Issue 13 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 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 angering the old ones.

This issue of Claw/Claw/Bite includes:

* A new feat, Coordinated Attack
* A new bard ability, Inspire Truth
* A new domain, Sound
* Twelve new spells including Anti-Magic Missile and Vitriolic Blast
* Two new creatures, Birdswarm and Wallflowers
* Nine new magic items, including Buckler of Hum and Robes of the Sea
* A new artifact, the Sorrow of Ard Shurel
* Two mundane items, Mage Purse and Tweed of Blending
* Two encounters, the Chamber of the Old One and the Witch’s Watchdog
* And introducing Ale Break: The DM’s Editorial, first impressions of 4th ed.


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4th edition first impressions

Welcome to the first editorial in Claw Claw Bite! And thanks for reading. Over the almost two years that we’ve been putting out our magazine and posting on our blog it’s been you, the reader, that we do it for, so I just wanted to start by saying thank you for accompanying us on this journey into the imagination.

The topic of this first editorial is a popular one these days: the 4th edition of Dungeons & Dragons. Like many of you we got our hands on the new rule books earlier this month and started up a new campaign to play “Keep on the Shadowfell”. We’ve played two sessions of that game so far and I have been enjoying it immensely. Of course the caveat is that this is just my first impression as we’ve only hit 2nd level and had less than ten encounters so far. But overall I think 4th edition is excellent. The writing is clear and imaginative, and things are clearer than they’ve ever been in D&D. The downside is that that clarity and simplification of parts of the game has eliminated a lot of the fun flavor that has always made Dungeons and Dragons capture the imagination so strongly.

The thing I like about 4th edition the best is the balancing of the classes. I’m playing in this game, but I usually DM, so I really appreciate the effort they’ve made to keep power levels even across the classes, and the work they’ve done to keep the rules exploits to a minimum. Even the powergamer in our group seems happy with it, and every character has an important role to play in every fight we’ve been in. One of the central tenants of the design seems to be strictly limiting each player to one standard action per turn. Unfortunately this streamlining seems to have eliminated druids altogether, along with summoning spells. More on that below.

I like the way they’ve changed the non-combat magic into rituals that any character can potentially use. My character is a dragonborn warlord with the multiclass wizard feat, and I’m excited to be in a party that doesn’t need a wizard or a cleric to benefit from powerful magics.

And I like the way combat flows in 4th ed, with character’s turns going quickly, no more durations to track, and the ability that many powers give you to act on other’s turns, helping allies and hindering foes. The addition of minor actions is also a big improvement. The game-rules aspects of the game are stronger and in many ways more fun.

On the downside, some of the work done balancing the classes and feats can make the characters feel a little cookie-cutter compared to 3rd edition. It’s nothing like 1st or 2nd though, where every 10th level fighter is exactly the same. But the choices, especially in the feats, feels limited. Even worse are the skills, where I really miss the profession and craft skills. Of course, the 3rd edition skill system had problems in these areas as well (ie- there’s a ride skill, but no sailing skill), but 4th edition leaves the players and the DM to work these things out for themselves. I could definitely see a group of inexperienced gamers asking “my character wants to re-forge his father’s broken sword!” and the group getting bogged down in weather or not his character can know how to do that. Hopefully good groups will roll with it and role-play it out somehow, but it was nice to have non-conflict-oriented character details presented to you as an option. It lent substance to my claim when I said my wizard grew up a goat-herd for him to have a few skill points in Profession (farming). In terms of game play, I worry about non-combat challenges being viable with such a limited set of skills.

The lack of Druids, Bards and Barbarians is lamentable. I assume there is another book in the works, or perhaps one for each class, to cover these fantasy staples. The lack of evil clerics in the player’s is also disconcerting. For me a big part of D&D has always been the scariness of the bad guys, and clerics that can’t raise an army of the dead just feel wrong. The DMG suggests replacing their radiant damage with necrotic, but it feels like a poor solution. Maybe October will see another edition of the Book of Vile Darkness to cover these things (are you listening, Monte?). And the lack of summoning spells is also distressing. Other than a flaming sphere, you can’t really call powerful allies from beyond to aid you, and neither can the bad buys. One of Claw Claw Bite‘s first posts in October will be a power that summons elementals. This power will be designed to stay within the rules balance of 4th edition and bring back my favorite thing from 1st edition about summoning them. Stay tuned to see that.

