Tome of Ensnarement
If read, this tome traps the reader, not allowing them to stop reading until the entire book is complete. This takes varying amounts of time, depending on the intelligence of the reader and the length of the book. The effect requires a DC 35 Will save to avoid.
Minor tomes number a hundred or so pages and are DC 20, and Greater/Major tomes number in the thousands and are DC 30 to avoid. Many an adventurer has met their demise by these tomes, which is why the major ones tend to be found with a desiccated corpse close at skeletal hand.
Price: 20,000gp. Tomes of ensnarement require Craft Wondrous Item, hold monster and dimensional anchor to construct.
Posted in Magic Item and tagged tome by Stephen Hilderbrand with no comments yet.
Daren Riverboat
These small, flat-bottomed boats ply the waters of the River Daren. This design has been used for generations to move goods and people from Lake Abernath and the Middle Kingdoms all the way to the Soral Sea. They are propelled by small square sails, or poled or rowed along. They can navigate calm sea waters, but in stormy weather are easily overwhelmed, and so tend to sail close to shore when leaving the rivers.
Daren Riverboat
Gargantuan vehicle
HP 150 Space 4 squares by 9 squares Cost 2,5000 gp
AC 3; Fortitude 20, Reflex 2
Speed swim 5
Pilot
The pilot may stand or sit at the stern of the Daren Riverboat and operate the rudder.
Crew
In addition to the pilot, a Daren Riverboat requires a crew of three, all of whom use a standard action each round to control the ship.
Reduce the ship’s speed by 2 squares for each missing crew member. At swim speed 0, the ship sails out of control.
Load
Twenty Medium creatures; one ton of cargo.
Out of Control
An out-of-control Daren Riverboat moves forward at half speed. At the
DM’s discretion, it can move in the same direction as a strong wind at up to full speed.
Sails
At the DM’s discretion, a Daren Riverboat can take a penalty or bonus to its speed of –4 to +4, depending on the strength and direction of the wind.
Posted in Uncategorized and tagged equipment: vheicle by Adam A. Thompson with no comments yet.
Duergar Berzerker Armor
Level 8+
Made by the craftiest, deepest dwarves, this armor was often given as a gift to their “friends”, with the promise that wearing it would make them invincible in battle. The armor grants the wearer great strength and speed, but to do so it makes them insensible to pain. As a result, those who wear it often receive mortal wounds without knowing it and die of them.
Lvl 8 +1 3,400 gp
Lvl 13 +2 17,000 gp
Lvl 18 +3 85,000 gp
Lvl 23 +4 425,000 gp
Lvl 28 +5 2,125,000 gp
Armor: hide, chain, scale, plate
Enhancement: AC, Dexterity & Strength
Property: The player does not keep track of their own hit points while wearing the armor, instead the DM does. In addition, whenever the player wishes to use a healing surge, they must make a saving throw. Success indicates that they can, failure indicates that they instead attack the nearest enemy (via charge etc.)
Cursed: Removing the armor from a living creature requires a Remove Affliction ritual with a penalty to the Heal check equal to the armor’s level.
Posted in Uncategorized and tagged equipment: magic armor (cursed) by Adam A. Thompson with no comments yet.
New 4e material over at Tailslap!
So I’ve just published another article at Tailslap, our 4th edition sister publication. This post details Baldrik Ostov, a death knight in service to Orcus.
Another post on Tailslap details a new 4th edition artifact weapon: Ayrte Majak, the Sword of War.
Posted in 4th edition Dungeons & Dragons, news by Adam A. Thompson with no comments yet.
Baldrik Ostov, Death Knight
A knight in dirt-encrusted full armor steps forward and levels a glowing black blade at you. His black shield is emblazoned with a white sword and a diagonal red stripe, faded with age and numerous gashes. He raises the visor of his helm to reveal a fleshless skull for a face, with red pits for eyes. He swings his sword and a wave of screaming, lurid green hell-flame sweeps forth.
Baldrik Ostov was once the head of the Knights of the Crimson Sash, an order who served the Duke of Oleander in the time before the fall of Soguer. When the capitol fell and the lords of Soguer’s provinces fell to warring for succession, Baldrik led the Duke’s armies to many victories.
