Omnibus 1 Released!
The first fifteen issues of Claw/Claw/Bite for the price of five!
Welcome to our world of strange and wonderful things, traveler. Bizarre treasures, cunning adversaries, powerful adventurers, and mystic realms are waiting for you. This omnibus is a collection of some of our best work over the past two and a half years.
It’s been a great joy to bring this material to you for the past few years, and we have every intent to continue this magazine, even as our new periodical, Tailslap, is gaining in popularity alongside the new edition of the core rules.
Our goal is to be a one-stop shop for you, the storyteller. All of our creations are designed for d20 3.5 rules. Many of the game elements that you see in this periodical will find their way into modules published by Unicorn Rampant, which will be available on RPGnow.com!
Go pick up your copy at rpgnow.com
Posted in news and tagged release by Stephen Hilderbrand with no comments yet.
Silverhorn
first you wanna kill me, then you wanna kiss me… blow!
The Silverhorn is an instrument famous for its powers of aiding negotiation. When blown, the horn emits an enchantment that encourages compromise. Those within earshot (including the blower) must make a DC 25 Will save or end up under the enchantment that finds middle ground between a buyer and a seller, or between multiple parties in a political negotiation.
A strategy employed by previous owners of the Silverhorn is to ask a ridiculous price for an item up for sale, then blow the horn, waiting for the best offer to come in. Of course, the Silverhorn does not guarantee that the average of the prices be affordable to the buyer, nor does it necessarily compel them to make a purchase.
The Silverhorn itself is tarnished from years of use, but is just as potent as when it was wrought a hundred years ago by a dwarf high in the mountains, one who participated in the conquest of a dragon. This is how he spent his horde, in the hopes of taking the other dwarves’ shares slowly, one financial transaction at a time. Whether or not he was successful is lost to the winds like so many story endings.
Posted in Uncategorized and tagged instrument, minor artifact by Stephen Hilderbrand with no comments yet.
Dindle Keep – Level 1
The party will arrive from the trail to the south, having had the guards in the toll houses far below signal up that they en route on business. This trail wraps around the front of the keep, which is inaccessible from the side facing the road.
Note of course that if the party is caught stealing anything or is deemed dangerous and unfriendly by Silas, the guards will attack the party, taking custody of them, and preparing them for delivery to Jæruel headquarters in Tannen.
If the party decides to sneak into the keep at night, Silas will be sleeping up in his room, his daughters both awake and sending messages to one another through a series of taps on the walls. Guards will be posted in many of the towers, in the entry hall, and outside their three rooms, two for Silas, and one for each of his daughters.
Towers – each of the hexagonal towers contains a small bed a the bottom of a staircase leading up. There is no level to the keep below ground; the bedrock was too hard to easily build into when the keep was built over a hundred years ago.
1 Outside the Keep
The tall door leading into the keep is nestled in between two towers on the uphill side of the keep. Tight clusters of cypress line the walls in patches along a neatly-fitted brick and stone walkway. The tall door is emblazoned with the emblem of the profile of a woman’s head and shoulders on a deep yellow shield. A man in impressive field plate with the same emblem upon it steps forward, says “Ho!” and waits for the party to bow.
Once they do, he steps forward, introducing himself as Lanx and holding his arm out, pointing the way to the door.
2 Entrance Hall
As the party approaches, read the following:
The oversized door creaks on its hinges as it opens, leading into the keep from the uphill side. A man who introduces himself as Lanx bids the party, “Welcome to Dindle Keep. Keep your troubles outside!” As everyone steps through the door, two armed guards wield the heavy portal and latch it shut with a large caber. They turn to watch the party.
3 Study
This moderately-sized room is lined with short bookshelves. Atop the shelves are various houseplants taken from the fields and forests in the local region. Upon the walls are landscape oil and watercolor paintings of sunrises and sunsets in brilliant hues. A lone candelabra illuminates a table in the center of the room. A book lies open in the central reading chair.
The book is on the local folklore, containing small, hand-drawn maps from storytellers. There are annotations pencilled into the margins, and the names of places underlined.
