Proppian Player’s Guide (Oct 20 DRAFT)

Here is the next installment of the Proppian Player’s Guide.

Spending the last two weeks in a cabin in the Finger Lakes has continued to inspire the development of the guide, as has The Oxford Illustrated History of Medieval Europe and a few fairy tales I’ve had my head planted within. We’ve experienced autumn and winter in the same week, and it’s been memorable — lots of hauling wood and fire-stoking, interspersed with storytelling and lots of writing.

The result in this guide is more depth in the NPC classes, and at the request of some upcoming players to the realm, more information on the key nations of the region that they’ll begin in. These nations will be fleshed out in much more detail in the Proppian Storyteller’s Guide, since it’s information that shouldn’t be well known by the players, since the idea is to have them learn it in-game. However, to get my new players in the right frame of mind to create their characters, it helps to have some basis for their made up reality.

New NPC classes include:

Acrobat: Sneaking about the urban landscape under cover of darkness, the acrobat balances tight rope walking with weapon finesse to provide an athletic character class.

Friar: Traveling the world to preach their own interpretation of the gospel, friars know much of the world and contemplate the afterlife often. Others may see them as overly dogmatic, but they insist they are faithful to their faith, and this keeps them going as they journey from hamlet to township, making observations that they tie back to ancient parables in homilies delivered to all who will listen.

Hunter: Wandering the forest in search of food, hunters have learned where to aim, how to stand, and when to attack their prey. This makes them formidable foes in woods, cities, and dungeons, wherever they may roam.

Jongleur: The ballads sung by wandering minstrels don’t do their adventuring lives justice. In their long-winded tales, they tend to dance around the central theme as well as they dance rings around the local nobility and robber barons alike with their wordplay and wit.

Merchant: Nearly every society requires commerce to thrive, and who but merchants ensure that commerce is successful. Found in almost every settlement, merchants live for one of two things: to see the community prosper through their individual actions, or to see themselves prosper as the expenses of the community grow.

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.

Shepherd: Astute animal handlers with aptitude for deep thinking and spending long periods of time in concentration, shepherds are known for their no-nonsense understanding of the ways of the world.

Tinker: Toiling away in their laboratories, tinkers develop new devices to solve society’s problems. Some of these improvements are seen on the battlefield, others in the healer’s tent, and still others remain in their labs, to one day be discovered by some courageous adventurer.

Get the latest version of the fairy-tale-oriented, Medieval guide here. Remember that this guide is still under development, to be released by the end of this year.


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Wild Arbors of Mahdihly Vale

Outlaws defied the local law, setting up a camp in the local baron’s private wood. On a sacred night for believers of the dominant religion in the area, the Baron Allain sent his men into the wood, attacking the outlaws while they were in prayer. The outlaw men were hanged from the trees overhead while their families watched. They wept and prayed out loud, finally shouting insults at the baron’s men.

One of the women shouted, “for many days have these men cared for your arbors! May these trees enact a tax on your bloodthirsty life!”. She was run through on the spot by the baron himself.

A week later, he passed through the scene of the crime on his way back from battle with a small retinue, including some of the men who carried out the hangings. The baron never made it home that night, nor did any of his men. When his castle guard returned to investigate, they noted that the roots of the trees had grown in a circular barrier and that the baron and his men’s bodies were found hacked to pieces in the corral, and there were no signs of his horses, nor the corpses of the outlaws that had been left to rot.


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Adventure on sale to celebrate one year of 4th Edition on Tailslap! Only $2.50!

That’s right, here at Unicorn Rampant we’ve been putting together 4th edition material for over a year now! It’s been a long, fun year for me: we started playing a 4th edition game as soon as the material came out, starting with Keep on the Shadowfell, and then switching to my homebrew The Heir of Soguer game. Those characters are now 11th level, and the players are loving it. You can see a bit of the action on the Unicorn Rampant boards here.

It’s also been a year since we released our first 4th edition adventure: Anointing the Seer. This dark fairy tale adventure for 5th level characters has been a great seller, and I had a lot of fun writing it and playtestng it at Millenium Con here in Austin. Now, as a special thank you to our readers I’m releasing Anointing the Seer for half price – only $2.50!

Follow this link to get your half-price copy from RPGnow.com!

In this adventure, a malevolent warlock appears at the coronation of the new priestess at a flourishing temple, renowned for it’s high priest’s abilities as an augury, and lays a curse on all there. A call goes out for some brave souls who must enter the now dangerous temple, discover the nature of the woe laid upon the priestess and set all to right. Before all is done, they will face a witch and her minions, a warlock in his aerie and a dragon in its lair.

Featuring beautiful art, full color maps, and new monsters, spells and magic items!

