Barael
History: Barael has lived a long life of adventure. Born near the Linglew Wood to a woman who had traveled there to learn elven magic, he was a young man when Soguer fell. After many years wandering across the world, in and out of groups of companions, he found himself at the Temple of the Stars in the north of the Middle Kingdoms, where he fell in love with one of the priestesses there. In the years that followed he defended that place against the Anmagus Crusade and became a bitter enemy of the Shan’n’nur Inquisition.
Barael ✦ Level 19 Fighter (Kensei)
Medium natural humanoid (half-elf) ✦ XP 2,400
Initiative +10 Senses Perception +11, low-light vision
HP 136; Bloodied 68; Healing Surge 34; Healing Surges: 11
AC 34; Fortitude 30, Reflex 28, Will 27
Resist 5 fire and necrotic
Speed 6
Action Points 1
Powers
Basic Melee ✦ At-Will ✦ Martial, Weapon
Barael’s Blade +23 vs. AC; 1d10 + 14
At-Will Powers
Magic Missile ✦ At-Will ✦ Martial, Weapon
+17 vs. Reflex, 2d4 + 8,
Precise Strike ✦ At-Will ✦ Martial, Weapon
Encounter Powers
Ray of Frost ✦ Encounter ✦ Martial, Weapon
Thunderwave ✦ Encounter ✦ Martial, Weapon
Griffon’s Wrath ✦ Encounter ✦ Standard, Melee
Spectral Ram ✦ Encounter ✦ Standard, Ranged 10
Storm of Blows ✦ Encounter ✦ Standard, Melee
Force Volley ✦ Encounter ✦ Standard, Ranged 20
Daily Powers
Victorious Surge ✦ Daily ✦ Standard, Melee
Dragon’s Fangs ✦ Daily ✦ Standard, Melee
Disintegrate ✦ Daily ✦ Standard Ranged 10
Utility Powers
Boundless Endurance ✦ Daily ✦ Minor, Stance
Unbreakable ✦ Daily ✦ Immediate Reaction, Personal
Into the Fray ✦ Daily ✦ Minor, Personal
Blur ✦ Daily ✦ Minor, Personal
Stoneskin ✦ Daily ✦ Standard, Touch
Alignment Neutral Languages Common, Elven, Dwarven
Feats Arcane Initiate, Ritual Caster, Novice Power, Acolyte Power, Adept Power, Expanded Spellbook, Weapon Proficiency Bastard Sword, Weapon Focus Heavy Blades, Inescapable Force, Armor Specilization (Scale), Iron Will
Skills Arcana +18, Athletics +18, Diplomacy +12, Endurance +16, Insight +13, Streetwise +16
Str 20 (+14) Dex 13 (+10) Wis 14 (+11)
Con 14 (+11) Int 20 (+14) Cha 13 (+10)
Equipment: Barael’s Blade (+3 Witchblade), Black Iron Wyrmscale Armor +4, Orb of Reversed Polarities +3, Bracers of Defense (level 7), Winged Boots, Elven Cloak +4, Spellbook, Holy Symbol of Boccob, Adventurer’s Backpack.
STATS as a 19th level NPC
19th level Fighter, Half-elf
Initiative +10 Senses Perception +11, low-light vision
HP 165; Bloodied 82; Healing Surge 41; Healing Surges: 11
AC 36; Fortitude 33, Reflex 30, Will 28
Speed 5
Action Points 1
Combat Challenge
Powers
At-Will
Basic Melee: witchblade + 21 vs AC, 1d10+12
Magic Missile: +20 vs Reflex, 2d4 + 11
Encounter
Thunderlance
Force Volley
Daily
Disintigrate
Greater Invisibility
Stoneskin
Skills: Arcana +18, Streetwise +15
Str 21 (+14) Dex 12 (+10) Wis 14 (+11)
Con 13 (+10) Int 19 (+13) Cha 11 (+10)
Gear: Scale Mail, +3 Witchblade, holy symbol of Boccob, spellbook
Posted in Uncategorized and tagged subplot: the Shan'n'nur by Adam A. Thompson with 1 comment.
Barael’s Blade
Witchblade – Level 9+
This sword is infused with arcane energy, and can cut the very fabric of magic.
Lvl 9 +2 4,200gp
Lvl 14 +3 21,000gp
Lvl 19 +4 105,000gp
Lvl 24 +5 525,000gp
Lvl 29 +6 2,625,000gp
Weapon: Light or heavy blade
Enhancement: Attack rolls and damage rolls
Critical: +1d6 force damage per plus
Power- Eldrich Parry (Encounter): Immediate Interrupt. When targeted by a power with the arcane keyword, use your melee basic attack bonus with the witchblade + 10 as your defense against the attack.
