Bog Maid

(young bog hag) – Level 6 Skirmisher
Medium fey humanoid (aquatic) XP 250

Initiative +6 Senses Perception +7; low-light vision
Unwholesome Presence aura 3; enemies in the aura gain only half
the normal hit points from spending healing surges.

HP 75; Bloodied 37; see also rending claws
AC 20; Fortitude 19, Reflex 17, Will 15
Speed 8 (swamp walk), swim 8

Claw (standard; at-will)
+11 vs. AC; 1d8 + 4 damage.

Rending Claws (standard; recharges when first bloodied)
The bog hag makes two claw attacks against the same target; if
both claws hit, the hag deals an extra 5 damage to the target.

Change Shape (minor; at-will) * Polymorph
A bog hag can alter its physical form to appear as a beautiful
young female elf, half-elf, eladrin, or human.

Evasive Charge
The bog hag shifts 2 squares after charging.

Alignment Evil Languages Common, Elven
Skills Intimidate +10, Nature +10, Stealth +12
Str 20 (+19) Dex 16 (+7) Wis 15 (+7)
Con 17 (+7) Int 12 (+6) Cha 14 (+7)


Posted in Uncategorized and tagged , , , by with no comments yet.

Positive Reviews – Winter 2009

There are a few reviews of our material out there or about to be out there. Here are a few quick links:

We have received multiple positive reviews on rpgnow.

We are mentioned fairly prominently in the upcoming reviews on rpg-resource.org.uk.

Happy reading (and reviewing!)


Posted in news, Review and tagged by with 1 comment.

Fallon House

This location is inspired by the work of E.A. Poe, though none of it explicitly derives from his work.

This three-story dwelling is characterized by its distinctive lean. Each of the floors melds into the others, with very few staircases. Instead small one-step and two-step passageways pass from floor to floor, leaving all but the most astute dungeoneers disoriented. The corridors within are also oddly-shaped, starting wide and ending narrow. Ornate doors lead to rooms which face the outside in all cardinal directions, and a raised passage leads from the second floor main hallway to a two-story gazebo out back.

Throughout the house, cobwebs fill the corners, and a layer of dust coats the furniture and floors. Small animal footprints gather around the central hearth and lead off in all directions. Bats and giant caterpillars complete the ecosystem, in the broken rafters and under loose floorboards, respectively. Under these floorboards are old catacombs which predate the house itself. These catacombs can be cited as another reason for the lopsidedness of the house.

Outside, the barren trees have long-since grown away from the house, all they can do to distance themselves from the darkness within. A darkness that grows with each passing night. The timbers themselves have rotted from the inside, just like the human denizens of Fallon House.

The Fallons were once skilled translators of ancient texts, counting the most prominent political figures among their clientele. Since those halcyon days, however, the eldest couple in the Fallon household faced marital problems, eventually disintegrating the marriage. This collapse of the foundation of the family had visible physical effects, leaving the house and family lopsided as relationship upon relationship ended. The inhabitants left the house, one broken relationship at a time, until it was left deserted, as it has remained for a few years now.

This location holds many ancient secrets in the moldy tomes still within. It also hosts many creatures, as mentioned above.

Drawing by Ben Dare.


Posted in Uncategorized and tagged , by with no comments yet.

Brizun’s Staff-hammer

Stepping back from his work, Brizun, the bugbear magician, folds his arms with the satisfaction of a job well done. Behold–The greatest (and possibly only) scientific leap in the realm of Spellcasting n’ Skullbashing technology–The Staff-hammer! Sure, the fifteen foot length of jute used to fasten the staff and hammer together may look unseemly, but the advantages in combat surely outweigh the aesthetic downfalls. “Besides,” Brizun declares to Mr. Scruffles, “I could decorate it with some feathers or something.”
“That’s a great idea,” He replies out of the corner of his mouth, holding a straw doll next to his face.

Staff-hammer — Two handed exotic weapon.
Proficiency +2, Damage 1d10, Price 10 gp, Weight 12 lbs, Group Staff, Mace
Staff-hammers hold the unique property of being usable as both a weapon and a wizard’s implement, and allow use of the Staff of Defense implement mastery. Enhancement bonuses for the Staff-hammer apply to both melee attacks and wizard spells that use the implement keyword. However, the proficiency bonus only applies to melee attacks.

Magic Staff-hammer – Level 9+
This chimera of a weapon glows with edritch energy, in addition to looking like it could crack some skulls.

Lvl 9 +1 4,200gp
Lvl 14 +2 21,000gp
Lvl 19 +3 105,000gp
Lvl 24 +4 525,000gp
Lvl 29 +5 2,625,000gp

Weapon: Staff-hammer
Enhancement: Attack rolls and damage rolls
Critical: +1d8 damage per plus


Posted in Uncategorized and tagged , by with no comments yet.

CCB tips picked up by roleplayingtips.com!

One way we try to actively give back to the gaming community is getting our ideas out there in less conventional formats. Johnn Four runs a great little gaming magazine, where he gathers and dispenses tips from game masters the world over. He recently included one of our posts on the use of the written (and spoken) word in role playing campaigns:

http://www.roleplayingtips.com/readissue.php?number=433

Keep sharing ideas, everyone!

Also, check out the rest of his site. It’s chock full of good ideas.


Posted in news and tagged , by with 1 comment.