A wild magus, a servant of the Watcher though she does not know it, and an assassin for the forces of Order. In the middle kingdoms, Aglesik is widely known to be a dangerous swordswoman with powerful supernatural abilities and mysterious motives. Throughout the region many tales are told of her appearing in villages and cursing or killing those who dare to cross her.
An innately magical child, after her human family had abandoned her in the woods to die she was raised by the sprites, sylphs, pixies, grigs and other wild, prank-loving, and sometimes cruel fey. Surviving long enough to learn a good deal of woods lore and faerie magic, she made her way out into the wild world at the age of twleve. Her subsequent misadventures did not endear her to civilization.
In the decades since, Aglesik has earned herself a reputation as a wyrding and terrible witch who wanders the wilds of the Middle Kingdoms. In truth, she has fallen under the influence of The Watcher, who contacts her in the form of Endilithoneinar, a seemingly ancient and wise Treant who tells her of those, all across the world, who harm the dark, quiet, sanctuary-providing forests. And, wholly believing this elder, she goes and with grim glee dispatches her targets, or takes what “was stolen” from the forests, or fulfills whatever Order-advancing directives she has been given. Often in the process she kills some ne’er-do well or criminal who has for whatever reason taken it as some part of his creed to defy order in whatever form they have happened to find it in their lives, be it the local constable, mayor, lord, king or priest. Thus is her reputation mixed, and she is not generally sought by the law for those she kills are often those who the holders of authority themselves wish dead.
Aglesik in Your Game
This strange and dangerous foe is intended to be a re-occurring villain in a low to mid level campaign. Players should hear rumors about “the green witch” and her habit of arriving unexpectedly, killing some miscreant and anyone else who got in her way, and disappearing again.
The players could then one day inadvertently run afoul of Aglesik. Perhaps they are in a tavern when she arrives to dispense her justice on one of the patrons. If the players attempt to intervene, she could defeat them and then lay a geas upon them, compelling the players into her service as penance for their offense. Thus she could become a source of quests for the players early on while they are exploring the setting and meeting the important players in the campaign. They may meet her patron, or perhaps be sent on quests against the lawless men and fey of the forests and towns, at least until they break free of her bondage.
Aglesik the Nemisis
Ranger 4, Sorcerer (fey bloodline) 12 CR 16
Le medium half-elf female
Init +3; Senses low-light vision Perception +5
DEFENSE
AC 20, touch 14, flat-footed 16 (+3 dex, +6 armor, +1 dodge)
HP 101 (4d10+8 + 12d6+24)
Fort +12, Ref +13, Will +10 (+2 vs Enchantments)
Resist fire (10)
OFFENSE
Speed 30 ft., fly 40 ft. (good)
Melee longsword +11/+6 (1d8+1 and 1d6 fire)
Ranged shortbow +10/+5 or +8/+8/+5 (1d6) (with Rapid Shot)
Space 5 ft.; Reach 5 ft.
Spells (CL 12th, save DC 15 + spell level, +2 DC on compulsion spells)
oth – (3/day) Acid Splash, Detect Magic, Detect Poison, Read Magic, Daze, Dancing Lights, Ray of Frost, Ghost Sound, Mage Hand
1st – (6/day) entangle, true strike, sleep, charm person, color spray, magic missile
2nd – (6/day) hideous laughter, invisibility, resist energy, scorching ray, knock, glitterdust
3rd – (6/day) deep slumber, dispel magic, lesser geas, lightning bolt, vampyric touch
4th – (6/day) poison, stoneskin, fire shield, charm monster
5th – (5/day) tree stride, nightmare, overland flight
6th – (3/day) eyebite
STATISTICS
Str 10, Dex 16, Con 14, Int 13, Wis 8, Cha 20
Base Atk +10; CMB +10; CMD 13
Feats Skill Focus (Spellcraft), Point Blank Shot, Eschew Materials, Quicken Spell, Spell Focus (enchantment), Dodge, Mobility, Spring Attack, Silent Spell, Combat Expertise, Whirlwind Attack, Rapid Shot
Skills (20+36) Bluff +10, Fly +9, Intimidate +12, Knowledge (arcana) +5, Knowledge (dungeoneering) +3, Knowledge (nature) +3, Perception +5, Spellcraft +15, Stealth +7, Survival +6; Racial Modifiers +2 Perception.
Languages Sylvan, Common, Elven, Goblin
Equipment +2 Mithral Chain Shirt, +1 Shortbow, +1 Flaming Longsword, Cloak of Resistance +2, Flaming Cat Skull (see below)
SPECIAL ABILITIES
Favored Enemy (Humans) +2 attack and +2 damage against humans, and +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against humans.
Combat Style: Archery
Track
Wild Empathy
Hunter’s Bond (cat – now deceased and transformed into Magic Skull below)
Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
Fleeting Glance (Sp): At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive.
Magic Sabertooth Tiger Skull – is the skull of her dead animal companion, Rexor, enchanted by her patron to grant resist fire 10 while held, and 1/day can be thrown to become a Hellcat (Pathfinder Bestiary 2). Upon command it will return to her hand.
Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Character by Adam A. Thompson with .
We’ve started layout for the new 4th Edition Dungeons & Dragons adventure The Ruins of Old Soguer. As part of the process we’re gathering together some of the last pieces of art: the cartography. On our Facebook page you can see a preview of the cover art, and the interior art is pretty much done, but I wasn’t totally satisfied with the black and white maps I had made. So I’ve busted out the drawing tab and am adding a splash of color. Here’s a peek at what the maps look like.


