What’s Mine’s Yours Re-released
In a continued effort to revamp S.D. Hilderbrand’s adventures, Inverspace Press has released a clean version of What’s Mine’s Yours.
What’s Mine’s Yours is a 4th edition Dungeons & Dragons adventure for 1st level characters. This adventure begins in the marketplace in the town of Fort Wood, where the players are approached by representatives of the Guild, a Merchant collective heavily invested in mining operations.
They are escorted to a courtyard at the Guild headquarters in Fort Wood, where they are provided with the setting. Kobolds have taken control of a mine of great importance to the Guild. Their task is to free the mine of the kobolds.
The party travels to the mine, where they take stock of the situation from afar. It appears the kobolds have taken control of the mine. However, once the party encounters the kobolds, they discover there is a more sinister story surrounding the Guild’s doings in the mine. This adventure easily serves as the first adventure undertaken by a new party of 1st level characters.
Download for just $1.99 from rpgnow.
Future adventures will provide follow-on adventures to this introductory adventure.
Posted in 4th edition Dungeons & Dragons, Adventure and tagged What's Mine's Yours by Adam A. Thompson with no comments yet.
Pathguy’s Javascript Character Generator
I’ve begun playing with 4e character generators. Yes, Wizards have their own generator, but I’m more interested in independent approaches to the problem. I had a lot of fun working with PCGen to generate 3.5 characters (heck, I still use it!), which generates some great PDF character sheets that print nicely. I’m hoping to find a 4e equivalent to PCGen. Know of any decent generators? If so, send them in to CCB!
In my quest to find a decent 4e character generator, I’ve started surveying the online scene (though I would prefer a stand-alone, cross-platform application). The first link that I followed took me to Pathguy’s Javascript Character Generator, which presents itself in a large, single page and uses Javascript to drive the process. This site has some nice features, notably the error-checking. However, navigating through the large, single page (it would be better to only be presented with the choices available to you at each stage of the process) is a bit clunky. In the end, though, you do get a usable character sheet. I’ve attached it here (untouched from its output — note the multiple fonts and the check boxes to track remaining powers).
Srylyn Huertyl
Female Eladrin Warlord
Level 5
Good
Strength 18 (+4) Constitution 13 (+1) Dexterity 13 (+1) Intelligence 13 (+1) Wisdom 12 (+1) Charisma 20 (+5)
Height: 5′ 8″ Weight: 170 lb Skin: Tan Eyes: Hazel Hair: Silver Wavy Maximum Hit Points: 45
Bloodied: 22
Surge Value: 11
Surges / Day: 8 [includes constitution modifier]
Size: Medium
Speed: 5 squares [includes armor penalty]
Vision: Low-light
Initiative: 1d20 +3 = 2 [half level] + 1 [dexterity] Base Strength Attack: 1d20 +4 = + 2 [half level] + 4 [strength] – 2 [wrong armor] Base Dexterity Attack: 1d20 +1 = + 2 [half level] + 1 [dexterity] – 2 [wrong armor] Base Constitution Attack: 1d20 +1 = + 2 [half level] + 1 [constitution] – 2 [wrong armor] Base Intelligence Attack: 1d20 +1 = + 2 [half level] + 1 [intelligence] – 2 [wrong armor] Base Wisdom Attack: 1d20 +1 = + 2 [half level] + 1 [wisdom] – 2 [wrong armor] Base Charisma Attack: 1d20 +5 = + 2 [half level] + 5 [charisma] – 2 [wrong armor]
Armor Class: 21 = 10 + 2 [half level] + 7 [Scale] + 2 [if carrying heavy shield] Fortitude Defense: 17 = 10 + 2 [half level] + 1 [warlord] + 4 [strength] Reflex Defense: 13 = 10 + 2 [half level] + 1 [dexterity] + 2 [if carrying heavy shield] – 2 [wrong armor] Will Defense: 19 = 10 + 2 [half level] + 1 [Eladrin] + 1 [warlord] + 5 [charisma] If your campaign uses the fixed-enhancement bonus system [PH2/Dark Sun], level 5 characters get +1 on attack/damage (1d6 extra damage on a critical hit) and +1 on all defenses. These bonuses do not stack with magic items.
