Millennium Con 10
Millennium Con 10: for those of you who don’t know, is a gaming convention put on here in Austin, Texas, or rather just north of us in Round Rock, by LSHM, the Lone Star Historical Miniatures gaming society along with the Austin branch of the RPGA.
There were lots of great games this year. I always love to go and look at the great landscapes and huge armies of miniatures at the wargaming tables, even though I don’t really play tabletop wargames anymore. It makes me think about dusting off the Warhammer Epic scale army I have packed away, though.
It did inspire some of the other guys from Unicorn Rampant and I to break out the Battletech and play a few battles on friday night, though. I hope it leads to a semi-regular Classic Battletech game with us. I still have all my old, original 3025 Technical Readout minis.
But the real excitement for me was running a group through a session of The Horror of the Old Ones. It was my first time running a game at a convention, so I had big pre-game jitters. This is going to be my first published adventure, after all, and I haven’t run a game for complete strangers in, well, basically I’ve never run for strangers.
But the players were all great, and did a great job both role-playing and in combat. All of them survived, even the young teenager for whom that was his first game of D&D. Playtesting credits for them are in the works 🙂
So, without further ado, here are a few of the pictures from Millennium Con 10!
Posted in convention, news and tagged fun by Adam A. Thompson with no comments yet.
A Cadre of Heroes at 10th Level
Presented below are a group of heroic characters, all 10th level, known collectively as The Cadre of Heroes.
These versions of these characters were used this last weekend to play-test The Horror of the Old Ones at Millennium Con 10. All seven of the players, including a young first-time D&D player, had a great time and did a great job role-playing. More on that, including pictures, in tomorrow’s post.
Percivin, human male paladin 10
Medium-Size Human
Alignment: LG
Languages: common
Initiative: +0
AC: 25 (touch 11, flat-foot 24)
HD 10d10+10
Hit Points: 81
Saves: Fort +11, Ref +6, Will +9
Move: 20 ft
Attack: +16 / +11 longsword (1d8+4 plus 2d6 holy) or +10 / +5 shortbow (1d6+4)
Base Attack: +10 Grapple: +13
Feats: power attack, weapon focus (longsword), cleave, Improved Turning, Iron Will.
Special Qualities: Aura of good, detect evil at will, smite evil 3/day, divine grace, lay on hands, aura of courage, divine health, turn undead, special mount, remove disease 2/week
Str 16(18), Dex 11, Con 12, Int 9, Wis 12, Cha 13.
Skills: +5 diplomacy, +4 heal, +5 knowledge religion, +1 knowledge the planes, +7 ride
Paladin Spells (caster level 5, DC 11 + spell level)
1st (1/day):
2nd (1/day):
Possessions: +1 Holy Longsword, mighty composite shortbow (+4 str), +2 lg steel shield, +2 full plate, cloak of resistance +3, ring of protection +1, gauntlets of ogre power, 2 potions of cure serious wounds, 3 potions cure moderate wounds, special warhorse, saddlebags, bedroll, waterskin, 5 days rations, 2,100 gold.
Heavy Warhorse
Init: +1
AC: 18
HD: 6d8+18
HP: 45
Saves: Fort +8, Ref +6, Will +3
Move: 60 ft
Attack: +6 Hoof (1d6+4)
Full Attack: 2 +6 Hooves (1d6+4) and +1 bite (1d4+2)
Space/Reach: 10ft / 5ft
Special Qualities: Empathic Link, improved evasion, share spells, share saving throws, improved speed
Aeonados, half silver dragon/half elf ranger 7
One of a clutch of 5 offspring to a silver dragon, and her lover, a powerful elven druid in the northern reaches beyond the Danor Mountains. Aeonados has fine, tough silver scales covering his body, vestigial wings, a short tail, and an impressive frill running from his forehead and down his neck that raises when he is angry. He and his siblings were pushed out of the nest at a young age (60 or so), as is typical for dragons. In the fifty years since he has wandered the wild lands on the north shore of the Soral Sea, until meeting and becoming fast friends with Winnie (as she fled the law), who he is teaching about the ways of the wild lands, as he knows nothing of the cities.
Medium-Size dragon
Alignment: NG
Languages: common, elven, draconic
Initiative: +9
AC: 26 (touch 16, flat-foot 21 )
HD 7d8+14
Hit Points: 51
Resistance: fire 10
Saves: Fort +8, Ref +11, Will +4
Move: 30 ft
Attack: +13 / +8 greatsword (2d6+7) or +14 / +9 longbow (1d8+5 and 1d6 fire) (+1 attack / +1 damage under 30 ft.)
