Issue 2 Re-released!

Concluding our back-issue re-release party, we bring you the re-release of Issue 2. Now that they’re all done, look forward to our 300+ page Omnibus 1, due out in time for Christmas 2008, containing all 15 issues of CCB!

Claw/Claw/Bite is a resource for storytellers and gamemasters to help create thrilling worlds of adventure for your players to test their mettle in. In each issue, you’ll find new characters, creatures, magic items, encounters, and locations for use in your campaigns. We also include little nuggets that will enrich your world with interesting details and intriguing features.

Our goal is to be a “one-stop shop” for you, the gamemaster. With little or no tweaking on your part, you will be able to drop any game element from Claw/Claw/Bite into your adventure setting and run it how you see fit. All of our creations are designed for d20 fantasy rules. And of course, everything is carefully reviewed and balanced to fit into your game without disrupting your play balance or letting you step on snakes.

This issue of Claw/Claw/Bite includes:

* Two new encounters
* Three new characters, including Madame Babushka
* Two new creatures, including the Great Earth Serpent
* Three new spells, including Holy Transfixion
* Three new magic items, including the Sepulcher of Ghost Catching
* And a new location, the Port of Onuago.

Buy it here!


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Tristega Thistlewood

Tristega grew up the daughter of a wealthy merchant family in Piran Point, which made its money on the fish and rope trades.

However, finding the merchant life dull and wholly without adventure, this heiress walked away from the family’s fortune (taking some of it with her to bootstrap her own operation). She has developed a small trade network of her own between a few of the coastal towns of the Jæruel, establishing a small black market in “hard to find items,” weapons, armor and outlawed arcane reagents that wizards delight in. This side of merchant operations it seems is worthwhile to her; keeping below the surface and a step ahead of the law. She is known to dress in flashy dresses and parade around in her impressive hat collection, one that grows with each successive adventure.

She is a devout follower of Geld, younger brother of Pelor, adhering to St. Grisdon’s ten virtues of trade, which places one’s honor and word above all things, and encourages dealings with only those who also uphold this honor among merchants and thieves.

Tristega Thistlewood
Medium-size Female Human
Rogue 5 Merchant 2

Hit Dice: (5d6)+(2d6)+7
Hit Points: 41
Initiative: +7
Speed: Walk 30 ft.
AC: 17 (flatfooted 17, touch 13)
Attacks: Sword (Short/Masterwork) +5;*Crossbow +1 (Repeating Light) +7; ;
Damage: Sword (Short/Masterwork) 1d6+1;*Crossbow +1 (Repeating Light) 1d8+1; ;
Vision: normal
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Evasion (Ex), Sneak Attack +3d6, Trap Sense (Ex) +1, Trapfinding, Uncanny Dodge (Dex bonus to AC)
Saves: Fortitude: +2, Reflex: +7, Will: -1
Abilities: Str 12, Dex 17 Con 13, Int 14, Wis 7, Cha 10
Skills: Appraise 12; Balance 11; Bluff 4; Climb 7; Concentration 1; Craft (Alchemy) 5; Craft (Untrained) 2; Decipher Script 7; Diplomacy 1; Disable Device 7; Disguise 2; Escape Artist 7; Forgery 9; Gather Information 3; Heal -2; Hide 3; Intimidate 4; Jump 3; Knowledge (Geography) 4; Knowledge (History) 4; Knowledge (Local) 4; Listen 3; Move Silently 3; Open Lock 7; Ride 3; Search 6; Sense Motive 0; Sleight of Hand 5; Spot 1; Survival 0; Swim 3; Tumble 8; Use Magic Device 3;
Feats: Armor Proficiency (Light), Exotic Weapon Proficiency (Crossbow (Repeating Light)), Improved Initiative, Rapid Reload (Crossbow (Light)), Simple Weapon Proficiency, Track
Challenge Rating: 6
Alignment: Chaotic Neutral
Possessions: 40 Bolts, Crossbow; Sword (Short/Masterwork); 20 Bolts (Crossbow/Adamantine); Crossbow +1 (Repeating Light); Leather +2; Potion of Cure Serious Wounds; Potion of Remove Disease; Potion of Sanctuary; Signet Ring; Rogue Boots (Thieves’ Tools in boots);

Combat

Tristega tries to avoid combat at all costs, even offering money to spare her the work. However, if she has the upper hand (for instance when she can corner an opponent) she will not think twice about pouncing on the opportunity. She attacks from the shadows with her repeating crossbow. When in melee, she prefers the short sword, again keeping her distance whenever possible.


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Toads of Troll Valley

Hugh Enfant is the ruler of the small city-state on the border of the Baroese Empire, along an ancient valley known for its swamps and trolls. He has been troubled by toads, and has ordered himself protected by his men. In response, his man-at-arms has had him suspended between two trees in a burlap sack, his head barely peeking through as he meets the party at dusk near the valley floor.

The telling of his story is interrupted by hundreds of toads, which swarm him mercilessly, devouring his flesh in front of their very eyes. The toads then hop off as they do, finding easy shelter in the valley’s swampy floor. His men scramble about, attempting to kill or capture the toads, to no avail.

