Dust Devil

These air spirits hail from the elemental chaos and look like whirlwinds about the size of a man. Found on high mountaintops and low planes, they dance in places where the winds are wild. They are swift combatants and often tear objects from their opponents hands as they batter them.Dust Devil: Level 4 Skirmisher
medium elemental magical beast (air) – XP 175
Initiative +7 Senses Perception +1

HP 52; Bloodied 26
AC 18, Fortitude 19, Reflex 21, Will 17
Immunity disease, poison; Resist 5 lightning
Speed 7

Powers
Buffet – (standard melee; at will)
+9 vs. AC; 1d6 + 4 damage, and push 1.

Disarming Winds – (standard; encounter, recharge 4-6)
+7 vs. Reflex, 1d6 + 4 damage, push 1, and make opposed attack roll (+7) to disarm the target.

Whirling Leap – (move; encounter, recharge 5-6)
Fly 10

Alignment Unaligned Languages Primordial
Str 10 (+2) Dex 17 (+5) Wis 9 (+1)
Con 12 (+3) Int 5 (-1) Cha 7 (+0)

Tactics: Dust Devils will try to keep moving as they fight, disarming foes one by one.

Dust Devil Lore
A character knows the following with a successful Arcana check:
DC 15: These elemental creatures are swift to anger, and can make brief leaps through the air.


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Dust Monster

Known in tales for turning items to dust, this creature presents an unexpected challenge for many a victim. Most who survive a battle with them end up weaponless and facing perils deeper in the dungeons in which they dwell. It is said that dust monsters control time itself, sending objects so far into the future that they become dust on contact.

Dust Monster
Size/Type: Medium Aberration (Time)
Hit Dice: 8d8+5 (42 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
Base Attack/Grapple: +3/+3
Attack: Antennae touch +3 melee (dust)
Full Attack: Antennae touch +3 melee (dust) and bite -2 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dust
Special Qualities: Darkvision, scent
Saves: Fort +2, Ref +4, Will +5
Abilities: Str 10, Dex 18, Con 13, Int 2, Wis 13, Cha 8
Skills: Listen +7, Spot +7
Feats: Alertness, Track
Environment: Underground
Organization: Solitary or pair
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 8-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: —

The hide of these creatures varies in color from a white underside to a yellowish tan upper back. A dust monster’s prehensile antennae can turn any item to dust on contact.

Like its distant cousin, the rust monster, the typical dust monster measures 5 feet long and 3 feet high, weighing 200 pounds.

Dust monsters serve beings who can control time with greater power and precision than them, usually serving as a line of defense in their towers and lairs.

Combat

A dust monster can sense an object from up to 90 feet away. When it detects one, it dashes toward the source and attempts to strike it with its antennae. The creature is relentless, chasing characters over long distances if they still possess intact objects but usually ceasing its attacks to devour a freshly meal just turned to dust.

The creature targets the largest object available, striking first at armor, then at shields and smaller items. It prefers ferrous metals (steel or iron) over precious metals (such as gold or silver) but will devour any object if given the opportunity.

Dust (Ex): A dust monster that makes a successful touch attack with its antennae causes the target object to turn to dust, blowing away or falling into a pile on the floor and becoming useless immediately. The touch can destroy up to a 10-foot cube of an object instantly. Magic armor and weapons, and other magic items, must succeed on a DC 17 Reflex save or be affected. The save DC is Constitution-based and includes a +4 racial bonus. Time warded objects are not affected.

No make whole or mend spells can repair the object; it is simply lost to the ages.

Any weapon that deals damage to a dust monster turns to dust immediately. Flesh is not affected.


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Brier Brambles

This ritual will be featured in the 4th edition conversion of the upcoming adventure Anointing the Seer, which is due out this month. Once released we will include a free 4th edition conversion of the adventure for everyone who gets a copy at RPGnow.com. In the meantime keep your eyes here for more tidbits.


