Axe of Dismemberment

In addition to being a +1 axe, this deadly weapon deals critical hits, removing limbs like a vorpal sword. It does not sever heads, merely other body parts, such as limbs and digits. Still, it’s pretty nasty. It’s been known to render warriors useless in battle, their arms sundered from their corporal beings.

This nasty item and the magic that powers it was developed by orc mages in the Northern Reaches, but has been strongly adopted by all the demi-human races in the Fjordlands.

On a successful critical hit, roll a d6. On a one, the DM chooses a limb that is severed.

Due to the tainted nature of the item, this axe cannot work for a day after a restoration or repair spell is cast upon it. In these cases it acts as a normal axe. It also needs to taste blood before the special dismembering power is activated.

Oh, and you don’t want to fumble wielding this item — critical failures mean you roll 1d6 on yourself. On a one, you lose something!

This weapon has left many a knighly warrior shouting, “Come back and fight — I’ll bite your legs!” and other sad taunts.

Moderate necromancy and transmutation; CL 18th; Craft Magic Arms and Armor, wither limb, keen edge; Price +4 bonus: 32,000 gp.


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Issue 5 Released!


Today we released Issue 5 to the General Public. This means you. Unless you’re the Major General Public, or the eminent Modern Major General Public.

Beautiful cover art, 7 new characters, 2 new locations, 2 new monsters, and one hell of a scary encounter. All that and more in a beautiful printer-friendly edition. So go download the issue today!

Sir, yes sir!


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Bawana Garawal (14th level)

Bawana was raised in the gnoll highlands in the Orkrun. She fought her way up through the ranks of the Gnoll Brigade and finally struck out on her own, founding the Iron Coven with her companions. She now travels the northern reaches with them, adventuring and building up a small horde of treasure and followers.

Bawana Garawal
Medium-size Female Gnoll
Humanoid2 Fighter12

Hit Dice: (2d8)+(12d10)+70
Hit Points: 174
Initiative: +5
Speed: Walk 30 ft.
AC: 24 (flatfooted 20, touch 14)
Attacks: *Minor Battleaxe of Ice +22/+17;*Minor Battleaxe of Fire +22/+17/+12; ;
Damage: *Minor Battleaxe of Ice 1d8+10;*Minor Battleaxe of Fire 1d8+15; ;
Vision: Darkvision (60′)
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Humanoid Traits
Saves: Fortitude: +16, Reflex: +9, Will: +5
Abilities: STR 28 (+9), DEX 20 (+5), CON 20 (+5), INT 11 (+0), WIS 12 (+1), CHA 9 (-1)
Skills: Appraise 0; Balance 3; Bluff -1; Climb 7; Concentration 5; Craft (Untrained) 0; Diplomacy -1; Disguise -1; Escape Artist 3; Forgery 0; Gather Information -1; Heal 1; Hide 3; Intimidate -1; Jump 7; Listen 1; Move Silently 3; Ride 5; Search 0; Sense Motive 1; Spot 1; Survival 1; Swim 5;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Combat Reflexes, Exotic Weapon Proficiency (Axe (Orc Double)), Greater Weapon Focus (Battleaxe), Greater Weapon Specialization (Battleaxe), Improved Critical (Battleaxe), Improved Two-Weapon Fighting, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (Battleaxe), Weapon Specialization (Battleaxe)
Challenge Rating: 13
Alignment: Chaotic Evil
Possessions: Belt of Giant Strength +6; Minor Battleaxe of Ice (+2/frost); Boots of Speed; Gloves of Dexterity +2; Gnoll Chain; Minor Battleaxe of Fire (+2/flaming)

Alternate Stats
Presented here are alternative statistics for Bawana, with 7 levels of Blackguard.

Recently, Bawana began trafficking with dark powers in order to increase her power. Since then her leadership has propelled the Iron Coven to infamy across the kingdoms. None of the Iron Coven dare cross her as her fiendish raven Blackeye watches her back and reports any disloyalty to Bawana.