Eventually he went the way of all men and was struck down during a battle to subjugate one of the Duke’s rebellious vassals. His body was brought back to the Duke’s castle and interred there. This proved to be too great of a loss for Oleander to survive, and the majority of his vassals seceded over the next several years, leaving the Duchy as a tiny portion of it’s former lands.
There are those who know how to make use of a mighty warrior after he has died, however. One such person, upon his return to the mortal world to serve his dark master, used foul rituals learned at the feet of the Prince of the Undead to raise Baldrik from his grave and bind him to service. Now Baldrik rides the land as a horrible skeletal warrior doing the bidding of his evil master.
Baldrik in your game: Baldrik could make a great climactic encounter for a group of 11th level PCs. He could almost even be used as a solo monster against them. Alternatively, for a group of epic tier characters you could use a bunch of “Baldriks” as an encounter.
Statistics
Baldrik Ostov ✦ Level 15 Elite Fighter (Leader)
Medium natural humanoid (undead) ✦ XP 2400
Initiative +8 Senses Perception +9; Darkvision
HP 256; Bloodied 128; Healing Surge 64; Healing Surges: 2 see also power reference
AC 37; Fortitude 34, Reflex 26, Will 27
Immune disease, poison; Resist 10 necrotic; Vulnerable 10 radiant
Speed 5
Action Points 1
Powers
Basic Melee ✦ At-Will ✦ Martial, Weapon
Bastard Sword +21 vs. AC; 1d10 + 5 and 5 necrotic
Cleave ✦ At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +21 vs. AC
Hit: 1d10 + 6 and 5 necrotic damage, and an enemy adjacent to you takes 6 damage.
Anvil of Doom ✦ Encounter ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +21 vs. AC
Hit: 2d10 + 6 and 5 necrotic damage, and the target is dazed until the end of your next turn.
Storm of Blows ✦ Encounter ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +21 vs. AC
Hit: 1d10 + 7 and 5 necrotic damage.
Effect: After the attack, you can shift 1 square and repeat the attack against another target within reach. You can then shift 1 square and repeat the attack against a third target within reach. After the final attack, you can shift 1 square.
Dragon’s Fangs ✦ Daily ✦ Martial,Weapon
Standard Action Melee weapon
Targets: One or two creatures
Attack: +21 vs. AC, two attacks against one target or one attack against each target
Hit: 3d10 + 6 and 5 necrotic damage.
Miss: Half damage
Unbreakable ✦ Encounter ✦ Martial
Immediate Reaction Personal
Trigger: You are hit by an attack
Effect: Reduce the damage from the attack by 6.
Last Ditch Evasion ✦ Daily ✦ Martial
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You take no damage from the attack that just hit you.
However, you are stunned and take a –2 penalty to all defenses until the end of your next turn.
Marshal Undead
Aura 10; lower-level undead allies in the aura gain a +2 bonus to their attack rolls.
Soul Weapon ✦ Necrotic, Weapon
When attacking with its melee weapon, the death knight deals an additional 5 necrotic damage to its target.
Unholy Flames (standard; recharge 5,6) ✦ Fire, Necrotic
Close burst 2; +17 vs. Reflex; 6d8 + Constitution modifier necrotic and fire damage to living creatures; undead creatures within the burst (including the death knight) deal an extra 2d6 fire damage with melee attacks until the end of the death knight’s next turn.
Alignment Alignment Languages Common, Abyssal
Skills Athletics +18, Endurance +18, Intimidate +13
Str 22 (+13) Dex 12 (+8) Wis 14 (+9)
Con 13 (+8) Int 18 (+11) Cha 11 (+8)
Equipment: Warplate armor, Heavy Shield, Bastard Sword (soul weapon)
Posted in Uncategorized and tagged Campaign: Heir of Soguer, creature type: undead, creature: paragon soldier (elite), subplot: Dead Kings Rise by Adam A. Thompson with no comments yet.
Staff of Wandering
Purportedly developed by the mysterious mage of the Goduanil, versions of this staff have been found in the hands of mist elves and other creatures who maintain civilizations on the fringe of the great ooze flows.
