Carrion Beast

Carrion Beasts are undead monstrosities in the shape of enormous, skeletal vultures.  During the war of the Phantom Lord in the Deadblight of Soguer great flocks of these accompanied the cloud-born castle of that dread shade’s army of the dead.  After his armies had slain all in a town or village his Carrion Beasts would haul the corpses aloft, to be used for horrible purposes in the chambers of that flying fastness.

In battle these creatures descend in flocks upon those below, snatching them up and carrying them aloft, only to drop them from great heights to fall to their deaths.  Some dread necromancers have even been know to ride upon their backs above the slaughter, directing the living dead below.

Large natural magical beast (undead)
Level 23 skirmisher XP 5100

Initiative +21        Senses Perception +19; Darkvision
HP 214; Bloodied 107
AC 37; Fortitude 35, Reflex 36, Will 34
Resist 20 necrotic
Speed 4, fly 10

Bite (standard, at-will)
Reach 2; +28 vs AC; 4d6+17 damage.

Snatch (standard, at-will)
Reach 2; +26 vs Reflex; 3d8+10 damage and the target is grabbed.

Bony Buffet (minor, recharge 4-6)
Close burst 2; targets enemies; +26 vs Fort; 3d8+10 damage and the target is pushed 2.

Dread Gaze (standard, recharge 5-6)
Ranged 5; +26 vs Will; 3d8+10 damage and the target is Dazed until the end of the Carrion Beast’s next turn.

Alignment Evil        Languages none

Skills Acrobatics +24, Athletics +23, Perception +19
Str 24 (+18)      Dex 27 (+19)      Wis 17 (+14)
Con 22 (+17)      Int 17 (+14)      Cha 24 (+18)

 


Posted in 4th edition Dungeons & Dragons, Creature and tagged , by with no comments yet.

Warlord of the Dread Host

Raised by The Phantom Lord to lead his army of the dead, these great warriors had lain in their sepalcures, some for many decades, some for centuries, before he and his ever growing host came to rouse them from their rest.  By foul magics did he once again give movement and strength to their limbs, and by darker magics still did he give them the powers of their former experience and bound their wills to his.

Wearing black and tarnished crowns of iron and silver upon their skulls, dressed in mail and bearing blades infused with unholy power, these warriors are terrible foes to behold.

Warlord of the Dread Host
Medium humanoid (undead)
Level 25 Soldier XP 7,000

Initiative +19        Senses Perception +5
HP 234; Bloodied 117
AC 41; Fortitude 38, Reflex 37, Will 37
Immune fear
Resist 20 necrotic, 10 cold
Speed 6

Soulblade (standard, at-will)  Weapon
+30 vs AC; 4d6+19 damage and the target is marked.

Stunning Blow (standard, recharge 5-6) Weapon
+28 vs Fort; 5d6+23 damage and the target is stunned until the end of the Warlord’s next turn.

Soulblade Flames (standard, encounter)  Weapon, Fire, Necrotic
Close burst 5; +28 vs Reflex; 3d8+12 fire and necrotic damage, and ongoing 15 necrotic and fire damage (save ends).

Soulblade Block (immediate interrupt, when hit by an attack; encounter)
The Warlord gains +4 to their defense against the triggering attack.

Alignment Unaligned        Languages Common
Skills Athletics +26, Knowledge (History) +24,
Str 28 (+21)      Dex 20 (+17)      Wis 25 (+19)
Con 26 (+20)      Int 25 (+19)      Cha 20 (+17)

Equipment: sword, armor, tarnished crown.


Posted in 4th edition Dungeons & Dragons, Creature and tagged , , by with no comments yet.

Owlcon XXXI Recap

Rocks fall.  People die.

Or so goes the motto of Owlcon XXXI, a fear-inducing slogan that seems right for the year 2012.   Owlcon XXXI is the third straight years of this great gaming convention that we’ve been able to attend, organized by the nice folks of FastWarp and Rice University.  Though there are not nearly as many events as say a GenCon, I prefer this con to the larger ones I’ve attended; it is manageable, with all events within a few buildings’ walk, and the organizers spread the 4-hour blocks of time out so that there is time for lunch, socializing, and hitting the vendor’s floor in-between games.  This also leaves ample time for pick-up games and for discussing gaming theories and mechanics and making new friends.

