Room 1: A Restful Chamber

This tapered 30′x30′ room is cast in a pale blue light that evokes the calm skies of a mid-spring afternoon. An animated mural of puffy clouds meander about the domed ceiling. Small, decorative cockatrice feathers in a variety of pastel colors float along a plane six inches out from the walls indicate a protective ward, a testament to a great arcane power that still is rooted in this tomb. Carved in to the far wall above a granite crucible are a set of arcane runes. Copper braziers fill the four corners of the room. Above them float golden feathers that are interspersed among the others.

If someone can read magic, the runes say:

To be at peace. To be at rest. To be mended. To pass the test.

This is the central room to this level. The room is warded against any unexpected encounters, so this room provides the dungeon delvers a refuge to fall back to and regroup as needed.  Any attempt to grab the feathers will be unsuccessful, as they are also warded and will move away from any advance. After each key is collected, the adventurers can rest here and receive 2d8 hp of healing from the room.

Once all four keys are collected, the crucible can be used to reforge Athganazar’s key. All four keys must be placed in the crucible and all four braziers pushed around the crucible.


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

Room 2: Chamber of Self Reflection

In this room you find a table, upon which are a collection of charred tiles.  A shattered floor-to-ceiling mirror dominates the opposite wall. Scrawled at waist height along the mirror in faded black finger paint is the following:

“Upon reflection you may find the key.”

Looking closer at the black paint shows that is actually ash. Looking closer at the tiles on the table reveals:

Nine tiles lie scattered upon the ash-covered table, each with a unique symbol inscribed upon them.

Upon moving the ash from the table, either by hand or by creating a breeze:

Eight indentations (each of which would fit one tile) set in a line across the center of the table.  Above the indentations, floating in an arc above the indentations, glowing ash reads:

“Leave all but your number. Leave the rest in order.”

Once someone touches any of the tiles the encounter begins with the springing of a trap.

With an enormous thud, a large stone block drops to the floor, sealing the doorway. In the dissipating dust, a flash catches your attention and you can barely make out a marble sized dot of fire hovering in the air between the table and the mirror. With a ticking sound, the fire pulses slightly once per second, as if keeping time.

The dot is a Delayed Blast Fireball (10d6+1 points of damage) which will detonate exactly 60 seconds after the encounter is activated. The only way to prevent this from happening is to correctly solve the riddle. The tiles upon the table must be laid out in the correct sequence, omitting the number of characters in the party exploring the tomb. Upon the tiles are the numbers 1 through 9 which are drawn with a reflection of themselves.

You will need to give the players actual tiles with these symbols upon them (jumbled up of course) and will only consider the riddle solved once they have been placed into the order shown above.

If they fail to do this within the 60 seconds, the fireball detonates, the door opens and the encounter resets. It will continue to do this until the puzzle is correctly solved.

The mirror is simply a red herring placed there to potentially throw people off. It serves no useful purpose except to provide a clue as to the nature of the mirrored numerals that comprise the symbols.


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

The Tomb of Athganazar (Introduction)

Athganazar, the feared Archmage of Wayrenth has died. The loss of the wizard has been a great blow to the city and the Duke has begun to seek out replacements for the position of wizard to the court.

This however is not what has brought you all here to the city but instead it is the promise of both riches and power which were offered in the riddle that appeared on the door to Athganazar’s tomb the morning after he was laid to rest…

Five are the tests Athganazar told
To wealth and power for ones so bold
When the wizard was dying, his time at an end
The key he shattered for those to mend
Find one, find two, find three, find four
‘Twil be all for naught until restored
To gain the key will mean one more test
Then after it’s over a much deserved rest
For you’ll have found the prize of the great archmage,
…His wealth of treasure, gold and page.

News of this message spread fast across the realm and has led to what amounts to the greatest scavenger hunt of the age, with treasure seekers looking for clues as to both where to find these key fragments as well as for more information as to where these “tests” are supposed to take place.

Many have sought answers in the Mage’s home, school and the places where he was raised as a child but your group seems the first to have actually discovered the wizard’s testing ground, here beneath his very tomb.


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

Recapping SpaceCityCon 2013

I took a Saturday to make a trip out to SSC 2013 to run a session of The Tomb of Athganazar.