Base Attack: +7 Grapple: +11
Feats: Track, Point Blank Shot, (Rapid Shot), Endurance, (Manyshot), Precise Shot, Improved Initative
Special Qualities: Immune to cold, sleep and paralysis, +2 vs enchantment or charm, low-light vision, +6 vs favored enemy (magical beasts), wild empathy, breath weapon (30′ cone of cold, 6d8, reflex DC 11 half), darkvision 60′, archery combat style, Animal Companion, +4 vs favored enemy (aberation), improved combat style, Woodland Stride, Swift Tracker, Evasion, +2 vs favored enemy (construct)
Str 18, Dex 20, Con 12(14), Int 11, Wis 12, Cha 14.
Skills: sp:30 +7 handle animal, +6 heal, knowledges: +1 arcana, +4 dungeoneering, +3 geography, +5 nature, +11 listen, +11 spot, +7 search, +11 survival, +9 swim
Spells: (caster level 5, DC 11 + spell level)
1st (1/day):
2nd (1/day):
Possessions: +2 flaming mighty (+4 str) composite longbow, 20 arrows, +2 chain shirt of fire resistance (10 points), +1 greatsword, amulet of health +2, 2 potions of cure serious wounds, 3 potions cure light wounds, potion of sanctuary, cloak of resistance +1, ring of protection +1, 500 gp, backpack, bedroll, waterskin, 5 days rations.
Animal Companion: Hawk HD +2 AC +2 Str +1 Bonus Tricks 2
Special Qualities: link, share spells, evasion
Galonaden, high-elf fighter 10
Usually thought of as somewhere between “stiff” and “haughty” by those who meet him, Galonaden is nevertheless a loyal friend and a valiant warrior. His reserved nature and his clumsy tongue are balanced by his skill with the bow and blade.
medium-Size elf
Alignment: cG
Languages: common, elven
Initiative: +3
AC: 25 (touch 13, flat-foot 22)
HD 10d10+15
Hit Points: 68
Saves: Fort +9, Ref +6, Will +2
Move: 30 ft
Attack: +16 / +11 longsword (1d8+6 and 1d6 cold) or +15 / +10 longbow (1d8+5 )
Base Attack: +10 Grapple: +13
Feats: weapon focus longsword, weapon focus longbow, point blank shot, rapid shot, weapon specialization longbow, weapon specialization longsword, power attack, cleave, improved sunder, improved bull rush
Special Qualities: low-light vision, immune to sleep, +2 vs enchantment or charm
Str 16, Dex 17, Con 14, Int 9, Wis 8, Cha 8.
Skills: +2 craft bowyer, +1 handle animal, +1 intimidate, +2 listen, +5 ride, +2 spot, +1 search
Possessions: +2 frost longsword, +1 mithril full plate of speed (haste for up to 10 rounds / day), mw composite longbow (+3 str), +1 lg steel shield, 30 arrows, 10 +1 arrows, 2 potions of cure serious wounds, 2 potions of cure light wounds, 1,635 gp, backpack, bedroll, waterskin, 5 days rations
Veladros, wild elf barbarian 7 / were-cougar
Young and full of vim, Veladeos is happy-go-lucky, if somewhat unpredictable at times, and can be obstinate or contrary, but usually only to those he thinks are trying to tell him what to do.
Recently, as a reward for helping defend one of her temples against a goblin horde, Sithadel Veladros was given the ability to turn into a cougar by Elohna. Now, on each full moon, and whenever he is damaged in combat, he must succeed on a DC 25 control shape check or assume his cougar form, remaining so until the next dawn.