The first games start at 10am, providing enough time to sleep in, grab a warm breakfast at the hotel before walking the mile to campus for the day’s adventure.  We’ve found the Best Western on S Main to be a relatively inexpensive yet comfortable abode for the few nights in-between the gaming fun, and will probably be back unless we decide to crash with some of the locals next year.  If civilization makes it to 2013…

This year, I ran a rousing game of Junta on Friday night, and we had a full table, so all the cabinet positions were filled.  There was a lot of rhubarb-rhubarb going around the table, especially after the Amis stiffed us a few years running, or so reported El Presidente.  Two very bloody, effective coups transitioned the three presidencies over the four hours, shifting the ultimate power among three distinct voting blocks.  The competition was fierce with Damp pulling off a victory by a mere 3 million pesos.

On Saturday, I played three tabletop role playing games for the first time.  First, in tabletop Call of Cthulhu, I played Ed Wood, where I was trying to make a film in an old graveyard just outside of Burbank, when of course an alien vessel lands in a nearby valley.  After cutting a wall through the Scottish groundskeeper’s house into his garage, fighting off zombie hordes with a chainsaw and a pack of shovels from the back of a pickup truck, we made our way to the unidentified vessel. Sucked in by a black, tarry, tentacled monstrosity, we preceded to cut our way out and accosted our captors, who seemed to have an answer to all our inquiries and accusations.  Finally, after learning of his plan to take over the masses with media, we pretended to hook him up with an agent and made them a movie deal.  In the end I used him to profit from the production of a string of B movies.  Good times had by all.

Next, a player from the Junta game the night before brought his self-published Effigy rpg in and a group of us played a pick-up game for a few hours.  I played a burly gent known as “the Ogre” and chaperoned a party of motley freaks into the netherworld through a boarded-up portal in the back of a bar.  Of course!  Gotta love games set in the modern era, especially ones that have been hand-made by designers with artsy persuasions.  I need to find a pdf copy of the rules to run a one-off as a break from our usual campaign.  Xsemaj, you have a review copy to send us?

Finally, off to Feng Shui, a high-flying, cinematic game of Hong Kong Kung Fu.  Actions are taken in “shots”, which says a lot about the intended visuals. The story was well crafted, and the players were top notch (excessive jive talking aside), so the action had great flow, and we got in 5 solid scenes in four hours.  One thing I realized is that I am woefully behind in my knowledge of kung fu film tropes.  A mechanic I wasn’t fond of in this game is easily illustrated (and required a house mod to rectify): I ended up playing a slow character (well, two slow characters, after I swapped out of the hulk and into a wizard after one player had to leave due to an illness).  Mix this with one character being able to move every shot (usually you move every third shot), and over the course of the 4-hr session, I think I was able to make 8 or 9 moves.  This is something I would definitely change about the game.  Other than that, it’s a great setting and a simple system to learn.

Saturday night we went out after all the games were done, and had some mini excitement, then retired to the room to watch the original Star Trek pilot. Given this and my near-40-yr-old self, and I slept in on Sunday, then hit the vendor’s floor around noon, where we caught up with Michael from Skirmisher Press and Leo from Dungeonstone. These two vendors made great quality goods for planning adventures and executing encounters.  I didn’t get a shot of them, but I’m sure they’ll be back next year, as they see continued success.

As will we.

For the finale, the coup de grace of this year’s con, Adam and Damp played in my “Escape from Lost-In” Gamma World adventure.  I was surprised to see no other Gamma World games in the program this year.  It’s such a perfect one-off game for these settings.  Anyhoo, the goal was for the mutants to find various airplane parts scattered about the city of Austin after the end of civilization as we know it in 2012.  After surviving a shootout with some pigs on 6th Street, they learned form a local baron that they had to collect fuel, a fuselage, an engine, some rotors or a propellor, and a computer module to run the thing.

Beginning their exploration close to the scene of the shootout, the group explored the ruins of the UT tower, encountering a beast resembling a dracolich with lasers in its eyes.  After an intense battle where many flames torched the beast and a rat swarm’s dog turned on the rats, the mutants slew the beast, claiming the rotors in its nest as their own.

They made their way into the UT sewers using a map scribbled in a margin of a page of the Gutenberg Bible that they lifted from the wreckage of the Hairy Ransom Sunder.  After wandering the subterranean depths, they had to solve a puzzle, survive a falling ceiling,  a fend off cryogenci ooze that made its way up from the grates in the floor.  In the back chamber, they located enough fuel to fly them at least to the coast of the Gulf.

