The Phantom Lord

The slain, damned, and risen soul of Brashel Oktor, priest of Orcus, appears as a shade of his former self – enormously tall and corpulent, and dressed in mail, gauntlets and helm, all of an impenetratable blackness, but with the legs trailing into a smoky base.

When encountered he is likely to hold forth at some length about the circumstances of his existence, how when a mortal man had worshiped at the altar of Orcus, building a gory and groutesque cult in the sewers and basements beneath the streets of Soguer, “The Crown of the Soral”, as it was known at that time, before the cataclysm.  His death at the hands of the valliant Kedmar, Turrn, and Coyote he will belabor in hateful detail.  He will then go on to gloat about his rise from a nearly helpless larvae of the abyss through murderous appetite, both in his character and in his literal actions, to the indestructible,  shade-form shaped like his former corpus.  He will then likely go on to offer the crusaders eternal undeath and respite from the Raven Queen’s judgment in his master’s growing kingdom upon the mortal realm.

“Join me and die.”

The Phantom Lord
medium natural humanoid (undead)
Level 25 Elite Brute – XP 14000

Initiative +14        Senses Perception +15; Darkvision
Baleful Presence (Fear) aura 3; any living creature that starts its turn with the aura takes a -2 penalty to attack rolls against the Phantom Lord.
HP 450; Bloodied 225
AC 39; Fortitude 39, Reflex 32, Will 37
Immune disease, fear, poison; Resist 15 necrotic; Vulnerable 10 radiant
Saving Throws +2
Speed fly 6
Action Points 1

Skull-Tipped Mace (standard, at-will)
+28 vs AC; 3d8 + 10 damage.

Dread Smash (standard, recharge) 
+28 vs AC; 5d8 + 10 damage, and the target is knocked prone.

Shroud (recharge 5-6)
close blast 5; +26 VS Fort; 3d8 + 10 necrotic damage.  The blast creates a zone that slows and deals 15 points of ongoing damage to any non-undead who start their turn in or enter the zone, and which persists until the end of the Phantom Lord’s next turn.

Move Actions

Dissappear (move, at-will)
The Phantom Lord becomes invisible until he attacks or chooses to end the invisibility.

Immedeate Reactions

Discorporate (whenever the the Phantom Lord drops to 225 hit points)
The Phantom Lord does not die, but instead discorporates, and rises an hour later with 450 hit points.

Free Actions

Death’s Touch (at-will)
The creature just slain by the phantom lord will rise as undead suitable to their previous station in life.

Alignment Chaotic Evil        Languages Common
Str 30 (+22)      Dex 12 (+13)      Wis 26 (+20)
Con 26 (+20)      Int 3 (+8)      Cha 14 (+14)


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Christmas in July Sale

Starting July 23rd, all of Unicorn Rampant’s titles will be %25 off the listed price!  If you’ve had an item sitting in your wish list, now is a great opportunity to pick it up with a significant discount.  All titles are included in this limited time promotion, even the newly released 4th edition Dungeons and Dragons adventure The Ruins of Old Soguer and our brand new original board game Vampyre Women of Venus.


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Heading to SpaceCityCon 2012

We’ll be running Is There Honor Amongst You?, an adventure we co-wrote with Dungeonstone creator Leo Monaghan at SpaceCityCon on August 11th.  Come to Houston and join the adventure and the fun.  Other guests include Steve Jackson, R.A. Salvatore, Nichelle Nichols, and others you’re likely to recognize.


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More Cartography for The Ruins of Old Soguer

I’ve been bitten by the cartography bug again.  Honestly it’s one of the things I most enjoy about game design – making maps.  And these are both big maps of something that I particularly enjoy drafting: cities – one prosperous, one in ruins.

These maps will be featured in the upcoming adventure The Ruins of Old Soguer , an exploration-oriented 4e D&D adventure for 10th level characters.  Over the course of the adventure heroes will search the ruins of a destroyed city in search of the last king’s sword, and by strange paths relive the cataclysm that brought doom to the mighty city of Soguer.