Medium-Size Humanoid (Elf)
Alignment: CG
Initiative: +2
Languages: common, elven
Senses: low-light vision, Scent
AC: 22 (23 w dodge) (touch 15, flat-foot 20)
HD 7d12 plus 3d8 +10
Hit Points: 67
Damage Reduction: 5 / silver
Saves: Fort +9, Ref +7, Will +6
Move: 40 ft
Attack: +16 / +11 spear 1d8 +10 and 1d6 shock, or +12 / +7 shortbow 1d6+4
Base Attack: +9 Grapple: +15
Feats: Dodge, Weapon Focus spear, Mobility, Spring Attack, Iron Will
Special Qualities: low-light vision, immune to sleep, +2 vs enchantment or charm, illiterate, Rage 2/day (+4 str, +4 con, +2 will saves, -2 AC: ) for up to 6 rounds, Uncanny Dodge, Improved Uncanny Dodge, Fast movement, alternate form (cougar), damage reduction 5/silver, lycanthropic empathy w/cougars (+4 handle animal), scent
Str 19 (23), Dex 14, Con 12, Int 6, Wis 12, Cha 12
Skills: +10 climb, control shape +13, +4 intimidate, +10 jump, +9 listen, +1 spot, +0 search, +6 survival, +7 swim
Possessions: +1 shocking spear, breastplate, +1 might composite shortbow (+4 str), ring of protection +3, belt of giant strenght +4, amulet of the beast (+5 on control shape checks), 11 arrows, shortsword, 2 potions of cure serious wounds, backpack, bedroll, waterskin, 5 days rations, 500 gold
cougar form:
Initiative: +2
Languages: none
AC: 21 (22 w dodge) (touch 19, flat-foot 15)
HD 7d12 plus 3d8 +30
Hit Points: 84
Saves: Fort +11, Ref +11, Will +6
Move: 50 ft
Attack: +18 bite (1d6+9) and 2 +13 claws (1d3+4)
Base Attack: +9 Grapple: +18
Special Qualities: as above and Improved grab, pounce, +13 rake (1d3+4)
Str 25 (29), Dex 22, Con 16, Int 6, Wis 12, Cha 12
Skills: +13 climb, control shape +13, +4 intimidate, +10 jump, +9 listen, +1 spot, +0 search, +6 survival, +10 swim
Brother Herott, half-orc cleric 10 (Kord)
Humble and pietious, Herott believes Kord called to him, is eager to serve Kord however he can, bringing his strength to those in need, and helping the weak find their own strength
Medium-Size Humanoid
Alignment: Cg
Initiative: -1
Languages: common
HD 10d8
Hit Points: 52
AC: 20 (touch 10, flat-foot 20)
Saves: Fort +9, Ref +5, Will +13
Move: 30 ft
Attack: +14 / +9 greatsword 2d6+8, or +7 sling 1d4+3
Base Attack: +7 Grapple: +11
Feats: Power Attack, Combat Casting, Cleave, Weapon Focus (greatsword)
Special Qualities: Darkvision 60′, Turn Undead, Cleric Spells
Str 18, Dex 9 (11), Con 10, Int 8, Wis 16(18), Cha 10
Skills: concentration +10 (+14 with combat acsting), diplomacy +2, heal +5
Spells: Save DC 14 + spell level, Domains: good, strength
spells / day:
0th: (6)
1st: (5+1)
2nd: (5+1)
3rd: (4+1)
4th: (4+1)
5th: (2+1)
Possessions: holy symbol of kord, +2 greatsword, +2 full plate, sling, 20 sling bullets, periphat of wisdom +2, gloves of dexterity +2, cloak of resistance +2, boots of striding and springing, wand of cure light wounds (13 charges), 2 potions of cure serious wounds, potion of remove curse, potion of remove disease, backpack, bedroll, waterskin, 5 days rations, 5,750 gold
Apeneone Tesonos, female human druid 10
Medium-Size Humanoid
Alignment: ng
Initiative: +2
Languages: common, druidic, sylvan, elven, gnomish
AC: 18 (touch 13, flat-foot 16)
HD 10d8
Hit Points: 54
Saves: Fort +8, Ref +6, Will +11
Move: 30 ft
Attack: +7 quarterstaff 1d6 or +8 sling 1d3
Base Attack: +7 Grapple: +7
Feats: brew potion, self sufficient, track, natural spell, lightning reflexes
Special Qualities: animal companion (owl), nature sense, wild empathy, woodland stride, trackless step, resist nature’s lure, wild shape 4/day (5 / day with vestment) (large, small or medium animal), venom immunity
Str 10, Dex 11(13), Con 10, Int 12, Wis 18, Cha 12
Skills: 40sp +8 concentration, +11 handle animal, +11 heal, knowledge +11 nature, +7 listen, +5 spellcraft, +6 spot, +11 survival, +5 swim
Spells: Save DC 14 + spell level
spells / day:
0th: (6)
1st: (5+1)
2nd: (5+1)
3rd: (4+1)
4th: (4+1)
5th: (2+1)
Possessions: quarterstaff, sling, 20 sling stones, +2 leather armor, amulet of natural armor +3, gloves of dexterity +2, cloak of resistance +2, druid’s vestment, wand of call lightning (at 5th level, 40 charges) 2 potions of cure serious wounds, potion of cure moderate wounds (2d8+5), 3 potions of cure light wounds (1d8+1), 5 goodberries, 3 potions (actually oils) of produce flame (5th level), 2000 gold, backpack, bedroll, waterskin
In Bear Form:
Size Large
AC: 19 (touch 11, flat-foot 17)
HD 10d8 + 40
Hit Points: 94
Saves: Fort +12, Ref +7, Will +11
Move: 30 ft
Attack: 2 claws +14 melee (1d8+8) and bite +9 melee (2d6+4)
Base Attack: +7 Grapple: +19
Special Qualities: as above and Improved Grab
Str 27, Dex 13(15), Con 19, Int 12, Wis 18, Cha 12
Skills: +12 concentration, +11 handle animal, +11 heal, knowledge +11 nature, +7 listen, +5 spellcraft, +6 spot, +11 survival, +13 swim
Winnie Toepelt, female tallfellow halfling rogue 10
Winnie is a bit wary. She has had some misadventures in recent times, is wising up, and likes to play it safe. She used to be a cut purse and a burgler in the city, and is now reformed. Winnie became friends with Aneanados years ago, when he helped deliver her from the hands of a sheriff who was hunting her in the woods that the half-dragon was traveling through.
