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 creature origin: fey, creature subtype: aquatic, creature type: humanoid, creature: heroic skirmisher by Adam A. Thompson 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 press by Stephen Hilderbrand 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 campaign plotline, Location by Stephen Hilderbrand 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 equipment: magic weapon, equipment: new weapon by Adam A. Thompson 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 dm tips, press by Stephen Hilderbrand with 1 comment.
Saha Ra and Ohases
Saha Ra is a neutral deity who provides clerics with access to the Sun and Earth domains. His wife Ohases provides his cool complement, Moon and Water.
He is concerned with the role of light and heat, and she with the role of shadow and cold. They are both favored by cultures which live in or near deserts.
His symbol is a the sun with the earth below, represented by a horizon line. A simplified version of the symbol is a circle with a horizontal line under it. Hers is a crescent with a wavy line below.
Tales of their troubled romance peppers the mythologies of those who worship them, as well as those whose religious practices allow for them in their larger pantheons.
Posted in Deity and tagged earth, moon, sun, water by Stephen Hilderbrand with no comments yet.
Khadiya Umberbær
Khadiya was born and raised by the Bær tribe on the edge of a vast desert. From his upbringing, he has learned to worship Saha Ra, god of sun and sand, and live off the fruits of this deity. As he’s moved into more urban environments, he’s taken up various rogues skills to survive.
Khadiya Underbær
Medium-size Male Human
Rogue 5 Ranger 2
Hit Dice: (5d6)+(2d8)+14
Hit Points: 54
Initiative: +4
Speed: Walk 30 ft.
AC: 18 (flatfooted 18, touch 14)
Attacks: *Shortbow +1 +10;Sword (Short/Masterwork) +7;
Damage: *Shortbow +1 1d6+1;Sword (Short/Masterwork) 1d6+1;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Archery Combat Style, Evasion (Ex), Favored Enemy (Humanoid (Reptilian)) +2, Sneak Attack +3d6, Trap Sense (Ex) +1, Trapfinding, Uncanny Dodge (Dex bonus to AC), Wild Empathy (Ex) +3
Saves: Fortitude: +6, Reflex: +11, Will: -1
Abilities: Str 13, Dex 18, Con 15, Int 13, Wis 7, Cha 12
Skills: Appraise 2; Balance 16; Bluff 1; Climb 6; Concentration 5; Craft (Untrained) 1; Decipher Script 2; Diplomacy 1; Disable Device 7; Disguise 1; Escape Artist 10; Forgery 3; Gather Information 4; Heal -2; Hide 10; Intimidate 1; Jump 6; Listen 4; Move Silently 14; Ride 8; Search 5; Sense Motive 0; Sleight of Hand 9; Spot 1; Survival -1; Swim 2; Tumble 10; Use Magic Device 4;
Feats: Armor Proficiency (Light), Dodge, Martial Weapon Proficiency, Mobility, Point Blank Shot, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Track
Challenge Rating: 7
Alignment: Chaotic Good
Possessions: Aquamarine; Rope (Silk/50 Ft.); Arrows (20); Arrows (20/Mithral); Backpack; Bedroll (Fine); Case (Map or Scroll); Elixir of Sneaking; Fishhook; Flint and Steel; Grappling Hook; Leather +2; Magnifying Glass; Onyx; Piton; Potion of Cure Moderate Wounds; Pouch (Belt); Rose Quartz; Sack (Large); Sack (Small); Sard; Shortbow +1; Signet Ring; Sword (Short/Masterwork); Thieves’ Tools; Torch; Waterskin (Filled); Whetstone;
Spells:
Spells per Day: (0/0/0/0/0/0/0/0/0/ DC:8+spell level)
Ranger – Known:
Level 1: Alarm, Animal Messenger, Calm Animals, Charm Animal, Delay Poison, Detect Animals or Plants, Detect Poison, Detect Snares and Pits, Endure Elements, Entangle, Hide from Animals, Jump, Longstrider, Pass without Trace, Read Magic, Resist Energy, Speak with Animals, Summon Nature’s Ally I
Posted in Character by Stephen Hilderbrand with no comments yet.