Stay tuned for more maps for the adventure coming soon, as well as preview art for our upcoming board gameVampyre Women of Venus.

Happy Gaming,
Adam


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One Page Dungeon Contest 2012

Campaignwiki is holding a compdragonetition (one they seem to have held for a few years now) to generate a one-page dungeon.  I am about to submit one to the contest (post to come later this month), and thought I’d make sure you were aware of the opportunity to enter you work into this friendly competition. Here are some examples to inspire you as you put your together:

  • Catacombs beneath a manor where a thieves’ guild has taken up residence.
  • A Dragon’s den protected by various minions and assorted pitfalls.
  • A cave complex originally inhabited by an ancient civilization.

More examples are available on the campaignwiki site.  Hurry though; entries are due by April 30th!


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Dungeons and Dragons Coloring Book

G01-300x190reg Irons and Gary Gygax collaborated on a dungeoneering coloring book back in 1979.  The book is 30-some pages of room descriptions and lively black and white drawings that are guaranteed to inspire youngsters to color outside the lines.

The nice folks at Monster Brains have posted each page as an image to Flickr, found here in a complete set.  These pages have been meticulously scanned and should print well for your and your kids’ inking enjoyment.  Download them now before they disappear because of some copyright lawyer’s quest for promotion!

What better way to introduce the little ones to using their minds to create worlds?  Seriously, can you picture a better coloring book for an aspiring kid DM?

Images range from single, stand-alone creatures to complete scenes with aesthetic composition that spills out over the borders of the image.  Note the eyestalks rising high above the fold in this sample page.

It is unclear what exactly inspired the coloring book (though the original images in all the classic DnD modules and sourcebooks share many of the features that we find in these pages.  It is also unclear why there were not more of these projects.  So many coloring books out there are so bland; this leaves many of them wishing they could inspire.

To celebrate this online find, and inspired by it, we are busy putting together an updated fantasy coloring book for you to zoob out to or to introduce your young broodlings to role playing while they sit in the booth at T.J. McCluckeys or wherever you find yourselves for a family dining experience.

Keep an eye tuned to Claw/Claw/Bite for sample pages and for a future release date for the full coloring book!

And, happy coloring!


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Dungeonstone

Over the past 14 months, I’ve been slowly incorporating Dungeonstone into our role playing sessions, replacing handmade and Wizards-produced tiles in our more dungeon-oriented encounters.  The idea has been to create more 3d effects and to provide the feeling of walls and convey the close quarters of combat better than flat tiles.  3d terrain allows players and DMs to take advantage of corners, nooks, crannies, and to use tables, chairs, and anything else as cover, which undoubtedly makes encounters more exciting and action-packed.

Until recently, I’ve been using the resin and carbon infused diestone composite terrain unpainted, which has been fine to get the basic 3d idea across.  I have found that using the walls in various configurations yields interesting room properties and challenges for my players.  Choke points along the corners, raised platforms in the center of the room, and the narrow passageways provided by the set help evoke high intensity on the battlefield.  I’ve supplemented the terrain with my own hand-made and found additions (I’ll cover these in a follow-up post) to add additional character to our encounters.

This terrain is fully-compatible with Dwarven Forge products; I’ve mapped out a few rooms using DF’s sci-fi accessories to present futuristic dungeons full of strange equipment, and have linked Dungeonstone up to DF’s ice caverns with great success.

Now for the simple review.  This product is amazing!At $100 for a 97-piece advanced set, you’ll have enough pieces to map out a few full rooms with interesting features.  The basic set is $40 and comes with 43 pieces, enough to build one large room or a few small ones.

On top of all of this, the owner/sculptor/producer Leo is a nice guy; we’ve discussed his product and our respective campaigns at the past two OwlCons.  He’s quick to respond to questions and has a slew of tips for making the paint stand out on his models.  Paying him for his hard work and the quality of his results is only too easy; as I write this I’m considering order a few of his 4×4 and 6×6 tiles for quicker setup.