The party is then sent by the man-at-arms to investigate the cause of this disturbance while Enfant’s men are faced with the task of burying their ruler somewhere in the valley where he may remain undisturbed. Unfortunately, toads are known to dig underground, so they will need assistance in this task as well, but that is something that can wait until they return.

Plot Resolution

The trolls of the valley have been turned into toads by a mischevious sorcerer who recently took up residence at the far end of the valley and found the trolls a nuisance. As the party investigates the valley, they will find abandoned camps that smell of licorice. Around the camps are hundreds of cocoons. They will find arcane markings along the trees as they near the sorcerer’s neck of the woods, and markings on standing stones, fractured boulders, and unnaturally-felled trees.

He is willing to turn the toads back into trolls if the trolls agree to leave the valley. Unfortunately, Enfant’s men will have none of this. It is up to the party to propose and enact a solution. If they still face the looming threat of the Baroese Empire, a crafty party will be able to turn all these forces against this common enemy.


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The Basilisk of Weldon Estate

The many generations old Wheldon Estate has a proud history as a mercenary’s retreat. However, its recent history is less shared by members of the family, as it has been abandoned for decades by men. Rumor has it that a Wheldon once returned from an adventure in a farway land with a lizard pet, which overgrew its bonds and took hold of the estate’s central house. Following the departure of the family from the region, embarrassed by the events that followed, the local magistrate has assumed ownership the country estate at the edge of town. They have an open challenge, which if accepted and completed, will present the party with a vast reward.

How to use this plot outline in your game

Introduce this plot point as a rumor in a local bar, or as a tale told by a merchant or mercenary the party encounters in their travels. Build up the estate grounds with gruesome details, such as statuaries containing ornate, realistic-looking works (which are petrified humans, elves and dwarves which have accepted the local magistrate’s challenge) and dead, overgrown trees.

The party should first visit the magistrate to learn the conflicting details. The idea is that the basilisk has occupied the estate for over ten years, so the stories and tales have been embellished out of control. The party shouldn’t know exactly what to expect. Use your judgement as the storyteller, and make it convincing.

One thing that is clearly stated by the magistrate is that if they take back the estate, they get to own it. This is likely a motivating factor in the party’s accepting of hte mission.


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Tipene

Hailing from an vanaran island culture, Tipene is a trained shaman who has studied martial arts. He and his companions seek information on “floaters,” human pirates that once ransacked ports on their home island. Tipene is very academic and dry around new faces, but warms up and tells plenty of war stories once he gets to know those around him. He maintains a skeptical, scientific eye on most things. Even his deep-rooted spirituality has an explanation! But you’ll have to get to know him in person to learn more.

Tipene
True Neutral Vanaran Rogue 1 Shaman 8
Natural Scientist, worshipper of Zaius

HD: 8d8+1d6+18
HP: 51
Init: -1
Speed: Walk 30 ft., climb 20 ft.
AC: 17 (touch 12, flat-footed 16)

Attacks: hands +6/+1 1d8 20, masterwork war claw +7/+2
Damage: 1d3-1, 1d6-1
Base Attack Bonus: +6/+1
Vision: normal
Face / Reach: 5 ft. / 5 ft.

Special Qualities:
Sneak Attack +1d6
Trapfinding
Ancestor Domain – Summon ancestor
Travel Domain – Freedom of movement 1/day
Improved Unarmed Strike
Animal Companion – Monkey, Claudius
Spirit Sight – see ethereal creatures
Rebuke Undead
Spirit’s Favor – charisma as a bonus on all saves

Saves: Fort: 5, Ref 5, Will 12
Abilities: Str 8, Dex 8, Con 14, Int 16, Wis 20, Cha 10

Skills:
Appraise: 8
Concentration: 12
Craft (Bookbinding): 11
Decipher Script: 10
Diplomacy: 4
Handle Animal: 2
Heal: 10
Hide: 0
Knowledge (Arcana): 6
Knowledge (Religion): 7
Knowledge (Spirits): 6
Knowledge (Planes): 7
Listen: 9
Move Silently: 0
Profession (Bookkeeper): 6
Ride: 1
Sailing: 2
Sense Motive: 10
Spellcraft: 14
Spot: 10
Survival: 11
Use Magic Device: 3

Feats:
Great Teamwork
Coordinated Attack
Karmic Twin (Tarapiki, fellow Vanaran and travelling companion)
Dodge
Quicken Spell

Spells:
Free:
Travel Domain:
1 Longstrider
2 Locate Object
3 Fly
4 Divination

Ancestor Domain:
1 Detect Undead
2 Ancestral Vengeance
3 Speak with Dead
4 Dimension Door

Mana : 62

Spells per Day: (levels 0-4): 10/9/8/7/4

XP: 40,175

Languages:
Vanaran
Olman
Sylvan
Spirit Tongue

GP: 14
PP: 7

Possessions:
roc feathers
scarlet brotherhood robes
luckstone
bag of holding (type 1) full of a necromancer’s collection of items from her skeleton
ivory carving – elephant
wooden tiger figurine
masterwork war claw from a coatl
chain shirt +3
dastana
deck of illusions (jack of spades already drawn)
elixir of sneaking
elixir of hiding
elixir of fire breath
dust of appearance
explorer’s outfit
2 potions of cure moderate wounds
white wood staff with a diamond and silver setting (magical)
black cloak with silver trim

Tipene was cursed by an evil bat god. Ever since then, he has taken on a palsy that has permanently reduced his Dex by 6 points. In combat, he usually casts cause serious wounds and uses his great teamwork feat to flank his opponent with his companion, Tirapiki.