This +1 staff usually provides the following effects:
* freedom of movement
* path finding
* intuit direction
Occasionally, variants of this staff also include some of the following capabilities, replacing one of the above:
* create food and water
* purify food and water
* longstrider
The standard staff of wandering costs 40,000 and requires Craft Staff and the ability to cast whichever spells it supports.
Posted in Magic Item and tagged staff by Stephen Hilderbrand with no comments yet.
Issue 6 Rereleased!
Claw/Claw/Bite is a resource for storytellers and gamemasters to help create thrilling worlds of adventure for your players to test their mettle in. In each issue, you’ll find new characters, creatures, magic items, encounters, and locations for use in your campaigns. We also include little nuggets that will enrich your world with interesting details and intriguing features.
Our goal is to be a “one-stop shop” for you, the gamemaster. With little or no tweaking on your part, you will be able to drop any game element from Claw/Claw/Bite into your adventure setting and run it how you see fit. All of our creations are designed for d20 fantasy rules. And of course, everything is carefully reviewed and balanced to fit into your game without disrupting your play balance or giving you too much rope.
This issue of Claw/Claw/Bite includes:
* Three new characters, including two powerful mages
* Two new locations with five encounters, including Harpy Point
* A new race, the Wyndm-folk
* Nine new magic items, including three new purses and bags
* A minor artifact, the Visage of Scahrossar
* A new spell, Phase Object
* And a new creature, the Begotten of the Old Ones.
Buy it here.
Posted in news and tagged CCB issue, release by Stephen Hilderbrand with no comments yet.
Issue 5 Rereleased!
Claw/Claw/Bite is a resource for storytellers and gamemasters to help create thrilling worlds of adventure for your players to test their mettle in. In each issue, you’ll find new characters, creatures, magic items, encounters, and locations for use in your campaigns. We also include little nuggets that will enrich your world with interesting details and intriguing features.
Our goal is to be a “one-stop shop” for you, the gamemaster. With little or no tweaking on your part, you will be able to drop any game element from Claw/Claw/Bite into your adventure setting and run it how you see fit. All of our creations are designed for d20 fantasy rules. And of course, everything is carefully reviewed and balanced to fit into your game without disrupting your play balance or dragging you too deep into the woods.
This issue of Claw/Claw/Bite includes:
* A new spell, Studied Divination
* Six new characters, including Morbane the Mad Monk of Elsemere
* A new magic items, the Paddle of Punishment
* A new creature, the Glacial Frost Worm
* A new location, the Hamlet of Elsemere
* And an encounter, the Ritual in the Woods.
Buy it here. Oh, and Happy Halloween, everyone!
Posted in news and tagged CCB issue, release by Stephen Hilderbrand with no comments yet.
Issue 15 Released!
Claw/Claw/Bite is a resource for storytellers and gamemasters to help create thrilling worlds of adventure for your players to test their mettle in. In each issue, you’ll find new characters, creatures, magic items, encounters, and locations for use in your campaigns. We also include little nuggets that will enrich your world with interesting details and intriguing features.
Our goal is to be a “one-stop shop” for you, the gamemaster. With little or no tweaking on your part, you will be able to drop any game element from Claw/Claw/Bite into your adventure setting and run it how you see fit. All of our creations are designed for d20 fantasy rules. And of course, everything is carefully reviewed and balanced to fit into your game without disrupting your play balance or stumbling upon the Stalking Eye.
This issue of Claw/Claw/Bite includes:
* A new deity, Bachtoffen
* Three new dream spells including Dream Port
* Two new characters, two clerics with something extra
* Seven new creatures, including the Stalking Eye
* Seven new magic and mundane items, including “Three Strikes”
* Two new locations, including the Dream Plane
* And Session 1 of the new comic Trolls and Tribulations.
Posted in news and tagged CCB issue, release by Stephen Hilderbrand with no comments yet.
Trolls and Tribulations – Session 1
Graphics: Jason Maggitti
Text: S.D. Hilderbrand
Posted in Comic and tagged humor, Trolls and Tribulations by Stephen Hilderbrand with no comments yet.