In the early evenings, Silas retires to the study to improve his knowledge of history, geography, and religion. He will be found here if visited in the evening.
4 Library
An impressive collection of books lines the walls of this room, the leather spines like the scales of a dragon. In the center of the room is a large table upon which rest a collection of maps.
If thoroughly searched, the party will find books on the local geography and history, which if studied, raise those skills by a point each.
5 Statuarium
Worn, humanoid statues occupy the two hard corners of the room, with the far walls coming together at 45 degree angles toward the rest of the keep. The stone ceiling rises another two feet above the floor to accommodate the tall statues.
The two statues have the emblem of the Dindle family etched in them. A careful inspection of the statues reveals small sets of wings on both of them, jutting out just past the shields slung over their backs. This hints at a relationship with the celestial.
6 Back Chamber
Passing under another large arch, the wooden ceiling lowers to a more normal height. A stone fireplace occupies the center of the exterior wall, with a gold leaf framed, life-sized oil rendition of a middle-aged man eerily staring out across the keep back toward the entrance.
7 Small Hall
Between two arches, modest paintings of former denizens of the keep find refuge in a dark corridor with wooden doors at either end.
Artistic renditions of multiple generations are represented in the frames. In a hidden alcove behind one of the paintings of the twin girls is a key ring with extra keys to each of their rooms (on Level 2).
8 Wide Hallway
Paintings of old relatives line this wide hallway, including as the most illuminated one, labeled “Lady Dindle.” Doors are set in opposite ends of the hall, and one is also set in the center of the hall. Three archways keep the hall fairly open-feeling, like the rest of the keep.
If the painting is studied in any detail, read the following:
Lady Dindle was an beautiful, yet austere woman. These traits come out in her appearance, with a scornful scowl scratching the surface of her glowing skin.
9 Closet
This moderately-sized closet is adorned with wood-paneled walls. Jacket, coats, mittens, hats, two sleds, tack, and other sundries are hung here on various metal hooks that jut from the walls.
Treasure: In the pocket of one of the jackets is a pair of gloves of storing.
10 Throne Room
Eight alabaster columns line the fine carpet leading up to a pair of sitting chairs etched with the Dindle arms.
If it is daytime, and there are guests in the keep, Silas will be here, providing them an audience. If Silas is here, he will be flanked by two guards armed with swords at their sides. Merchants pass through, bringing stories, which Silas is eager to hear. He has been known to reduce the toll on the road for those who provide him with quality entertainment. (more in a later post)
Treasure: A masterwork instrument called the Silverhorn hangs to the right side of the throne.
11 Dining Room
A large table is set in the center of the room, requiring everyone to walk along the walls to navigate the space. A large brass candelabra rests upon the table, illuminating the room in a warm glow. Along the floor, paralleling the impressive table, is a finely-woven rug.
Treasure: The rug is worth 1500gp, the candelabra 500gp.
12 Den
Small tables and chairs are tastefully laid out in the room facing each other, with a simple rug in the center.
Treasure: There are a few loose coins in the seat of the chairs.
13 Kitchen
Years of caked on grease and other food cling to the walls, leaving them black toward the ceiling, where a tapered ceiling has led thousands of plumes of smoke out of the keep. A large oven and multiple stoves line the exterior brick walls of this room. Pots and pans hang suspended from the ceiling in the center of the room.
Various foodstuffs can be found throughout the kitchen.
14 Pantry
This oddly-shaped, dusty room is full of large crates, barrels, and bags of flour and wheat. Tiny flour footprints lead in all directions.
Creature: There are 3 large rats in this room.
Treasure: A potion of charm person lies at the bottom of a crate otherwise full of hay.
Posted in Uncategorized and tagged Jæruel, keep, Location by Stephen Hilderbrand with no comments yet.
Unicorn Rampant is going to Owl Con!
We are proud to announce that we’ll be attending our first ever convention as a vendor this Feburary 6-9th at OwlCon, at Rice University in Houston Texas!
We’ll bring along some of our wares to peruse in printed form, and if you mention seeing this announcement on our blog, we’ll give you half off on all of our products! We’ll also be set up to give you discounts on any of our products you’d like to buy from RPGnow.com.
