Issue 10 Released!
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 cool 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, all of our everything is carefully reviewed and balanced to fit into your game without disrupting your play balance.
This issue of Claw/Claw/Bite includes
* Five new creatures
* A new campaign location — the town of Junction
* Six new weapons, magic items, and special materials
* Three new spells
* Twelve new NPCs, including the cadre of heroes at 5th level
* One new race
* A new feat
Find the issue at rpgnow, or if you act now, you can find a copy for free here.
Posted in Uncategorized and tagged CCB issue by Stephen Hilderbrand with no comments yet.
Issue 4 Rereleased!
Merry non-orthodox Christmas, everybody.
We’ve been busy typesetting old issues with our latest template, and here is the first reprint, available at rpgnow.
Act fast, click here, and get the issue for free! It pays to pay attention to our blog.
Stay tuned for more reprints of old issues. If you bought the original printing, upgrade to the new printings for free by sending an email to ccb@unicornrampant.com.
Here’s the blurb for the issue:
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 cool 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, all of our everything is carefully reviewed and balanced to fit into your game without disrupting your play balance.
This issue of Claw/Claw/Bite includes
* Three new campaign locations
* Four new NPCs
* Three new creatures
* Three new magic items
Posted in news and tagged CCB issue by Stephen Hilderbrand with no comments yet.
Junction
Medium Town: Conventional; AL LN; 10,000 gp limit; Assets 2,000,000 gp; Population 3,000; Mixed (95% human, 2% halfling, 1% elf, 1% gnome, 1% dwarf).
Junction lies along the road from the Jæruel to the Cyrűk Mountains and into Northbay. The walled town has 3,000 inhabitants, many of whom moved to the town relatively recently. The town is still expanding along with its walls, so there is much housing still under construction along the edges of town. Junction enjoys a relatively high standard of living, as there is much abundant produce and rolling fields for cattle to graze upon in the area, and nice stone that is mined in Alabaster to the north. Fish stream in from the coastal town of Uppwint the southeast.
Junction serves as the main hub of the trade route from the Cyrűk Mountains to the Jæruel, and part of its wealth has developed through the high tariffs imposed by the local Jæruel officials. These official live in the southeast of town in a gated community.
Architecture
The buildings in Junction are mostly made of wood. Much of the mansions in the wealthy quarter have stone foundations and parts of walls made of stone. The city hall and older buildings along Market St. are made of stone. Parts of the city walls are stone — 5 feet every 10 foot section of wall. Much of this stone was brought in from Alabaster to the north, though some was quarried a few miles northeast of Junction.
Layout
Market Street runs east-west in the center of the walled city. Local merchants without a permanent shop set up each morning along this thoroughfare which is much wider than the streets in the rest of the town. Guard towers are prominent features in this town of local militia. All the troops report to the Jæruel who very clearly run the town.
Justice Street runs north-south from Market St. to the North Gate. The Temple of Justice sits at the corner of Justice and Market. Thieves are usually sent to the temple to repent before being tried.
The southeast quadrant of the town is the wealthy residential area known as Sunnlunt. Eight large mansions occupy the space, each with its own stables. Shrines line the main roads into the quadrant, filled with scenes painted from humanized images of Garl Glittergold.
The northeast is home to the arena. Many people live in this part of town, including warriors and small-time merchants who sell wares in and around the arena during events. There is also a temple to the god of war along Market St. To the east end of Market St., East Gate overlooks Fish Square, where the fresh catch is brought in from Uppwint and other, smaller fishing villages along the coast.
The north central part of town is known as the Jæruel district. This is where the city hall, the temple of justice and the Jæruel administrative buildings can be found. The quarters in this part of town are equivalent to decent merchant homes. Guards stationed at the North Gate keep watch over Pork Square, home of the famous pig auctions.
The southwest district is known as the Merchant quarter, named because it is home to many successful merchants, as well as a temple and the Climbing Rose Inn. The homes are fairly well cared for and there is only moderate crime. The West Gate overlooks Apple Square, where much produce enters the city.
