend the temple uphold this promise in his fearsome name – every spring a feast is held where whoever wins in games of wrestling and feats of strength earns the title of Dread Champion, and who must uphold Krom’s promise when called upon, in exchange for the earthly privileges of the temple.

When the Player Characters arrive at the temple, they hear that it is occupied by a threatening cinder-mawed dragon. The terrified priests bring the heroes before the dragon who declares, “I am a drake of the earth. My most precious treasure is stolen by cowardly thieves and sneaks. I come to demand justice of Krom Frykt.” The dragon refuses to leave until its treasure is once again safe, explaining that a goblin sneaked in and snatched it, and threatened to destroy it unless the dragon left and stayed away. She demands assistance in the name of the god of the temple, and if rebuffed threatens to “turn this vale and all the lands I can see from this peak into scorched and barren dust, where I shall gnash the bones of the dead.” The dragon tells the Player Characters that “the temple champion has not returned,” and asks the players to sneak into its lair “in the valley that smokes” and secure what is in “the chamber of earthfire” from the goblins who tricked their way into her lair.

The priests confirm that the creature claims it has been wronged and has come to the temple to demand justice from their fearsome god, and the temple Champion, a warrior ordained to hand out justice in Krom’s name, went to the lair a week ago with some of the former champions and has not yet returned. The priests will offer the adventurers the eternal gratitude of the temple and 100 gold each if they help. The priests will ask, then beg for assistance, eventually offering up to 500 gold to each Player Character if they will undertake the task.

For the wilderness portion of the adventure, journey here.


Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Adventure, rules agnostic and tagged by with no comments yet.

The Lich – a Hip-Hopera of Extraordinary Magnitude

The Lich is an epic tale of one wizard’s shot at immortality. Mayhem ensues. Give it a listen and get your copy over at Damp Heat’s bandcamp site:

http://dampheat.bandcamp.com/album/lich

Credits
released 30 March 2013
Story, Lyrics, Beats, Art, Engineering, and Mixing (what’s mastering?) by Daniel P. Smith
Lyrical tweaks and fixes by W. Ryan Willingham and Christopher Terry Leone
Clarinet on Forest by Adam A. Thompson
Guitars on Copy of a Map by Dan Lavoie
Guitars on Guild by Joe Madden

Voice Credits
Dot Smith – Narrator
Emily Summerfield – Narrator, Farm Girl
Cee Monstah – Immir, a Wizard; Positive Energy Elemental; and the Butler
Dirty Dub – Corsair, a Warrior; and Dock Worker
Damp Heat – Paul, a Woodsman; Mage Guildsman; Tavern patron
Bad Barry – a Manticore
Stormshadow – another Manticore
Emcee Eats – Vampire Lord
Jomo – Master of the Mage’s GuildChorus (Tavern patrons, Vampire Spawn, Corpse Golem, Other Dock Workers, Guild Members):
Adam A. Thompson
Frank J. Kim
Cindie Jones
John Wayne Akin
Ethan Schrupp
Ryan Gardner


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Sea Currents of Findor

At the farthest north-eastern reaches of Soralia, this region is marked on old maps as Findor. The land is more popularly known among the travelers of the day as The Pirate Kingdoms – named after the area’s sea-raiders, a plague of the Soral Sea. Strongholds, towns and villages dot the landscape alongside temples and ruins, marks of lineages and creeds both extant and extinct.

The ocean currents rule this land and shape its people’s ways. A general counter-clockwise current brings cold air southwest from the arctic above the pirate kingdoms down south within fifty miles of Setheria Isle, home of the archmages, which tower provides the marker for the shift in course from southwest to southeast. Continuing southward, the current skirts the Princedoms of Ogham, providing the first opportunities for those who rise this circuit for trade and plunder. From there it meets warm southern winds from the plains and deserts that form the southern bound of the eastern Soral Sea. The winds cool the southerly plains as raiders from the north trade and plunder as they will. The current then proceeds along with the prevailing wind and carries warm air west and then north across the Great Gulf, as the captains of the Pirate Kingdoms call it, seeing as there are no lands east of there. Careful, always keeping the shadows of their masts at their shortest on the left shoulder of the steersman as a guide for their return to Grimsport and the lands of their birth, lest they be carried into the northeastern sea and the isles of ice there. They return along with the warm spring rains from the south, which temper the chill pouring south over the peaks of the Barrier Mountains and water the springs, rivers, plains, woods, hills and valleys of this rough northern land.


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Claw Claw Bite Paints – Happy Little Figures

We here at Claw Claw Bite love using visual aids in our games. Whether it’s handouts, maps, illustrations, models, tiles, intricate model terrain, lego creations, or dungeon-building blocks, for some of us gamers lots of fun and enjoyment comes from the props we use in our games. In that spirit, here’s a little painting guide I put together for big, textured figures such as elementals. Personally, I have always wanted good figures for all of the classic elementals, but have never found a collection of them that I really liked until a fairly recent set of sculpts from Reaper Miniatures. I got the large water and earth elementals first, and then, several years later, got the large air and fire elementals. And now that I have them, I want them to look good, so I put some paint on them. Here’s what I did.

The figures used here are from Reaper’s line, but the guidelines explained here could be used for any similar miniature, or could be used for painting stone terrain. It’s an easy, fun project for beginning painters or veterans alike.

Both the fire elemental and the air elemental started with a base coat of spray model primer. In the past I would prime by hand but eventually found that a careful spray of primer gives a thinner coat and therefore diminishes the details of the figure less. I always use a respirator (gas mask) because those VOCs will give you the cancer, so whatever you do, don’t inhale those fumes. Stand upwind or whatever.

For both of these figures I planned a paint scheme of simple gradients through the appropriate colors. For the fire elemental I wanted a base of red in the crevasses, then a big slow dry coat of orange, then a highlight of yellow. The air elemental will go from base purple, through a progression of lighter blues and a top coat of white. Well, turns out that with figures this big and a paint scheme like this you can do very well by turning your usual dry-brushing into slightly-wet-brushing. The paint gets on the big figure faster and the scale of the details doesn’t suffer from a broad stroke. Feel it out as you usually would – try a small amount of paint on an inconspicuous spot and see what you think of the results.

These figures turn out to be very fun to paint because of their large size and the nature of the figures. There are no careful touch-ups to do because you accidentally got a drop of green on the figure’s white scroll. You just go from the valleys to the peaks of the sculpture with a darker to lighter gradient of colors and get a very dynamic figure (with all due credit to the talented sculptors over at Reaper).

So, here are the step-by-step pictures from this painting exercise. Get the dark color in the depressions, then wet-brush the highlights with the middle color, then dry-brush the highlights on the top ridges.

The models used here were from the Reaper Miniatures line here:

http://www.reapermini.com/OnlineStore/elemental/latest/02251

http://www.reapermini.com/OnlineStore/elemental/latest/02252

http://www.reapermini.com/OnlineStore/elemental/latest/02780

http://www.reapermini.com/OnlineStore/elemental/latest/02777

Happy painting,

Adam A. Thompson


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