Ritual: Brier Brambles
Level:
10
Category:
Warding
Time:
10 minutes
Duration:
Permanent
Component Cost: 400 gold
Market Price: 1200 gold
Key Skill: Arcana or Nature

Sowing glowing seeds upon the earth before the doors and speaking the words of this ritual, a dense mass of thick, thorny vines springs up from the earth and blocks the way. “That should keep them from following us!”

This ritual summons a group of stationary magically animated vines that prevent passage. Upon completion of the ritual a Brier Bramble and a number of Offshoots grow up in the locations of your choosing within 10 squares of the caster. The number of Offshoots is dependent on your Arcana or Nature check.

Arcana or
Nature Check
Number of
Offshoots
19 or lower 2
20-24 3
25-29 4
30-34 5
35-39 6
40 or higher 7
The brambles obey simple commands from the ritual caster to the extent of their limited abilities (“crush him, don’t crush her”, “part and let me pass” “destroy any goblins that come this way” and so forth).

The Brambles persist for 24 hours or until destroyed. The ritual caster can extend the duration for another 24 hours by spending a healing surge. If the effect is sustained for a year and a day, it becomes permanent.

Brier Brambles: Level 5 soldier
large fey magical beast (plant)
XP 200
Initiative
+4 Senses Perception +3

HP
68; Bloodied 34
AC 21, Fortitude 21, Reflex 19, Will 19
Vulnerable fire (takes ongoing 5 fire damage [save ends] when damaged by fire).
Speed 0

Powers
Thorny Lash – (standard melee; at will) –
+12 vs. AC; 1d10 + 4 damage.

Crushing Embrace – (standard melee; encounter, recharge 4-6) –
+10 vs. Reflex, 3d8 + 4 damage and target is grabbed. While grabbed target takes ongoing 5 poison damage until unconscious, at which point the briers hold them without doing further harm.

Firmly Rooted
The brier brambles cannot be pushed, pulled or slid.

Alignment Unaligned – Languages none
Str 18 (+2) Dex 15 (+5) Wis 15 (+1)
Con 15 (+3) Int 1 (-1) Cha 1 (+0)

Brier Brambles Offshoots: Level 4 minion
large fey magical beast (plant)
XP 50
Initiative
+4 Senses Perception +3

HP
1; a missed attack never damages a minion.
AC 20, Fortitude 19, Reflex 18, Will 18
Speed 0

Powers
Thorny Lash – (standard melee; at will) –
+10 vs. AC; 1d10 + 4 damage.

Crushing Embrace – (standard melee; encounter, recharge 4-6) –
+8 vs. Reflex, 3d8 + 4 damage and target is grabbed. While grabbed target takes ongoing 5 poison damage until unconscious, at which point the briers hold them without further harm.

Firmly Rooted
The brier brambles cannot be pushed, pulled or slid.

Alignment Unaligned – Languages none
Str 17 (+5) Dex 14 (+4) Wis 14 (+4)
Con 14 (+4) Int 1 (-2) Cha 1 (-2)

Tactics: Brier Brambles are simple combatants due to their immobility. They will simply attack whoever they are told to attack when they are approached.

Brier Brambles Lore
A character knows the following with a successful Arcana check:
DC 15: These magical brambles will attack anyone approaching, but cannot move from where they are rooted.


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Ritual and Creature: Brier Brambles

This ritual will be featured in the 4th edition conversion of the upcoming adventure Anointing the Seer, which is due out this month. Once released we will include a free 4th edition conversion of the adventure for everyone who gets a copy at RPGnow.com. In the meantime keep your eyes here for more tidbits.


Ritual: Brier Brambles
Level:
10
Category:
Warding
Time:
10 minutes
Duration:
Permanent
Component Cost: 400 gold
Market Price: 1200 gold
Key Skill: Arcana or Nature

Sowing glowing seeds upon the earth before the doors and speaking the words of this ritual, a dense mass of thick, thorny vines springs up from the earth and blocks the way. “That should keep them from following us!”