So why all this talk of October? In October this year Wizards of the Coast is planning to release a new OGL-style rules-set for 4th edition that updates the d20 license and allows 3rd party publishers like us to release material for 4th edition Dungeons & Dragons. So while we’re already writing material for 4th edition, and plan on releasing adventures for both 3rd and 4th edition, we can’t release any of that material until October when that license is made available. Under the terms of that license we can release products for both editions for 6 months at which point we are only allowed to release material for one edition or the other. So we have to make a decision in April 09 about which version we’ll continue to support. We hope to hear from you about which you’d prefer, but we have almost a year to see what the gaming community in general thinks about 4th edition, and 6 months putting out material for 3rd and 4th edition.

So, what do you think? Leave a comment here at clawclawbite.com, or write us at ccb@unicornrampant.com to let us know.

Thanks again,
Adam Thompson
Unicorn Rampant


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Horror of the Old Ones Released!

After almost two years in the conception, writing, playtesting, and re-writing, Unicorn Rampant is proud to release Horror of the Old ones, a 56-page module for 10th level characters.

In the dying port town of Onuago, troubles deeper than the recent economic decline loom over the horizon. Baron Stieglitz has locked himself in his castle to the northeast while his captains vie for control of his lands. Children have been born with strange deformities. A mysterious cult has corrupted the priest of the logging town to the northwest. And beneath the rocky island in the bay a horror beyond imagining slumbers as though dead, dreaming of destruction and of the void.

Horror of the Old Ones is a site based, event-driven d20 fantasy adventure with elements of horror for 10th level characters.

This multi-part adventure is inspired by the work of H.P. Lovecraft, though the authors have worked to keep the ideas true to the realm of d20 fantasy. These locations are not meant to derive from New England settings, think of them instead as extensions of whatever campaign world you the storyteller wish to place them in.

Go buy it now for $12 at rpgnow and support your local game creators!

This is what we’ve been up to this month, dear reader!


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Issue 12 Released!

In time for the U.S. tax deadline, here’s something to soothe the blow…

This issue of Claw/Claw/Bite includes:

* Two variant rules: Passion and Plague
* Three new feats, including Passionate Leader
* Two new classes: Rogue Caster and Merchant
* Five new spells including Crippling and Withering Grasp
* Two new race and cultures, including the Goduanil Elves
* Five new characters, including a half-human, half-dragon lich
* Four new creatures, including the Mist Elemental
* Two new magic items, including the Discus of Annihilation
* A story seed inspired by E. Gary Gygax
* Two locations, including the Elemental Subplane of Mist
* And a comic: Atavistic Onslaught #3

For you readers who stay on top of this blog, here’s a free copy. Offer good until we upload the issue to rpgnow.


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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


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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


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Millennium Con 10

Millennium Con 10: for those of you who don’t know, is a gaming convention put on here in Austin, Texas, or rather just north of us in Round Rock, by LSHM, the Lone Star Historical Miniatures gaming society along with the Austin branch of the RPGA.

There were lots of great games this year. I always love to go and look at the great landscapes and huge armies of miniatures at the wargaming tables, even though I don’t really play tabletop wargames anymore. It makes me think about dusting off the Warhammer Epic scale army I have packed away, though.

It did inspire some of the other guys from Unicorn Rampant and I to break out the Battletech and play a few battles on friday night, though. I hope it leads to a semi-regular Classic Battletech game with us. I still have all my old, original 3025 Technical Readout minis.

But the real excitement for me was running a group through a session of The Horror of the Old Ones. It was my first time running a game at a convention, so I had big pre-game jitters. This is going to be my first published adventure, after all, and I haven’t run a game for complete strangers in, well, basically I’ve never run for strangers.

But the players were all great, and did a great job both role-playing and in combat. All of them survived, even the young teenager for whom that was his first game of D&D. Playtesting credits for them are in the works 🙂

So, without further ado, here are a few of the pictures from Millennium Con 10!












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Issue 9

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

* Four new creatures, including a new True Dragon: the Deep Forest Dragon
* Several new campaign locations
* Two new encounters
* New weapons, magic items, and special materials
* Two new spells
* New NPCs: a dead king and a triumphant new wizard-king
* Two historical events

Download a preview at unicornrampant.com and the full issue at rpgnow.

And, of course, don’t forget our previous issues!


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Proppian World View

Today I announce a spinoff of CCB! I will still be posting a bunch here, as I steal away time during lunch and after work, so don’t worry — there’s still plenty of CCB work left to do!

The spinoff is Proppian World View named in honor of Vladamir Propp, who published a text in I think 1948 that provided a morphology of fairy tales. This blog will detail the plotline (and some setting) of a medieval fairy-tale role-playing campaign which will be ongoing, starting in July 2007.

Happy reading! Oh, and order printable versions of CCB. They come out looking really nice. Great for the kids.


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