Waddaya think? Let me know in the comments below.
Thanks!
Posted in Adventure and tagged The Ruins of Soguer by Adam A. Thompson with .
I have worked up a new version of the altar for use in High Water Marks, a 4e adventure due out later this month.
Altar of Transfixion
Level 5 Warder | XP 500
The ziggurat-shaped altar ahead has a swirling aura about it, oscillating wildly in scintillating patterns.
Trap: This shrine is linked to the Abyss, and attempts to daze those in its area of effect while its worshipers strike.
Perception: No skill check required.
Additional Skill: Religion
DC 16: The character recognizes the altar as a source of active, malevolent evil.
DC 24: The character can read the runes – see Additional Description, below.
Initiative: +6
Trigger: Approach within 3 squares.
Attack: Attack again when others enter.
No Action Close Burst 3
Attack: +10 vs. Will
Hit: The altar deals 1d6+1 psychic damage, the target is dazed (save ends) and the altar pulls the target 1 square closer.
Countermeasures:
– An adjacent character can disable the trap with 3 DC 24 Thievery checks or 3 DC 24 Religion checks (with a holy symbol).
– Dealing 50 holy/radiant damage destroys the altar.
– Covering the altar or surrounding it in complete darkness reduces the attack to +5 vs. Will.
Additional Description:
Runes run along the steps of the ziggurat spelling out the name “Tharizdun” in Abyssal and a warning regarding the horrors that he inspires.
Additional Effect:
If Tharizdun’s name is uttered (in any language) in the aura of the altar, the altar makes a Close Burst 5 +10 Will attack, dealing 3d10 damage to all affected.
DMs Note: The altar is intended to be used to enhance the difficulty and dynamics of an encounter with similarly malevolent creatures, such as demons.

Posted in 4th edition Dungeons & Dragons, Trap by Adam A. Thompson with .
A few years back, Paizo released a deck of effects caused by critical fumbles, and I stumbled across one this week at Half Price Books, so I picked it up. They come roughly as a set of playing cards (same size, 52 cards, easily shuffled or handed out face down at the beginning of the session for dramatic effect, etc), with four effects per card to cover multiple scenarios for when an attacker rolls a 1 on the d20 and a Melee, Ranged, Natural, or Magic attack fails miserably.
These effects should provide most sessions with plenty of high-stakes outcomes without unbalancing encounters, especially if they are used on both sides of the action. For instance, picture a dangerous troll clobbering his own brethren in his froth-filled bloodlust (and untimely critical fumble roll).
There are times when the storyteller will want to determine unique campaign-relevant effects (I am fully in favor of this, and really enjoy the challenge of having to think on my feet), but for those times when you’re looking for a quick effect without resorting to lookup tables or delaying the action, these cards should provide great action-packed flavor without much effort on the part of the storyteller.
The size of a regular playing deck, these cards are portable enough to take to cons and weekend sessions, and make a great addition to any GM’s tacklebox, especially if you can find it at half off! The 52 cards provide enough variety that you shouldn’t encounter the same effects in the same session, or even across multiple sessions, unless you have cursed dice (I’m looking at you, Frank, and your much-maligned alien dice!).
Kudos to Paizo for thinking 4-dimensionally in their simple design of this useful role playing supplement.
Sample effects include:
- Drop your weapon or have it lock up on you (ranged)
- Spell backfires
- Hit your companions or self instead
- Take strength, dexterity, or constitution damage
- Fall prone, being dazed or otherwise indisposed
- Suffer -1, -2, or -4 to hit for 1d4 rounds
- Sickened for 1d6 rounds
- 1d3 of your spell effects are dispelled
- Provoke attacks against yourself
Posted in Review and tagged critical fumbles by Adam A. Thompson with .