Armor: Scale (45 lb)
Shield: Large (15 lb)
Attacks:
Unarmed Melee: +4 [base strength attack] vs AC; damage 1[W]=1d4+4 [strength bonus]
Longsword
v
: +7 vs AC [+4 strength attack] [+3 proficiency]; damage 1[W]=1d8+4 [strength bonus] 4 lb (Heavy blade) versatile
Sling: +3 vs AC [+1 dexterity attack] [+2 proficiency];damage 1[W]=1d6+1 [dexterity bonus] range 10/20 0 lb (Sling) Load free
Direct the Strike [special]
Intuitive Strike +4
w
[base strength attack] vs will
Guarding Attack +4
w
[base strength attack] vs AC
Lead the Attack +4
w
[base strength attack] vs AC
Warlord’s Strike +4
w
[base strength attack] vs AC
Stand the Fallen +4
w
[base strength attack] vs AC
v
Versatile weapon. Add +1 to damage if using two-handed.
w
Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.
Base Saving throw: d20 vs 10
Encumberance 4e
Normal Load:
Heavy Load:
Maximum Drag Load180 lb.
360 lb.
900 lb.Encumberance 3.5
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:100 lb. or less
101-200 lb.
201-300 lb.
300 lb.
600 lb.
1500 lb.
Languages: Common; Elven; Rituals Known:
Skills:
Acrobatics: +1 = 1 [dexterity] + 2 [half level]-2 [heavy shield] Arcana: +5 = 1 [intelligence] + 2 [half level] + 2 [Eladrin] Athletics: +9 = 4 [strength] + 2 [half level] +5 [class training]-2 [heavy shield] Bluff: +7 = 5 [charisma] + 2 [half level] Diplomacy: +12 = 5 [charisma] + 2 [half level] +5 [class training] Dungeoneering: +3 = 1 [wisdom] + 2 [half level] Endurance: +6 = 1 [constitution] + 2 [half level] +5 [class training]-2 [heavy shield] Heal: +3 = 1 [wisdom] + 2 [half level] History: +10 = 1 [intelligence] + 2 [half level] + 2 [Eladrin] +5 [class training] Insight: +5 = 1 [wisdom] + 2 [half level] + 2 [canny leader] Intimidate: +12 = 5 [charisma] + 2 [half level] +5 [eladrin education] Nature: +3 = 1 [wisdom] + 2 [half level] Perception: +5 = 1 [wisdom] + 2 [half level] + 2 [canny leader] Religion: +3 = 1 [intelligence] + 2 [half level] Stealth: +1 = 1 [dexterity] + 2 [half level]-2 [heavy shield] Streetwise: +7 = 5 [charisma] + 2 [half level] Thievery: +1 = 1 [dexterity] + 2 [half level]-2 [heavy shield] Feats:
Blade Opportunist Combat Reflexes Shield Proficiency — Heavy At-Will:
Melee Basic Attack: By weapon, damage 1[W]+4 [strength bonus] [standard action]
Ranged Basic Attack: By weapon, damage 1[W]+1 [dexterity bonus] [standard action]
Bull Rush: +4 [base strength attack] vs fortitude [standard action]
Grab: +4 [base strength attack] vs reflex [standard action]
Move grabbed target: +4 [base strength attack] vs fortitude [standard action]
Escape: +1 [acrobatics] vs reflex / +9 [athletics] vs fortitude [move action]
Direct the Strike [Level 1]
Intuitive Strike [Level 1]
Other Standard Actions: Administer a potion; Aid another [revised: skill check vs. 10+level/2, success helps +2, failure hurts -1]; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics — fast escape; Bluff, Heal — first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances); Other Move Actions: Crawl; Run [speed 7]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics); half of a Double Move (if taken in place of a standard action) Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception — active (as per revision), Sustain minor action; Some skills during combat (i.e., Insight) Other Immediate Actions: Readied action Other Opportunity Actions: Opportunity attack Other Free Actions: Drop held items; End a grab; Talk Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception — passive Short rest: Healing surges as available Five minutes: Normal escape from restraints (Acrobatics) One hour: Forage; Streetwise check Encounter Powers:
Second Wind
Spend an Action Point [free action, not in surprise round]
Fey Step [Eladrin][move action]
Inspiring Word [minor action][2x/encounter]
Guarding Attack [Level 1]
Crescendo of Violence [Level 2 Utility][immediate reaction]
Warlord’s Strike [Level 3]
Daily Powers:
Lead the Attack [Level 1]
Stand the Fallen [Level 5]
Eladrin
- +2 Intelligence, +2 Dexterity or Charisma (already included; you chose Charisma.)