Dungeonstone is currently limited to flagstone-style dungeons; he hasn’t yet ventured into caverns or other non-standard architectures, but does have a crypt (with angled-walls, a skull-mounted wall as shown in this sample layout, and a stone sarcophagus set into a dais), wizard’s chamber (with summoning circle and rounded corners), and a working door and portcullis in his stock.

The only downside is the cost of shipping, but he takes care to wrap and pack the terrain in snug layers of paper and foam.  I’ve always purchased my Dungeonstone in person, so I can’t speak to the quality of the packing post shipping, but everything I’ve read online indicates his thorough packing stands the test of modern cargo transit.

I recommend picking up a set or two from his online store at Dungeonstone.com, or at any of the cons he frequents, including at least OwlCon and ChimaeraCon.  But get there early; I understand he sells out pretty quickly at these events.

Other dungeon terrain elements available in the Dungeonstone line include diagonal passageways, rounded corridors (my current favorite), rounded daises, and pre-made corridor intersections (3-way and 4-way).  These go a long way toward providing a flexible dungeons assembly kit.  Unfortunately, the sets don’t come with many diagonal or rounded passageways by default, but fortunately, they are available as an accessory in the online store.

My hope is that in the near future, Dungeonstone releases more large pieces to make rooms easier to assemble.  Yes, larger pieces may be more difficult to store (and perhaps they are difficult to engineer as well), but these pieces allow DMs to use the smaller pieces as room accents, nooks, and other interesting room features.  Other ideas for expanding the line include modular archways that rise up over the hallways and room intersections to added flair (I’ve hand-made a few of these using clay) and secret passageways that disguise well with standard walls.

In a future post, I’ll cover the painting, sealing, and mounting process that I’ve undertaken on my small yet growing collection of Dungeonstone.  This will cover paint selection, techniques, and other tips for making your terrain rock.


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The Art of the Session Recap

We are pleased to announce the release of The Art of the Session Recap, 28 pages of creative roleplaying session summaries, featuring selected submissions by Don Hupp, Panzer Leader, Oneinchsquare, Matt Harris, Lt. Col Colin Callahan, and 3 entries around a race of sci-fi beings known as the Watchers from S.D. Hilderbrand, Tom Walton, and Frank J. Kim..  Get it here for free!

Introduction

Many of today’s gamers, especially those with young families, can’t make every session of a weekly, multi-year roleplaying campaign.  I find it much easier to keep up with and interested in a campaign if a fellow player or the DM posts a recap on a wiki, a bulletin board, or even sends out a summary via email.  In addition to keeping players in the loop, these recaps provide players with a chance to digest the session’s material and to prepare for the upcoming session.  Furthermore, session recaps provide a more in-depth description of events, allowing the players to add the richness of the story, either in character or taking their turn as the narrator.

I find these journals, logs, and correspondences to be great time capsules of the campaign and memory logs when remembering adventures with friends. These annals provide additional flavor to the campaign world, and add perspective.  After all, no fun roleplaying world is purely the thought of one individual.

Unfortunately, in most campaigns, not every session is logged, transcribed, or otherwise captured by the DM or players.  DMs are often swamped making sense of dice rolls and character actions, while planning the next moves of the challengers in a given encounter.

Here are a few methods and ideas for inspiring players and DMs that you game with to keep an ongoing log of the adventure.

  • Set up a blog, wiki, or bulletin board (or all three!) and make sure your players have accounts and tutorials.
  • Take turns acting in the role of scribe of the session, ensuring that the key moments are covered.  Different players will cover the events differently, and this is fun to see play out.   Players may even challenge one-another to come up with increasingly creative and interesting session recaps.  Offer XP, perhaps even on a per-word or per-ten-words basis, to dispel the curse of writer’s block.
  • Players playing characters who are bards, historians, politicians, or others of the “literate class” of the campaign world have a natural stake in ensuring that the story is correctly told.  These players make natural scribes, allowing their characters to use these opportunities to feed back into the history of the world and potentially affect change by increasing the popularity of the party, or by casting the ruler of a land as a tyrant, etc.  This provides another avenue of agency.