Happy new year to you and yours! We hope your 2010 has been as filled with greatness as ours, and that 2011 is even more prosperous and peaceful (but full of lots of fantasy and sci-fi battles acted out with plastic and metal minis on cardboard tiles and wet-erase battlemats!).

For those of you looking for a New Years or orthodox Xmas present for your gamer loved ones, head over to ourCafePress store and make a few purchases. You’ll help support this magazine, blog, and our travel to cons to run adventures. Here’s what the t-shirt looks like:
While you’re at it, visit Unicorn Rampant’s CafePress store to pick up some regal gear.
For those of you on the con circuit, we will see you at OwlCon, GenCon, and MilenniumCon over the next year!
May Avandra see you roll many cinematically-appropriate crits over the next year.
Posted in announcement by Adam A. Thompson with .

In a quest to define a series of simple-yet-deadly hazards, here is one that’s easy to run. Just place your favorite marker of stalagmites on the battlemat. Then have any living, non-necrotic creature that begins its turn within 1 square of these take 10 necrotic damage, as they suck the living out of them.
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Place as many as you need in your room to present terrain challenges. Then have creatures push unwitting characters into them.
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Simple but effective.
Posted in Hazard by Adam A. Thompson with .

Here’s an early Xmas present from the gamers at Claw/Claw/Bite.
Wizards and others have provided cardboard cutouts to enhance the gaming experience. This is great, but they’re pretty pricey and limited if you want a collection of tiles the represent the breadth of your imagination. I recommend making your own, so you have more creative control over your adventures. In a few simple steps, you can have terrain tiles in a variety of shapes and colors.
Step 1: Download Images And Print Them to Your Scale
Most standard tiles are 1″x1″, representing 5′ squares in most fantasy and sci-fi games. There are a host of good tiles on rpgnowand elsewhere on the web, easily found with a g search. Use a color printer, ideally one that leaves a waxy resin on the page. This way the spray epoxy used in step 4 doesn’t warp the paper.
Step 2: Cut Images from Printouts
Use a regular pair of craft scissors, the kind they have at work, or that you can buy for a few dollars at a craft store. Leave a few mm to a cm along every edge so you can apply a goodly amount of pressure along the edges of the images later to ensure a tight seal along the edge of the final tiles. X-acto knives also work for this purpose; just make sure you place your work on a cutting board to avoid injury and damage to your furniture.

Step 3: Raid Your Recycle Bin For Light Cardboard
Use cereal and oatmeal boxes or any other post-consumer packaging. Cut them at the edges so you have flat surfaces to work with. Ask your neighbors or take home used dry food boxes from work. Or go spend money on a thicker cardstock as others have reported online. Personally, I prefer using what I’ve already paid for, taking advantage of the second R in the reduce, reuse, recycle cycle. If nothing else, it makes me feel less guilty about buying food that comes in a cardboard box.
Make sure you gently bend the cardboard to straighten them out before you glue the terain printouts to them; otherwise you may loosen the seal between the two.
Step 4: Spray Cardboard with Epoxy
I recommend using Elmers or 3M spray epoxies for this task. Use these spray expoxies outdoors where there’s plenty of ventilation. Try to use evan coats by holding the can 12″ away from the surface, and gliding across the surface quickly. Alternately, use epoxies that come with applicators that allow you to apply an even coat of epoxy to the surface of the cardboard.
Step 5: Press Cutouts to Cardboard

Starting in the center, run your hands to the edges of the images. This way, you avoid air pockets between the paper and the cardboard. If you’ve kept enough of a lip around the exterior of the image, you should be able to press to the edge of the image without getting residual glue all over your hands.
Step 6: Wait Overnight
Overnight is best to ensure that the epoxy is fully dried. These should be stored indoors to prevent air pockets due to moisture or temperature changes. Keep these away from where you sleep, as there are epoxy aerosols and other air pollutants that leech out from the tiles. If you do not wait long enough, the bond may not be strong enough to hold the pieces together in the long term.