And of course, we’ll be set up to play some games right there at our table, so come on down and say hi!
Posted in convention, news by Adam A. Thompson with no comments yet.
Unicorn Rampant is going to Owl Con!
We are proud to announce that we’ll be attending our first ever convention as a vendor this Feburary 6-9th at OwlCon, at Rice University in Houston Texas!
We’ll bring along some of our wares to peruse in printed form, and if you mention seeing this announcement on our blog, we’ll give you half off on all of our products! We’ll also be set up to give you discounts on any of our products you’d like to buy from RPGnow.com.
And of course, we’ll be set up to play some games right there at our table, so come on down and say hi!
Posted in Uncategorized and tagged news: convention by Adam A. Thompson with no comments yet.
Old Rock Tower – Chickatrice in the Outhouse
We’re converting the first adventure we ever published, The Old Rock Tower, to 4th Edition D&D, and wanted to put out a sample of what you’ll find. This is one of the first encounters, outside of Talnabous’ Tower.
Description: A tiny wooden shack leans here, 5′ on a side. Its narrow door stands open a foot or two. A statue of a cat hissing, it’s tail up and bristling stands immediately in front of the door.
CREATURE: Five cockatrice nest in the ruins of the outhouse. Their small nest is built in the rafters of the decrepit 5’x5’ building. They will leap down and attack anyone investigating the outhouse.
Cocatrice – Level 6 Controller
Small natural magical beast – XP 250
Initiative +3 Senses Perception +2
HP 69; Bloodied 34
AC 19; Fortitude 16, Reflex 18, Will 17
Speed 6
Powers
Stony Beak (melee; standard; at-will)
+9 vs. AC; 1d6 + 4 damage. the target is slowed (save ends).
First Failed Save: The target is immobilized (save ends).
Second Failed Save: The target is stunned (save ends).
Black Moon Hiss (close burst 2; minor; encounter)
+10 vs. Fortitude;
Hit: Target is weakened (save ends).
Alignment Unaligned – Languages none
Str 16 (+5) Dex 19 (+6) Wis 10 (+2)
Con 13 (+3) Int 6 (+1) Cha 16 (+6)
The nest in the rafters, if searched, will yield 3 cockatrice eggs – these can be considered 600 gold worth of Arcane Components. The statue of the cat (actually a live cat petrified by the cockatrice) is perfect in every detail and worth 25 gp, or will make a good mouser if restored to flesh.
Posted in Uncategorized and tagged creature: heroic controller by Adam A. Thompson with no comments yet.
Feather of Falling
This feather is plucked from a flying creature’s wing, and is enchanted with a featherfall spell. It acts exactly like a feather fall spell, activated immediately if the wearer falls more than 5 feet.
Faint enchantment; CL 1st; feather of a flying creature; featherfall; Price 1,800 gp.
Posted in Magic Item and tagged enchantment, feather by Stephen Hilderbrand with no comments yet.
The Story of Silas Dindle
Silas Dindle is a local baron with a keep along the road between Tannen and Chez. The small barony has profited from the trade route that runs from Westfort to the capital.
Lately Silas has been acting strange, insisting that his twin teenage daughters (who look only remotely alike) remain in his keep out of fear of having it overrun with goblins if they leave. It’s as if he sees them as guardians of the keep, though he employs a full retinue of soldiers to guard the keep itself. This has created some friction between him and his daughters, who wish to travel to Tannen to enjoy the prime of their youth. The Jæruel is beginning to threaten to step in if he is unable to gain control of the situation and explain why his daughters cannot leave the keep and why his men have been unable to provide escorts along the nearby roads. They too have been pressed into a new service, that of protecting the daughters so they can protect the keep.
Lady Dindle is long gone; she died during their birth some fifteen years ago. Silas has mourned her ever since. If the party visits the small graveyard at the rear of the castle, they will learn this, and her ghost will visit the party and tell her side of the story, a tale of wanting to keep her man happy while at the same time losing herself in him. They were unable to conceive, and instead she was impregnated by one of his god’s angels, giving birth to the half-angel beings that protect the keep. At least that’s her side of the story.