Power – Sever Spell (Daily): Standard. Intelligence vs. the Will defense of the creator of a conjuration or zone.
Hit: The conjuration or zone is destroyed. All its effects end, including those that normally last until a target saves.
History: Forged by the Crow Mage from shards of darkness, infused with the finest dwarven steel, and honed by his half-breed apprentice to near-vorpal sharpness, this blade was wielded by Barael, the famous bastard child of King Elespor Galdius.
It is said that it takes a warrior’s hand and a wizard’s mind to wield this blade and those crafted in it’s image. The original Witch-blade has many special properties, and is a hand-and-a-half sword. It has the same dispelling and counterspelling properties that all witch-blades share. In addition, Barael’s blade has a deadly thirst for the blood of those who lead the worship of abominations, such as the Spider Priests of the Shona’qua dark elves whom Barael repelled from the mountains of Abernath.
As its fame grew, the cultists of Shan’n’nur attempted to wrest this blade from Barael’s possession in order to learn the secrets of it’s construction. For many years the cult hounded him and would send agents after him whenever his travels brought him to the middle kingdoms.
The cult was never successful in subduing Barael or eliciting his cooperation, though they nearly succeeded once, when he was seduced by one of their agents. Eventually the leaders of the Shan’n’nur decided to abandon their efforts, as it was too great a drain on the organization’s mediocre resources.
Years of research later, the Shan’n’nur duplicated the witch-blade effect with the help of Barael’s old foe Faduardo Gantonín and began enchanting their long knives and swords with the property.
Posted in Uncategorized and tagged equipment: magic weapon, subplot: the Shan'n'nur by Adam A. Thompson with no comments yet.
Reading Room
Level 8 – 1750 xp
The broken and charred remnants of furniture lie scattered around the room, piled up along with sticks and plant matter to form a raised nest. Coins, items and bones lie scattered around the room. Both the north and west doors have been broken down and the roof and archway leading to the southern balcony is mostly missing.
The debris in this area constitutes rough terrain and covers 1/2of the floor.
CREATURE: A young chimera has made its lair here and will leap to attack anything entering the room. If hard pressed it will retreat out one of the balconies and try to regain the upper hand by swooping in upon the party from above the roof. It will not easily abandon its horde of treasure. If the players made significant noise entering the area 24, the chimera will be waiting to ambush the first to come through the door.
TREASURE: The items scattered around the room include broken bookshelves and chairs, crumbling ancient scraps of paper and book covers, ruined scraps of clothing and armor, an elven longsword, a small steel shield, a short sword, 800 gold coins, two gems worth 100 gold, and a Rod of the Dark Reward +2.
| Young Chimera – Level 8 Solo Brute Large natural magical beast – XP 1,750 Initiative +10 Senses Perception +14; all-around vision, darkvision HP 288; Bloodied 144; see also bloodied breath Powers Ram’s Charge (melee; standard; at-will) Triple Threat (melee; standard; at-will) Dragon Breath (blast; standard; encounter) – Fire Bloodied Breath (blast; free, when first bloodied; encounter) Alignment Unaligned Languages Common, Draconic |
Posted in 4th edition Dungeons & Dragons, Creature, Encounter and tagged creature type: magical beast, creature: heroic brute (solo) by Adam A. Thompson with no comments yet.
Unicorn Rampant is going to Owl Con!

We are proud to announce that we’ll be attending our first ever convention as a vendor this Feburary 6-9th at OwlCon, at Rice University in Houston Texas!
We’ll bring along some of our wares to peruse in printed form, and if you mention seeing this announcement on our blog, we’ll give you half off on all of our products! We’ll also be set up to give you discounts on any of our products you’d like to buy from RPGnow.com.
And of course, we’ll be set up to play some games right there at our table, so come on down and say hi!
Posted in convention, news by Adam A. Thompson with no comments yet.
Unicorn Rampant is going to Owl Con!

We are proud to announce that we’ll be attending our first ever convention as a vendor this Feburary 6-9th at OwlCon, at Rice University in Houston Texas!
We’ll bring along some of our wares to peruse in printed form, and if you mention seeing this announcement on our blog, we’ll give you half off on all of our products! We’ll also be set up to give you discounts on any of our products you’d like to buy from RPGnow.com.
And of course, we’ll be set up to play some games right there at our table, so come on down and say hi!
Posted in Uncategorized and tagged news: convention by Adam A. Thompson with no comments yet.
Old Rock Tower – Chickatrice in the Outhouse
We’re converting the first adventure we ever published, The Old Rock Tower, to 4th Edition D&D, and wanted to put out a sample of what you’ll find. This is one of the first encounters, outside of Talnabous’ Tower.
Description: A tiny wooden shack leans here, 5′ on a side. Its narrow door stands open a foot or two. A statue of a cat hissing, it’s tail up and bristling stands immediately in front of the door.