Finally, they made their way to an ambush spot along the old I-35 (now called either “dirty drive” or reverted back to East Ave.) to intercept the delivery of a few airplane engines.  After hatching an elaborate plan, they fought off the pigs driving and escorting the cargo, unlatching the flatbed from the rig, and taking the goods for their own.  This was the theme of the evening, and they were successful in their mission.  Now the big question of where to, now that the promise of a working plane is in their grasp.

We’ll be back next year, with new adventures in hand!


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Claw/Claw/Bite at OwlCon 2012

I’ll be running a few games at OwlCon 2012, Feb 3-5 at Rice University:

The Junta game appears to need more players to make the cut.  The Gamma World game is all full, but if you ask nicely and we’re only one over, I’ll make room for you.

Whether you come to these games or are going for others, I hope to see you there.  We’ll be walking the vendor floor, making contacts and catching up with Mike from d-Infinity and Leo from Dungeonstone.  If you see us in our CCB shirts, do introduce yourself and say hi.


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Geas Spells for 4th edition D&D

As a long-time dungeon master, geas has always been one of my favorite spells. Not to be used every session, or even every campaign, it can nevertheless be the jumping-off point for some interesting stories. Imagine it: the players storm the wizard’s tower only to be defeated and fall under his power. Against their will, they begin some quest at their foe’s bidding. Do the players resist his power and sacrifice their own vitality, or do they submit to his will? In doing his bidding, do they discover that the “evil wizard” is merely misunderstood? The storytelling possibilities are endless.

Therefore, I proudly present the following versions of the Geas spell: a 20th level wizard attack daily power, and a 14th level arcane ritual.

Geas

Wizard Attack 20
Daily
Charm, Divine, Implement, Psychic, Thunder
Standard Action Area
burst 2 within 10 squares
Target: enemies in burst
Attack: Int vs Will
Hit: 2d6 plus intelligence modifier psychic damage and the target is dominated (save ends).

Special – When reducing a target to 0 or lower hit points with this spell they become geased.  While geased, the target must work to complete a task the caster assigned to them when casting the spell.  Any day that they do not work towards that task they lose one healing surge from their maximum number of healing surges.  If the target’s maximum number of healing surges reaches zero, they die. The geased effect ends after a number of days equal to the caster’s level, or once the task has been completed.

Lesser Geas

Obey! Venture to the peak of Deathskull Mountain and retrieve a tail feather from the firehawks who nest there!

Component Cost: 1000 gp per creature geased
Market Price: 4200 gp
Key Skill: Arcana
Level: 14
Category: Binding
Time: 10 minutes
Duration: One day per caster level or until the assigned task has been completed.

At the completion of this ritual adjacent creatures, up to one per caster level, become geased.  While geased the target must work to complete a task that the caster assigned to them when casting the spell.  Any day that they do not work towards that task they lose one healing surge from their maximum number of healing surges.  If the target’s maximum number of healing surges reaches zero they die. The geased effect ends after a number of days equal to the caster’s level, or once the task has been completed. The caster’s arcana check determines the maximum level of creatures that can be affected.

Arcana Check Result Maximum Level
14 or lower Your level – 5
15–24 Your level
25 or higher Your level + 2

 


Posted in 4th edition Dungeons & Dragons, Spell and tagged , by with no comments yet.

Cover of Darkness Released

Claw/Claw/Bite is pleased to announce the release S.D. Hilderbrand’s Cover of Darkness, a Pathfinder/d20/3.5 Dungeons and Dragons fantasy module for 14th-16th level characters. Originally written in 2008, the module has undergone a number of refinements and improvements over the years.  Cover of Darkness is part 2 of 3 in the Time Out of Mind trilogy, a series that takes the PCs in a journey through time and space as they chase down a party of false heroes who wield a powerful artifact.

The adventure also ships with five 15th-level false heroes to serve as the party’s nemeses.

From the Introduction:

This is a continuation of a story starring the False Heroes the nemesis and your players’ party of 15th-level adventurers as the heroes. In Stealing Moments, a unique artifact known as the Silver Orb of the Ages was unleashed from the bottom of a mountain cave, carried forth by the False Heroes.