This ritual summons a group of stationary magically animated vines that prevent passage. Upon completion of the ritual a Brier Bramble and a number of Offshoots grow up in the locations of your choosing within 10 squares of the caster. The number of Offshoots is dependent on your Arcana or Nature check.

Arcana or
Nature Check
Number of
Offshoots
19 or lower 2
20-24 3
25-29 4
30-34 5
35-39 6
40 or higher 7
The brambles obey simple commands from the ritual caster to the extent of their limited abilities (“crush him, don’t crush her”, “part and let me pass” “destroy any goblins that come this way” and so forth).

The Brambles persist for 24 hours or until destroyed. The ritual caster can extend the duration for another 24 hours by spending a healing surge. If the effect is sustained for a year and a day, it becomes permanent.

 

Brier Brambles: Level 5 soldier
large magical beast (plant)
XP 200
Initiative
+4 Senses Perception +3

HP
68; Bloodied 34
AC 21, Fortitude 21, Reflex 19, Will 19
Vulnerable fire (takes ongoing 5 fire damage [save ends] when damaged by fire).
Speed 0

Powers
Thorny Lash – (standard melee; at will) –
+12 vs. AC; 1d10 + 4 damage.

Crushing Embrace – (standard melee; encounter, recharge 4-6) –
+10 vs. Reflex, 3d8 + 4 damage and target is grabbed. While grabbed target takes ongoing 5 poison damage until unconscious, at which point the briers hold them without doing further harm.

Firmly Rooted
The brier brambles cannot be pushed, pulled or slid.

Alignment Unaligned – Languages none
Str 18 (+2) Dex 15 (+5) Wis 15 (+1)
Con 15 (+3) Int 1 (-1) Cha 1 (+0)

Brier Brambles Offshoots: Level 4 minion
large fey magical beast (plant)
XP 50
Initiative
+4 Senses Perception +3

HP
1; a missed attack never damages a minion.
AC 20, Fortitude 19, Reflex 18, Will 18
Speed 0

Powers
Thorny Lash – (standard melee; at will) –
+10 vs. AC; 1d10 + 4 damage.

Crushing Embrace – (standard melee; encounter, recharge 4-6) –
+8 vs. Reflex, 3d8 + 4 damage and target is grabbed. While grabbed target takes ongoing 5 poison damage until unconscious, at which point the briers hold them without further harm.

Firmly Rooted
The brier brambles cannot be pushed, pulled or slid.

Alignment Unaligned – Languages none
Str 17 (+5) Dex 14 (+4) Wis 14 (+4)
Con 14 (+4) Int 1 (-2) Cha 1 (-2)

Tactics: Brier Brambles are simple combatants due to their immobility. They will simply attack whoever they are told to attack when they are approached.

Brier Brambles Lore
A character knows the following with a successful Arcana check:
DC 15: These magical brambles will attack anyone approaching, but cannot move from where they are rooted.


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GenCon 2008 !

I’m back at GenCon for the second year in a row. This time artist Dan Smith came along for the ride, and we brought some copies of Claw Claw Bite and The Horror of the Old Ones along to get into the hands of the unsuspecting public here.

First of all, it was a long and grueling ride up from Austin to Indianapolis. 19 hours. Here’s us contemplating the trees about 12 hours into the drive.


And this is us looking smug (or is it dazed?) after finally arriving and getting our badges for the weekend of gaming debauchery.


Next it was off to the dealer’s room to talk to the folks at Paizo about putting some of our stuff in their booth on consignment. Not to spill any beans, but they’re talking about making their Pathfinder system (which sold out in one day at their booth) into a brand that others can publish under, just like the d20 system logo. I was so excited because that’s exactly what I was hoping they’d develop, and if it works out Unicorn Rampant will publish our d20 / 3.5 material under that brand.