Fighter 7, Blackguard 7
Medium-size Female Gnoll
Init: Senses: darkvision 60 ft
Listen Spot
Languages: Gnoll, Common

AC: 19 (+1 natural armor, + 3 dex, +5 armor)
HP: 151 (HD 14d10+70)
Aura: Aura of Despair (enemies within 10 feet of her take a -2 penalty on all saving throws)
Fort: +16 Ref: +8 Will: +6

MV: 30 ft
Attack: Minor Battleaxe of Fire +21 (1d8 + 13 and 1d6 fire)
Full Attack: Minor Battleaxe of Fire +21/+16/+11 (1d8 + 13 and 1d6 fire) and Minor Battleaxe of Ice +21/+16 (1d8 + 8 and 1d6 frost)
Attack Options: sneak attack +2d6 damage, smite good (+1 attack, +7 damage) 2/day
Space / Reach: 5 ft / 5 ft
Base Attack: +14 / +9 / +4 Grapple: +23

Abilities: STR 28 (+9), DEX 16 (+3), CON 20 (+5), INT 11 (+0), WIS 12 (+1), CHA 13 (+1)
SQ: Aura of evil, Dark blessing, fiendish servant (raven)
SA: detect good, poison use, smite good 2/day (+1 attack, +7 damage), command undead, aura of despair, sneak attack +2d6,
Feats: Cleave, Combat Reflexes, Improved Critical (Battleaxe), Improved Two-Weapon Fighting, Power Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (Battleaxe), Weapon Specialization (Battleaxe)
Skills: ftr: 20, bkgrd 14. Diplomacy +7, Hide +8, Intimidate +12, Knowledge (religion) 2, Ride +5

Spells Available:
1st (2/day): cause fear, corrupt weapon, cure light wounds, doom, inflict light wounds, magic weapon, summon monster I*.
2nd (1/day): bull’s strength, cure moderate wounds, darkness, death knell, eagle’s splendor, inflict moderate wounds, shatter, summon monster II*.
3rd (1/day): contagion, cure serious wounds, deeper darkness, inflict serious wounds, protection from energy, summon monster III*.
* Evil creatures only.

Possessions: Belt of Giant Strength +6; Minor Battleaxe of Ice (+2/frost); Boots of Speed; Gloves of Dexterity +2; Gnoll Chain; Minor Battleaxe of Fire (+2/flaming)

Minions: “Blackeye”, Fiendish Raven 4HD, 7 Int, SA: Empathic link, improved evasion, share saving throws, share spells, speak with blackguard.


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Location: The Great Elsemere Wood

(distance from Cathedral of St. Carlos to Shada Monastery as the crow flies 10 miles, on foot 15-20 miles)

In the Great Elsemere Wood the forest is so thick that is it almost as dark as night. No sounds echo through the underbrush; no sky is visible through the tightly-woven canopy which towers fifty feet above. Cedars and other trees are leafless except in the canopy; the dry limbs in the interim have grown craggly and with sinister corrpution. A fire could easily destroy the forest in a matter of moments, but luckily in the rarified air of the wood, there is little oxygen to keep a flame aflame.

The soil in the forest is primarily dry earth, with substantial cracking and exposed root systems gasping for sustenance, except along the river, where the soil is muddy and in parts swamp-like. Along the river, thick spanish moss dangles from the drooping limbs, which seem to bend over the water as if to take a sip.

A small maze of a trail leads through the forest. It is by and large the only path through the thick undergrowth. The path is the above-ground manifestation of the paths the underground river has taken through the wood, attempting to avoid the evils within.

Locations

Mausoleum – Once a part of Elsemere, this mausoleum is now overgrown by forest underbrush and is barely noticable.

Fitted stones and mortar poke through the exposed root system of a stand of trees, revealing a weathered structure. There is no obvious entrance.

If the characters search around enough (DC 20, with bonuses for wilderness lore), they’ll discover what was once the door, now overgrown with exposed roots. After hacking some wood, they may enter the structure, discovering a single 25’x25′ room, which has been overgrown (or undergrown) by some sort of plantlife, as there is significant foliage in the chamber. The plants are undead, having consumed the haunted souls of the living. They will be detailed in a separate post. The plants will attack once the characters are fully within the structure. After dispensing of the plants, the characters discover coffins lining hte outer walls. In two of the coffins, the characters find skeletons that have not been consumed. One one’s finger, there is a ring of protection+2 and on another’s in a rotting bag, there is a dagger+2.