These False Heroes have traveled the land, burning villages and causing trouble.   In time, and as covered in the concluding module,Time Out of Mind, the party will chase the False Heroes to the Dream Plane, the only place where time is relative and thus out of reach of the power of the Orb.

But first, the party needs to learn more about the Orb. In this module, they will follow a trail of clues into the Plane of Knowledge and then track down a collection of tomes, through which they will become informed of the history of the Orb.  However, the since the Plane of Knowledge is a sprawling library of endless passageways and sections devoted to obscure subject matter, it is full of peril in every section.

The False Heroes are comprised of a collection of characters of a similar makeup as the party.  They have taken on the party’s persona and have made their way across the world, using the Silver Orb of the Ages to wreak havoc on the many peoples, and have brought shame to the party’s name.  This has forced the party to travel in secret, following the many tales of the False Heroes’ exploits, keeping abreast of the local bardic lore, and have hunted them down throughout the multiverse.

Recently, they have heard a bard’s tale that the False Heroes have been sighted in the merchant quarter of the large port city of Chaurille. Upon visiting the quarter, they locate a bookstore, where they learn that a rare book collector as been inquiring about a book describing a silver orb.

This is where the action picks up!

Buy the PDF for $2.99 at rpgnow.


Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Adventure and tagged by with no comments yet.

Serious Injuries, Scars and Maimings

Axes grind and maces clash as wounded fighters fall to the ground
Severd limbs and fatal woundings, bloody corpses lay all around

Iron Maiden
“Invaders”

Want to up the ante in your game? Characters get knocked down just to get back up again? Try these optional rules for character scars and maimings.

Whether blasted in the heart with a ray of white-hot flame, shot in the liver with an arrow, or stabbed in the neck by a raving marauder, some wounds are going to leave a mark, if not result in serious and permanent disability, assuming that the victim survives at all. The maimed, the amputees, the crippled begging outside the temple of Heironious, Aries, or Hextor. All are the evidence of the price of the battlefield. Accordingly, these rules are intended to bring more life to the threats which wound the crusaders.

Optional Rule: Serious Injuries, Scars and Maimings

When a hero or important NPC takes enough damage to be reduced to negative hit points, check on the Serious Injury, Scars and Maimings chart to determine where the blow that laid the character low fell.

With the exception of destroyed organs and severed limbs, which require regeneration to regain, these effects should be reversible through the use of magic such as Restoration, Heal, or other magic or effects that heal permanent ability damage. There are also rumors of magicians and priests who have crafted magical arms and legs for those so hurt, as well.

Serious Injuries, Scars and Maimings (roll 1d20)

Roll Effect location Full description of effects
1-4 Leg -2 strength, -2 dexterity, and lose use of wounded limb: roll 1d20, on 1-11 limb is crippled and character moves at half speed, 12-20 limb is severed and character moves at 1/2 speed with a crutch but otherwise must crawl at 1/4 speed.
5-6 Guts -4 constitution, sensitive stomach: must eat special diet or additional -1 constitution per day.
5-6 Groin -2 strength, -2 constitution, cannot reproduce.
9-12 Chest -2 constitution, -2 strength, after jogging or running, make a DC 10 saving throw or be dazed for 1 round.
13-16 Arm -2 strength, -2 dexterity, and lose use of wounded limb: roll 1d20, on 1-11 limb is crippled, 12-20 severed.
17-20 Head Roll once on Head Chart, below.

Head Chart (roll 1d20)

Roll Effect location Full description of effects
1-4 Eye -2 on perception or spot checks, -2 on all ranged attacks. Second lost eye blinds character.
5-8 Ear -2 on perception or listen checks. Second lost ear deafens character.
9-12 Face -2 charisma due to serious scarring or deformation of face.
13-16 Mouth -2 on all charisma based skills, due to difficulty understanding speech from character.
17-20 Throat The character is unable to speak.

As always, when introducing optional rules like this, especially rules that increase the danger for the player characters, talk it over with the group you’re playing with. Unless everyone consents to having more fun by making the game more dangerous, don’t use them. Nothing makes some players hate playing more than DMs springing new rules on them out of the blue.

These optional rules are compatible with 3.5 D&D, 4e D&D, d20 modern, and Pathfinder RPG systems.


Posted in 1st edition D&D, 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, 4th edition Dungeons & Dragons, 5th edition Dungeons & Dragons, Variant Rules by with no comments yet.

