Burden of Woe
“Heavy as the granite from deep within the earth
Levity stolen and devoid of any mirth.
Thy sword is dull, thy shield is heavy,
For every step a toll is levied.
And this is how thou shalt know
the heaviness of the Burden of Woe.”
Burden of Woe
Transmutation
Bar 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft. + 5ft./2 levels)
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: No
You utter an incantation that instantly transmutes non-living matter into dull, stone versions of themselves.
Clothing, worn or carried objects, armor, shields, and weapons wielded by the target must succeed on a Will save or be transformed to rigid, ultra-dense stone versions of themselves. The stone is so heavy that the target cannot move as quickly and is encumbered. She takes a -2 penalty on attack rolls, AC, and Reflex saves and moves at the speed someone of her class/type would move when carrying a heavy load.
Make one saving throw for all the mundane items worn or carried, including clothes. Make a separate roll for armor and add a +4 bonus if the armor is magical. Make a separate roll for shields and add a +4 bonus if the shield is magical. Make a separate roll for weapons and add a +4 bonus if the weapons are magical. Every category of item uses the target’s Will modifier. If even one category fails their save, the target is encumbered and suffers the penalties listed above.
Any category of item that fails the saving throw instantly becomes a useless stone version of itself (and is no longer considered masterwork or magical if it had those properties) until a break enchantment, stone to flesh, limited wish, or wish spell is cast upon it.
The target can spend the appropriate time removing the affected item(s). Armor and shields follow the rules for removing armor listed in the Player’s Handbook. Once all the affected items are removed, the target is no longer encumbered and no longer suffers the penalties listed above.
If the target was flying when affected, they immediately begin to fall. If the target was swimming, they begin to drown unless they can breathe underwater.
This is an instantaneous effect that is not subject to spell resistance.
Posted in Uncategorized and tagged cleric spell level 5, sorcerer / wizard spell level 5, transmutation by Adam A. Thompson with no comments yet.
The Witch’s Watchdog
This is one of the first encounters in “Anointing the Seer“, an adventure coming soon from Unicorn Rampant. This big, bad wolf guards the entrance to the evil witch’s gardens in this fairy-tale styled adventure. Feel free to borrow it, or just Black Fang, for your games.
The Witch’s Watchdog (EL 12)
Here, an awakened dire wolf named Black Fang guards the entrance to the farm.
There is a break in the dense woods, revealing a clearing. A wooden arch, covered in green, thorny rose vines, marks the entrance of this small farmstead and stretches up high above your heads. A large yard and gardens stretch away before you. Shouts of revelry can be dimly heard from an enormous lodge house ahead to the left. To the right, behind extensive gardens, a two-story cottage sits among some trees at the far end of the clearing. Out of the darkness beneath the trees next to the arch a loud, low voice growls, “Who goes there?”
Creatures: An awakened dire wolf named Black Fang is the farm’s first guardian. He will challenge anyone other than the Sorceress or the giants who approaches the gate. He lurks in a dirt rut in the darkness a the foot of dense pine trees to the left of the gate (Hide: +14, +4 for cover = +18). A 100′ iron chain prevents him from ranging too far afield, and gives him a -4 on Move Silently checks. Conversation with him may allow the party to enter unmolested if they can bluff or bribe him, as he is not particularly loyal to the Sorceress. He is, however, a cruel, evil wolf, so he may demand that he be allowed to eat one of them for the others to enter. Either way, he readies a spring attack and tries to remain hidden in the shadows as soon as he spots or hears the anyone approaching.
Black Fang, CR 12
male awakened advanced dire wolf
chaotic evil large magical beast
Initiative: +7
Senses: Listen +32, Spot +32
Languages: common, sylvan, giant
AC: 22 (-1 size, +3 Dex, +3 natural, +7 dodge from Combat Expertiese), touch 18, flat-footed 14
HP: 225 (HD 25d8 + 100)
Fort: +18 Ref: +17 Will: +8
Speed: 50 ft.
Attack: bite +20 (2d6 + 19) – 7 point power attack, 7 point Combat Expertiese
Attack Options: combat expertiese, power attack, spring attack
Space / Reach: 10 ft. / 5 ft.
Base Attack: +25 Grapple: +37
SQ: Low-light vision, scent
SA: Trip (+39)
Feats: Alertness, Run, Track (from scent), Weapon Focus (bite), Improved Initiative, Combat Expertise, Dodge, Mobility, Spring Attack, Power Attack
Abilities Str 27, Dex 16, Con 18, Int 14, Wis 12, Cha 13
Skills: Hide +14, Listen +32, Move Silently +14, Spot +32, Survival +2*
Trip (Ex): When Black Fang hits with a bite attack he can attempt to trip its opponent (+38 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip Black Fang.