If the party casts speak with dead they will hear a first hand account of the forest’s consumption of the northwest edge of Elsemere. The people became so downtrodden that many succumbed to mental illnesses, which, after burial, led to an undead state. The plants sucked the undead out of the corpses and fed on the moonlight streaming in through cracks in the ceiling, becoming the monstrosities that the characters so recently encountered.

Clearing – During certain seasons and to commemorate certain holy and unholy days, the tainted Shada Monks perform their ritual acts in the only clearing in the forest. A typical encounter with the monks and clerics will be detailed in a later post.

Small Temple – Four adepts catetake this small temple to Nerull. The details can be found in a later post.

Shada Monastery – This tall, dark building built over an underground cistern is where the Shada Monks hone their nefarious craft. The monastery will be detailed in a later post.

The black squares on the map in the wood are huts of monks and adepts who have moved out of the monastery for one reason or another. Most of them just prefer living outside the overcrowded monastery, but a few wish to leave the ranks of Shada. They may be conscripted or convinced to leave the wood altogether if the party plays their encounters right.


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Magic Item: Paddle of Punishment

(note: the image is but an artist’s rendition, or rending an artist’s butt…)

This paddle has been used to render punishment for past shall we say improprieties. Often kept behind the counter by more benevolent shopkeepers to deal with meddling kids, this paddle does 1d2 damage to those who receive the business end in the behind. In addition, upon a succesful hit, if the creature hit has less HD than the attacker, it deals a round of stun followed by a round of confusion, then 1d10 rounds of guilt. This is usually enough to teach ’em a lesson! For those with equal HD, only 1 round of confusion is dealt. For those targets with more HD, the result is usually anger.

Optional addition: 1-3 spikes can be added for real puinshment (1 spike adds +1 damage, so all three makes the paddle 1d2+3)

The price of the paddle is never spoken of outside merchant’s circles, so it’s up to the DM to scale the price based on appropriate “market forces.”


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Character: Morbane the Mad Monk of Elsemere (Lvl 3)


A prodigious youth, Morbane became too powerful too fast and it drove him slightly mad. He spends much of his time pacing the treeline to the west of present-day Elsemere. It is said that his parents are buried in the mausoleum that the forest has grown over, and that this is what has driven him mad. Who is to say, really. As the other kids used to joke, “Perhaps plawing in da deep, dawk fowest has fweigtened wittle bitty Mowbane…” This scorn led him into the Shada Monastery where he trained for a few years before returning to Elsemere to seek his parents’ graves. There are also those humans who say he is a Wyndm, and that’s also compounding his insanity. Still others think he knows too much about the Old Ones and that that’s also weighing upon his fragile soul. Needless to say, everyone agrees that he’s slightly “touched.”

Morbane the Mad Monk of Elsemere
Medium-size Male Human
Monk3
Hit Dice: (3d8)+6
Hit Points: 27
Initiative: +2
Speed: Walk 40 ft.
AC: 13 (flatfooted 11, touch 13)
Attacks: *Flurry of Blows +3/+3; ;
Damage: *Flurry of Blows 1d10+3; ;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Evasion (Ex), Flurry of Blows (Ex), Still Mind (Ex)
Saves: Fortitude: +5, Reflex: +5, Will: +2
Abilities: STR 17 (+3), DEX 14 (+2), CON 15 (+2), INT 12 (+1), WIS 9 (-1), CHA 7 (-2)
Skills: Appraise 1; Balance 5; Bluff -2; Climb 10; Concentration 4; Craft (Untrained) 1; Diplomacy -2; Disguise -2; Escape Artist 7; Forgery 1; Gather Information -2; Heal -1; Hide 4; Intimidate -2; Jump 12; Knowledge (Arcana) 2; Knowledge (Local) 2; Knowledge (Nature) 2; Knowledge (Religion) 2; Listen 2; Move Silently 8; Ride 2; Search 1; Sense Motive 1; Spot 2; Survival -1; Swim 8; Tumble 8;
Feats: Blind-Fight, Combat Reflexes, Improved Grapple, Improved Unarmed Strike, Snatch
Challenge Rating: 3
Alignment: Lawful Neutral

Possessions: Belt, Monk’s; Boots of Elvenkind; Gloves of Swimming/Climbing; Flurry of Blows; Outfit (Monk’s Robes);


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Issue 4 Released!

