Unicorn Rampant is going to Owl Con!
We are proud to announce that we’ll be attending our first ever convention as a vendor this Feburary 6-9th at OwlCon, at Rice University in Houston Texas!
We’ll bring along some of our wares to peruse in printed form, and if you mention seeing this announcement on our blog, we’ll give you half off on all of our products! We’ll also be set up to give you discounts on any of our products you’d like to buy from RPGnow.com.
And of course, we’ll be set up to play some games right there at our table, so come on down and say hi!
Posted in Uncategorized and tagged news: convention by Adam A. Thompson with no comments yet.
Old Rock Tower – Chickatrice in the Outhouse
We’re converting the first adventure we ever published, The Old Rock Tower, to 4th Edition D&D, and wanted to put out a sample of what you’ll find. This is one of the first encounters, outside of Talnabous’ Tower.
Description: A tiny wooden shack leans here, 5′ on a side. Its narrow door stands open a foot or two. A statue of a cat hissing, it’s tail up and bristling stands immediately in front of the door.
CREATURE: Five cockatrice nest in the ruins of the outhouse. Their small nest is built in the rafters of the decrepit 5’x5’ building. They will leap down and attack anyone investigating the outhouse.
Cocatrice – Level 6 Controller
Small natural magical beast – XP 250
Initiative +3 Senses Perception +2
HP 69; Bloodied 34
AC 19; Fortitude 16, Reflex 18, Will 17
Speed 6
Powers
Stony Beak (melee; standard; at-will)
+9 vs. AC; 1d6 + 4 damage. the target is slowed (save ends).
First Failed Save: The target is immobilized (save ends).
Second Failed Save: The target is stunned (save ends).
Black Moon Hiss (close burst 2; minor; encounter)
+10 vs. Fortitude;
Hit: Target is weakened (save ends).
Alignment Unaligned – Languages none
Str 16 (+5) Dex 19 (+6) Wis 10 (+2)
Con 13 (+3) Int 6 (+1) Cha 16 (+6)
The nest in the rafters, if searched, will yield 3 cockatrice eggs – these can be considered 600 gold worth of Arcane Components. The statue of the cat (actually a live cat petrified by the cockatrice) is perfect in every detail and worth 25 gp, or will make a good mouser if restored to flesh.
Posted in Uncategorized and tagged creature: heroic controller by Adam A. Thompson with no comments yet.
Feather of Falling
This feather is plucked from a flying creature’s wing, and is enchanted with a featherfall spell. It acts exactly like a feather fall spell, activated immediately if the wearer falls more than 5 feet.
Faint enchantment; CL 1st; feather of a flying creature; featherfall; Price 1,800 gp.
Posted in Magic Item and tagged enchantment, feather by Stephen Hilderbrand with no comments yet.
The Story of Silas Dindle
Silas Dindle is a local baron with a keep along the road between Tannen and Chez. The small barony has profited from the trade route that runs from Westfort to the capital.
Lately Silas has been acting strange, insisting that his twin teenage daughters (who look only remotely alike) remain in his keep out of fear of having it overrun with goblins if they leave. It’s as if he sees them as guardians of the keep, though he employs a full retinue of soldiers to guard the keep itself. This has created some friction between him and his daughters, who wish to travel to Tannen to enjoy the prime of their youth. The Jæruel is beginning to threaten to step in if he is unable to gain control of the situation and explain why his daughters cannot leave the keep and why his men have been unable to provide escorts along the nearby roads. They too have been pressed into a new service, that of protecting the daughters so they can protect the keep.
Lady Dindle is long gone; she died during their birth some fifteen years ago. Silas has mourned her ever since. If the party visits the small graveyard at the rear of the castle, they will learn this, and her ghost will visit the party and tell her side of the story, a tale of wanting to keep her man happy while at the same time losing herself in him. They were unable to conceive, and instead she was impregnated by one of his god’s angels, giving birth to the half-angel beings that protect the keep. At least that’s her side of the story.