If not for the troops stationed in this part of town, the northwest would perhaps be a sketchy part of town. In addition, given the walled nature of the city, crime is not as rampant as one would expect for a population of nearly 3,000, over 4,000 on the heavier trading days, and 5,000 during the first market days of the lunar cycle.
Map Key
Religious:
1 Justice Temple of Hieroneous
2 Peace Temple of Fharlanghn
3 War Temple to Kord
4 Druid Temple to Ehlonna
5 Various Shrines
Civic:
6 Town Hall
7 Trade Winds Oak (south side of Town Hall)
8 Arena
9 Merchant Museum
Mansions:
a Luxord Manor
b Dwenton Manor
c Tynold Manor
d Swansyd Manor
e Jarlsbyd Manor
f Hox Manor
g Antol Manor
h Tanebrux Manor
Other:
A Apple Square
F Fish Square
G Garrisons
i Market Inn
j Jæruel
J Jæruel Square
k Kiosks
m Mills
M Mercantile Square
n Inn
o The Three ‘N’ Blankets
p Stables
P Pork Square
q Residences
r The Climbing Rose
s Shops
t Towers
T Small Taverns
u Blacksmiths
v Warrior Guild
w Mage Houses
x Training Grounds
y Magic Shop
z Jæruel Quarters
The buildings outside the town walls are barns and farmhouses. On the north end of the town are pig stalls and to the northwest is Eggelt Farms, where chickens are raised and vegetables grown.
Persona
Junction is a town of many merchants. They live decent lives selling their wares and keeping the populace well fed. Farmers come to town and sell produce most days of the week, and with the constant influx of travellers, the inns remain at least half full, and the visitors meander about the markets in the morning hours before setting off for adventure. When the weather is favorable, there is much music and dance in the streets, but when it rains, the people are glum, moping about in the taverns and waiting out the weather.
There is a slight feeling of inequity among the poorer workers in town. When the ruling Jæruel officials parade along Market St. or show themselves in the arena, the people eye them suspiciously. Foreigners are welcomed as long as they are strong warriors. The people of Junction can’t stand weakness — they’ve worked too hard to stand it.
Jæruel leaders administering Junction:
Tarrin Dwenton
Darrius Luxord
Felonious Hox
Mortimyr Swansyd
Lynus Tynold
These posts will follow.
Posted in Uncategorized and tagged Jæruel, Location, town by Stephen Hilderbrand with no comments yet.
Pakhar Madrat
Pakhar Madrat stands well over 6ft tall. His shaggy golden hair is swept into a crest down the middle of his wide head. He wears leather armor, blacker than midnight; a deep blue cloak, and finely made black leather gloves over his clawed hands. He carries upon his back a long spear trimmed in horsehair, a heavy flail, a composite longbow constructed of black wood, and 2 quivers of black arrows fletched with vulture feathers.
Pakhar Madrat CR 11
Alignment: Evil medium sized male bugbear
fighter 3, cleric 3 (domains Chaos and Evil), blackguard 4
Init: +5
Senses: Listen +5, Spot +5
Aura: Pure Evil (level of aura’s force 7, aura power Strong) and Despair (enemies within 10 feet take -2 to all saving throws)
Languages: common, goblin, orc, draconic, abyssal
AC: 19 (+4 armor, +5 dex) touch 15, flatfooted 14 with shield of faith AC 21
HP: 86(HD 6d8+7d10+30)
Fort: +15 Ref: +11 Will: +10
MV: 30 ft.