Tactics A cyclone of furry death, Black Fang fights with cunning. He will use his spring attack to keep out of reach of any dangerous fighters, and will use his whirlwind attack if he becomes surrounded. Any spellcasters who harm him badly will be sprung on and tripped, and he will then stand over them so that if they stand he can attack again.
Development: Unless the players defeat the Black Fang quickly, the nocturnal Harpy Archer in the garden may wake and raise the alarm. A battle is listen DC -10 to hear, and the sleeping harpy has a total -3 on her listen check. The gate is 120ft (-12) from her roost (-5 for the walls), however, so a roll of 10 or more on a d20 indicates she is wakened and will arrive and join the fight in 3 rounds.
Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Creature, Encounter and tagged Anointing the Seer by Adam A. Thompson with no comments yet.
Darkmist
Darkmist
Necromancy
Wiz/Sor 4
Range: Short
Duration: 1 round per level of the caster
Effect: 20′ diameter cloud
Save: Reflex to avoid damage, Fortitude to avoid unconsciousness
This spell creates a 20′ diameter black cloud, which can be moved by concentration at 30′ per round. It will, unless the caster concentrates, envelop the nearest living organism that has blood and start bleeding it, inflicting 2d6hp per round to all within. Also, the victims must succeed at a Fortitide save or be made unconscious by the spell. After inflicting 30 points of damage, the darkmist cloud dissipates.
Posted in Uncategorized and tagged necromancy, sorcerer / wizard spell, sorcerer / wizard spell 4 by Stephen Hilderbrand with no comments yet.
The Chamber of the Old One

Now that The Horror of the Old Ones has been released, here is the final encounter in the adventure. To see more, check out the 56 page adventure at RPGnow.com here!
The short, slick slope leading from the last chamber ends here at the shore of a pool of briny water. The water surges with the pulse of the ocean, small waves lapping at your feet. To the left a large cavern stretches out.
This dark cavern swirls with strange mists, and high above the ceiling seems to fade and reappear in patches with the mist, revealing distant, bright, hard pinpoints of light in an inky blackness above.
At the far end of the chamber, in a crater shaped pool, stands an immense oval-shaped mass. It’s irregular surface is streaked with veins of purple, black and green minerals, and broken by a crack large enough for an ogre to pass through. Fragments of the strange oblong lie below the crack.
This 100 ft by 50 ft ovular cavern is the chamber of the Old One. Before the dawn of man, the old one’s cocoon traversed the spaces between the worlds. It crashed into the sea here, creating the Onuago bay and the mountain of rock called harpy point with it’s impact. DC 30 knowledge arcana or craft metalworking will reveal that the cocoon is made of iron, with veins of adamantium and magesilver throughout.
In the eaons since then, the sea’s ceaseless crashing and later the scrabbling of the Children of the Sea have excavated this place. Then, with his ritual, Ernaldus fully wakened the Old One, who burst out of it’s cocoon to sew madness and ruin in Onuago.
The pool of water leads to the sea at the west side deep below harpy point. The old one’s will has prevented the water from flooding in to fill this chamber up to this point.
The roof of this chamber is shiftingly transparent, and reveals the stars that wheel above regardless of the time of day or night.
Creature: the Old One dwells here, and is likely either in it’s vessel or out at the bottom of the bay. If in the bay, it should emerge from the briny pool and attack the party from behind as they examine the chamber and the cocoon.
Old One: HP: 175
Tactics: The Old One will likely begin it’s assault with a chain lightning and dominate person and then cast blink as it strides towards the party, allowing it’s wisdom draining gaze attack and it’s slow aura to do their work. As long as the party is not being particularly effective, it will use it’s melee attacks to slay them. If seriously threatened, it will retreat via dimension door, summon a chaos beast, and use lightning bolts to eliminate the most effective foe, be it spellcaster or warrior. The Old One will fight to the death.
Treasure: There are Adamantium and Magesilver deposits in veins in the interstellar asteroid. If somehow retrieved, they are worth approximately 50,000 gold.
Development: After the defeat of the old one, the sea rushes in to cleanse the chamber. The body of the old ones floats strangely and is washed out. As it passes, the players can make a DC 12 Strength check to grab it and hold on as they are carried out by the surging water. The body will quickly rise to the surface of the bay, and begin to drift towards Onuago on the now calm water.
Failing this, the party must swim (DC 13 swim checks, to travel 100 ft. to the surface of the Bay) or leave by magic.
The empty husk is deposited like a beached whale near the near the shore of Onuago.
Posted in Encounter and tagged Horror of the Old Ones, Location, Old One by Adam A. Thompson with no comments yet.
Horror of the Old Ones Released!
After almost two years in the conception, writing, playtesting, and re-writing, Unicorn Rampant is proud to release Horror of the Old ones, a 56-page module for 10th level characters.
In the dying port town of Onuago, troubles deeper than the recent economic decline loom over the horizon. Baron Stieglitz has locked himself in his castle to the northeast while his captains vie for control of his lands. Children have been born with strange deformities. A mysterious cult has corrupted the priest of the logging town to the northwest. And beneath the rocky island in the bay a horror beyond imagining slumbers as though dead, dreaming of destruction and of the void.
Horror of the Old Ones is a site based, event-driven d20 fantasy adventure with elements of horror for 10th level characters.
This multi-part adventure is inspired by the work of H.P. Lovecraft, though the authors have worked to keep the ideas true to the realm of d20 fantasy. These locations are not meant to derive from New England settings, think of them instead as extensions of whatever campaign world you the storyteller wish to place them in.
Go buy it now for $12 at rpgnow and support your local game creators!
This is what we’ve been up to this month, dear reader!
Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Adventure, announcement by Stephen Hilderbrand with no comments yet.
Spirit Armor
Originally crafted in the Seven Mounting Heavens of Celestia, this armor is generally constructed of the finest bright steel, decorated with shining gold or silver. Other armors that bear this enchantment have a ghostly, translucent appearance. The highest hosts of heaven have been said to march into battle against injustice wearing this holy mail.
Armor enchanted with the Spirit Armor quality protects the soul of the wearer. As such, they confer a holy bonus to Fortitude and Will saves against Enchantment, Necromancy, and mind-affecting spells and effects. The Minor version confers a +2 bonus, Medium a +4, and Major a +6. This bonus is also applied to attempts to sever the wearer’s silver cord when traveling astrally. Double this bonus is applied against spells that specifically target the soul, such as magic jar and trap the soul.
Minor – Faint abjuration; CL 5th; Craft Magic Arms and Armor, magic circle against evil; Price +1,500 gp.
Medium – Moderate abjuration; CL 9th; Craft Magic Arms and Armor, death ward; Price +5,250 gp.
Major – Strong abjuration; CL 13th; Craft Magic Arms and Armor, dispel evil; Price +12,000 gp.
Posted in Equipment, Magic Item and tagged armor by Adam A. Thompson with no comments yet.
Undetectability
Undetectability
Enchantment
Level: Rogue Caster 5
Components: S, M
Target: You or creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless) or Yes (harmless, object)
The creature or object touched becomes completely undetectable, vanishing from sight, sound, and smell. If the recipient is a creature carrying gear, that is similarly enchanted. Affected creatures remain undetected to all others, including the caster.
However, items dropped or put down by an undetectable creature become visible, give off sounds or smells again. Also, items picked up do not become undetectable if tucked into the clothing or pouches worn by the creature. The exception is placing items into a bag of holding or other item that makes them undetectable for reasons other than the spell.
Walking into a wall or otherwise making a sound, smell, or visual change to the environment outside of normal footprints or breathing produce noises, smells, and sights which are detectable. Attacking or casting a spell does not make the creature detectable, though it can make noises that seem to emanate from the location of the creature. It is wise for creatures affected by undetectability to either keep moving or to simply stand still for the duration of the spell.
As such, as long as the undetectable creature does not attack, cast a spell, or otherwise interact vigorously with it’s environment, this spell prevents detection not only from normal sight, but also blindsight, blindsense, tremorsense, echolocation, scent and any other senses that rely on sight, sound, smell, or tactile vibration.
Spells which require the creature to be targeted by the caster cannot affect an undetectable creature. Undetectability cannot be detected by detect magic.
Undetectability can be made permanent (on objects only) with a permanency spell.
Arcane Material Components
An eyepatch, a glass jar, and a conch.
Posted in Uncategorized and tagged rogue caster spell level 5 by Stephen Hilderbrand with no comments yet.
Issue 12 Released!
In time for the U.S. tax deadline, here’s something to soothe the blow…
This issue of Claw/Claw/Bite includes:
* Two variant rules: Passion and Plague
* Three new feats, including Passionate Leader
* Two new classes: Rogue Caster and Merchant
* Five new spells including Crippling and Withering Grasp
* Two new race and cultures, including the Goduanil Elves
* Five new characters, including a half-human, half-dragon lich
* Four new creatures, including the Mist Elemental
* Two new magic items, including the Discus of Annihilation
* A story seed inspired by E. Gary Gygax
* Two locations, including the Elemental Subplane of Mist
* And a comic: Atavistic Onslaught #3
For you readers who stay on top of this blog, here’s a free copy. Offer good until we upload the issue to rpgnow.
Posted in news and tagged CCB issue by Stephen Hilderbrand with no comments yet.
Durwin Yams
Durwin comes from a long line of halfling farmer/merchants. His surname is derived from the deep-rooted vegetables that his family farmed for centuries in the Central Valley. Durwin sought a life of adventure, leaving his family behind and moving on to the high mountain passes and wild forests. He currently wanders the lands between the Central Valley and the lands of Northbay, honing his archery and trading skills, and making a decent living.
He hates vermin with a passion, since they have run amok in his family’s farms for years. Hence, this is both his Ranger and his Merchant-farmer favored enemy.
Durwin Yams CR 5
Male halfling Ranger 3 Merchant 2
TN small humanoid
Init: +4 Senses: Listen +5, Spot +3
Languages: halfling, common
AC: 18 (flatfooted 14, touch 15)
HP: 36 (HD (3d8)+(2d6)+5)
Saves: Fort: +5, Ref: +8, Will: +3
Speed: 30 ft.
Attack: Sword, Short +5; Shortbow +1 (Composite) +8; (Sword, Short 1d6+2; Shortbow +1 (Composite) 1d6+1)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +4 Grapple: +4
SQ: +1 racial bonus on all saving throws, +2 morale bonus on saving throws against fear, Archery Combat Style, Favored Enemy (Vermin) +2, Wild Empathy (Ex) +7
Feats: Armor Proficiency (Light), Combat Reflexes, Dodge, Endurance, Martial Weapon Proficiency, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Track
Abilities Str 15 Dex 18 Con 13 Int 13 Wis 12 Cha 14
Skills: Appraise 3; Balance 3; Bluff 4; Climb 6; Concentration 9; Craft (Untrained) 1; Diplomacy 2; Disguise 2; Escape Artist 3; Forgery 1; Gather Information 2; Handle Animal 9; Heal 3; Hide 7; Intimidate 2; Jump 9; Listen 5; Move Silently 7; Ride 14; Search 3; Sense Motive 1; Spot 3; Survival 3; Swim 0; Use Magic Device 6;
Possessions: Arrow; Sword, Short; Arrow +1; Boots of Striding and Springing; Helm of Comprehending Languages and Reading Magic; Potion of Neutralize Poison; Shortbow +1 (Composite); Studded Leather;
Posted in Character and tagged halfling by Stephen Hilderbrand with no comments yet.
Goduanil Elves
There are two types of mostly-evil elves who live in Goduanil, both of which flourish deep in barren or marshy regions where most humanoids dare not dwell. Each type is defined by the topography where they live:
• Fulian, who live in caves in the highlands of Goduanil
• Nashbat, who live in stone structures in the valleys of Goduanil
The fulian are 5′ tall and have folds under their arms which allow them to glide on the air 50′ feet above the ooze flows that run down the hillsides and into the valleys of Goduanil. Their undersides are the color of the overcast skies through which they soar. Their backs blend in with the deep purple-grey of the Goduanil’s rocky landscape.
The nashbat are 4’6″ tall and have sharp toes that allow them to rapidly burrow through and under the ooze flows. They occasionally drop to all fours for better stability and focus when burrowing. Lighter in skin tone than their surface cousins, they have skin tones that range from periwinkle to charcoal, depending on the amount of light exposed to their dermal layers.
Both types of Goduanil elves have been known to work for the wizard in the tower in the center of Goduanil, delivering to him a constant stream of reagents for his spells. Though they don’t entirely trust him, he represents the greatest power in Goduanil, with the possible exception of the Grey Ooze Dragon, which lives in the eastern flow. These elves are by their very nature subservient, always in search of a new, more powerful master.
Though historically, a feud has kept the two races separate, their shared masters have recently brought them together, and they have begun to learn each other’s tongues. They still brawl from time to time, but have not engaged in open warfare in almost a generation.
These elves are known for their acute hearing and use of horns to send messages cross the misty expanses of Goduanil. In addition, they have been known to cavort with creatures from the Elemental Subplane of Mist.
Fulian as Characters
• Medium: As Medium creatures, fulian have no special bonuses or penalties due to their size.
• Fulian receive all the standard elf skills as well as the following.
• Fulian base land speed is 30 feet, and they receive no penalty for traveling in Goduanil.
• Fulian have excellent vision, allowing them to see 60′ through mist and on a clear day for miles.
• 2 extra skill points at 1st level and 1 extra skill point at each additional level.
• Automatic Languages: Common and Fuliani.
• Favored Class: Fighter, wizard
• Favored alignment: Evil
• Unique Languages: Fuliani.
Nashbat as Characters
• Medium: As Medium creatures, nashbat have no special bonuses or penalties due to their size.
• Nashbat base land speed is 30 feet, though they can burrow at half that rate within the Goduanil and quarter the rate elsewhere.
• Nashbat are immune to the ill effects of oozes
• 1 extra feat at 1st level.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level.
• Automatic Languages: Common and Nashbat.
• Favored Class: Fighter, rogue
• Favored alignment: Evil
• Unique Languages: Nashbati
Posted in Uncategorized and tagged Goduanil, race or culture by Stephen Hilderbrand with no comments yet.