Small-Size humanoid
Alignment: ng
Initiative: +5
Languages: common, halfling
AC: 23 (touch 15, flat-foot 28)
HD 10d6
Hit Points: 33
Saves: Fort +4, Ref +12, Will +4
Move: 20 ft
Attack: +11 / +6 short sword 1d4+3 or +14 / +9 sling 1d3 (+1/+1 < 30')
Base Attack: +7 Grapple: +3
Feats: Point Blank Shot, Dodge, Precise Shot, Rapid Shot
Special Qualities: +2 save vs fear, +1 with thrown weapons and slings, sneak attack +5d6, Improved Uncanny Dodge, Trapsense +3, Evasion, Trapfinding, Defensive Roll
Str 10, Dex 18 (20), Con 11, Int 14, Wis 10, Cha 10
Skills: +3 appraise, +10 balance, +10 climb, +13 disable device, +13 escape artist, +2 gather information, +18 hide, +10 jump, +10 listen, +20 move silently, +18 open lock, +8 search, +10 sleight of hand, +12 spot, +13 tumble, +7 use rope
Possessions: masterwork thieves tools, small sling, 20 sling bullets, 5 silver sling bullets, +3 ghost touch small short sword, +3 studded leather armor, gloves of dexterity +2, 9,600 gp, hewards handy haversack, 100′ silk rope, bedroll, waterskin, 5 days rations
Nobinin Glamourwright, male gnome sorcerer 10
Nobinin generally has a sly smile playing across his lips, as though he was laughing to himself. Friendly and jocular, with gnomish fondness for pranks. Generally likes to live in the city, in comfortable appointment, and dabbles with the composition of chamber music, quartets, percussion, etc.
small-Size humanoid
Alignment: n/cG
Initiative: +2
Languages: common, gnome
HD 10d4+10
Hit Points: 32
AC: 18 (touch 14, flat-foot 17)
Saves: Fort +6, Ref +6, Will +10
Move: 20 ft
Attack: +6 heavy mace 1d6-1 or +8 crossbow (1d8)
Base Attack: +5 Grapple: +1
Feats: extend spell, spell focus enchantment, improved spell focus enchantment, spell penetration
Special Qualities: low-light vision, +2 vs illusions, rabbit familiar, 1/day: speak with animals (burrowing mammals only), dancing lights, ghost sound, prestidigitation
Str 8, Dex 12, Con 12, Int 12, Wis 12, Cha 17 (21)
Skills: +6 bluff, +12 concentration, +2 listen, craft +2 alchemy, knowledge +8 arcana, +1 perform various instruments, +1 profession music composition, +11 spellcraft
Spells: spells/day: 0th:6, 1st:8, 2nd:7, 3rd:6, 4th:6, 5th:4
DC 15 + spell level, +1 on illusion DCs, +2 on enchantment DCs.
Spells Known
0th: detect magic, daze, light, mage hand, message, ghost sound, acid splash, read magic, dancing lights
1st: color spray, silent image, sleep, magic missile, shield
2nd: invisibility, scorching ray, glitterdust, hideous laughter
3rd: deep slumber, major image, fireball
4th: charm monster, dimension door
5th: hold monster
Possessions: masterwork small heavy mace, masterwork small light crossbow, 10 bolts, bracers of armor +4, ring of protection +2, cloak of resistance +2, robes of charisma +4, wand of burning hands (1st level, 22 charges), 1 potions of cure serious wounds, backpack, bedroll, waterskin, 5 days rations, 1,850gp
Terin Goldwrit, dwarf wizard 10
Terin is very proud of his new wand, which he recently crafted, but like many dwarves is stingy and hoarding (frugal, he would say), so is torn between showing it off and saving it’s power, and the investment it represents. He is from a family of metalsmiths, particularly jewelery makers. Is not happy about the amount of gold he had to spend to make his new wand, and is looking to find some more.
