My Best OwlCon Yet
This year’s OwlCon was once again an excellent experience for my friends and I, and judging by the ever-rising attendance numbers, other attendees have had similar experiences. Read of for details and pictures.
The Claw / Claw / Bite crew carpooled from Austin to the beautiful Rice University campus for a long weekend of gaming and catching up with friends. I ran a great game of Divine Right with some first time players, helped Dan run our AD&D adventure Siege of Black Mountain, and played lots of other games, including the not-yet-released reprint of OGRE. To top it off, we not only figured out where to get good food on campus, but we discovered the on-campus bar, Valhalla.
I played a round of OGRE and had a blast. Fast-paced, easy to learn, and fun. I played the conventional forces trying to stop the OGRE from reaching my command post to no avail.
Daniel Smith and I had prepared a two-party AD&D / OSRIC adventure to run. Dan ran the dwarf party as they tried to protect their mountain home from the army of elves on their doorstep.
I had a blast playing the new Star Ward miniatures game. With Rob Wubbenhorst providing cover with his X-wings, I was able to drive my Y-wings straight down the trench and bullseye the Death Star’s exhaust port on my first shot. It was awesome.
For my final event I ran a very fun game of Divine Right with some first-time players, who had never played a map-and-chits game before.
For more pictures check out Unicorn Rampant’s Facebook page.
Posted in convention, Editorial by Adam A. Thompson with no comments yet.
Alizarin Zamyatin
Created a gnome bard for an upcoming 3.5 adventure run by an old friend in Baltimore that I’ll be participating in over Roll20. Downloaded the most recent release of PCGen to help in the creation process. Looks like they’ve added some new features to the app, including more complete coverage of Pathfinder, as well as icons to denote inventory locations. The app still retains its usefulness, making it quick and easy to create characters. Here’s an export of the resulting character in plain text.
Name: Alizarin Zamyatin
Race: Gnome
Player: Steve
Classes: Bard1
Hit Points: 7
Experience: 0 / 1000
Alignment: Chaotic Good
Vision: Low-Light
Speed: Walk 20 ft.
Languages: Common, Gnome
Stat Score Mod
STR 7 (-2)
DEX 18 (+4)
CON 13 (+1)
INT 13 (+1)
WIS 12 (+1)
CHA 15 (+2)
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Appraise 2 1.0 1 0
Balance 5 1.0 4 0
Bluff 5 3.0 2 0
Climb -2 0.0 -2 0
Concentration 3 2.0 1 0
Craft (Alchemy) 1 0.0 1 0
Craft (Untrained) 1 0.0 1 0
Diplomacy 5 3.0 2 0
Disguise 2 0.0 2 0
Escape Artist 6 2.0 4 0
Forgery 1 0.0 1 0
Gather Information 4 2.0 2 0
Heal 1 0.0 1 0
Hide 8 0.0 4 4
Intimidate 2 0.0 2 0
Jump -8 0.0 -2 -6
Knowledge (History) 2 1.0 1 0
Listen 4 1.0 1 2
Move Silently 7 3.0 4 0
Perform (Untrained) 2 0.0 2 0
Ride 4 0.0 4 0
Search 1 0.0 1 0
Sense Motive 1 0.0 1 0
Sleight of Hand 8 4.0 4 0
Spellcraft 4 3.0 1 0
Spot 1 0.0 1 0
Survival 1 0.0 1 0
Swim -2 0.0 -2 0
Tumble 6 2.0 4 0
Use Rope 4 0.0 4 0
————————– Feats —————————
Dodge
Armor Proficiency (Light)
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.
Shield Proficiency
You can use a shield and take only the standard penalties.
Simple Weapon Proficiency
——————– Special Abilities ———————
———————— Templates ————————-
Base Race Type, Base Race Type ~ Humanoid, RaceSubtype ~ Augmented Humanoid
————————– Combat ————————–
Total / Touch / Flat Footed
AC: 17 / 15 / 13
Initiative: +4
BAB: +0
Melee tohit: -1
Ranged tohit: +5
Fortitude: +1
Reflex: +6
Will: +3
Unarmed attack:
to hit: -1
damage: 1d2-2
critical: 20/x2
Dagger (Small):
to hit: -7
damage: 1d3-2
critical: 19-20/x2
Dagger (Small/Thrown):
to hit: +5
damage: 1d3
critical: 19-20/x2
range: 10 ft.
Sling (Small):
to hit: -5
damage: 1d3-2
critical: 20/x2
range: 50 ft.
——————— Special Abilities ——————–
————————- Equipment ————————
Name QTY LBS
Leather Cap 1 0lbs
Wireframe Spectacles and 2 Lenses 1 0lbs Special: (Eye Lenses)
Zamyatin Family Medallion (Heirloom) 1 0lbs
Dagger (Small) 2 1lbs
Leather Gloves 1 0lbs
Leather (Small) 1 7lbs
Leather Belt 1 0lbs
Outfit (Entertainer’s/Small) 1 1lbs
Padded Shoes 1 0lbs
Bedroll (Small) 1 1lbs Special: (Bedroll (Small))
Bullets (Sling/10) (Small) 1 2lbs
Chalk (1 piece) 2 0lbs
Coin (Electrum) 1 0lbs Special: (Coin (Copper))
Jeweler’s Hammer 1 0lbs
Musical Instrument (Flute) (Small) 1 0lbs
Sling (Small) (0 lbs.)