Attack: +14 longspear (1d8 +7) or +14 heavy flail (1d10 + 7 / 19-20 x 2) or +14 longbow (1d8 + 5)
Full Attack: +14 / +9 longspear, flail or longbow
Space / Reach: 5 ft. / 5 ft. (10 ft. with longspear)
Base Attack: +9 Grapple: +14
SQ: Darkvision 60 ft, scent, aura of despair, Dark blessing
SA: Sneak Attack +1d6, command undead, smite good 1/day, aura of evil, detect good, poison use
Feats: Scribe Scroll, Power Attack, Cleave, Improved Sunder, Dodge, Quick Draw, Great Cleave
Skills: Climb 7, Concentrate 10, Heal 4, Hide 15, Intimidate 8, Jump 8, Knowledge (Arcana) 4, Knowledge (Religion) 7, Knowledge (The Planes) 3, Listen 5, Move Silently 10, Profession (Mercenary) 5, Search 4, Spot 5, Swim 7
Abilities: Str 20 Dex 18 (20 gloves of dexterity) Con 16 Int 14 Wis 16 Cha 10 (12 cloak of charisma)
Cleric Spells Prepared or Available: Domains: trickery (special power), evil (special power)
0th (4): resistance, detect magic, guidance, cure minor wounds
1st (3+1): bane, cure light wounds, shield of faith, protection from good*
2nd (2+1): aid, cure moderate wounds, invisibility*
* domain spell
Blackguard Spells Prepared:
1st (2): cause fear, magic weapon
2nd (1): death knell
Spell-Like Abilities: Detect good
Aura of Evil (Ex): The power of a blackguard’s aura of evil (see the detect evil spell) is equal to his class level plus his cleric level, if any.
Poison Use: Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Dark Blessing (Su): A blackguard applies his Charisma modifier (if positive) as a bonus on all saving throws.
Bugbear characters possess the following racial traits.
* +4 Strength, +2 Dexterity, +2 Constitution, -2 Charisma.
* Medium size.
* A bugbear’s base land speed is 30 feet.
* Racial Hit Dice: A bugbear begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1.
* Racial Skills: A bugbear’s humanoid levels give it skill points equal to 6 × (2 + Int modifier). Its class skills are Climb, Hide, Listen, Move Silently, Search, and Spot.
* Racial Feats: A bugbear’s humanoid levels give it two feats.
* +3 natural armor bonus.
* +4 racial bonus on Move Silently checks.
* Special Qualities: Darkvision 60 ft., scent.
* Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
* Favored Class: Rogue.
* Level adjustment +1.
Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Character, Creature and tagged bugbear by Stephen Hilderbrand with no comments yet.
Invisiquids
(no images since they’re often… get this… invisible!)
Size/Type: Medium Magical Beast (Aquatic)
Environment: Temperate aquatic
Initiative: +6
Senses: low-light vision Listen +7 Spot +7
Armor Class: 18 (+5 Dex, +3 natural), touch 13, flat-footed 13
Hit Dice: 8d8+4 (42 hp)
Saves: Fort +4, Ref +8, Will +2
Speed: Swim 60 ft. (12 squares)
Attack: Tentacles +6 melee (0)
Full Attack: Tentacles +6 melee (0) and bite -1 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Base Attack/Grapple: +4/+10*
Feats: Alertness, Endurance
Special Attacks: Improved grab
Special Qualities: Ink cloud, jet, low-light vision, improved invisibility
Abilities: Str 16, Dex 21, Con 11, Int 1, Wis 12, Cha 2
Skills: Listen +7, Spot +7, Swim +10
Organization: Solitary or school (6-11)
Challenge Rating: 4
Advancement: 5-8 HD (Large); 9-14 HD (Huge)
Level Adjustment: —
Invisiquids are transparent squids of the deep waters of the Emerald Sea. They are highly prized by Deep Sea Gnomes for their ink, which renders the wearer invisible.
These magical beasts with the bodies of free-swimming mollusks are very aggressive, and have been known to sneak up and devour humanoids in a single swoop. Those which are not devoured are grappled and squeezed until they fall unconscious. The invisisquid ink turns their victims invisible so they cannot be helped by their companions.
Combat
Improved Grab (Ex): To use this ability, a squid must hit an opponent of any size with its arms attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage. An invisisquid has a +6 racial bonus on grapple checks.
Ink Cloud (Ex): A squid can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. All vision within the cloud is obscured.