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Skin Robe

When this robe is put on, the wearer takes on the form of another. A skin robe enables its wearer to be aware of this new form. This allows him a +10 competence bonus on Disguise checks. The wearer adopts aspects of the appearance of another creature, those whose skin comprise the robe. All creatures failing a Spot check versus the disguise wearer see him in this altered form, even those acquianted with the wearer.

Moderate illusion; CL 10th; Craft Wondrous Item, disguise self; Price 25,000 gp; Weight 1 lb.


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Wine of Telling

The various wines of telling inspire wondrous stories of faraway lands in those who drink them. Those consuming the same wine as the storyteller receive bonuses to follow the story as it is being told. In the hands of a powerful enough bard, these stories lead to adventures in these lands. Different wine types lead to different stories (and thus different adventures) — think forks tuned to different planes.

Here, the effect is felt by those who hear stories told by those under the influence of the wine. For instance, if a bard tells a story about a far away land, and has been drinking wine of telling, all those who can hear the story are whisked away to the foreign land for the duration of the buzz.

Wine of telling is usually served from the clay decanters in which they are distributed. This keeps the sunlight from ruining the flavor or the enchantment.

Price: 500-1000gp. To make wine of telling, it takes someone with a Profession: Vintner of 5 one month per batch. In addition, the vintner must have access (either through arcane magic or access to magical grapes) to the ability to teleport or plane shift. The effects of the wine are limited by which of these powers the vintner imbues the wine with.


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Fair Folk

Also known as children of deepwood, these short, slender, pale folk wander the woods throughout Proppia and the Farghoal. They are strong storytellers who revel in adventure that they can spin yarns about, and their song and dance is often heard before they are encountered in person. Fair folk seem mostly human except they are paler and have slightly oversized eyes due to their natural habitat. They have also been known to take up residence in caves and undersea grottos, living in these locations for periods of five years at a stretch before moving on.

They ride tiny horses (actually medium-sized). They wear long, flowing clothing of fine, highly-colored silk. They often wear wings in their dramatic productions and dances, but do not fly, contrary to certain folk tales.

Rumor has it that they are the descendants of elves who mated with humans, though they stand a mere 2-3 feet tall.

They only count in fives, and are usually encountered in groups of five. This is due to a superstition that runs deep in their culture. They are highly enamored with the truth and seek it with every interaction. Lying to them once means never having them trust you again. Though they themselves often pay for services with gold that turns into manure or cockleshells the next day.

They fear iron and collect bronze wherever they can.

Fair Folk as characters:

• Small: As small creatures, Fair folk have the usual +1 bonuses on AC, etc. due to their diminutive size.
• Fair folk base land speed is 15 feet, but they can move this speed even through the deepest forests.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level, all to be applied to nature-based skills.
• Automatic Languages: Fair folk and one other fey tongue.
• Favored Class: Rogue, wizard. They tend to be both at even levels.
• Favored alignment: Neutral
• Unique Languages: Though each fair folk society speaks a strong dialect of the base fair folk language, each of the dialects is mutually intelligible by other fair folk.


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Book of Dreams

The stories in the book of dreams are centered around themes that resonate between the Prime Material Plane and the Dream Plane. Readers of a book of dreams travel into the Dream Plane as they sleep, appearing in whatever form is negotiated between the character’s will and the passage read. Readers remain on the Dream Plane for the duration of their sleep cycle. If awakened, readers are immediately whisked back to the plane on which the books are read.

Minor tomes allow passage to the Dream Plane for an hour, and Greater/Major tomes transport readers to the Dream Plane indefinitely. There are none too rare cases of adventurers having disappeared for long period of time, only to return to the Prime Material Plane acting like the creature form that represented them in the Dream Plane.

Price: 10,000gp. Books of dreams require Craft Wondrous Item, plane shift, and dimensional anchor to construct.


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Book of Escape

This book, when any passage is read from it, transports the reader to a location considered safe by the the reader. This can be anything to a decadent palace to a crib in her parents’ home. This depends on the reader and how well the player rolls when the book is read. Higher rolls mean more lavish accommodations, lower rolls more spartan ones. The effect is that of a word of recall spell. The book can be reread, though any passage already read loses its value for any given reader. A typical book of escape has 150 passages for each reader.

This tome led to the meaning of the term “book” meaning to run from a situation.

Price: 2,500gp. It requires the ability to Craft Wondrous Item and word of recall to create a book of escape.


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