4e D&D Ritual – Regeneration

Following up on our last article on new Fourthcore criticals here is a ritual that healers can use to re-grow those severed limbs.

Stay tuned for the next article in this series, “Character Scars and Maiming”, because everybody has more fun when the characters get messed up.

Regeneration
Applying sacred ungents to your comrade’s severed wrist, you pray to the gods of life to restore wholeness to their body. To your companion’s astonishment, your wounded friend’s hand begins to slowly grow out of the stump of their arm.

Component Cost: 250 gp for heroic tier characters, 2,500 for paragon tier, and 25,000 for epic tier characters.
Market Price: 520 gp
Key Skill: Heal (no check)
Level: 7
Category: Restoration
Time: 4 hours
Duration: Instantaneous

This ritual re-grows a severed limb on a living creature over the course of four hours.


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4thgore

We have been following the exciting 4thcore developments at Save Versus Death, and thought we’d add to the table joy.  For information on 4thcore, that 4thgore playfully plays off of, read the manifesto at saveversusdeath.com and return to this post.  Here is a supplemental table to add more gore to your games.

In a high-gore 4thcore game, roll 1d20 to establish painful effects of a critical hit (or miss, if you were to apply this chart to effects for damage from friendly fire).  The non-severed effects can be undone in non-combat rounds by spending a healing surge, making the duration of these effects is “for the rest of the encounter”.  For each of the locations where there is more than one potential target (for characters and creatures with 2 arms, 4 legs, 5 heads, etc), roll an appropriate die to determine which is affected.  Severed limbs require rituals to mend.

And in a somewhat more friendly HTML text format:

Roll Effect location Full description of effects
1 Hand Target’s hand is severed from the wrist, and target drops anything in its hand.
2 Wrist Target’s wrist is crushed, making all actions target attempts with that hand -4.
3 Elbow Target’s elbow is bent back, affecting all actions with that hand at -2.
4 Shoulder Target’s shoulder is pulled out of socket, rendering it useless.  2nd hit severs it from the torso.
5 Finger Target’s finger is severed, rendering fine motor skills with that hand useless.
6 Chest Target’s ribs are cracked, reducing Athletics and Endurance rolls by -5.
7 Chest Target loses breath, is winded and is stunned (save ends).
8 Chest Target’s heart is pierced and is wounded, taking 10 points of damage at the beginning of every turn.
9 Abdomen Target’s abdomen is knotted, and target is weakened (save ends).
10 Abdomen Target’s abdomen is bruised, and target is knocked prone.
11 Abdomen Target’s abdomen is pierced, and target is dazed (save ends) and takes 5 points of damage every turn.
12 Groin Target’s groin is ripped, negating actions requiring Acrobatics and Stealth.
13 Hip Target’s hip is pulled out of socket, reducing move by 2 squares (min 1).  2nd hit severs it.
14 Upper Leg Target’s upper leg is gouged, pushing the target back 1 square.
15 Knee Target’s knee is crushed and target is knocked prone.  Target must make save to stand.
16 Lower Leg Target’s lower leg is severely cut, and target is knocked prone.
17 Ankle Target’s ankle is sprained, a target receives a -5 on Acrobatics, Athletics, Endurance, and Stealth rolls.
18 Foot Target’s foot is crushed, reducing move by 2 squares (min 1).
19 Head Target’s head is bruised and target is dazed (save ends).
20 Head Target’s head is severed cleanly (or rather messily) from the shoulders.

Posted in Variant Rules and tagged by with no comments yet.

Prehensile Fang Armor

Why attack them when they can hurt themselves attacking you?

Inspired by foes of Hluyuk Tikimit, the quivering porcupine, this legendary full-body armor appears as a typical suit of jet-black leather armor. However, when the wearer is attacked, it puffs up and strikes at the attacker, sending prehensile, poison-tipped fangs into the assailant’s flesh.

The wearer can also disengage the fangs, which then serve as poison daggers with spiraled-bone handles. In crisis mode, the armor projects the gruesome fang daggers as a standard ranged attack.

The wearer looks out on the world through a narrow slit, providing identity obfuscation for night-time antics.

For each day that the prehensile fang armor is worn, there is a cumulative 1% chance of it poisoning the wearer, so this deadly weapon of an armor must be used sparingly.


Posted in Equipment, Magic Item, rules agnostic and tagged by with no comments yet.