Of course, my favorite part about the dealer’s room is the miniatures.


Dan’s favorite part was the booth bunnies. There were a lot less this year than last year, including a disappointing lack of any showing of a Conan booth and the attendant she-ras. Or maybe I just missed it.

And of course there were some great costumes again this year. I may cover the costume contest tomorrow, but regardless there will be more pictures in my next post of costumed attendees. Here’s Dan’s pretending not to be impressed by this girl’s great 5th element costume.


After that it was off to the huge RPGA room for some gaming of our own. His paladin did fine and my Eladrin warlord survived in spite of taking over 30 points of damage from a very nasty were-rat under the streets of Waterdeep. Here’s a glimpse of the room. There are about three times as many tables as you can see in this picture just for RPGA events. Overall this represents about 1/20 th of the total gaming taking place at GenCon this year. It’s pretty mind-boggling, really.


Well, I’m off to bed. At 8 AM our characters need to head off to Baldur’s Gate to tackle another adventure!

-Adam


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Gix’vaeri

This is the character I’m playing in our gaming group’s first 4th Edition game. Dan’s running us through The Keep on the Shadowfell and it’s a blast so far. I usually DM so it’s nice to be able to focus on role-playing. I was trying to imagine what it would be like to have a dragon-like head and not much in the way of lips, and came up with a pretty good voice for Gix. I end up sounding like a cross between Sean Connerey and Admiral Akbar, and it’s great fun. He’s 3rd level now but here he is as he started.

Gix’vaeri
male dragonborn warlord 1

Hit Points 24
Bloodied 12 Healing Surge 6 Surges Per day 8
Initative +0 Action points_______

Defenses
AC Reflex Fortitude Will
+16 +11 +15 +14

Attacks
Basic Melee Attack: +7 (greatsword) Damage: 1d10+4
Basic Melee Attack: +6 (maul) Damage: 2d6+4
Basic Ranged Attack: +? (shuriken) Damage: 1d4

Racial Traits
Height: 6′ 2″ Weight: 220 lbs Size: Medium
Speed: 6 squares Vision: normal
Languages: Common, Draconic Alignment: good

Racial Ability:
Dragonborn Fury: When you’re bloodied, you gain a +1 racial bonus to attack rolls.

Draconic Heritage: Your healing surge value is equal to one-quarter of your maximum hit points + your Constitution modifier.

Dragon Breath: You can use dragon breath as an encounter power.

At Will Powers

Wolf Pack Tactics Warlord Attack 1
Step by step, you and your friends surround the enemy.
At-Will ✦ Martial,Weapon
Standard Action Melee weapon
Target: One creature
Special: Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action.
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level.

Commander’s Strike Warlord Attack 1
With a shout, you command an ally to attack.
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: An ally of your choice makes a melee basic attack against the target
Hit: Ally’s basic attack damage + your Intelligence modifier.

Encounter Powers

Dragon Breath Dragonborn Racial Power
As you open your mouth with a roar, the deadly power of your draconic kin blasts forth to engulf your foes.
Encounter ✦ Fire
Minor Action Close blast 3
Targets: All creatures in area
Attack: Strength + 2 vs. Reflex
Hit: 1d6 + 1 damage.

Inspiring Word Warlord Feature
You call out to a wounded ally and offer inspiring words of courage and determination that helps that ally heal.
Encounter (Special) ✦ Martial, Healing
Special: You can use this power twice per encounter, but only once per round.
Minor Action Close burst 5
(10 at 11th level, 15 at 21st level)
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an
additional 1d6 hit points.

Guarding Attack Warlord Attack 1
With a calculated strike, you knock your adversary off balance and grant your comrade-in-arms some protection against the villain’s attacks.
Encounter ✦ Martial,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. Until the end of your next turn, one ally adjacent to either you or the target gains a +4 power bonus to AC against the target’s attacks.
Inspiring Presence: The power bonus to AC equals 1 + your Charisma modifier.