Medium-Size Humanoid (dwarf)
Alignment: LG
Initiative: +0 Languages: common, dwarven
AC: 14 (touch 10, flat-foot 14)
HD 10d4+20
Hit Points: 48
Saves: Fort +5, Ref +3, Will +8
Move: 20 ft Attack: +5 dagger (1d4) or +5 ranged
Base Attack: +5 Grapple: +5
Feats: scribe scroll, craft wondrous item, craft wand, extend spell, Empower Spell, Spell Focus (Evocation), Greater Spell Focus (Evocation)
Special Qualities: darkvision 60′, stonecunning, +2 vs posion, +2 vs spells, raven familliar, wizard spells
Str 10, Dex 10, Con 14, Int 18, Wis 12, Cha 9
Skills: +13 concentration, +8 craft metalsmithing, +13 knowledge arcana, +5 archetecture, +5 history, +5 the planes, +2 nature, +3 religion, +5 Dungeoneering +13 spellcraft
Spells: spells / day: 0th:4, 1st:5, 2nd:5, 3rd:4, 4th:4, 5th:2
Save DC 14 + spell level (+2 on evocation spells)
Spells Known
0th: all
1st: sheild, mage armor, Enlarge Person, Magic Weapon, burning hands, color spray, magic missile, identify
2nd: invisibility, bull’s strength, scorching ray, minor image
3rd: dispel magic, haste, fireball, lightning bolt,
4th: wall of fire
5th:
Possessions: Wand of magic missile (3rd level, 40 charges), staff of fire (38 charges), scroll of dispel magic, scroll of protection from evil, scroll of knock, scroll of resist energy, bracers of armor +4, cloak of resistance +2, Boots of Levitation, 10,250 gp, backpack, bedroll, waterskin, 5 days rations
Kylisa, female half-elf bard 10
Juggling, shadow puppets, mime, and dancing are what most know Kylissa for. She physically favors her elven blood, and is very small and pixiesh, to the point where she is often mistaken for an elf or halfling. She faces the world with a wry smile, a darting gaze and a clever comment. Once or twice she has put on a particularly spectacular performance with her friend Yamarra, who is a slightly lighter side to Kylisa’s darker sense of humor.
Medium-Size Humanoid
Alignment: ng
Initiative: +1 Languages: common, elven
AC: 17 (touch 11, flat-foot 16)
HD 10d6 -10
Hit Points: 32
Saves: Fort +2, Ref +7, Will +7
Move: 30 ft
Attack: +8 / +3 shortsword (1d6+1 and 2d6 anarchic) or +9 light crossbow 1d8+1 (+1/+1 > 30′)
Base Attack: +7 Grapple: +7
Feats: Combat Expertise, Point Blank Shot, Dodge
Special Qualities: low-light vision, immune to sleep, +2 vs enchantment or charm, bardic music, bardic knowledge, countersong, fascinate, inspire courage +2, inspire competence, suggestion, inspire greatness, bard spells
Str 10, Dex 10 (12), Con 9, Int 14, Wis 10, Cha 18
Skills: 64 + 40 sp, +10 bluff, +5 decipher script, +13 diplomacy, +5 escape artist, +14 gather information, +8 hide, knowledge +3 arcana, +3 history, +3 local, +3 nobility, +3 religion, +3 the planes, +8 listen, +6 move silently, perform +10 sing +6 lute, +6 dance, +6 puppetry +5 juggle, +10 search, +6 sense motive, +8 spellcraft, +4 spot, +6 tumble, +8 use magic device
Spells: (spells / day: 0th: 3, 1st: 3, 2nd: 3, 3rd:2, 4th:0)
0th: message, mage hand, detect magic, light, prestidigatation, daze
1st: cure light wounds, silent image, sleep, comprehend languages
2nd: invisibility, cure moderate wounds, glitterdust, heroism
3rd: blink, dispel magic, good hope, haste
4th: freedom of movement, cure critical wounds
Possessions: +1 anarchic short sword, +3 studded leather, +1 light crossbow, 20 bolts, gloves of dexterity +2, cape of the mountebank (dimension door 1 / day), 2 potions of cure serious wounds, backpack, bedroll, waterskin, 5 days rations, 8,420 gold
Posted in Character by Adam A. Thompson with no comments yet.