The adventure went well — even had a few folks playing who expressed interest in seeing our other adventures, so I’ve pointed them to this site.  If you, dear reader, are one of them, thanks for the kindly-worded validation.  The adventuring party found a very creative solution to the wizard’s challenge, different than those at the last con, but just as off-the-wall and fun for all.  This seems to be the norm for games I run at cons, which is very encouraging, both in the flexibility of the adventure as well as the creativity of the players at Texas gaming cons.  Excessive hack-n-slash isn’t as fun for me as a storyteller, as it too often turns adventures into glorified calculators.  The question for me has always been whether players enjoy this outside-the-lines style of session, and it seems they do. Again, thank you all players who roll with these adventures.  I am grateful for your participation and positivity.

On the floor, I met a visual artist, Joey Blackard, with an intriguing, yet simple style, and picked up one of his framed originals.  I’d love to use more of his work in our adventures; more on that in time.  Then, after running the session, happened upon Diesel on the vendor’s floor, and though I usually don’t approach such luminaries in the history of role playing, he seemed very approachable, so I decided I’d say hi.  Thirty minutes into our discussion of role playing, scoping projects, the experience of working at TSR, then WoTC, and finally life in Austin, I realized that we had a lot of common ground.  He was so down to earth and genuinely interested that I had to cut myself short or I would have kept talking with him all evening.  I’ll definitely look him up at other Texas cons; he tends to make the rounds each year.  One of my favorite con experiences ever.

As usual, the Houston hospitality was second to none, the organizers, gamers, and other locals taking care of me as they always do.  Special shout out to Leo and Phil for the discussions and good times on Saturday night after we’d packed out of the con.  Always great to hear about your campaigns and story ideas and to meet more of your friends and colleagues in adventurecraft.

More to come as we are already hard at work on an adventure to run atOwlCon in early 2014.  This one will showcase the Dungeonstone Caves and Caverns Set that recently closed on Kickstarter.  Odds are they’ll have some sets available for purchase at the con.  So in six months, come check out the booth; the adventure will be run in multiple sessions at the neighboring table.


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Tomb of Athganazar at SpaceCityCon 2013

spacecitycon-300x62We will be reprising our running of Tomb of Athganazar atSpaceCityCon 2013 on the west side of Houston.  The con runs from Aug 2-4 and our games start at 1pm on Aug 3rd in the Rose Garden Room of the Marriott.  Come find us there or at the Dungeonstone booth on the vendor’s floor, which I believe will be in the same hotel.

Anyone entering the Tomb of Athganazar will receive $20 coupons that can be redeemed at the Dungeonstone booth for incredible 3D terrain.  The two sessions will feature pregen Pathfinder 10th level characters and run 4 hours.

And check back here for links to the adventure when it is published in August.


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The Birth of the Nightmare

nightmare-300x190The sound of rapping at the door barely interrupted the thunderous downpour.  After the proprietor peered through the iron peephole and made out the huddled form, he let the stranger in.  A drenched Glenillyn from the Northlands passed the threshold, introduced himself, and asked for shelter at the house of Traer in the Southlands.  He was carrying a bridle round his neck and spurs dangled from his belt.

After a frugal supper filled with rich conversation, Glenillyn inquired as to what service he could render to repay Traer’s hospitality.  The dark host sat silent for some time, then he said to his guest, “I ask nothing of you save you bring me the prized mare held by my neighbor to the west.  He guards her with such precision that for months all my attempted ambushes have been in vain.”

Glenillyn said, “You in the South are certainly slow and cowardly by our standards.  We would have made an attempt to get her and even have died rather than hang about for moons.  Tell me where she is and wait here over the next night and see how I do.”

Said Traer, “We know all about the boasting of your people.  Cadwallon, the son of Uther, has the mare at Gelligaer.  She feeds by day in the midst of soldiers.  At night she slumbers on a fine brachan[1] in the far corner of his house, with the whole household between her and the only door and four of his best men between her and the fireplace.  In addition to repaying my hospitality, you shall get ten cows for the mare and five for the brachan.”  Traer strolled up unconcernedly to the face of Glenillyn, as no thief in the Southlands is arrested but is instead killed on the spot, so if the traveler were seen again it would mean success and he would have his prize.  Glenillyn nodded, took his rest, and in the morning set forth to retrieve the mare.