- +2 Arcana, +2 History
- Eladrin Education (already included)
- Eladrin Will (+1 on will defense, +5 vs charms)
- Fey Origin
- Trance
- Fey Step
Warlord
- Canny Leader (+2 on perception and insight for self and all allies within ten squares who see & hear you)
- This warlord chose the inspiring presence. Any ally in sight who spends an action point to attack regains hit points equal to half your level plus your charisma modifier. Can receive benefit from only one warlord at a time.
- Inspiring Word (target spends healing surge and gains an additional1d6 at level 5)
Srylyn Huertyl’s Equipment:
64 lb
5 lb
2 lb
5 lb4 lb
2 lb
1 lb
1 lb
5 lb
1 lb
10 lb
10 lb
1 lb
1 lb
2 lb
4 lb
1 lb
_____
119 lbWeapons / Armor / Shield (from above)
Sling bullets (group of 20) x1
Backpack
Bedroll
Chalk
Flint and steel
Grappling hook
Poisoner’s Kit
Hammer
Mirror
Oil flasks x1
Pitons x10
Pouch (belt) x1
Rations (1 day) x10
Rope (50′, hempen) x1
Sacks x1
Soap
Sunrods x2
Waterskins x1
WhetstoneTotal
Magic items:
Weapon:
Weapon:
Weapon:
Weapon:
Armor:
Shield:
Arms:
Feet:
Hands:
Head:
Neck:
Ring:
Ring:
Waist:
Resistances:
Action Point Tally:
Daily Item Powers Per Day: Heroic Tier
Milestones:
/
/
/
Death Saving Throw Failures:
More about Srylyn Huertyl: Trained on the shield at an Eladrin defense academy, Srylyn took to adventuring in early middle age.
Posted in 4th edition Dungeons & Dragons, Character, Review and tagged character generator by Adam A. Thompson with no comments yet.
Stealing Moments Re-released
Inverspace Press is pleased to release S.D. Hilderbrand’s Stealing Moments, a Pathfinder/d20/3.5 Dungeons and Dragons fantasy module for 10th-12th level characters. Originally written in 2005, the module has undergone a number of refinements and improvements over the years. It is part 1 of 3 in the Time Out of Mind trilogy, a series that takes the PCs in a journey through time and space as they chase down a party of false heroes who wield a powerful artifact.
The adventure also ships with a party of five 10th-level false heroes, the PCs’ nemeses, with full illustrations to wow your players and keep them in character.
From the introduction:
FALSE HEROES
A group of rogues has moved into a cave up in the Silvermist Mountains a few miles uphill hike from the local town of Farreach. These false heroes were once noble and devout, but have become corrupted by loot, lust, and the desire for greater power. They are now working for (or more accurately controlled by) begotten of the old ones, who in turn are working for a stalking eye.