Invisible Ink
Introduced to the continent of Farghal by the famed aquatic gnome illusionist and deep sea adventurer Tish Granjeur, invisible ink is used by mages and others to leave messages that can only be seen by those who can detect the invisible.
Invisible ink has also recently been used as a spell component in certain illusory spells having to do with obscuring objects or thoughts. Alchemists have begun to dilute invisible ink for use as a component of invisibility potions. Leather rubbed with this ink during the tanning process tends to be imbued with a hiding property, and cloth with near-invisibility, so this has been seen as a cheap way to make cloaks of near-invisibility. This is truly a multi-purpose solution.
Invisible ink gives off a faint magic glow that is often undetected by detect magic — those affected by detect magic must search for the ink in order to find it, unless it is present in large quantities (such as in a quill of invisible ink or in one of the above items).
Invisible ink is distilled from the ink of invisisquids, transparent creatures of the deep waters of the Emerald Sea. The ink must be extracted from the creatures’ pair of white nidamental glands while they are still living, making the ink relatively hard to come by, especially for those who live on terra firma.
Posted in Magic Item and tagged spell component by Stephen Hilderbrand with no comments yet.
Deep Sea Gnomes
Deep sea gnomes are aquatic gnomes of the deep sea who live in the Emerald Sea. Meticulous crafters who work with pearls, coral, and anemone to create wondrous items, they are also known to be hoarders of undersea wealth. These hoards are kept in their catacombs carved from coral and stone.
Deep sea gnomes stand 3½ to 4 feet tall and weigh 40 to 45 pounds. Their deep green skin is slightly transluscent and moist to the touch. Their hair is silver, reflecting many colors of light, and their eyes can be any shade of blue. Deep sea gnome males prefer short, carefully trimmed beards. Deep sea gnomes generally wear scale shirts woven together from deep sea fish, and they decorate their clothes with intricate coral stitching or finely-polished shells. Deep sea gnomes reach adulthood at about age 40, and they live about 350 years, though some can live almost 500 years.
Deep sea gnomes speak their own language, D’aquagnome. Most deep sea gnomes who travel outside gnome waters (as traders, tinkers, or adventurers) know Common and Aquan, while warriors in gnome settlements usually learn Aquatic Goblin or related languages.
Racial Traits: Deep sea gnomes have the aquatic racial traits given in Chapter 2 of the Player’s Handbook, with modifications described on page 6 of Unearthed Arcana, with the following modifications.
* A Deep sea gnome has has a swim speed of 30 feet.
* Deep sea gnomes have darkvision 120′.
* Underwater, deep sea gnomes have a +2 bonus and on land a -1 penalty to AC.
* Deep sea gnomes have a +2 bonus on craft checks involving the use of coral, shells, or other deep sea materials.
As creatures, deep sea gnomes have the following stats.
Deep Sea Gnome
Size/Type: Small Humanoid (Gnome)
Hit Dice: 1d8+4 (8 hp)
Initiative: +1
Speed: Swim 30 ft. / Walk 20 ft.
Armor Class: 21 (+1 size, +1 Dex, +4 dodge, +4 scale shirt, +1 buckler), touch 16, flat-footed 18
Base Attack/Grapple: +1/-3 +1/-3
Attack: Trident or spear
Full Attack: Trident +2 melee or spear melee
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Deep sea gnome traits, spell resistance 12
Saves: Fort +5, Ref +3, Will +2
Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 11, Cha 4
Skills: Hide +2, Listen +2, Spot +2, Swim +4
Feats: Toughness
Environment: Undersea
Organization: Company (2-4), squad (11-20 plus 1 leader of 3rd-6th level and 2 3rd-level lieutenants), or band (30-50 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 2-5 Medium water elementals)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral evil, with some neutral and neutral good
Advancement: By character class
Level Adjustment: +3
Posted in Creature and tagged aquatic subtype, race or culture by Stephen Hilderbrand with no comments yet.
Cloak of Daggers
This cloak is adorned with enchanted embroideries of ten daggers. Consequently, the wearer can pull real daggers from the interior. As they are removed, they disappear from the cloak’s outer stitching until they are replaced.
Due to the enchantment on the cloak, the daggers can be drawn as a free action, and when not in use are transformed into the images on the cloak, with an effect similar to gloves of storing. This means that the weapons cannot be found by searching the cloak.