Pouch (Belt) (Small) (0.125 lbs.)
Sack (Small) (0.125 lbs.)
Total weight carried:
Current load: Light
Encumbrance
Light: 17
Medium: 35
Heavy: 52
————————— Magic ————————–
Innate Spells
Dancing Lights (Evocation) – 1 per day
Saves: None
DC:
Casting: 1 standard action
Duration: 1 minute [D]
Range: Medium (110 ft.)
Components: V, S
SR: No
Effect: Creates torches or other lights.
Target: Up to four lights, all within a 10-ft.-radius area
Ghost Sound (Illusion) – 1 per day
Saves: Will disbelief (if interacted with)
DC: 12
Casting: 1 standard action
Duration: 1 rounds [D]
Range: Close (25 ft.)
Components: V, S, M
SR: No
Effect: Figment sounds.
Target: Illusory sounds
Prestidigitation (Universal) – 1 per day
Saves: See text
DC: 12
Casting: 1 standard action
Duration: 1 hour
Range: 10 ft.
Components: V, S
SR: No
Effect: Performs minor tricks.
Target: See text
() – per day
Saves:
DC:
Casting:
Duration:
Range:
Components:
SR:
Effect:
Target:
Bard Spells
Level 0
Detect Magic (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Concentration, up to 1 minutes [D] Range: 60 ft. Components: V, S
SR: No Effect: Detects spells and magic items within 60 ft. Target: Cone-shaped emanation
DESC: Detects spells and magic items within 60 ft.
Lullaby (Enchantment)
Saves: Will negates DC: 12 Casting: 1 standard action
Duration: Concentration + 1 rounds [D] Range: Medium (110 ft.) Components: V, S
SR: Yes Effect: Makes subject drowsy; -5 on Spot and Listen checks, -2 on Will saves against sleep. Target: Living creatures within a 10-ft.-radius burst
DESC: Makes subject drowsy; -5 on Spot and Listen checks, -2 on Will saves against sleep.
Mage Hand (Transmutation)
Saves: None DC: Casting: 1 standard action
Duration: Concentration Range: Close (25 ft.) Components: V, S
SR: No Effect: 5-pound telekinesis. Target: One nonmagical, unattended object weighing up to 5 lb.
DESC: 5-pound telekinesis.
Message (Transmutation)
Saves: None DC: Casting: 1 standard action
Duration: 10 minutes Range: Medium (110 ft.) Components: V, S, F
SR: No Effect: Whispered conversation at distance. Target: 1 creatures
DESC: Whispered conversation at distance.
------------------------ Description -----------------------
Height: 3' 5" Weight: 45 lbs. Gender: Male
Eyes: Violet Hair: Greenish, with golden highlights, Skin: Olive
Dominant Hand: Ambidextrous Quirks: Often speaks in half rhyme and near riddles.
Posted in Character by Stephen Hilderbrand with no comments yet.
Skelephant

Posted in Creature and tagged undead by Stephen Hilderbrand with no comments yet.
The Beastblade
This longsword’s wide blade extends from the lion-headed crosspiece like a steel tongue from the open jaws. It bears enchantments which give the wielder +1 to attack and damage, but is considered +2 and deals an additional 1d6 points of damage against mundane and magical beasts such as giant rats, dire wolves, chimeras, hydras, and gorgons.
Though sentient, the Beastblade communicates mainly in growls and roars. Those who wield it are immune to all fear effects, but the blade’s spirit will not accept retreat from combat – those attempting to disengage from melee or flee a fight must successfully beat the Beastbalde’s ego score of 17 (Charisma, Will, or Fear saving throw to resist) or it will force them to continue fighting. This has resulted in the death of many of the Beastblade’s wielders.
Those with bardic knowledge or who are deeply steeped in arcane lore may recall the tale of a Beastblade that bears a blessing and a curse – “those who wield it know no fear.”
As the wielder reaches higher levels, the Beastblade may gain additional powers. At 5th level it deals an additional 1d6 damage against magical and mundane beasts. It’s roar becomes more forceful as it’s wielder grows stronger, and at 7th level gains the power to evoke thunderwave, shatter, and fear (per the spells) once per day each. At 9th level it gains the ability to cast shout once per day, and deals an additional 1d6 damage against mundane and magical beasts.
Posted in Equipment, Magic Item and tagged sword by Adam A. Thompson with no comments yet.
Spell: Subvert Control
Years ago in the pirate kingdoms, the wizard Deganous crafted this spell to use against King Kik’dak of the ice kobolds and his mechanical dragons. Along with Donal of Rockwell the wizard led a force to the ice kobolds’ fortress in the Barrar Mountains. When those that survived the trap-laden gauntlet reached the throne room where Kik’dak waited, Deganous used this magic to turn the kobold’s mechanical dragons on him, whereupon he was torn limb from limb.