Invisibility (Ex): The most defining feature of invisisquids is their ability to turn completely invisible, making them very hard to fight underwater.
Jet (Ex): An invisisquid can jet backward once per round as a full-round action, at a speed of 300 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Skills
An invisisquid has a +10 racial bonus on any Swim check to perform some special action or avoid any natural hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Posted in Creature and tagged aquatic subtype by Stephen Hilderbrand with no comments yet.
Tish Granjeur
Wander, explorer, friend to so many species, this aquatic gnome with deep sea heritage is best known for bringing ashore the first invisisquids, starting the trade in their rare hides and invisible ink. Some of his people consider him a traitor because of this, but he keeps to a steady diet of truth in nearly all of his actions, so he would be considered good to just about everyone else. Because of this rift with the deep sea gnomes of the Emerald Sea, he spends much of his undersea time exploring the waters off the coast of Farghal, either off the West Isle or just off the north waters off the Phyloctæte. He seeks a party of adventurers to travel with, as both water and land are dangerous for a single mage to wander about for too long alone.
Tish Granjeur
Small-size Male Aquatic Gnome
Illusionist 8
Hit Dice: (8d4)+24
Hit Points: 48
Initiative: +1
Speed: Walk 20 ft.
AC: 14 (flatfooted 13, touch 12)
Attacks: *Dagger +1 (Wounding) +4;*Dagger +1 (Wounding/Thrown) +5; ;
Damage: *Dagger +1 (Wounding) 1d4+1;*Dagger +1 (Wounding/Thrown) 1d4+1; ;
Vision: Low-light
Face / Reach: 5 ft. / 5 ft.
Special Qualities: +1 racial bonus on attack rolls against kobolds and goblinoids., +2 bonus to Spellcraft when learning Illusion, +2 racial bonus on saving throws against illusions., +4 Dodge bonus to Armor Class against monsters of the giant type., Speak with Animals (burrowing mammal only, duration 1 minute)., Summon Familiar
Saves: Fortitude: +7, Reflex: +5, Will: +10
Abilities: STR 10 (+0), DEX 13 (+1), CON 16 (+3), INT 20 (+5), WIS 15 (+2), CHA 12 (+1)
Skills: Appraise 5; Balance 1; Bluff 1; Climb 0; Concentration 14; Craft (Alchemy) 10; Craft (Gemcutting) 8; Craft (Untrained) 5; Decipher Script 10; Diplomacy 1; Disguise 1; Escape Artist 1; Forgery 5; Gather Information 1; Heal 2; Hide 5; Intimidate 1; Jump -6; Knowledge (Arcana) 16; Knowledge (Dungeoneering) 8; Knowledge (Geography) 8; Knowledge (History) 8; Knowledge (Local) 7; Knowledge (Nature) 8; Listen 4; Move Silently 1; Ride 3; Search 5; Sense Motive 2; Spellcraft 18; Spot 2; Survival 2; Swim 2;
Feats: Craft Wand, Craft Wondrous Item, Extend Spell, Improved Familiar, Scribe Scroll
Challenge Rating: 8
Alignment: Chaotic Good
Possessions: Amulet of Natural Armor +2; Bag of Holding (Type 1); Cloak of Resistance +2; Dagger +1 (Wounding); Goggles of Minute Seeing;
Spells:
Innate: Speak with Animals, Dancing Lights, Ghost Sound, Prestidigitation
Spells per Day: (4+1/6+1/4+1/4+1/3+1/0/0/0/0/ DC:15+spell level)
Wizard – Commonly Prepared:
Level 0: Acid Splash, Arcane Mark, Cipher, Control Shadow, Daze, Decode, Detect Magic, Detect Poison, Detect Self, Ghost Sound, Lock/Unlock, Mage Hand, Mending, Message, Kressmer’s Moment of Deflection, Night-Vision, Open/Close, Prestidigitation, Read Magic, Resistance, Shovel, Signal Fire, Summon Bag, Summon Garment, Summon Mug, Summon Pipe
(more spells to come)
Tish travels (when underwater) with his manta ray familiar, Raydar.