The night was dark and starless as Glenillyn approached Gelligaer.  With his knife he made a hole beside the door and let himself in.  He stole up to the mare and loosed her.  Then, with the lashing skills of the seamen of the north, he tied the fringes of the carpet to her tail.  The four men were sleeping on the carpet and following Glenillyn’s lead, the mare dragged the guards bodily through the fire, which consumed them immediately and with nary a shriek, their ashen corpses covered the rug as it was dragged outside the door.  Cadwallon’s remaining band set out after him, guided by the sparks.  These Glenillyn quenched, and mount and robber rode off into a nearby field.  Just before dawn, he returned to Traer safely, handed over the mare, received the cows and gained for himself great renown for daring as against the men of the Southlands.

Unfortunately for both men, the story doesn’t end there.  The mare herself sustained burns passing through the fire that night.  The ashes of the corrupt guards wore into the sores opened by the flesh wounds, infecting the mare with the evil intent that an unjust death does.  The next night, she broke free of the stables of Traer, breathing fire as bright as ever from the hearth of Cadwallon at her captors, her flesh still rotting yet clinging to her animated frame.  She galloped off across the land, set free by her power.  From the prints where her hooves stepped that night, no plant has since grown.

It is said she has bred many more mares in her corrupted image.  On starless nights, beware the whinnies that wind through the dells of the Southlands and the haunted dreams of men.

Inspired by the Welsh legend of Genillyn, the Thief of Glamorgan.


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Is There Honor Amongst You?

honor_among_thieves_cover-300x169We are pleased to announce the release of our latest adventure, written by S.D. Hilderbrand and Leo Monaghan of Dungeonstone.  From the introduction:

Is There Honor Amongst You? is a tournament-ready dungeon delve for 6-8 5th level rogues.  We have provided eight pregenerated characters at the end of this module, half of which are straight rogues, and the other half of which are multi-classed characters with a few levels of rogue.

Living on the streets of Waymar is a difficult task for those who would live in the shadows. Without the protection of the Guild it seems only a matter of time before your luck runs out, you take one risk too many and end up in either the city’s dungeons or its gallows.

Members of the guild however almost never seem to suffer such fates, even when caught they tend to be seen again out on the streets or in the local taverns mere days after their arrest. As such, membership into the Guild is the goal for all those who work outside the law.

Unfortunately, they only recruit once every two years and even then potential applicants must past a rigorous review in order to even be considered for membership…

…And then of course there is the final challenge…

As presented by the guild leader:

“Your goal is to pilfer the most loot from this city lord.  We have bribed his guards and convinced them to take up residence in the local tavern for a period of two hours and not a minute more. Understand that anyone still inside the underground when the time expires will have failed the test and be left to their fate.

…”

Pick up a copy from rpgnow.

The character sheets for these characters are available in a separate document available at clawclawbite.com.

This adventure is Dungeonstone-ready; the map can be built using just a few sets of the leader in stone dungeons.


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New blog site!

Hey, everyone!

We’ve been busy setting up some new infrastructure and typesetting material for release on rpgnow.com.

As today is Memorial Day in the U.S., we’d like to further celebrate by laying to rest our old site. Be advised that the URL you should be using to access this blog is clawclawbite.com.

We’ve moved to our own self-hosted WordPress installation, leaving the Google-hosted Blogger home we’ve been using for the last 4 years. This will give us more flexibility and control over our IP as we move forward as a collaboration between Unicorn Rampant Publishing and Inverspace Press.

Thanks, Blogger, for helping to get us off the ground. And thanks, dear readers, for your support these past four years.

Onward and upward!


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Cloak of Humility

This plain, slightly tattered clock projects the wearer’s more humble virtues. As a result, against onlookers with any sense of humility, the wearer receives a +5 on all diplomacy and bluff checks.

Wearing the cloak in scenarios that call for more formal attire will penalize these skill checks.

The minor version provides a +2 bonus, and the greater version provides a +10 bonus on the associated skill checks.

Price: 1,000gp, Craft Wondrous Item. Owners of the cloak will often require a humble deed be done before they part with the cloak as the result of a transaction.


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Return from hiatus with claws and bite

Thanks everyone who sent in an entry to our April contest. We’ll post the results, including the top 3 entries soon. And, send in an entry for May’s contest, eh?

Thanks also for bearing with us as we finalize plans to migrate our site to a WordPress installation on our own servers. There’s something downright satisfying about that.

We are also about to embark on an 8-post journey of virtuous items for any adventuring avatar. They should be fun additions to your role playing games, and bring back shades of your gaming past.

Stay tuned.


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