They have been performing experiments on the Silver Orb of the Ages, a magic artifact made of magesilver, a magic metal which amplifies arcane magical power. The Orb can help control the flow of time, making it a powerful item indeed. However, the stalking eye knows not how to wield the Orb’s power, and must rely upon the false heroes to learn its secrets.
Buy a copy from rpgnow; send us a note if you would review the product and we’ll send you a copy for half price!
As always, stay tuned to Claw/Claw/Bite for more adventures.
Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Adventure by Adam A. Thompson with no comments yet.
Murkiness
This disease is brought on by contact with murkspores or murkweed, symptoms of murkiness include the inability to concentrate and general malaise. In combat, this translates to being dazed for the first 3 rounds of the victim’s next combat, until the adrenaline of battle counteracts the effects of murkiness.
Posted in 4th edition Dungeons & Dragons, Disease by Adam A. Thompson with no comments yet.
Demonchain Flail
This enhanced flail’s origin is with a chain devil, who fashioned the demonchain flail out of his own body so his brethren could wield power over demons.
Demonchain Flail Level 5
This magically-enhanced +1 weapon was forged from the remains of a chain devil, and provides an additional +2 vs. demons.
Power (Daily): Standard action. Make two spiked chain attacks.
Power (Triggered): When first bloodied, make two spiked chain attacks.
Posted in 4th edition Dungeons & Dragons, Equipment, Magic Item and tagged weapon by Adam A. Thompson with no comments yet.
Agent of Order: Aglesik the Nemisis
A wild magus, a servant of the Watcher though she does not know it, and an assassin for the forces of Order. In the middle kingdoms, Aglesik is widely known to be a dangerous swordswoman with powerful supernatural abilities and mysterious motives. Throughout the region many tales are told of her appearing in villages and cursing or killing those who dare to cross her.
An innately magical child, after her human family had abandoned her in the woods to die she was raised by the sprites, sylphs, pixies, grigs and other wild, prank-loving, and sometimes cruel fey. Surviving long enough to learn a good deal of woods lore and faerie magic, she made her way out into the wild world at the age of twleve. Her subsequent misadventures did not endear her to civilization.
In the decades since, Aglesik has earned herself a reputation as a wyrding and terrible witch who wanders the wilds of the Middle Kingdoms. In truth, she has fallen under the influence of The Watcher, who contacts her in the form of Endilithoneinar, a seemingly ancient and wise Treant who tells her of those, all across the world, who harm the dark, quiet, sanctuary-providing forests. And, wholly believing this elder, she goes and with grim glee dispatches her targets, or takes what “was stolen” from the forests, or fulfills whatever Order-advancing directives she has been given. Often in the process she kills some ne’er-do well or criminal who has for whatever reason taken it as some part of his creed to defy order in whatever form they have happened to find it in their lives, be it the local constable, mayor, lord, king or priest. Thus is her reputation mixed, and she is not generally sought by the law for those she kills are often those who the holders of authority themselves wish dead.
Aglesik in Your Game
This strange and dangerous foe is intended to be a re-occurring villain in a low to mid level campaign. Players should hear rumors about “the green witch” and her habit of arriving unexpectedly, killing some miscreant and anyone else who got in her way, and disappearing again.
The players could then one day inadvertently run afoul of Aglesik. Perhaps they are in a tavern when she arrives to dispense her justice on one of the patrons. If the players attempt to intervene, she could defeat them and then lay a geas upon them, compelling the players into her service as penance for their offense. Thus she could become a source of quests for the players early on while they are exploring the setting and meeting the important players in the campaign. They may meet her patron, or perhaps be sent on quests against the lawless men and fey of the forests and towns, at least until they break free of her bondage.