Plot Resolution
It turns out, they were able to conceive, but Lady Dindle died with the twin daughters, who were replaced with angels (Antaigne and Emmaigne) on earth due to Silas’ devout nature. Recent events, including his joining the Jæruel have led him to question his god and perform acts which are considered less devout by his god’s followers, including overtolling the local merchants and imprisoning a merchant who asked for one of his daughters’ hands (Emmaigne, the younger of the two) in marriage. The party will need to restore Silas’ faith by helping him perform a series of heroic deeds. This will enable him to retain the angels and thus his sense of fatherhood, and maintain a reason for living.
(map of the keep to follow in a later post)
Posted in Encounter and tagged campaign plotline, Jæruel by Stephen Hilderbrand with no comments yet.
Aldric Tréburne, Level 6
Older brother of Kilmore Tréburne, Aldric stayed home to care for the ailing family while Kilmore went forth in search of adventure. Now that the family is stabilized, thanks to Avandra’s blessings, Aldric has now left home in search of his brother and his own adventure.
Along the way, he has met up with an eldarin war wizard and traveled from town to town, lending healing powers and fighting off brigands and ferocious wolves.
A playful, yet grounded, working-class elf, Aldric has developed many talents, though none that he pursues with more passion than his faith in Avandra, and healing in her name. he has been called too humorous for serious elven service, and too ill-mannered to ever represent his people abroad, so his only hope is in following his own dreams and desires.
He maintains his own gear, but is not too proud to ask for help in repairing or caring for it. His most prized possessions are a pair of ornate, buckled catgrace boots, a finely-carved shortbow +1 thunderburst, and his holy symbol of Faith to Avandra (+1d6 healing).
In addition, he wears a suit of chainmail with a small cape and carries an adventurer’s kit in a backpack.
Recently, he has taken up visiting a few of Avandra’s shrines, recently heading from Thelka’s shrine tpo Avandra down the River Daren to Cerest, where he helped take the keep from an army of orcs.
Aldric in your game: Aldric tells a decent tale, and with his diplomacy will likely have learned some things about the local area. As a healer, he is likely to have learned much of the recent adventurers of others. Aldric could serve as an NPC in a party that did not have a player in the leader role. He would allow the DM to give the party some extra healing without having a character overly bent on seeing his own will done.
Aldric Tréburne: Level 6 Cleric of Avandra
medium fey humanoid – XP 7,500
age (equivalent of 28 in human years)
height 5’10”, weight 155, brown hair, green eyes
Initiative +10 Senses Perception +7
HP 50; Bloodied 25 Healing Surges: 9
AC 19, Fortitude 16, Reflex 18, Will 18
Speed 7
Powers
Channel Divinity:
* Healer’s Lore
* Healing Word (2/Encounter)
* Divine Fortune
* Turn Undead
At-Will:
* Lance of Faith
* Sacred Flame
Encounter:
* Elven Accuracy
* Command
Daily:
* Beacon of Hope
* Weapon of the Gods
Utility:
* Shield of Faith
* Bastion of Health
Basic Attacks
Short sword: +10 vs AC, 1d6 + 1 damage
Short Bow +1 thunderburst (40 arrows): +10 vs AC, 1d8 + 3 damage
Alignment Good
Languages Common, Elven
Skills: Arcana 8, Athletics 5, Bluff 3, Diplomacy 8, Dungeoneering 4, Endurance 4, Heal 10, History 7, Insight 5, Intimidate 3, Nature 5, Perception 7, Religion 9, Stealth 6, Streetwise 3, Thievery 3
Feats: Elven Precision, Avandra’s Rescue, Improved Initiative, Ritual Caster
Str 12 Dex 16 Wis 16
Con 13 Int 11 Cha 14
Possessions:
Chain Mail
Short Bow +1 Thunderburst
Short Sword
Light Shield
Adventurer’s Kit
Holy Symbol of Life
2 Healing Potions
720 gp
Posted in Character by Stephen Hilderbrand with no comments yet.
