Character: Gundar (Lvl 10)

During this phase of his life, Gundar Harl’s main goal is to establish a temple. Useful both as a base of operations and as a source of income. He will either try to reconcile himself to the elders of his church or, failing that, build it in an area where a temple to Pelor does not yet exist.

Gundar Harl LG Size Medium Male Human Cleric 10 CR 10
Senses: normal vision
Listen +3 Spot +3

AC: 23 (-1 dex, +10 armor, +3 shield, +1 deflection)
HD: 10d8+10 HP: 62

MV: 20′, fly 40′ or 50′ mounted
Base Attack: +7/+2 Grp: +11
Attack: +12/+7 heavy mace (1d8+4) or +6 Heavy Crossbow (1d10, 19-20 x2)

F: +9 R: +3 W: +11
s: 16(18) (+4) d: 9 c: 12 (+1) i: 10 w: 16 (+3) c: 15 (+2)
Feats: Power Attack, Cleave, Mounted Combat, Improved Sunder, Negotiator

Skills: concentration +13, diplomacy +17, know religion +4, know history +4, profession (barrister) +6, sense motive +5, spellcraft +2
Gear: (49,000 gp worth) gold holy symbol of pelor, +2 full plate (5650gp), +2 flaming heavy mace (18,312gp), +1 Large Steel Sheild (1170gp), Heavy crossbow (50gp), 10 bolts, white tabard with gold sun sewn on chest, Red Cloak or Resistance +1 (1000gp), Ring of Protection +1, gauntlets of ogre power (4000), Winged Boots (16000), heavy warhorse with saddle, bit and saddlebags (426), backpack, 3 flasks of holy water (75), bedroll, 3 torches, 5 days rations, etc.

SA: Cleric Spells (Domains: Strength, Sun), Turn Undead, Greater Turning 1/day, Feat of Strength (+10 str 1/day for 1 rd.),
Spells Prepared:
5th: (2+1): flame strike, spell resistance, righteous might*
4th: (3+1): death ward, divine power, dismissal, freedom of movement, fire shield*
3rd (4+1): bestow curse, dispel magic, inflict serious wounds, prayer, searing light*
2nd (5+1): aid, align weapon, inflict moderate wounds, sound burst, spiritual weapon, bull strength*
1st (5+1): bless, fear, divine favor, magic stone, doom, enlarge person*
0th (6): detect magic, guidance, inflict minor wounds, light, mending, resistance
* : domain spell


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Creature: Marsh Troll Ranger (CR 6)

Marsh Troll Ranger (CR 6)
CE Large Male Troll Ranger 1

Init: +2
Senses: Darkvision 90′, Lowlight Vision, Scent
Listen +5, Spot +6

AC: 20 (-1 size, +2 dex, +5 natural, +4 armor), touch 11, flat-footed 18
HP: 90 (7d8+42)
Fort: +13 Ref: +6 Will: +3

MV: 20 ft.
Base Attack: +5 Grapple: +15
Attack: Claw +10 (1d6+6) or bow +7 (2d6+3) [+1/+1 under 30ft]
Full Attack: 2 Claws +10 (1d6+6) and bite +5 (1d6+3) or bow +7 (2d6+3) [+1/+1 under 30ft]
Space/Reach: 10ft/10ft
Special attacks: Rend (2d6+9)

Abilities: Str: 23 (+6) Dex: 14 (+2) Con: 23 (+6) Int: 10 Wis: 9 (-1) Cha: 6 (-2)
Feats: Alertness, Iron Will, Track, Point Blank Shot
Skills: Craft (trapmaking) +1, +6 Hide, Listen +5, Spot +6, +0 Survival

Gear: Hide Armor, Large Composite Longbow (+3 Str), Rope Arrows (10), Arrows (20), Dagger
SA: favored enemy (humanoid: human), Track, Wild Empathy, Regeneration 5 (fire and acid deal normal damage)

Rend (ex): If the troll hits with both claw attacks it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.


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Creature: Bog Hounds (CR 2)

Bog Hounds should be treated as worgs with Swamp Stride. (CR 2) Their fur is often matted down by the muddy landscapes they inhabit, and they smell of rotten eggs.

Bog Hounds HP: 29, 33
SA: Swamp Stride, Trip
Swamp Stride (Ex): A bog hound may move through any natural swampy or marshy terrain at normal speed without impairment.


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Encounter: The Baleful Bog and Teen Troll Ranger (EL 8)

Presented below is an encounter with a crafty troll ranger who has laid an ambush involving a pool of quicksand. Included are some of the features applicable to any swamp you might use the encounter in, a complete description of the encounter, and statistics for the trap-laying troll.

Map:
Marsh Features
Fog: The entire marsh area is covered in low-hanging fog that obscures ground details. Attempting any tracking in this fog increases the DC by +2.

Marsh Terrain (DMG p.88): with the exception of the remnants of the road, this entire swamp is a moor. Terrain is as follows:
20% of terrain is Shallow Bog (movement is 2/1, Tumble DCs are +2),
5% is Deep Bog (Movement is 4/1 or you can swim, Tumble is impossible, water provides cover),
30% is Light Undergrowth (movement is 2/1, Tumble DCs are +2, provides 20% miss chance concealment), 10% is Heavy Undergrowth (movement is 2/1, Tumble DCs are +2, provides 30% miss chance concealment).
The remaining 35% of terrain is normal.