Daily Powers

Lead the Attack Warlord Attack 1
Under your direction, arrows hit their marks and blades drive home.
Daily ✦ Martial,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. Until the end of the encounter, you and each ally within 5 squares of you gain a +3 power bonus to attack rolls against the target.
Miss: Until the end of the encounter, you and each ally within 5 squares of you gain a +1 power bonus to attack rolls against the target.

Class Features

Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.

Inspiring Presence: When an ally who can see you spends an action point to take an extra action, that ally also regains lost hit points equal to one-half your level + your Charisma modifier (3 hp).

Inspiring Word: Using the inspiring word power, warlords can grant their comrades additional resilience with nothing more than a shout of encouragement.

Ability Score Check Modifier
Str 18 +4
Dex 10 +0
Con 12 +1
Int 13 +1
Wis 11 +0
Cha 16 +3

Skills (Ability) Trained Modifier
Acrobatics (Dex) +0 -1
Arcana (Int) +1
Athletics (Str) Trained +9 -1
Bluff (Cha) +3
Diplomacy (Cha) Trained +8
Dungeoneering (Wis) +0
Endurance (Con) Trained +6
Heal (Wis) Trained +5
History (Int) +3
Insight (Wis) +0
Intimidate (Cha) +5
Nature (Wis) +0
Perception (Wis) +0
Religion (Int) +1
Stealth (Dex) +0 -1
Streetwise (Cha) +3
Thievery (Dex) +0 -1

Feat
Power Attack
Prerequisite: Str 15
Benefit: When making a melee attack, you can take a –2 penalty to the attack roll. If the attack hits, you gain a +2 bonus to the damage roll (or a +3 bonus to the damage roll with a two-handed weapon).

or…

Arcane Initiate
[Multiclass Wizard]
Prerequisite: Int 13
Benefit: You gain training in the Arcana skill.
Choose a 1st-level wizard at-will power. You can use that power once per encounter. (Ray of Frost)
In addition, you can use an orb, a staff, or a wand as an implement when using a wizard power or a wizard paragon path power.

Gear
Armor: chainmail
Weapon: greatsword, maul
Adventuring Kit: backpack, bedroll, flint and steel, belt pouch, 10 days trail rations, 50 ft hempen rope, waterskin
Gold: 0 gp


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Summon Elemental

Summon Elemental – Wizard Attack level 5
An elemental of lower level than the caster appears, summoned from the Elemental Chaos, and you concentrate to make it attack your foes. Should your concentration fail, the angry elemental turns upon you!

Daily – Arcane, Conjuration
Standard Action Ranged 5
Attack:
per summoned elemental
Hit: per summoned elemental
Effect: You conjure a non-elite, non-solo elemental of lower level than you in an unoccupied square within range, and the elemental can attack using one of it’s standard action attacks.
Sustain Minor: You can sustain this power until the end of the encounter by making an Intelligence +5 vs. Will minor-action attack against the conjured elemental. If this attack fails, or if this check is not made due to lack of line of sight or for any other reason, the elemental becomes free to act on its own and immediately attacks the caster.
As long as control is maintained, as a standard action you can direct the elemental to attack using one of its standard-action powers. As a move action you can direct the elemental to move using it’s move speed. As a minor action you can direct the elemental to use any minor-action powers it may have. Unless directed in this way the elemental takes no other actions unless it breaks free from your control.
Dismiss Minor: In order to dismiss the summoned elemental back from whence it came you must succeed at a Intelligence +7 vs. Will attack against it. Failure results in the elemental becoming free and attacking you as detailed above. If it manages to slay its conjurer, it is free to either return to the Elemental Chaos or remain to do as it wills.


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“Three Strikes”

This longsword +2 has been passed down from generation to generation of elves, first discovered by Kiyarniar Buentiejal, famed founder of the wood elves Trangull Drevo. Rumors say that it was given to Kiyarniar by Corellon Larethian.