This dark, fairy-tale style adventure is designed for 4th Edition Dungeons & Dragons characters of 5th level. It is set in the western end of the Verdant Woods at the edge of the Middle Kingdoms in the Soralic lands, a campaign setting by Unicorn Rampant. As such is is suitable for any wooded area with some mountainous terrain that is near the edge of civilized lands or in a very rural area between kingdoms. The adventure is location-based and character driven, with fairy-tale elements and plenty of crunchy dungeon crawling goodness.

Great care has been taken to make this adventure easy for you to run, with notes for the gamemaster preceding each section of the adventure. All stats are presented in an easy to read format, and the adventure features great art from three professional artists.

Follow this link to get your half-price copy from RPGnow.com!


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Llana d’Arth

This woman of the sea would sun herself on rocks a good deal off the coast of the Jæruel for those few summer weeks when the clouds would part and the light stream in sharp contrast to the grey clouds in the distance.

One summer, she was caught in the nets of a fishing trawler, and dragged up on deck. The men were frightened by her until she spoke in their tongue, asking to be set free. They complied, and she thanked them and swam off, back to her rocks to sun. They returned to the rocks the next day and she was gone.

Later that season, she swam up to their vessel and warned them of an approaching storm. Turning back to shore, they returned in time to warn the rest of the town, which boarded up and weathered the storm with minimal damage.

The fishermen were branded heroes by their fellow citizens.

Rumor has it that fishermen still see her in those sunny summer weeks out there on the rocks.


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Water Wyrd



A powerful serpent made of water rises up from the surface of the pool. Spray wets your face as it sways for a moment, then it lunges at you with blinding speed!

Used as guardians, or among some cults as sacred animals, these ceratures from the elemental chaos are unperdictable and violent. Striking unexpectedly from the water, they drag creatures under and drown them.


Water Wyrd ✦ Level 13 Lurker ✦ XP 800
Medium elemental magical beast


Initiative +12 Senses Perception +6
HP 98; Bloodied 49
AC 27; Fortitude 24, Reflex 26, Will 24
Speed Swim 8


Powers

Snatching Strike ✦ At-Will, Standard Action, Melee reach 2
A snake made of water lunges out of the pool and pulls you in.
+16 vs. Reflex, 2d8 + 6 damage, and the target is grabbed and slid 2 squares.

Squeeze! ✦ At-Will, Standard Action, Melee
The creature, invisible in the water, crushes the life – and the air – from your body.
Usable against grabbed targets only.
+16 vs. Fortitude, 4d8 + 6 damage, and if the target is underwater, they must succeed on a DC 20 Endurance check or lose a healing surge or, if out of healing surges, lose hit points equal to their healing surge value.

Dissappear ✦ At-Will, Minor Action
The water-snake dives beneath the water and from sight.
The Water Wyrd takes cover in water and becomes invisible.


Alignment neutral Languages none
Skills Athletics +15, Stealth +17
Str 19 (+10) Dex 22 (+12) Wis 11 (+6)
Con 14 (+8) Int 5 (+3) Cha 19 (+10)



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Sylvanthread Armor

This extremely light, non-magical cloth armor is made of finely-woven sylvanthread, a durable elven fabric base.

Sylvanthread Armor:
Armor Bonus: +4
Price: 3,250 Gold
Check: 0
Weight: 5 lbs.

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Sylvanthread Armor

This extremely light cloth armor is made of finely-woven sylvanthread. Speed while wearing sylvanthread is 40 feet for medium creatures, or 30 feet for small. The armor has an arcane spell failure chance of 5%, a maximum Dexterity bonus of +6 and no armor check penalty. It is considered extra-light armor and weighs 5 pounds.

Sylvanthread armor provides a +4 AC bonus.

No aura (nonmagical); Price 3,250 gp.


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Steadfast Helm

This greathelm protects it’s wearer from blows that might otherwise send them reeling.

Level 3 – 680 gold
Item Slot: Head
Property: +2 bonus to saves against dazed or stunned conditions.
Power (Daily – immedeate reaction): when dazed or stunned, make a save against the condition.

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Ring Mail

An armor made by taking a hardend leather jerkin or coat and sewing rings to the outer surface, this armor provides slightly better protection against blades, but is also more encumbering than regular leather.

Ring mail (leather armor – light):
Armor Bonus: +3
Price: 35 Gold
Check: -1
Weight: 25 lbs.

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Holy Caltrops

Holy caltrops are runes the wielder drops on the ground to slow and damage the undead. The runes have a single activation keyword, the name of the rune. The runes deal 2d8 holy damage to and slow any undead in a 20′ radius which fail a DC 20 reflex save. Undead creatures which step on the caltrops must make a DC 25 reflex save or take 3d8 holy damage.

If laid as a trap, the caltrops do not require the keyword to activate them, but also do not affect all those in a 20′ radius; only those undead which step upon the caltrops are affected.

Greater holy caltrops raise the DC by 5 and the damage by a d8; lesser remove 5 DC and a d8.

Moderate enchantment. Must be blessed by a cleric of at least level 9. Price: 2,500 (lesser), 5,000 or 7,500 (greater) gp.


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