In addition to daggers, the cloak can be used to store other light weapons or items of similar size, such as wands, up to a limit of ten items. Whatever items are stored in the cloak’s special pockets are depicted in embroidery on the cloak’s exterior. Daggers just happen to be the item chosen by Yoranda Delane as she crafted the item in her laboratory.
Faint transmutation; CL 9th; Craft Wondrous Item, shrink item; Price 17,500 gp or more, depending on what items are stored within.
Posted in Magic Item and tagged cloak, mundane weapon by Stephen Hilderbrand with no comments yet.
Spear and Shield of the Heavens
“…[he] Was moving toward the shore; his ponderous shield Ethereal temper, massy, large and round, Behind him cast; the broad circumference Hung on his shoulders like the Moon, whose Orb
Through Optic Glass the TUSCAN Artist views At Ev’ning from the top of FESOLE, Or in VALDARNO, to descry new Lands, Rivers or Mountains in her spotty Globe.
His Spear, to equal which the tallest Pine Hewn on NORWEGIAN hills, to be the Mast Of some great Ammiral, were but a wand, He walkt with to support uneasie steps…”
-Milton, Paradise Lost
These items are from a scene in the adventure-in-development “The Endless Road” from Unicorn Rampant Publishing. In it the party, while attempting to escape from the abyss on foot, come upon these items.
This spear and shield were carried by a famous archon in battle into the depths of hell, where it was used to slay a terrible fiend. There, in a blasted crater, it remains, clutched in the charred dead hands of that angel, plunged into the dead heart of the demon he slew, thereby dying.
In the aeons that have followed, the abyss has recoiled from these holy items, like an irritating grain of sand lodged in the fibers of it’s being. The blasted crater formed by the balor’s death has deepened and expanded, and bebelith have spawned in the blasted, lifeless lands around it.
The spear is a +2 cold iron holy longspear for medium sized creatures, or a short spear for a creature of titanic proportions.
The shield has a faint glow and a pearly luminescence about it, and is a +2 ghost touch shield that grants cold resistance 10 to it’s bearer.
Posted in Magic Item and tagged armor, The Endless Road, weapon by Adam A. Thompson with no comments yet.
Spider Zombie
Size/Type: Large Magical Beast
Hit Dice: 5d10+15 (42 hp)
Initiative: -1
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 15, flat-footed 15
Base Attack/Grapple: +5/+12
Attack: Bite +7 melee (1d6+4 plus poison)
Full Attack: Bite +7 melee (1d6+4 plus poison)
Space/Reach: 10 ft./10 ft.
Special Attacks: poison
Special Qualities: Darkvision 60 ft., low-light vision, damage reduction 5/slashing, undead traits
Saves: Fort +7, Ref +7, Will +2
Abilities: Str 12, Dex 12, Con Ø, Int Ø, Wis 10, Cha 1
Skills: Climb +11, Move Silently +11, Spot +4
Feats: Toughness
Environment: Warm hills
Organization: Solitary or cluster (2-5)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral evil
Advancement: 6-8 HD (Large); 9-15 HD (Huge)
Level Adjustment: —
Spider zombies were once spiders of a different (s)ilk who were slain, but never properly lain to rest. They typically become affected by their own poisons and succumb to an affliction that leaves them in limbo, where they make tasty fleshy treats for zombies, ghouls, and wights.
A typical spider zombie’s body is 8 feet long. It weighs about 700 pounds.
Spider zombies cannot speak; instead they gibber, and clip their mandibles together in a slow, haunting rhythm.
Combat
Undead spiders tend to inhabit graveyards and mausoleums. They usually spin webs that cling to the trees, where they await their prey. Indoors, they span the corners of the room, where they hide in the darkness beyond the light of a torch.
Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 1d8 Con. The save DC is Constitution-based.
Damage Reduction (Ex): A spider zombie has damage reduction 5/slashing. Spider zombies are lumbering masses of flesh.
Skills
A spider zombie has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Alternates:
Spider Ghoul
Spider Wight
Also creepy, usually after these beasts pass from undeadness, they become ghost spiders.
Posted in Creature and tagged undead by Stephen Hilderbrand with no comments yet.
Wyrmhole
Size/Type: Large Outsider (Astral)
Hit Dice: 8d8 (36 hp)
Initiative: +13
Speed: Fly 40 ft.