Step 7: Cut off Excess Cardboard
I cut mine all the way to the edge of the image so I can place the tiles together to create larger rooms and dungeons. They fit together pretty neatly if you make straight enough cuts.
Once this is done, you may want to touch up the edges with a marker to hide the white cardboard underneath from view when your terrain is deployed on your gaming table.
I have found that for a $10 can of spray epoxy, I easily get between 120 and 150 8×8 tiles worth of tiles in a wide assortment of styles. I’ve put them to use in science fiction stories, Gamma World settings, and Dungeons and Dragons encounters. This variety of tiles is a must for any storyteller who likes to mix up their adventures using a variety of terrains.
Have fun with it and make your players proud!
Note: If you use these tips, please take photos and send ‘em our way. We love to see what other gamers are up to in their creative construction and use of terrain.




Posted in Miniatures and tagged Terrain by Adam A. Thompson with .

I recently ran a group through an encounter involving a lich, and found them grossly underpowered. Their lack of a melee attack renders them weak in the face of a single 15th lvl fighter, let alone a full party. To make up for this likely accidental shortcoming, here are some powers that beef up the 4e lich.
Fear Aura (psychic)
Aura 3
Any creature beginning its turn in the aura takes 5 damage and is immobilized (save ends).
Necrotic Touch (necrotic)
At-Will
Attack: Melee 1 (one creature) +15 vs. Fortitude
Hit: 2d6 +5 necrotic damage, and the creature is dazed until the end of the lich’s next turn
Dominate the Living (psychic)
Minor
Recharge 


Attack: One living creature within close burst 10, +15 vs. Will
Effect: The lich dominates one living creature (save ends).
These effects provide the lich with plenty of up-close-and-personal, up-in-your-Kool-Aid power that will make your players truly fear an encounter with this granddaddy of the undead. Feel free to adjust the numbers to make an appropriately-powered lich for your encounters.
Update: after writing a draft of this post, Scott Murray of Save Versus Death pointed me to the Monster Vault, which includes a number of improved variants of classic creatures that seemed underwhelming in 4e. The Lich Necromancer on page 183 takes on similar traits, as well as added ranged attacks and movement.
Happy player hunting!
Posted in 4th edition Dungeons & Dragons, Creature by Adam A. Thompson with .

The result of an evil presence that sits too long in water, necrotic pools grow to hate the living, and do all they can to render their prey lifeless to feed the need for evil.
Necrotic Pool Level 10 Blaster
Hazard XP 400
A tendril of necrotic liquid spills outward from the dark pool.
Hazard: The pool becomes active when triggered. Thereafter, it attacks every round on its initiative.
Perception
✦ DC 28: The character detects the pool before moving within 3 squares of it.
Additional Skill: Nature or Dungeoneering
✦ DC 24: The character recognizes the danger of the pool before moving within 3 squares of it.
Initiative +4
Trigger
The pool rolls initiative when one or more characters move within 2 squares of it. It is also triggered when a character falls into it, receiving a free attack when this occurs.
Attack
Standard Action Close burst 2
Targets: Creatures in burst
Attack: +14 vs. Reflex
Hit: 3d6+3 necrotic damage and followup.
Followup: +12 vs. Fortitude.
Hit: Ongoing 5 necrotic damage and dazed (save ends).
Miss: Half damage.
Countermeasure
✦ A character in the burst can minimize the damage of the pool with a DC 28 Acrobatics check made as an immediate interrupt before the pool’s attack. With a successful check, the character takes half damage if the pool hits and no damage if it misses. This countermeasure is unavailable if the character is immersed within the pool, for instance after falling in.
Posted in Hazard by Adam A. Thompson with .
We have set up our blog to send out a tweet every time we post a new entry. Follow us on Twitter @clawclawbite, or by clicking on the Twitter logo at the right.
Other means to follow us include RSS, Facebook (again, follow links on the right), and visiting our site on a regular basis. See you around!
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Posted in announcement by Adam A. Thompson with .