Plot Resolution
It turns out, they were able to conceive, but Lady Dindle died with the twin daughters, who were replaced with angels (Antaigne and Emmaigne) on earth due to Silas’ devout nature. Recent events, including his joining the Jæruel have led him to question his god and perform acts which are considered less devout by his god’s followers, including overtolling the local merchants and imprisoning a merchant who asked for one of his daughters’ hands (Emmaigne, the younger of the two) in marriage. The party will need to restore Silas’ faith by helping him perform a series of heroic deeds. This will enable him to retain the angels and thus his sense of fatherhood, and maintain a reason for living.
(map of the keep to follow in a later post)
Posted in Encounter and tagged campaign plotline, Jæruel by Stephen Hilderbrand with no comments yet.
Aldric Tréburne, Level 6
Older brother of Kilmore Tréburne, Aldric stayed home to care for the ailing family while Kilmore went forth in search of adventure. Now that the family is stabilized, thanks to Avandra’s blessings, Aldric has now left home in search of his brother and his own adventure.
Along the way, he has met up with an eldarin war wizard and traveled from town to town, lending healing powers and fighting off brigands and ferocious wolves.
A playful, yet grounded, working-class elf, Aldric has developed many talents, though none that he pursues with more passion than his faith in Avandra, and healing in her name. he has been called too humorous for serious elven service, and too ill-mannered to ever represent his people abroad, so his only hope is in following his own dreams and desires.
He maintains his own gear, but is not too proud to ask for help in repairing or caring for it. His most prized possessions are a pair of ornate, buckled catgrace boots, a finely-carved shortbow +1 thunderburst, and his holy symbol of Faith to Avandra (+1d6 healing).
In addition, he wears a suit of chainmail with a small cape and carries an adventurer’s kit in a backpack.
Recently, he has taken up visiting a few of Avandra’s shrines, recently heading from Thelka’s shrine tpo Avandra down the River Daren to Cerest, where he helped take the keep from an army of orcs.
Aldric in your game: Aldric tells a decent tale, and with his diplomacy will likely have learned some things about the local area. As a healer, he is likely to have learned much of the recent adventurers of others. Aldric could serve as an NPC in a party that did not have a player in the leader role. He would allow the DM to give the party some extra healing without having a character overly bent on seeing his own will done.
Aldric Tréburne: Level 6 Cleric of Avandra
medium fey humanoid – XP 7,500
age (equivalent of 28 in human years)
height 5’10”, weight 155, brown hair, green eyes
Initiative +10 Senses Perception +7
HP 50; Bloodied 25 Healing Surges: 9
AC 19, Fortitude 16, Reflex 18, Will 18
Speed 7
Powers
Channel Divinity:
* Healer’s Lore
* Healing Word (2/Encounter)
* Divine Fortune
* Turn Undead
At-Will:
* Lance of Faith
* Sacred Flame
Encounter:
* Elven Accuracy
* Command
Daily:
* Beacon of Hope
* Weapon of the Gods
Utility:
* Shield of Faith
* Bastion of Health
Basic Attacks
Short sword: +10 vs AC, 1d6 + 1 damage
Short Bow +1 thunderburst (40 arrows): +10 vs AC, 1d8 + 3 damage
Alignment Good
Languages Common, Elven
Skills: Arcana 8, Athletics 5, Bluff 3, Diplomacy 8, Dungeoneering 4, Endurance 4, Heal 10, History 7, Insight 5, Intimidate 3, Nature 5, Perception 7, Religion 9, Stealth 6, Streetwise 3, Thievery 3
Feats: Elven Precision, Avandra’s Rescue, Improved Initiative, Ritual Caster
Str 12 Dex 16 Wis 16
Con 13 Int 11 Cha 14
Possessions:
Chain Mail
Short Bow +1 Thunderburst
Short Sword
Light Shield
Adventurer’s Kit
Holy Symbol of Life
2 Healing Potions
720 gp
Posted in Character by Stephen Hilderbrand with no comments yet.