Armor Class: 24 (-1 size, +7 Dex, +9 deflection), touch 29, flat-footed 20
Base Attack/Grapple: +6/-3
Attack: Shock +16 melee touch (2d6 electricity)
Full Attack: Shock +16 melee touch (2d6 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Engulf
Special Qualities: Darkvision 60 ft., immunity to magic, natural invisibility
Saves: Fort +3, Ref +12, Will +9
Abilities: Str 1, Dex 26, Con 10, Int 15, Wis 16, Cha 12
Skills: Disguise +5 (+8 acting), Intimidate +3, Listen +17, Search +14, Spot +17, Survival +3 (+5 following tracks)
Feats: Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse
Environment: Temperate marshes
Organization: Solitary, pair, or string (3-4)
Challenge Rating: 6
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: True Neutral
Advancement: 9-18 HD (Huge)
Level Adjustment: —
Wyrmholes are portals to other planes. They are also wandering creatures which cause trouble for wandering adventurers and creatures.
The classic wyrmhole takes victims to the astral plane. Since wyrmholes are true neutral, they really don’t want to meddle much in the affairs of anyone, but they do have this natural ability to plane shift, and they do sometimes get hungry.
Wyrmholes speak only the language of their home planes. Their only vocal apparatus are their gaping maws which resonate very quietly with various tones. A character who succeeds on a Knowledge Planes check DC 20 will be familiar with this sound, and if they listen for it, will hear a wyrmhole from 500 feet away.
Combat
Wyrmholes usually avoid combat. When they hunger, rather than hunt, they prefer to capture (gather) adventurers, luring them into their gaping maws and out into the Astral Plane. When they are forced to fight, they loose small electrical shocks, which act as melee touch attacks.
Immunity to Magic (Ex): A wyrmhole is immune to most spells or spell-like abilities that allow spell resistance, except dimensional anchor, and dismissal.
Natural Invisibility (Ex): Wyrmholes are often not visible, as they only dimly pass the light from the astral plan through their permeable membranes.
Engulf (Ex): Wyrmholes have been known to completely engulf their prey, then plane shifting, depositing them on the Astral Plane.
Spell-like Abilities: Plane Shift at will
Posted in Creature and tagged astral, outsider by Stephen Hilderbrand with no comments yet.
Sandtrap
Sandtraps sit quietly in the desert or in subterranean passages, awaiting their prey. They usually don’t attack unless their prey fall for their ambush, unless of course they are particularly hungry. Their corrosive slime allows them to eat through stone, creating the sand needed to hide within.
Huge Aberration
HD: 13d8 + 50 (120 hp)
Initiative: +10
Speed: 15 ft. (3 squares)
Armor Class: 21 (-2 size, +3 Dex, +9 natural), touch 12, flat-footed 16
Base Attack/Grapple: +4/+13
Attack: Slam +12 melee (1d6+5)
Full Attack: Slam +12 melee (1d6+5) and bite +8 melee (3d4+2)
Space/Reach: 15 ft./15 ft. (5 ft. with bite)
Special Attacks: Engulf, Corrosive slime
Special Qualities: Darkvision 60 ft.
Saves: Fort +10, Ref +7, Will +5
Abilities: Str 23, Dex 16, Con 17, Int 14, Wis 15, Cha 11
Skills: Hide +13, Listen +13, Move Silently +12, Spot +8
Feats: Alertness, Combat Reflexes, Improved Initiative
Environment: Underground
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 14-18 HD (Colossal)
Level Adjustment: —
Engulf: Using sand-coated flaps, a sandtrap can suck a large or smaller creature in its body as a standard action. This does not provoke an attack of opportunity. If it wins a grapple check,, it gains hold of the victim, and can attack with a +4 on the attack roll.
Corrosive Slime: Per round, sandtraps deliver 2d6 acid damage, 4d6 vs. metallic creatures or objects, 8d10 vs. stone. Metallic armor and weapons become useless in their maws.
Sine they eat through stone, they are found in soily subterranean dwellings, rather than in stony passages.
Posted in Creature and tagged subterranean by Stephen Hilderbrand with no comments yet.
Staff of G’raff
The transmutation on this quarterstaff provides an additional 5′ reach, as it has been enchanted by an extend reach spell.
This staff is generally made of a rare spotted wood, part of the reason for the normal price of 15,000 gp.
Faint transmutation; Craft Rod or Staff CL5.
Legions of young mages wielded Staff of G’raffs during the MageWar waged in the Phyloctaete, as they could be easily created from wood harvested our of the Border Forest on the eastern edge of the nation. Now that so many mages have fallen, and the spotted trees of the border wood have become scarce, so too has the Staff of G’raff.
Posted in Magic Item and tagged staff by Stephen Hilderbrand with no comments yet.