My favorite session recaps are those written in character, or with the constraints, openness, and information dissemination methods of the campaign world in mind.

Thanks to all who entered or contest, and congratulations to those selected to appear in the collection.


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Carrion Beast

Carrion Beasts are undead monstrosities in the shape of enormous, skeletal vultures.  During the war of the Phantom Lord in the Deadblight of Soguer great flocks of these accompanied the cloud-born castle of that dread shade’s army of the dead.  After his armies had slain all in a town or village his Carrion Beasts would haul the corpses aloft, to be used for horrible purposes in the chambers of that flying fastness.

In battle these creatures descend in flocks upon those below, snatching them up and carrying them aloft, only to drop them from great heights to fall to their deaths.  Some dread necromancers have even been know to ride upon their backs above the slaughter, directing the living dead below.

Large natural magical beast (undead)
Level 23 skirmisher XP 5100

Initiative +21        Senses Perception +19; Darkvision
HP 214; Bloodied 107
AC 37; Fortitude 35, Reflex 36, Will 34
Resist 20 necrotic
Speed 4, fly 10

Bite (standard, at-will)
Reach 2; +28 vs AC; 4d6+17 damage.

Snatch (standard, at-will)
Reach 2; +26 vs Reflex; 3d8+10 damage and the target is grabbed.

Bony Buffet (minor, recharge 4-6)
Close burst 2; targets enemies; +26 vs Fort; 3d8+10 damage and the target is pushed 2.

Dread Gaze (standard, recharge 5-6)
Ranged 5; +26 vs Will; 3d8+10 damage and the target is Dazed until the end of the Carrion Beast’s next turn.

Alignment Evil        Languages none

Skills Acrobatics +24, Athletics +23, Perception +19
Str 24 (+18)      Dex 27 (+19)      Wis 17 (+14)
Con 22 (+17)      Int 17 (+14)      Cha 24 (+18)

 


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Warlord of the Dread Host

Raised by The Phantom Lord to lead his army of the dead, these great warriors had lain in their sepalcures, some for many decades, some for centuries, before he and his ever growing host came to rouse them from their rest.  By foul magics did he once again give movement and strength to their limbs, and by darker magics still did he give them the powers of their former experience and bound their wills to his.

Wearing black and tarnished crowns of iron and silver upon their skulls, dressed in mail and bearing blades infused with unholy power, these warriors are terrible foes to behold.

Warlord of the Dread Host
Medium humanoid (undead)
Level 25 Soldier XP 7,000

Initiative +19        Senses Perception +5
HP 234; Bloodied 117
AC 41; Fortitude 38, Reflex 37, Will 37
Immune fear
Resist 20 necrotic, 10 cold
Speed 6

Soulblade (standard, at-will)  Weapon
+30 vs AC; 4d6+19 damage and the target is marked.

Stunning Blow (standard, recharge 5-6) Weapon
+28 vs Fort; 5d6+23 damage and the target is stunned until the end of the Warlord’s next turn.

Soulblade Flames (standard, encounter)  Weapon, Fire, Necrotic
Close burst 5; +28 vs Reflex; 3d8+12 fire and necrotic damage, and ongoing 15 necrotic and fire damage (save ends).

Soulblade Block (immediate interrupt, when hit by an attack; encounter)
The Warlord gains +4 to their defense against the triggering attack.

Alignment Unaligned        Languages Common
Skills Athletics +26, Knowledge (History) +24,
Str 28 (+21)      Dex 20 (+17)      Wis 25 (+19)
Con 26 (+20)      Int 25 (+19)      Cha 20 (+17)

Equipment: sword, armor, tarnished crown.


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