Aglesik the Nemisis
Ranger 4, Sorcerer (fey bloodline) 12 CR 16
Le medium half-elf female
Init +3; Senses low-light vision Perception +5
DEFENSE
AC 20, touch 14, flat-footed 16 (+3 dex, +6 armor, +1 dodge)
HP 101 (4d10+8 + 12d6+24)
Fort +12, Ref +13, Will +10 (+2 vs Enchantments)
Resist fire (10)
OFFENSE
Speed 30 ft., fly 40 ft. (good)
Melee longsword +11/+6 (1d8+1 and 1d6 fire)
Ranged shortbow +10/+5 or +8/+8/+5 (1d6) (with Rapid Shot)
Space 5 ft.; Reach 5 ft.
Spells (CL 12th, save DC 15 + spell level, +2 DC on compulsion spells)
oth – (3/day) Acid Splash, Detect Magic, Detect Poison, Read Magic, Daze, Dancing Lights, Ray of Frost, Ghost Sound, Mage Hand
1st – (6/day) entangle, true strike, sleep, charm person, color spray, magic missile
2nd – (6/day) hideous laughter, invisibility, resist energy, scorching ray, knock, glitterdust
3rd – (6/day) deep slumber, dispel magic, lesser geas, lightning bolt, vampyric touch
4th – (6/day) poison, stoneskin, fire shield, charm monster
5th – (5/day) tree stride, nightmare, overland flight
6th – (3/day) eyebite
STATISTICS
Str 10, Dex 16, Con 14, Int 13, Wis 8, Cha 20
Base Atk +10; CMB +10; CMD 13
Feats Skill Focus (Spellcraft), Point Blank Shot, Eschew Materials, Quicken Spell, Spell Focus (enchantment), Dodge, Mobility, Spring Attack, Silent Spell, Combat Expertise, Whirlwind Attack, Rapid Shot
Skills (20+36) Bluff +10, Fly +9, Intimidate +12, Knowledge (arcana) +5, Knowledge (dungeoneering) +3, Knowledge (nature) +3, Perception +5, Spellcraft +15, Stealth +7, Survival +6; Racial Modifiers +2 Perception.
Languages Sylvan, Common, Elven, Goblin
Equipment +2 Mithral Chain Shirt, +1 Shortbow, +1 Flaming Longsword, Cloak of Resistance +2, Flaming Cat Skull (see below)
SPECIAL ABILITIES
Favored Enemy (Humans) +2 attack and +2 damage against humans, and +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against humans.
Combat Style: Archery
Track
Wild Empathy
Hunter’s Bond (cat – now deceased and transformed into Magic Skull below)
Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
Fleeting Glance (Sp): At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive.
Magic Sabertooth Tiger Skull – is the skull of her dead animal companion, Rexor, enchanted by her patron to grant resist fire 10 while held, and 1/day can be thrown to become a Hellcat (Pathfinder Bestiary 2). Upon command it will return to her hand.
Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Character by Adam A. Thompson with no comments yet.
New Adventure: The Ruins of Soguer
We’ve started layout for the new 4th Edition Dungeons & Dragons adventure The Ruins of Old Soguer. As part of the process we’re gathering together some of the last pieces of art: the cartography. On our Facebook page you can see a preview of the cover art, and the interior art is pretty much done, but I wasn’t totally satisfied with the black and white maps I had made. So I’ve busted out the drawing tab and am adding a splash of color. Here’s a peek at what the maps look like.
Waddaya think? Let me know in the comments below.
Thanks!
Posted in Adventure and tagged The Ruins of Soguer by Adam A. Thompson with no comments yet.
Alter of Transfixation (reworked)
I have worked up a new version of the altar for use in High Water Marks, a 4e adventure due out later this month.
Altar of Transfixion
Level 5 Warder | XP 500
The ziggurat-shaped altar ahead has a swirling aura about it, oscillating wildly in scintillating patterns.
Trap: This shrine is linked to the Abyss, and attempts to daze those in its area of effect while its worshipers strike.
Perception: No skill check required.
Additional Skill: Religion
DC 16: The character recognizes the altar as a source of active, malevolent evil.
DC 24: The character can read the runes – see Additional Description, below.
Initiative: +6
Trigger: Approach within 3 squares.