CREATURE: Five cockatrice nest in the ruins of the outhouse. Their small nest is built in the rafters of the decrepit 5’x5’ building. They will leap down and attack anyone investigating the outhouse.
Cocatrice – Level 6 Controller
Small natural magical beast – XP 250
Initiative +3 Senses Perception +2
HP 69; Bloodied 34
AC 19; Fortitude 16, Reflex 18, Will 17
Speed 6
Powers
Stony Beak (melee; standard; at-will)
+9 vs. AC; 1d6 + 4 damage. the target is slowed (save ends).
First Failed Save: The target is immobilized (save ends).
Second Failed Save: The target is stunned (save ends).
Black Moon Hiss (close burst 2; minor; encounter)
+10 vs. Fortitude;
Hit: Target is weakened (save ends).
Alignment Unaligned – Languages none
Str 16 (+5) Dex 19 (+6) Wis 10 (+2)
Con 13 (+3) Int 6 (+1) Cha 16 (+6)
The nest in the rafters, if searched, will yield 3 cockatrice eggs – these can be considered 600 gold worth of Arcane Components. The statue of the cat (actually a live cat petrified by the cockatrice) is perfect in every detail and worth 25 gp, or will make a good mouser if restored to flesh.
Posted in Uncategorized and tagged creature: heroic controller by Adam A. Thompson with no comments yet.
The Sword of Thorns
This sword is wielded by only the most determined defenders of the innocent, for merely drawing it shed’s the holder’s blood. Yet no other weapon is as effective against the forces of darkness.
Epic Artifact: The Sword of Thorns: the hilt is covered with barbs, and each round it is wielded it deals 1hp damage. Each attack made with the sword deals 1d6 damage to the wielder.
Property: Against creatures with the evil keyword, this sword ignores all resistances and deals an additional d20 damage.
Power – escape inescapable evil – standard action – Teleport 20. With a slash of the blade you cut through to another world. You and touched creatures can move through the momentary gap created, after which it closes up.
Posted in Uncategorized and tagged equipment: artifact weapon by Adam A. Thompson with no comments yet.
Gladiator’s Net
These nets are used to capture men or animals in gladiatorial arenas and in the wild. The nets are large enough to ensnare one large or smaller creature, and do so with the help of many small hooks and weights attached to the net. A strong tether is attached to the net, and the thrower holds it to prevent the ensnared creature from escaping.
Attacking with the net is a range 3 Dexterity vs. Reflex attack. A hit indicates that you have initiated a grab against the target. This works as a normal grab except that the target can move, just not farther away from you. As normal for a grab, an Acrobatics vs Reflex or an Athletics vs. Fortitude attack is used to escape.
Once the net has been thrown, it takes two move actions to reel it back in and prepare it to be thrown again.
Weapon Prof. Damage Range Price Weight Group Properties
Net +0 special 3 25 g 5 lbs none reload 2 move
Posted in Uncategorized and tagged equipment: new weapon by Adam A. Thompson with no comments yet.
Helm of the Beast

Helm of the Beast – Level 13
Worn by the barbarians of the Kitel Wood, this helm’s sharpened jaws have left their mark on many a warrior.
Item slot: head 17,000 gold
Power – (Encounter): Minor action. Make a bite attack with Strength vs AC for 1d6 + strength damage.
Posted in Uncategorized and tagged equipment: magic helm by Adam A. Thompson with 2 comments.
Daren Riverboat
These small, flat-bottomed boats ply the waters of the River Daren. This design has been used for generations to move goods and people from Lake Abernath and the Middle Kingdoms all the way to the Soral Sea. They are propelled by small square sails, or poled or rowed along. They can navigate calm sea waters, but in stormy weather are easily overwhelmed, and so tend to sail close to shore when leaving the rivers.
Daren Riverboat
Gargantuan vehicle
HP 150 Space 4 squares by 9 squares Cost 2,5000 gp
AC 3; Fortitude 20, Reflex 2
Speed swim 5
Pilot
The pilot may stand or sit at the stern of the Daren Riverboat and operate the rudder.
Crew
In addition to the pilot, a Daren Riverboat requires a crew of three, all of whom use a standard action each round to control the ship.
Reduce the ship’s speed by 2 squares for each missing crew member. At swim speed 0, the ship sails out of control.
Load
Twenty Medium creatures; one ton of cargo.
Out of Control
An out-of-control Daren Riverboat moves forward at half speed. At the
DM’s discretion, it can move in the same direction as a strong wind at up to full speed.
Sails
At the DM’s discretion, a Daren Riverboat can take a penalty or bonus to its speed of –4 to +4, depending on the strength and direction of the wind.
Posted in Uncategorized and tagged equipment: vheicle by Adam A. Thompson with no comments yet.