Durst Muqutad
Durst Muqutad is a fighter for hire. Though somewhat aloof, he maintains a gentile manner and general curiosity about the way the world works. Hailing from the edge of a large desert, he has learned to speak the trade and martial languages from those cultures. A relentless fighter, he rarely tires during combat, and has the appearance of someone worth his pay.
Durst in your game: Use Durst as a straight-forward fighter-for-hire in your adventure. His motives are simple – he works for money and has an long-term quest to find his brother, Alaham. If he meets adventurers who may assist him, he will work for free (well, in game terms, a share of the XP).
Durst Muqutad
Level 2 Neutral Fighter (follower of Erathis)
XP: 1,290
medium human
Age: 40
Height: 6’2″
Weight: 195
Appearance: brown hair with grey streaks, brown eyes, salt and pepper beard
Initiative: +2
Perception: +1
HP: 38; Bloodied 19 Healing Surges: 12
AC: 17, Fortitude 14, Reflex 13, Will 11
Speed: 6
Powers
Combat Challenge
Combat Superiority
Fighter Weapon Talent (one-handed)
At-Will:
* Cleave
* Tide of Iron
Encounter:
* Spinning Sweep
Daily:
* Brute Strike
Utility:
* Unstoppable
Basic Attacks
Mace: +6 to hit, 1d8+3 dmg
Alignment: Neutral
Languages: Common, Desert Tongues from his home region
Skills: *Athletics 9, Bluff 1, Diplomacy 1, Dungeoneering 1, *Endurance 9, Heal 1, History 2, Insight 1, *Intimidate 6, Nature 1, Perception 1, Religion 2, Stealth 3, Streetwise 1, Thievery 3
* trained
Feats: Shield Push, Power Attack
Str 16 Dex 14 Wis 11
Con 17 Int 12 Cha 10
Possessions:
Hide armor
Heavy shield
Mace
Standard Adventurer’s Kit
3 Sunrods
Silk rope
2 Healing Potions
134 gp
Posted in Character by Stephen Hilderbrand with no comments yet.
Scholar
Living physically sheltered lives in cloisters and monasteries, these true monks known as scholars receive exemplar educations. Others call them bookish, but when the need for ancient knowledge or other long-dead lore arises, they are often the only ones able to provide the proper perspective for the situation.
Adventures: Adventuring is often the first “real-life” experience these scholars have seen. They are not suited to travelling alone, and usually travel in groups of scholars or in mixed parties. Scholars are well-suited to stepping forward when the time is right, an then slinking back to the middle of the group when battles break out. They tend to have a distaste for combat and war in general, and often attempt to convince those around them to put down their weapons unless the need is dire.
Characteristics: The scholar is often an excellent advisor, except in situations outside their training. They often become diplomats when they find their niches, but until then remain frustrated when others do not respond favorably to their recommendations.
Alignment: Scholars are nearly always lawful or true neutral, believing in the truth of their theoretical studies over the messiness of reality. Occasionally a scholar will go rogue, developing a chaotic neutral or evil alignment, and there is no penalty for this change of alignment.
Religion: Many scholars received their initial training in monasteries and other religious settings, so they tend to begin following a religious regimen. However, as they move from their initial place of worship and experience more of the world, many drift from the devout and take on more secular beliefs. Since their powers are almost entirely secular, this change incurs very little penalty, unless the scholar had acquired a significant amount of knowledge from a divine agent. Such knowledge may be removed from the scholar if the deity in question is angered by lack of devotion.
Background: Scolars come from regimented lives of academic toil, where three meals are prepared daily, and where the discussion of strange and lesser-known ideas is commonplace. A scholar may be spurred into adventure by a quest to learn about an undocumented part of the world, or to acquire some artifact they have researched. They may also seek first-hand accounts of events and people. Scholars may also be forced out of their simple lives by the closing of an academy or monastery, either by war, famine, or flood.
Races: Any race can produce a scholar. Elves are particularly adept at scholarship due to their intelligence and long life. Gnomes are also well known for producing scholars. Human scholars are able to blend in the most, and are the most common race among scholars.