Attack: Attack again when others enter. No Action Close Burst 3 Attack: +10 vs. Will
Hit: The altar deals 1d6+1 psychic damage, the target is dazed (save ends) and the altar pulls the target 1 square closer.
– An adjacent character can disable the trap with 3 DC 24 Thievery checks or 3 DC 24 Religion checks (with a holy symbol).
– Dealing 50 holy/radiant damage destroys the altar.
– Covering the altar or surrounding it in complete darkness reduces the attack to +5 vs. Will.
Additional Description: Runes run along the steps of the ziggurat spelling out the name “Tharizdun” in Abyssal and a warning regarding the horrors that he inspires.
Additional Effect: If Tharizdun’s name is uttered (in any language) in the aura of the altar, the altar makes a Close Burst 5 +10 Will attack, dealing 3d10 damage to all affected.
DMs Note: The altar is intended to be used to enhance the difficulty and dynamics of an encounter with similarly malevolent creatures, such as demons.
Posted in 4th edition Dungeons & Dragons, Trap by Adam A. Thompson with no comments yet.
Critical Fumble Deck
A few years back, Paizo released a deck of effects caused by critical fumbles, and I stumbled across one this week at Half Price Books, so I picked it up. They come roughly as a set of playing cards (same size, 52 cards, easily shuffled or handed out face down at the beginning of the session for dramatic effect, etc), with four effects per card to cover multiple scenarios for when an attacker rolls a 1 on the d20 and a Melee, Ranged, Natural, or Magic attack fails miserably.
These effects should provide most sessions with plenty of high-stakes outcomes without unbalancing encounters, especially if they are used on both sides of the action. For instance, picture a dangerous troll clobbering his own brethren in his froth-filled bloodlust (and untimely critical fumble roll).
There are times when the storyteller will want to determine unique campaign-relevant effects (I am fully in favor of this, and really enjoy the challenge of having to think on my feet), but for those times when you’re looking for a quick effect without resorting to lookup tables or delaying the action, these cards should provide great action-packed flavor without much effort on the part of the storyteller.
The size of a regular playing deck, these cards are portable enough to take to cons and weekend sessions, and make a great addition to any GM’s tacklebox, especially if you can find it at half off! The 52 cards provide enough variety that you shouldn’t encounter the same effects in the same session, or even across multiple sessions, unless you have cursed dice (I’m looking at you, Frank, and your much-maligned alien dice!).
Kudos to Paizo for thinking 4-dimensionally in their simple design of this useful role playing supplement.
Sample effects include:
- Drop your weapon or have it lock up on you (ranged)
- Spell backfires
- Hit your companions or self instead
- Take strength, dexterity, or constitution damage
- Fall prone, being dazed or otherwise indisposed
- Suffer -1, -2, or -4 to hit for 1d4 rounds
- Sickened for 1d6 rounds
- 1d3 of your spell effects are dispelled
- Provoke attacks against yourself
Posted in Review and tagged critical fumbles by Adam A. Thompson with no comments yet.
Happy New Year with New CCB Merchandise
Happy new year to you and yours! We hope your 2010 has been as filled with greatness as ours, and that 2011 is even more prosperous and peaceful (but full of lots of fantasy and sci-fi battles acted out with plastic and metal minis on cardboard tiles and wet-erase battlemats!).
For those of you looking for a New Years or orthodox Xmas present for your gamer loved ones, head over to ourCafePress store and make a few purchases. You’ll help support this magazine, blog, and our travel to cons to run adventures. Here’s what the t-shirt looks like:
While you’re at it, visit Unicorn Rampant’s CafePress store to pick up some regal gear.
For those of you on the con circuit, we will see you at OwlCon, GenCon, and MilenniumCon over the next year!
May Avandra see you roll many cinematically-appropriate crits over the next year.
Posted in announcement by Adam A. Thompson with no comments yet.



Magic items:






