Alabaster
Village: AL LN; 1,200gp limit; Assets 700,000gp; Population 520; Mixed (75% human, 15% half-orc, 5% dwarf, 5% other)
Alabaster rests along the western edge of a vast rocky plateau. Men and half-orcs have dug mines deep into the rock and have excavated alabaster from its core, hence the town’s name.
The rocks are moved south to Junction and north to Trover and the other regions of the Jæruel. The merchants of Alabaster are also known for their stained glass.
Architecture
Due to the abundance of alabaster in the area, the wooden homes are all adorned with small walls and cornerstones of alabaster. The town hall in the center of the village is built entirely of alabaster, with tall spires and large arches that the large slabs of carved stone allow.
Layout
The town is completely built around the idea of mining the stone along the eastern edge of the village, and all the main roads run along its edge. Smaller roads that lead to the homes of miners and the small amount of services run west along Broadsword St. from this eastern edge. The rest of the town sprawls over the vast expanse of the plains from there, mostly along Jæruel Loop. A cluster of servant quarters provides the buffer from the main town to the wealthier homes. Some of the wealthier stone homes on the west edge of the village are an acre or more apart.
Two guard towers manned by 5 level 3 guards watch over the western plains, and a garrison of 25 Jæruel militiamen led by a level 7 fighter stands on a small hill in the north part of the village.
The dwarves which have chosen to live in the town, as they are well-paid consultants to the miners, live nestled in the rock near the mines.
Map
Persona
Edmund Van Riggle: a level 8 noble, mayor of Alabaster and local Jæruel minister. Edmund lives in the westernmost wealthy residence with his brother.
Tarn Snagfoot: a lvl 6 half-orc mining foreman that rules over the half-orcs in town. Tarn lives in the largest house in the Half-orc camp on the northern edge of town. He has two 4th level bodyguards who are always at his side.
Finn Van Riggle: a level 8 mage from the Phyloctæte.
The miners of Alabaster are a tough, yet on the whole a lawful bunch. They enjoy the long hours honing their craft, and are well compensated, since the alabaster fetches a hefty sum in the neighboring towns. They are also a devout group, the humans worshipping Kord and the orcs Luthic in two large cathedrals in the center of town. Though there is a slight divide between the groups, they each know each other’s roles in their prosperity, so they limit their trash talking to their own social circles.
Plot Points
The intrigue in Alabaster stems from the displacement of the non-mining locals, as well as the distinct lack of women in the town. There are no families, and the only women are those who serve the men’s carnal desires. This leads to occasional outbursts of violence over them, as certain miner feel under-compensated in the flesh department.
In addition, there are multiple shafts which are off limits to many of the miners. There are rumors that something other than alabaster has been found there, and there are certain miners which have been picked to work the night shift to extract whatever this substance is.
There are also rumors of mages visiting the mines under cover of darkness. Certain perceptive and superstitious miners have put he two together and fear the worst. A mage by the name on Finn Van Riggle (brother of the mayor) has recently moved to the village and is staying in his brother’s large home on the west end of town. There are those who say he takes the form of a large black cat in order to explore the region at night.
Posted in Uncategorized and tagged Jæruel, Location, village by Stephen Hilderbrand with no comments yet.
Yoven, Poison Pixie
An evil offshoot of the forest-dwelling pixies, these fey delight in sewing lies and poisoning the minds of people.
Poison pixies are usually about the size of goblins, weighing around 60 pounds, and stand between 3 and 4 feet tall.
They tend to be attractive much like elves and normal pixies, although when they let their masks of deception fall their faces become hideous to behold as they twist with hatred and malice.
Poison Pixies possess the following racial characteristics:
* -2 Strength, +4 Dexterity, +2 Intelligence, +2 Wisdom, +6 Charisma.
* Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
* Base land speed is 30 feet.
* Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
* Low-Light Vision
* Skills: Poison Pixies have a +2 racial bonus on Listen, Search, and Spot checks. In addition, bluff is always a class skill for Poison Pixies.
* Special Qualities: Damage reduction 5/cold iron, spell resistance equal to 15 + class levels.
* Special Abilities: 3 / day – disguise self, suggestion, command and charm person.
* Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling.
* Favored Class: Sorcerer.
* ECL +2
Presented below is an example of a Poison Pixie, Yoven. A fairly typical member of her race, she enjoys attending the fey dances near a old, inactive gateway to the abyss. There, she sets other fey against each other by whispering lies in their ears.
Yoven CR 5
poison pixie sorcerer 3
chaotic evil female small fey
Init: +2 Senses: Listen +?, Spot +?
Languages: Sylvan, Common
AC: 14 (+2 dex, +2 armor) touch 12, flatfooted 12
HP: 11 (HD 3d4)
Resist: +2 vs enchantment & charm, Spell Resistance 18, Damage Reduction 5 / cold iron
Immune: magical sleep
Fort: +1 Ref: +3 Will: +4
MV: 30 ft.
Attack: +3 dagger (1d4-1) or +3 shortbow (1d6)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +1 Grapple: +0
SA: sorcerer spells, spell-like abilities
Feats: weapon finesse, spell focus enchantment
Abilities Str 8 Dex 15 Con 11 Int 12 Wis 13 Cha 17
Skills: 18 skill points Bluff + 12, Concentration + 4, Knowledge (Arcana) + 5, Spellcraft +5.
Spells Available (DC 13 + spell level)
0th (6/day): guidance, ray of frost, prestidigitation, daze, ghost sound
1st (5/day): sleep, color spray, reduce person
Spell-Like Abilities: 3 / day – disguise self, suggestion, command and charm person. (DC 13 + spell level – saves are charisma based)
Possessions: leather armor, dagger, shortbow, 10 arrows.
Familiar: snake familiar.
Posted in Creature and tagged fey by Adam A. Thompson with no comments yet.
Poison Armor
This cursed armor sends a poison through a set of small needles into the flesh of its wearer. Poison armor is available in all forms of armor. Alternates include poison clothing of various sorts. Common targets include noble outfits.
The poison deals 1d4 Con damage every minute that it is worn. In the first minute the wearer experiences a mild euphoria, then in the second a dense high. It is not until the wearer has taken 8 or more Con damage that she realizes she is unwell. Once the curse is lifted and the armor is removed, the wearer takes 1d4 Con damage per hour until the poison is cured.
Moderate necromancy; CL 7th; Craft Wondrous Item, poison; Price 56,000 gp. It takes many days to properly prepare this armor trap.
Posted in Uncategorized and tagged armor, cursed, poison by Stephen Hilderbrand with no comments yet.
Goduanil
Pronounced Go-do-ann-ill, this is a region of bleak hills where the sky is always overcast, which end in cliffs that overlook the Olde Bay in the center of its north shore. In the valleys run wide streams of black pudding and other oozes, fungi and molds are common.
Goduanil stretches for many miles along the rocky coast and runs almost to the Swift River Road which parallels the river up onto the Cyrűk Mountains.
Locations and encounters within Goduanil include:
* Pryad Wastes
* Black Pudding Streams
* Oozes, Fungi and Molds
* Griffon Roosts
* Waste Giants
Locations of interest to the party include:
* Arthens Lighthouse
* Various ancient ruins sites
* The mysterious tower ruins where rumor has it a wizard went to hide
Posted in Region and tagged Location, Northbay, waste by Stephen Hilderbrand with no comments yet.
Pryad
Pryads are the larger, evil cousins of dryads who live in petrified woods.
Pryad
Alignment: Usually chaotic evil
Size/Type: Medium Fey
Environment: Temperate forests (petrified)
Organization: Solitary or drove (4-7)
Challenge Rating: 4
Initiative: +4
Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Hit Dice: 6d6+1 (24 hp)
Saves: Fort +5, Ref +8, Will +6
Speed: 30 ft. (6 squares)
Attack: Dagger +8 melee (1d4+1/19-20) or masterwork longbow +7 ranged (1d8/×3)
Full Attack: Dagger +8 melee (1d4+1/19-20) or masterwork longbow +7 ranged (1d8/×3)
Space/Reach: 5 ft./5 ft.
Base Attack/Grapple: +3/+3
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 5/cold iron, petrified tree dependent, wild empathy
Feats: Great Fortitude, Weapon Finesse
Abilities: Str 12, Dex 19, Con 13, Int 14, Wis 15, Cha 18
Skills: Escape Artist +11, Handle Animal +11, Hide +11, Knowledge (nature) +11, Listen +9,
Move Silently +11, Ride +8, Spot +9, Survival +9, Use Rope +4 (+6 with bindings)
Treasure: Standard
Advancement: By character class
Level Adjustment: —
A pryad’s delicate features are much like a dark elf’s, though her flesh is like petrified bark, and her hair is like an amalgam of rocks that match the tones of the petrified wood from whence it comes.
Although they are generally solitary, up to eleven pryads have been encountered in one place on rare occasions.
Pryads speak Common, Elven, and Terran.
Combat
Shy, intelligent, and resolute, pryads are as elusive as they are alluring—they avoid physical combat and are rarely seen unless they wish to be. If threatened, or in need of an ally, a pryad uses charm person or suggestion, attempting to gain control of the attacker(s) who could help the most against the rest. Any attack on her tree, however, provokes the pryad into a frenzied defense.
Spell-Like Abilities
At will— stone tell, stone shape; 3/day— charm person (DC 13), deep slumber (DC 15), rock stride; 1/day—suggestion (DC 15). Caster level 6th. The save DCs are Wisdom-based.
Petrified Tree Dependent (Su): Each pryad is mystically bound to a single, petrified tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A pryad’s petrified tree does not radiate magic.
Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that the pryad has a +6 racial bonus on the check.
Meld Into Stone (Sp): A pryad can meld into stone with its home tree for free and can meld into other stone 3 times/day.
Posted in Creature and tagged fey by Stephen Hilderbrand with no comments yet.
Issue 10 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 cool 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, all of our everything is carefully reviewed and balanced to fit into your game without disrupting your play balance.
This issue of Claw/Claw/Bite includes
* Five new creatures
* A new campaign location — the town of Junction
* Six new weapons, magic items, and special materials
* Three new spells
* Twelve new NPCs, including the cadre of heroes at 5th level
* One new race
* A new feat
Find the issue at rpgnow, or if you act now, you can find a copy for free here.
Posted in Uncategorized and tagged CCB issue by Stephen Hilderbrand with no comments yet.
Locked in a Place Where No One Goes
First of all, Happy New Year, everyone! Hope you all have a safe and fun holiday, and many happy returns!
So, I ran this little adventure on Sunday for my players in the “Return to the Temple of Elemental Evil” game I’ve been running. For those who haven’t played that colossus of an adventure, near the end the players have a chance to draw from a Deck of Many Things. Almost immediately, two of the party members drew the Donjon and Void cards. I was afraid for a second that it was going to turn into a total party kill. Luckily the cleric and druid had some restraint drawing cards and only got the enmity of a powerful outsider and -1 to all their saves for the rest of their lives. All of it made me think the deck of many things is secretly the most effective trap ever created.
So, in an attempt to let the party re-unite and finish the adventure I whipped this side adventure up. It’s a one-session mini-adventure, written for 12th level characters, in which some party members are escaping from hell and some are coming to their rescue. The encounters are planned for a half-size party (2 characters in each encounter). See the footnote for hints on adapting the adventure for higher or lower level parties.
Setting: The adventure takes place in small fortified manor house on the first plane of hell. The manor is one of the domiciles of Vivarea, a powerful succubus, who has seduced, hired, and subjugated these devils to maintain her hidden villa. The surrounding region is a blasted shale landscape filled with pits of fire and twisted woods where condemned souls writhe in anguish.
Adventure Hooks: This adventure can easily be adapted to involve the rescue of an important NPC or a needed item from the dungeons beneath the manor. As a straightforward dungeon delve with a united party it would be an appropriate adventure for a full party of 8th – 10th level adventurers.
To begin the adventure, simply have the characters find a few magically trapped item that have Azeroth’s Snare, a spell similar to trap the soul, cast upon them. These items can be anything that the players would want, such as apparently enchanted magic items. The items in question will have been previously prepared by Azeroth, their trapped nature disguised (maybe via nistul’s magic aura), and perhaps had an attraction spell cast upon them to lure in the intended victims.
Trap: hell’s lure CR 10; magic device; visual trigger (true seeing); single use; triggers when touched; spell effect (Azeroth’s Snare, 17th-level wizard, teleported, without their equipment, to a magic trap at location of caster’s choosing, DC 30 Will save negates); Search DC 34; Disable Device DC 34.
Background: The outre story of how my players pissed off a succubus while raiding the Temple of All Consumption… will probably not make the pages of Claw / Claw / Bite ! Email me if you’re curious.
Running the Adventure: In order that the halves of the split-up party don’t get too bored, and also to increase the tension and build to the final encounter, the encounters should be run in this order:
1) The prisoners are captured.
2) The rescuers find out where they are being held, travel to hell, fight the hellcat encounter.
3) The prisoners slip out of their cell and escape the prison area.
4) The rescuers get to the manor and begin fighting the guards.
5) The prisoners fight their way over the bridge, past the hellhound.
6) The rescuers finish their fight against the guards.
7) The prisoners travel through the living areas up to the entrance to the main hall.
8) The rescuers start fighting the succubus; the prisoners join in after d2 rounds.
Encounters
1) Encounters for the Prisoners
A – The Devil Mocks Their Every Step (CR 23)
This encounter explains the character’s capture: the succubus has contracted with a powerful daemon, named Azeroth, to capture the characters for her, and here she gloats over her success.
Area Description:
This grand hall of dark stone soars up with gothically carved pillars and arches to a high ceiling. A grand iron double door stands shut and barred, and several smaller doors and archways lead to smaller antechambers. A wide stone staircase leads down into the darkness.
You stand in a glowing magic circle in the middle of this hall. Your names are written along the border of the circle, along with many runes you cannot understand. Standing at the ready around the circle are dozens of armed devils of various types, wrapped in hooked chains, bearded with cruel-looking axes, their melted bodies pouring out in globs from their chainmail.
There is an incredibly beautiful woman here, dressed in revealing silk robes and adorned with gem-dripping jewelery of all types. A large pair of leathery wings are folded at her back. She turns and thanks a tall, robed figure, who holds a crystal-topped staff, and who’s hood hides in shadow a skeletal dog’s head with glowing red eyes. She then addresses you, saying: “Your interference in my families affairs in the mortal world are at an end! Now I will pay you back for my daughter’s humiliation! Oh the tortures of the damned lie in wait for you, you wretched things.”
The robed figure’s fanged, skeletal mouth creaks open and issues forth a single magic word that knocks you to the ground, stunning you. A horde of horrid, melted looking humanoids in mail surge forward and clap you in irons, then drag you, in chains, to dungeons below.
Creatures: The house’s entire contingent of devils is here at this encounter, in case the characters get out of hand. In addition to Vivarea and Asteroth, there is a chain devil, a bearded devil, and a dozen lemurian footmen. Asteroth, a 17th level wizard, has been paid be Vivarea to capture the player’s characters, and will use whatever spells he must to subdue the party if the resist their parade to the cells below, such as or power word stun or dominate monster.
B- Escape! (EL 6)
In this encounter, the prisoners must trick or fight their way out of their cell and the underground prison / torture area where they are being held. They must overcome or evade their guards and the magical ward sealing them in.
Area Description:
This small cell’s walls and ceiling are made from large blocks of stone. Through an open archway, its stones covered in strange runes, lies a short hallway and more cells. A small window, filled with thick iron bars, looks out into a large cavern. There, in the dull red glow from distant flames, several racks, iron maidens, braziers with hot coals, and other torture implements are being used by a scaly, bearded devil and several horrible, melted-looking guards. The screams of their victims echo back to you.
A DC 10 search check will reveal that the other cells in the hallway have only a single rune carved on the outward facing side.
Creatures: One bearded devil and three lemurian footmen work here tormenting a few anguished damned souls. They keep an eye on the characters, but are busy at their work and take 10s on their spot and listen checks. The bearded devil leaves occasionally, providing an opportunity to try to somehow trick the footmen into releasing the prisoners.
Bearded Devil: HP: 45
Lemurian Footmen (see below): HP: 10, 7, 10
Tactics: If taunted or otherwise engaged these torturers may come to the cells and perhaps stab at the prisoners through the arches (which are warded one-way). When the prisoners escape the guards will rush them and attack with their weapons.
Trap: Lightning ward on cell entrance: This ward prevents anyone from exiting the cell. Anyone trying to pass under the arch will cause the infernal runes carved across its face to flash. The creature will suffer 2d6 points of electricity damage and be thrown back. To pass through this trap, it must be dispelled (8th level caster), disabled by covering the runes (DC 29 Disable Device check), or one can push through it with a Strength check (DC 25), which also causes 4d6 points of electricity damage. From the outside, the ward can be suspended by covering the single rune carved on that side of the arch.
CR 5; spell; spell trigger; automatic reset; spell effect (shocking grasp, 8th-level sorcerer, 2d6 electricity, no save); Search DC 29; Disable Device DC 29.
Treasure: 3 suits of chainmail, 3 spears, a glaive and a shortsword from bearded devil. Also, weapons can be improvised from torture implements.
C – The Dogs of Doom (EL 8 + 10% xp bonus)
Here, the escapees must bypass tricky spot with a hell hound guard on a narrow bridge over a pit of lava and fire.
Area Description:
Here, a narrow bridge of stone stretches across a deep chasm, filled with molten rock and towering tongues of flame. On the far side a smaller cavern is empty, save for stone stairs leading upwards.
Creatures: 1 nessian hell hound without barding lies in wait here.
Nessian Hell Hound: AC:18 HP: 111
Tactics: The hell hound, with a hide of +17, it will stalk across the bridge and try to attack anyone crossing with surprise. It will probably open up with it’s breath weapon if it’s opponents are clustered up, otherwise it will bite.
D – The Halls of the Damned
This level of the mansion consists of several underground hallways with small suites and rooms attached. These rooms include the quarters of the chain devil and the bearded devil, as well as the suite Viveria uses when she stays here. If searched, those rooms yield the treasures below, each secured with it’s own trap. The majority of the rooms, however, are empty.
Bearded Devil’s chambers
description etc
Trap:
Treasure: 57pp 70gp 19cp, and a small masterwork heavy crossbow.
Chain devil’s chambers
description etc
Trap:
Treasure: 3 platinum coins, an arcane scroll containing: knock (lvl 2, cast 3), ray of enfeeblement (lvl 1, cast 1), and cat’s grace (lvl 2, cast 3), an arcane scroll containing: shocking grasp (lvl 1, cast 1), magic circle against evil (lvl 3, cast 5), and an arcane scroll containing: command undead (lvl 2, cast 3).
Viveria’s chambers
description etc
Trap:
Treasure: 4,785gp 4sp 1cp, a gold dragon comb with red garnet eye worth 1.000 gold, a silver chalice with lapis lazuli gems worth 80 gold, a fire opal pendant on a fine gold chain worth 1,100 gold, a black velvet mask with numerous citrines worth 80 gold, and a divine scroll with speak with dead (lvl 3, cast 5).
2) Encounters for the Rescuers
E – Determine Location
The first step of the adventure for the rescuers is to determine where the prisoners are being kept. Options for the rescuers could include the following:
- scying or using divination such as commune or contact other plane
- examining the trapped items via analyse dweomer or identify, combined with a spellcraft check (DC 24) to determine where the trap teleported them to.
At that point, the players must travel to hell (or wherever you set the manor house) via plane shift, teleport, through planar portals, or however is appropriate for the situation.
F – The Damned
Here the players pass through a small woods, where damed souls, in the form of trees, suffer. These petitioners are helpless, harmless, and horrifying.
Area Description:
The players enter a thicket of uncanny trees. The tree barks have faces etched into them. Upon closer examination, the wood of the trees is squirming with maggots, ants and spiders burrowing in and feasting on their bodies. They stir, and a cacophony of laments soon fills the air as the trees mutter and scream and cry and rant against the crimes that damned them in their mortal lives.
G – Hellcats (EL 9)
Here, a few examples of hell’s native fauna attempt to predate the rescuers.
Area Description:
The dessicated landscape is eerily quiet here. Loose shale crunches underfoot. Everything is gray: the sky, the ground, the few skeletal trees that occupy the landscape–all sucked dry of color. A faint smell of rotten flesh permeates the air.
Creatures: 2 hellcats HP: 54, 69
Tactics: Listen checks against the hellcat’s move silently +20 may be the party’s only warning before they are attacked. Invisible, these hellcats will pounce upon the rescuers and fight until brought to less than 20 hit points, at which time they will flee.
H – Legions of Hellions (EL 10)
Here the rescuers must fight waves of guards to enter the manor.
Area Description:
Glistening walls of dark grey stone rise to protect the villa. Near the top, the crenelated walls slope inward slightly, perhaps to provide some cover from aerial attacks. Directly ahead of the players stands the black ironwood gates. Lemurian footmen stalk among the battlements. Though these Lemurians have a modicum of intellect, they still behave with nervous tics and gibber to themselves about their fiendish thoughts.
Creatures: There are several groups of footmen through the compound, and as the party fights their way in they should encounter several waves of the footmen, and then finally the chain devil, in the locations listed below. All the lemurian footmen have HP:9.
6 lemurian footmen guarding the gate
2 lemurian footmen reinforce right away from the gate towers
4 lemurian footmen from the circular tower as the players pass it
4 lemurian footmen are stationed in the courtyard
4 lemurian footmen reinforce from the kennels
4 lemurian footmen wait at the house entrance with the chain devil (HP: 55)
Tactics: The footmen are quite stupid, and will simply charge the players with their spears. If the end up surrounding a player or two, they may try to grapple them and bear them down under their numbers. If the footmen are slowing the rescuers, the chain devil may try to disarm them, otherwise he simply attacks. All fight to the death.
3) Encounter for the Party Reunited (EL 14)
In this encounter the characters all confront the Succubus Boss in the middle of the lair – in the main hall of the manor. The encounter should start with the rescuers coming into the hall, and the escapees should join the encounter after a round or two from the stairs below.
Area Description:
This grand hall of dark stone soars up with gothically carved pillars and arches to a high ceiling. A grand iron double door gives access to the courtyard beyond, and several smaller doors and archways lead to smaller antechambers. A wide stone staircase leads down into the darkness.
Creatures: Here Vivarea will make a final stand against the party. Every round or two a pair of lemurian footmen will join the fray, for a total of six.
Vivirith succubus sorcerer 8 (see below)
6 lemurian footmen: HP 9 each
Tactics: The succubus will begin by casting a hot fire shield, and then retreating from the party, using her greater teleport if necessary, and hurling fireballs and lightning bolts while the Lemurian Footmen harass the party. If she is somehow cornered, she will cast shield and vympyric touch. If seriously hurt she will attempt to teleport to safety, to plot against the party for another day.
Creatures
Lemurian footman (CR 1)
Lawful Evil Medium Outsider (Evil, Extraplanar, Lawful)
Environment: A lawful evil-aligned plane
Organization: Solitary, pair, gang (3-5), swarm (6-15), or mob (10-40)
Initiative: +0
Armor Class: 19 (+5 armor, +4 natural), touch 10, flat-footed 19
Hit Dice: 2d8 (9 hp)
Saves: Fort +3, Ref +3, Will +3
Speed: 15 ft. (3 squares)
Attack: Claw +2 (1d4) or spear +2 (1d8)
Full Attack: 2 claws +2 (1d4) or spear +2 (1d8)
Base Attack/Grapple: +2/+2
Space/Reach: 5 ft./5 ft.
Special Qualities: Damage reduction 5/good or silver, darkvision 60 ft., immunity to fire and poison, mindless, resistance to acid 10 and cold 10, see in darkness
Abilities: Str 10, Dex 10, Con 10, Int 5, Wis 11, Cha 5
Possessions: chain mail, spear
A lemure is about 5 feet tall and weighs about 100 pounds.
Lemures are typically mindless, but these souls have clawed their way up through the ranks of devils a half-rung, and have gained simple minds.
Combat
Lemurian footmen are simple combatants, lurching forward and attacking with their claws or whatever weapons they may have been given.
A lemure’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Vivarea, Succubus Sorcerer (CR 14)
Chaotic Evil Medium Outsider (Chaotic, Extraplanar, Evil), Sorcerer 8
Initiative: +1
Armor Class: 24 * (+1 Dex, +9 natural, +4 armor), touch 11, flat-footed 19
Hit Dice: 6d8 + 8d4 + 14 (65 hp)
Saves: Fort +8, Ref +8, Will +13
* includes Mage Armor
Speed: 30 ft. (6 squares), fly 50 ft. (average)
Attack: Claw +11 melee (1d6+1)
Full Attack: 2 claws +11 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Base Attack/Grapple: +10/+11
Feats: Dodge, Mobility, Persuasive, Still Spell, Spell Focus (Enchantment)
Special Attacks: Energy drain, spell-like abilities, summon demon
Special Qualities: Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 18, telepathy 100 ft., tongues
Abilities: Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 28
Skills: Bluff +28, Concentration +18, Craft (jewelery) +7, Craft (traps) +7, Diplomacy +13, Disguise +17* (+19 acting), Escape Artist +10, Hide +10, Intimidate +20, Knowledge (arcana) +12, (the planes) +11, Listen +19, Move Silently +10, Search +12, Spellcraft +11, Spot +19, Survival +2 (+4 following tracks), Use Rope +1 (+3 with bindings)
Spells Available: (DC 19 + spell level, +1 for enchantment)
1st (9): mage armor, shield, magic missile,
2nd (8): scorching ray, invisibility, mirror image,
3rd (7): fireball, lightning bolt, vampyric touch
4th (5): fire shield
Adapting the Adventure
To adapt this adventure for parties of higher or lower level, not much needs to be changed. Add or subtract levels of sorcerer from the succubus so that she is 2 CR higher then the average party level.
All area descriptions copyright 2007 Unicorn Rampant Publishing
Posted in Encounter and tagged Location by Adam A. Thompson with no comments yet.
Variant Rules for Spellcasters: Mana
This variant rule changes the way spellcasters prepare and cast spells. Overall, it increases spellcaster’s versatility and power. The main reason I came up with this system is to make it more fun for my spellcasting players, and to help keep the game going. Under these rules, they are less likely to end up out of useful spells, bored, firing crossbow bolts, and wanting to stop adventuring to rest.
Under these variant rules, instead of memorizing and casting a set number of spells each day, spellcasters have a new attribute called mana, a pool of magical power that they use to cast spells. See the charts below for available mana at each level, the highest level spell available, and bonus mana for high ability scores.
Mana is used to spontaneously cast spells from the spellcaster’s list of known spells. The number of points of mana expended in the casting of a spell cast is equal to the spell level (0th level spells cost no mana points). Metamagic spells are all now cast spontaneously, including the quickened spells, and raise the mana spent according to their level adjustment. This adjusted level cannot exceed the Highest Level Spell for that character’s level (see chart below). For example, a 10th level wizard could cast a quickened shield spell, and it would cost her 5 mana points to do so. They could not, however cast a quickened dimension door until they reached 15th level.
Mana is regained daily differently for each class, in the same way that they previously refreshed their daily spells: clerics pray to their deity at a certain time of day, wizards consult their spellbooks, and other spellcasters merely rest.
Game Balance Issues: at high levels, spellcasters can cast their most powerful (and often, very deadly) spells over and over again.
Re-Balancing Ideas:
“You took too much”: if a character casts high level spells for three rounds in a row, they have to make a will save (or an ability level check, like an intelligence check for wizards) equal to how many points of mana they spent in the last three rounds. If they fail the check they lose the spell and become dazed for 1 round.
“less magic”: cut mana gain 1/2 or 2/3 for levels above 7th or 10th. Dosen’t really solve the problem though.
“change defensive casting” so that a successful concentration check means you only get a +8 (or +4) AC vs attacks of opportunity.