The owner can go below 0 hit points twice wielding this weapon, but on the third time her hit points reach 0, she finally dies, skipping stabilization attempts, etc.

This sword is also imbued with wounding.


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Power Word, Nightmare

Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 6, Sor/Wiz 6
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature with 100 hp or less
Duration: 30 minutes/level
Saving Throw: None
Spell Resistance: Yes

You utter a single word of power that instantly causes one creature of your choice to fall into a sleep and to be stricken by a series of nightmares. You control various parameters of the nightmare — falling, death in the family, etc. The subject takes 1d4 damage per hour from the mental strain caused by the nightmares and physical strain caused by the body thrashing about. When the subject awakes, she loses 2d4 points of constitution until she can get a good night’s sleep.

Any creature that currently has 101 or more hit points is unaffected by power word, nightmare if she is currently awake. However, if she is asleep when the spell is cast upon her, she is affected.


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Stalking Eye

This is an eye of the Old One (featured in Unicorn Rampant’s Horror of the Old Ones), one that was severed or broke free from the body of the colossal god. The stalking eye is deaf, so it can be snuck up on, but has a supernatural sense of sight.

Stalking Eye CR 13
lawful evil with chaotic tendencies
Large Aberration
Init: +3 Senses: darkvision 60′
Listen -2 Spot +22

Languages: Telepathy 60′ and either common or none

AC: 26 (-1 size, +3 dex, +14 natural)
HP: 101 (12d8+44)
Defenses: SR 18, DR 5 / good
Saves: Fort: +9 Ref: +7 Will: +11

Speed: 5 ft., fly 20 ft.
Attack: Lightning Touch +9 ranged touch and bite +7 melee (2d4)
Full Attack: Lightning Touch +9 ranged touch and bite +7 melee (2d4)
Attack Options: Lightning Touch, Spells
Space / Reach: 10ft. / 5ft.
Base Attack: +8 Grapple: +12

SQ: DR 5/good, SR 18, All-around vision, flight
SA: spell like abilities: blur
Feats: Alertness, Flyby Attack, Great Fortitude, Ability Focus (Otherworldly Gaze), Quicken Spell-Like Ability (Blur)

Abilities: Str: 11 Dex: 16 Con: 18 Int: 16 Wis: 14 Cha: 15
Skills: Hide +10, Knowledge (arcana) +13, Knowledge (planes) +8, Search +18, Spot +22, Survival +6

Spell-like abilities: 1/day – blur (caster level 8)
DR: 5 / lawful (axiomatic)
Spell Resistance: 18

Combat

Stalking eyes will focus their otherworldly gaze on their prey, then close into melee with their claws and lightning touch, using their smaller eyes to affect their opponents and heal themselves.

Lightning Touch (Su): Stalking Eyes of the old ones can generate, as a free action, a burst of electricity from within their bodies that damages and may stun their victims. The touch deals 1d8 points of electricity damage and stuns the target for 1d4 rounds. A DC 21 Fortitude save avoids the stun effect – the save is constitution based. They may use this ability once per round, delivered by melee attack.

Otherworldly Gaze (Su): As a standard action begotten can focus their otherworldly gaze upon a mortal creature and create a haze of confusion as the spell. A DC 18 will save is required to avoid this confusion (save is wisdom based), which lasts as long as the begotten concentrates upon it. This is a mind-affecting ability.

The stalking eye also has a series of small eyes, each of which has its own ability per round, as it gazes at its foes:

Fear: works like the spell, but affects only a single creature.
Inflict Critical Wounds: (ranged, 30 ft.) inflicts 4d8+10 points of damage (Will half).
Cure Critical Wounds: heals 4d8+10 point of damage.
Slow: like the spell, but only affects one creature.
Dispel Magic: like the spell.
Fireball: like the spell.


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