River Dragon
These cruel river dragons crawl from their wet shells an icy blue color highlighted by tiny white spines in rows along their backs and limbs. Their long sinuous bodies are powerfully muscled making them excellent swimmers. As they age and spend long periods lying amongst the rocks and mud at the bottoms of progressively deeper rivers their hides take on the coloration of the river they inhabit, be it mossy, muddy, or rocky as they become impregnated with those materials.
River dragons live in rivers; from cold mountain headwaters at young ages to wide deltas once older. They spend their long lives hiding underwater, controlling currents, overwhelming boats and capriciously drowning people. They tend to bury their hordes in caches and caves they dig at the bottom of their rivers and in cavernous aquifers.
Occasionally they will encounter another river dragon as they age and move slowly from their mountaintop springs to deeper waters. When these encounters take place they will generally fight for dominance and control of the river. Losers are slain if they cannot escape back upriver. On the occasions when they are of opposite sexes, mating may occur before or after the fight for dominance, and the victor will send the loser upriver to hide the eggs amongst the stones at the springs and headwaters of the river.
River Dragon, Young – Level 8 Controller
Large natural magical beast (dragon) – XP 350
Initiative + 7 Senses Perception +5; darkvision
HP 89; Bloodied 44
AC 22; Fortitude 20, Reflex 20, Will 20
Resist 5 cold
Speed 4, Swim 8
Powers
Bite(melee; standard; at-will)
+13 vs. AC; 2d6 + 5 damage, and the target is grabbed (until escape). Cannot make bite attacks while grabbing a creature this way.
Breath weapon (close blast 5; standard; recharge 5,6)
+12 vs. Reflex; 3d8 + 5 cold damage, and the target is pushed 3 squares.
Maelstrom (area burst 2 within 10; standard; encounter)
+10 vs Reflex; 1d8 + 5 cold damage, and all affected creatures are immobilized (save ends) in powerful eddies. Each round they start their turn in the eddy, they take ongoing 4 cold damage.
Change Shape (minor; at-will) * Polymorph
A river drake can alter its physical form to take on the appearance of any Medium humanoid, including a unique individual.
Alignment Evil – Languages Draconic, Common
Skills: Athletics +14, Bluff +12, Stealth +12
Str 20 (+9) Dex 17 (+7) Wis 12 (+5)
Con 17 (+7) Int 15 (+6) Cha 17 (+7)
Tactics: River dragons are rarely found out of their rivers, and use the water as cover from which to make quick strikes and then fade away.
River Dragon Lore: The following can be learned with an arcana check:
Arcana DC 10: These aquatic dragons are known to attack anything on their rivers without provocation.
Arcana DC 15: Highly adapted to the cold waters in which they are hatched, these dragons have some resistance to the cold. They can also control the waters of their rivers.
Arcana DC 20: These cruel dragons have the ability to mimic the shapes of people to trick their prey.
Posted in Uncategorized and tagged creature type: dragon, creature: heroic controller by Adam A. Thompson with no comments yet.
Traveler’s Tables
Traveler’s tables are nice little elements to add some spice (and encounter locations) to your worlds. Placed outside the city walls, though often in view of the town guard, these are simple tables set up so that merchants and travelers can regroup, take in a meal, and generally rest up before heading into the hustle and bustle of town and city centers.
The construction of the tables varies per region, with some city-states erecting magnificent stone tables, complete with moderate shelter, horse ties and posts, working wells and shrines. Other, less well-to-do locales offer more meager accommodations, but all municipalities consider it their duty to accommodate the weary traveler, and this is one such gesture of welcome.
These locations are often named for famous adventurers who hail from the towns in which they are placed.
Posted in Uncategorized and tagged campaign flavor, dm tips by Stephen Hilderbrand with no comments yet.