Subvert Control
School transmutation; Level sorcerer/wizard 7
CASTING
Casting Time 1 standard action
Components V, S, M (a piece of bone and a piece of raw meat)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets up to 2 HD/level of constructs, no two of which can be more than 30 ft. apart
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
DESCRIPTION
This spell alters the magic which powers constructs, which enables you to control them for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible, the controlled constructs do not attack you. At the end of the spell, the subjects revert to their normal behavior.
Intelligent constructs will remember that you controlled them, and they may seek revenge after the spell’s effects end.
Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Spell and tagged sorcerer / wizard spell level 7, transmutation by Adam A. Thompson with no comments yet.
Aberoth

Welcome the throwback world of Aberoth, a cute little (55K) Javascript client that plugs in to what appears to be a fairly fleshed out world on the backend. It seems there are mobile clients and even one in Java (people still use Java?).
Hop online and enjoy some amusing times that will at least remind you of your old video game rpg playing days when you had more free time. If by a 1:million chance you run into me, I’m on there as Omeros.
Posted in Review by Adam A. Thompson with no comments yet.
Dungeon Robber
Last Friday, Johnn Four included a link to this fun little online dungeon generator/game, inspired by (and maybe cloned from) Gygax’s random dungeon tables. Yes, I’m just getting to fun RPG emails from last week nowish.
Posted in Review, Video Game by Stephen Hilderbrand with no comments yet.
Shadow Sentinels
Those few mariners who have braved the ice isles and their frozen towers will encounter White Eye’s guardians throughout. These pale-eyed living shadows stand as sentinels in the catacombs beneath the towers, and add their victims to the ranks of gray ghouls on the shores.
Shadow Sentinels – CR 8
XP 2,400
N medium undead
Init +0; Senses darkvision 60 ft.; Perception +6
AC 17, touch 17, flat-footed 15 (+5 deflection, +1 Dex, +1 dodge)
hp 83 (8d8+47)
Fort +7, Ref +5, Will +8
Defensive Abilities incorporeal
Immune undead traits
OFFENSE
Speed fly 30 ft. (perfect)
Melee shadow claws +7 (1d6 and 1d6 strength damage)
Special Attacks draining gaze (DC 19)
STATISTICS
Str —, Dex 12, Con —, Int 10, Wis 11, Cha 20
Base Atk +5; CMB +5; CMD 22
Feats Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Toughness
Skills Fly +9, Knowledge (history) +10, Knowledge (nobility) +10, Perception +18, Sense Motive +10, Stealth +9; Racial Modifiers +8 Perception, +8 Stealth
Languages Common
SPECIAL ABILITIES
Strength Damage (Su)
A shadow’s touch deals 1d6 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.
Draining Gaze (Su)
Those meeting the deathly green eyes of the Shadow Sentinels (range 30ft.) must succeed on a DC 19 Fortitude Save or gain 1 negative level.
Create Spawn (Su)
A humanoid creature killed by a shadow sentinel’s Strength damage or gaze attack becomes a gray ghoul under the control of its killer in 1d4 rounds.
Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Creature and tagged creature type: undead by Adam A. Thompson with no comments yet.
Free Download of Fourthcore Alphabet
In honor of Halloween, SVD Press has made their Fouthcore Alphabet available as a free PDF download from Lulu now through the dark holiday.
We have found this to be a valuable resource for generating new ideas for dungeons, denizens, and deathtraps! Each letter of the roman alphabet contains tables of 1d20 and 2d20 roll results with juicy elements to pick and choose in your deep or ad hoc dungeon design.
Go get your copy now before it’s too late. You’ll kick yourself if you don’t.
And as always, make it fun!
Posted in announcement by Adam A. Thompson with no comments yet.
Gray Ghouls of the Ice Isles
Once dwarven warriors, these ancient corpses were raised up again and given new life by the necromancer White Eye. The boatmen of the northern sea who have sailed too close to the ice isles therein call them “the gray ones” when they return to the shore to tell their stories. Ravenous for flesh, they will climb down out of the ice-encased towers naked save for tattered hauberks of chain mail, gather on the shores and wade out into the frigid water when boats come within sighting distance.
Gray Ghoul – CR 3
XP 800
N medium undead
Init +0; Senses darkvision 60 ft.; Perception +6
AC 19, touch 10, flat-footed 19; (+4 natural, +5 armor)
hp 36 (4d12+4)
Fort +1, Ref +1, Will +5
Immune cold, undead immunities
Speed 20 ft.
Melee 2 claws +6 (1d4+4) and bite +4 (1d4+4 and Frigid Bite (below))
Space 5 ft.; Reach 5 ft.
Str 18, Dex 10, Con -, Int 7, Wis 14, Cha 12
Base Atk +3; CMB +7; CMD 17
Skills Climb +8; Perception +6
Feats Toughness, Toughness
Frigid Bite (Su)
Those bitten by the gray ghouls must succeed on a DC 14 Fortitude save or become paralysed for 1d10 rounds, during which time they take 1d3 points of cold damage per round.
Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Creature by Adam A. Thompson with no comments yet.