We’ve released our 4th issue, available for download and/or printing at trollcode and at Unicorn Rampant.

“At least” 4 new characters, 4 creatures, 3 new magic items and 3 full encounters to while away the cold, dreary month of December ’til Santa/St. Nick/Cthulhu/Flying Spaghetti Monster crawls down your chimney or boot. If nothing else, print it out and use it as kindling to get a fire going to keep old men from prancing on your roof, certain to tumble down the chinmey. Think of the lawsuit!

Next month: Holiday issue. Be prepared to sing carols with the Claw/Claw/Bite Five!


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Location: Shada Monastery

Located in the center of the impassable Elsemere Wood, the Shada Monastery is shrouded in mystery. Most people leave it alone. Get it? The monastery juts out from the canopy of the forest, andon a clear day, is visible from the edge of the ever-expanding wood.


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Character: Bara Hunanik (Lvl 14)

Bara is one of the founding members of the Iron Coven, along with Yob and Denass Gradon.

She is quick to anger and likes to charge and grapple her opponents, or wrap them up with her Morningstar. She has been known to wipe out entire armies in close proximity with her armor spikes and flailing fighting style. Her evil nature is enhanced by her devotion to her Dietes, (Hruggek – bugbear deity, and Tiamat – evil dragon deity), who provides her with superior divine powers.

Bara Hunanik
Medium-size Female Bugbear
Humanoid3 Cleric11
Alignment: Chaotic Evil
Vision: Darkvision (60′)
Initiative: +2

AC: 26 (flatfooted 24, touch 12)
Hit Dice: (3d8)+(11d8)+56
Hit Points: 133
Saves: Fortitude: +12, Reflex: +8, Will: +11

Speed: Walk 30 ft.
Attacks: *Morningstar +4 (Unholy) +22/+17;*Armor Spikes +14/+9; ;
Damage: *Morningstar +4 (Unholy) 1d8+12;*Armor Spikes 1d6+8; ;
Face / Reach: 5 ft. / 5 ft.

Special Qualities: Humanoid Traits, Rebuke Undead (Su) 4/day (turn level 12) (turn damage 2d6+13), Scent (Ex), Smite 1/day (Su), Spontaneous casting

Abilities: STR 26 (+8), DEX 14 (+2), CON 18 (+4), INT 11 (+0), WIS 17 (+3), CHA 13 (+1)
Skills: Appraise 0; Balance 1; Bluff 1; Climb 10; Concentration 9; Craft (Untrained) 0; Diplomacy 3; Disguise 1; Escape Artist 1; Forgery 0; Gather Information 1; Heal 4; Hide 2; Intimidate 1; Jump 7; Listen 3; Move Silently 5; Ride 2; Search 0; Sense Motive 3; Spellcraft 13; Spot 5; Survival 3; Swim 6;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Improved Sunder, Improved Turning, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Improved Unarmed Strike, Spell Penetration, Weapon Focus (Morningstar)
Challenge Rating: 13

Possessions: Belt of Giant Strength +4; Spined Shield +2 (Magical Enhancment Cost (4410)); Chain Shirt +3 (Armor Spikes); Morningstar +4 (Unholy); Armor Spikes;
Deity: None Domains: War(Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon.) Destruction(You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.)