Other Classes: Scholars are most comfortable around classes which prefer knowledge over might. Thus, they feel most at home among wizards, sorcerors, and clerics. However, they have been known to partner with rogues, especially when they seek artifacts which are held behind arrays of traps, locks, and riddles. In addition, they have been known to take jobs as advisors to diplomats and leaders, where they can dispense their knowledge without scorn and ridicule. Other classes are not always to welcoming of their unique perspective.
Role:A scholar’s primary role is that of note-taker and researcher. No other characters pay as close attention to detail as scholars, and none has the mental acumen to put to the task.
Game Rule Information
Scholars have the following game statistics.
Abilities: Intelligence and wisdom are the two abilities treasured most by scholars. As such, they tend to be weaklings and klutzes, stumbling around the battlefield. A high charisma makes them more likely to find work as advisors, and thus live long enough to avoid the battlefield.
Alignment: Usually lawful and neutral, but any are possible. In general, the more chaotic, the worse the scholar at performing the critical tasks for which they are known.
Hit Die: d4
Class Skills
The scholar’s class skills are: Alchemy, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Forgery, Knowledge (any), Profession, Ride, Rope Use, Search, Sense Motive, Use Magic Device
Skill Points at 1st Level: (8 + Int modifier) x 4.
Skill Points at Each Additional Level: 8 + Int modifier
Class Features
All of the following are class features for the scholar.
Weapon and Armor Proficiency: Scholars are proficient with all simple weapons. They are not proficient with armor or shields. Armor tends to get in the way of their research. However, some scholars have devoted time (a feat slot) to learning how to wear armor for better protection when they find themselves on the battlefield.
Read Arcane and Divine Magic: At first level, scholars can read both arcane and divine magic. This does not bestow upon them the ability to cast spells.
Write Arcane and Divine Magic: At second level, scholars can write both arcane and divine magic. This does not bestow upon them the ability to cast spells.
Research: At third level, scholars can perform research in large information repositories, such as libraries and the Plane of Knowledge, receiving a +5 bonus to gather information or on knowledge checks in these environments.
Spells: Beginning at fourth level, scholars acquire spells according to the Paladin table on page 43 of the PHB. These spells can be either arcane or divine. In addition, scholars receive additional spells based on their Int and Wis bonuses, as per wizards, sorcerors, and clerics. Scholars choose one cleric domain and receive one free spell and power per day as per their chosen domain.
Advanced Research: At 7th level, scholars can perform research in large information repositories, such as libraries and the Plane of Knowledge, receiving a +10 bonus to gather information or on knowledge checks in these environments.
Plane Shift to and from the Plane of Knowledge: At 9th level, scholars can plane shift to the Plane of Knowledge. This requires 10 minutes to cast, and requires reading a passage aloud from a book of knowledge.
Posted in Uncategorized and tagged class, npc class by Stephen Hilderbrand with no comments yet.
Silken Scarf
These come in many varieties, colors, and textures. Most are smooth, and of a solid color or a basic pattern. The more exotic the scarf, the more powerful the incantation. In order to activate the magic contained in the scarves, the wearer must place them over their mouth, usually accomplished by wrapping them around the neck and slinging them over the mouth. When not activated, they serve a decorative purpose.
Common silken scarves include:
* Black – invisibility
* White – protection from evil
* Green – sustenance
* Blue – water breathing
* Red – fire resistance +5
* Gold – diplomacy +5
* Silver – bull’s strength
Of course, these common options are supplemented by various variations upon themes, for as varieties of silken threads are woven together in different patterns, different wondrous results arise, not unlike the variations found in alchemy and potion-making.
The price of silken scarves varies, based on the nature of the enchantments upon them. In general, the more complex the pattern, the more enchantments, and thus the more expensive the silken scarf. To craft a silken scarf, one must start with enchanted silken threads, and have Craft Wondrous Item and a weaving skill of at least 5.
Posted in Magic Item and tagged scarf by Stephen Hilderbrand with no comments yet.