As the players enter this area, read or paraphrase the following:

“Low brush and pools of water are half-concealed by low-lying fog. Dark trees stretch up, as though trying to escape the fetid swamp; dense vines, moss and foliage block out any light from the sky. The buried and half-submerged road is blocked at two places by fallen trees, the first 50′ ahead and the second another 50′ past that.”

The area to the left of the path at the second fallen tree is a patch of quicksand (see below) that the troll has concealed (DC 25 Spot or Survival check to detect). Anyone entering the squares marked as quicksand will fall in and begin to sink.

Creatures: A clever troll ranger is hiding in a hunter’s blind 30′ up in a tree and 30 feet away from the road, waiting for prey (Hide:+3 bonus for being 30 ft away, +6 ranks in Hide, -4 for size Large, +10 circumstance bonus because the blind is exceptionally cunning, for a total Hide of +15).

When the party gets to the second blockage on the path, the troll ranger will swing down from the blind and attempt to bull rush a member of the party into the quicksand hidden next to the path (with +4 circumstance bonus for momentum and +4 for size Large). He may wait at first to see if any of the players stumble into the quicksand and the other players are distracted trying to rescue him.

Once he completes the bull rush, he will land on the ground on the opposite side of the bog. From there he will harry the party with showers of arrows. The first shot will be with a rope-arrow at the party member in the quicksand. The troll is equipped with a composite longbow (+3 Str) and 10 barbed arrows with a thin but strong cord made of vine attached to the shaft allowing him to retrieve prey from the quicksand. These rope arrows are located in a quiver hidden behind a tree stump. The ends of the cords are already secured to the tree stump.

The Teen Troll Ranger is here. In addition, there are Bog Hounds.

Tactics: Attempting to surprise any prey, the troll will initiate combat with a bull rush to push an opponent into the quicksand. He will likely target the party member with the heaviest armor and will recieve a +4 circumstance bonus for momentum and a +4 bonus for his large size.

After the party member is trapped in the quicksand, the troll will fire a rope-arrow at him, allowing retrieval of his corpse later. At the same time, he will yell for his bog hounds (free action), who will arrive 1d3 rounds later. The troll, being fearless, will then fight to the death.

When they arrive the bog hounds will attack the weakest looking party member, making use of their trip attacks.

Quicksand: Roughly 25′ x 25′ area. The troll has covered the surface of the quicksand with leaves, brush, and other natural vegetation to conceal its true nature. The party can detect the trap with a DC 25 Survival or Search check. Any character entering squares marked on the map as quicksand immediately falls in and is subject to the effects of quicksand as listed in the DMG on page 88.
CR 6; mechanical; automatic reset; DC 25 Reflex avoids; 30ft. deep; drowning danger; Search DC 25; Disable Device DC 15 to clear camouflage.

Treasure: The troll has a belt-pouch with 50 silver coins and 35 gold coins, and has secured some prey he has caught in the blind with him. It amounts to 10 days worth of fresh rabbit and young wild pig meat.

Development: If the party defeats the teen troll ranger, they should be able to help drowning compatriots by pulling them out of the quicksand by the cords attached to the rope-arrows the troll shot them with. Doing so is a DC 15 strength check for every 5 feet they move their friends.

Ad Hoc XP Adjustment: +%20, or give experience for entire encounter as a CR 8.


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Magic Item: Marbles of Ulthar

Originally developed in lands far to the south, beyond the river Skai, Marbles of Ulthar have grown in popularity among lay- and street magicians. When the marbles are cast against the ground, or another being, they instantly become a creature corresponding with each marble type, as if summoned via Summon Monster. Each marble is consumed in this process, so the bags of marbles have charges equal to the number of marbles in the pouch. These marbles are usually found in bags of about twenty, distributed roughly as 50% cat’s eyes (typical housecats), 20% large cat’s eyes (Ulthar cats), 10% dark cloudy (panther), 10% milky (lynx) and 10% swirl (tiger). The summoned creatures last 10 minutes.

The effects are as a medium conjuration, caster level 7. In order to create this item, the creator must have Craft Wonderous Item and cast Summon Nature’s Ally 4 or Summon Monster 4, along with a tuft of feline fur. Price: 2,000gp.

There are two variants. The Minor Marbles of Ulthar have a 25% chance of summoning great cats and a 75% chance of summoning housecats, and cost 1,000gp. The Greater Marbles of Ulthar have a 75% change of summoning great cats, priced at 4,000gp.

For a description of Ulthar cats, see the upcoming entry on them.


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Claw/Claw/Bite Begins!

Hail and well met, fellow roleplayers! This is where the writers of Unicorn Rampant will share their wares, or, at least, little snippets to whet your appetite for more. Every week, we plan to update this blog with at least one new character, one new creature, one new magic item, and one area description (on the scale of a farmstead, inn, or small town). Other little nuggets will also find their way onto this space. These components will also find their way into our published modules for your use as a storyteller/gamemaster. These modules will mostly conform to DnD 3.5 rules, though some will take place in modern or other settings.

Chances are, we’ll do most of our main updates on Monday, and refine them over the week, so check back at the beginning of the workweek to help shake off the early-workweek rust. Let us adventure together.

Fare thee swell!


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