Spells:
Spells per Day: (6/6+1/5+1/5+1/3+1/2+1/1+1 DC:13+spell level)
Cleric Domains: Evil, War.
Cleric – Typical Spells Prepared:
Level 0: Cure Minor Wounds, Detect Magic (2), Guidance, Resistance, Virtue

Level 1: Bless, Cause Fear, Command, Cure Light Wounds, Doom, Protection from Good, Magic Weapon*
Level 2: Aid, Cure Moderate Wounds (2), Hold Person, Sound Burst, Spiritual Weapon*
Level 3: Bestow Curse, Blindness, Cure Serious Wounds, Dispel Magic, Protection from Energy, Magic Contigation*
Level 4: Cure Critical Wounds (2), Freedom of Movement, Divine Power*
Level 5: Righteous Might, Spell Resistance, Flame Strike*
Level 6: Harm, Blade Barrier*
* Domain Spell


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Character: Erik Gustafson (Lvl 5)

Erik grew up in the tough lands to the south of Old Bay, but has traveled north in search of adventure and loot. He’s driven by his need to kill evil and hold back the human interest in colonizing his people’s lands.

Easily enraged, Erik has many bruises and scars that he’s happy to show anyone (especially those who challenge him to a duel) at the drop of a helm. His wrestling prowess has recently won him respect among the local militias, though he has yet to pick a side to join. He prefers his own way and the highway.

Erik Gustafson
Medium-size Male Human
Barbarian5
Hit Dice: (5d12)+20
Hit Points: 71
Initiative: +0
Speed: Walk 30 ft.
AC: 15 (flatfooted 15, touch 10)
Attacks: *Grimming Sword +2 (Bastard/Wounding) +13; ;
Damage: *Grimming Sword +2 (Bastard/Wounding) 1d10+8; ;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Bonuses when enraged (STR +4, CON +4, Will +2, AC -2, HP 10), Illiteracy, Improved Uncanny Dodge (can’t be flanked except by a rogue of 9 level), Rage (Ex) 2 times/day (9 rounds), Trap Sense (Ex) +1
Saves: Fortitude: +8, Reflex: +1, Will: +1
Abilities: STR 22 (+6), DEX 10 (+0), CON 18 (+4), INT 10 (+0), WIS 10 (+0), CHA 15 (+2)
Skills: Appraise 0; Balance -2; Bluff 2; Climb 10; Concentration 4; Craft (Leatherworking) 1; Craft (Untrained) 0; Diplomacy 2; Disguise 2; Escape Artist -2; Forgery 0; Gather Information 2; Handle Animal 5; Heal 0; Hide -2; Intimidate 9; Jump 5; Listen 1; Move Silently -2; Profession (Hunter) 1; Ride 7; Search 0; Sense Motive 0; Spot 0; Survival 7; Swim 7;
Feats: Armor Proficiency (Light), Armor Proficiency (Medium), Improved Bull Rush, Martial Weapon Proficiency, Mounted Combat, Power Attack, Shield Proficiency, Simple Weapon Proficiency
Challenge Rating: 5
Alignment: Chaotic Good

Possessions: Belt of Giant Strength +4; Grimming Sword +2 (Bastard/Wounding); Outfit (Explorer’s); Rhino Hide; Shield; Dagger

Mount:

Godablakk
Large-size Male Warhorse, Heavy
Animal4
Hit Dice: (4d8)+12
Hit Points: 38
Initiative: +2
Speed: Walk 50 ft.
AC: 15 (flatfooted 13, touch 11)
Attacks: ;
Damage: ;
Vision: Low-light
Face / Reach: 10 ft. / 5 ft.
Special Qualities: Animal Traits, Scent (Ex)
Saves: Fortitude: +7, Reflex: +6, Will: +2
Abilities: STR 18 (+4), DEX 14 (+2), CON 16 (+3), INT 2 (-4), WIS 12 (+1), CHA 6 (-2)
Skills: Appraise -4; Balance 2; Bluff -2; Climb 4; Concentration 3; Craft (Untrained) -4; Diplomacy -2; Disguise -2; Escape Artist 2; Forgery -4; Gather Information -2; Heal 1; Hide -2; Intimidate -2; Jump 13; Listen 1; Move Silently 2; Ride 2; Search -4; Sense Motive 1; Spot 5; Survival 1; Swim 4;
Feats: Combat Reflexes, Hold the Line
Challenge Rating: 2
Alignment: Chaotic Good

Possessions:


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