Raydar
Large-size Male Manta Ray
Animal 4
Hit Dice: (4d8)
Hit Points: 24
Initiative: +4
Speed: Swim 30 ft.
AC: 16 (flatfooted 16, touch 9)
Attacks: ;
Damage: ;
Vision: Low-light
Face / Reach: 10 ft. / 5 ft.
Special Qualities: Animal Traits, Deliver touch spells, Empathic Link, Improved Evasion (Ex), Share Spells, Speak with animals of its kind, Speak with master
Saves: Fortitude: +4, Reflex: +4, Will: +7
Abilities: STR 14 (+2), DEX 10 (+0), CON 10 (+0), INT 9 (-1), WIS 12 (+1), CHA 2 (-4)
Skills: Appraise -1; Balance 0; Bluff -4; Climb 2; Concentration 11; Craft (Alchemy) 2; Craft (Gemcutting) 2; Craft (Untrained) -1; Decipher Script 4; Diplomacy -4; Disguise -4; Escape Artist 0; Forgery -1; Gather Information -4; Heal 1; Hide -4; Intimidate -4; Jump -16; Knowledge (Arcana) 10; Knowledge (Dungeoneering) 2; Knowledge (Geography) 2; Knowledge (History) 2; Knowledge (Local) 1; Knowledge (Nature) 2; Listen 2; Move Silently 0; Ride 2; Search -1; Sense Motive 1; Spellcraft 12; Spot 3; Survival 1; Swim 16;
Feats: Improved Initiative, Track
Challenge Rating: 1
Alignment: Chaotic Good
Posted in Character and tagged emerald sea, gnome by Stephen Hilderbrand with no comments yet.
Mid-November Update
Howdy fellow role-players!
We’ve been up to a lot of creative thinking and brainstorming of ideas regarding getting the word out about the site, so if we’ve seemed distant, that’s why. Never fear — we still have plenty of drafts begun that we should be rolling out this week, including more underwater creatures and such.
We recently received 1,100 downloads from rpgnow.com! This marks a new milestone in the interest for our work. This has sparked an interest in rethinking how we bring this content to you the reader.
Soon we’ll have a site up that you can all register on and receive a bunch of free content and other great extras from the Claw/Claw/Bite venture, a Unicorn Rampant production. It’s a fair amount of work that’s taken us a little off the creative side of things, but it’s all for the greater good, improving the methods we use to bring you this stuff.
We’ve also been assembling Claw/Claw/Bite issue 10 from the material from October and November. Our new template makes for a much nicer look than the ones we’ve been using, making a very pretty product when printed.
Stay tuned later this week for more content, the end of the month for CCB10, and near the new year for a larger announcement!
-Steve/Howlingmime
Posted in Editorial by Stephen Hilderbrand with no comments yet.
Invisible Ink
Introduced to the continent of Farghal by the famed aquatic gnome illusionist and deep sea adventurer Tish Granjeur, invisible ink is used by mages and others to leave messages that can only be seen by those who can detect the invisible.
Invisible ink has also recently been used as a spell component in certain illusory spells having to do with obscuring objects or thoughts. Alchemists have begun to dilute invisible ink for use as a component of invisibility potions. Leather rubbed with this ink during the tanning process tends to be imbued with a hiding property, and cloth with near-invisibility, so this has been seen as a cheap way to make cloaks of near-invisibility. This is truly a multi-purpose solution.
Invisible ink gives off a faint magic glow that is often undetected by detect magic — those affected by detect magic must search for the ink in order to find it, unless it is present in large quantities (such as in a quill of invisible ink or in one of the above items).
Invisible ink is distilled from the ink of invisisquids, transparent creatures of the deep waters of the Emerald Sea. The ink must be extracted from the creatures’ pair of white nidamental glands while they are still living, making the ink relatively hard to come by, especially for those who live on terra firma.
Posted in Magic Item and tagged spell component by Stephen Hilderbrand with no comments yet.