Mana By Character Level (high magic)
Character Level |
Wizard or Druid Mana |
Wizard Highest Level Spell |
Cleric Mana |
Cleric Highest Level Spell |
Bard Mana |
Bard Highest Level Spell |
---|---|---|---|---|---|---|
1 |
2 |
1 |
3 |
1 |
1 |
0 |
2 |
4 |
5 |
1 |
1** |
||
3 |
6 |
2 |
9 |
2 |
2 |
1 |
4 |
9 |
12 |
3 |
2** |
||
5 |
12 |
3 |
18 |
3 |
6 |
2 |
6 |
17 |
23 |
8 |
|||
7 |
22 |
4 |
32 |
4 |
8 |
3** |
8 |
29 |
39 |
13 |
3 |
||
9 |
36 |
5 |
41 |
5 |
16 |
|
10 |
45 |
60 |
16 |
4** |
||
11 |
54 |
6 |
75 |
6 |
23 |
4 |
12 |
65 |
86 |
26 |
|||
13 |
76 |
7 |
104 |
7 |
26 |
5** |
14 |
89 |
117 |
36 |
5 |
||
15 |
102 |
8 |
138 |
8 |
42 |
|
16 |
117 |
153 |
44 |
6** |
||
17 |
132 |
9 |
177 |
9 |
58 |
6 |
18 |
149 |
194 |
68 |
|||
19 |
165 |
10* |
210 |
10* |
79 |
7* |
20 |
182 |
227 |
85 |
* for metamagic purposes only
** assumes the bard has a high enough Charisma score to have a bonus spell of this level
Bonus Mana by Ability Score
Score |
Highest Level Spell at which bonus mana is Received |
||||||||
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
|
1-9 |
* |
* |
* |
* |
* |
* |
* |
* |
* |
10-11 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
12-13 |
1 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
14-15 |
1 |
2 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
16-17 |
1 |
2 |
3 |
0 |
0 |
0 |
0 |
0 |
0 |
18-19 |
1 |
2 |
3 |
4 |
0 |
0 |
0 |
0 |
0 |
20-21 |
2 |
2 |
3 |
4 |
5 |
0 |
0 |
0 |
0 |
22-23 |
2 |
4 |
3 |
4 |
5 |
6 |
0 |
0 |
0 |
24-25 |
2 |
4 |
6 |
4 |
5 |
6 |
7 |
0 |
0 |
26-27 |
2 |
4 |
6 |
8 |
5 |
6 |
7 |
8 |
0 |
28-29 |
3 |
4 |
6 |
8 |
10 |
6 |
7 |
8 |
9 |
30-31 |
3 |
6 |
6 |
8 |
10 |
12 |
7 |
8 |
9 |
32-33 |
3 |
6 |
9 |
8 |
10 |
12 |
14 |
8 |
9 |
34-35 |
3 |
6 |
9 |
12 |
10 |
12 |
14 |
16 |
9 |
36-37 |
4 |
6 |
9 |
12 |
15 |
12 |
14 |
16 |
18 |
38-39 |
4 |
8 |
9 |
12 |
15 |
18 |
14 |
16 |
18 |
40-41 |
4 |
8 |
12 |
12 |
15 |
18 |
21 |
16 |
18 |
42-43 |
4 |
8 |
12 |
16 |
15 |
18 |
21 |
24 |
18 |
44-45 |
5 |
8 |
12 |
16 |
20 |
18 |
21 |
24 |
27 |
Etc… |
Posted in Variant Rules and tagged Spellcasting by Adam A. Thompson with no comments yet.
Issue 4 Rereleased!
Merry non-orthodox Christmas, everybody.
We’ve been busy typesetting old issues with our latest template, and here is the first reprint, available at rpgnow.
Act fast, click here, and get the issue for free! It pays to pay attention to our blog.
Stay tuned for more reprints of old issues. If you bought the original printing, upgrade to the new printings for free by sending an email to ccb@unicornrampant.com.
Here’s the blurb for the issue:
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 cool 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, all of our everything is carefully reviewed and balanced to fit into your game without disrupting your play balance.
This issue of Claw/Claw/Bite includes
* Three new campaign locations
* Four new NPCs
* Three new creatures
* Three new magic items
Posted in news and tagged CCB issue by Stephen Hilderbrand with no comments yet.