Hellskin Tunic

These shirts are made from the hides of slain fiends. As such, their appearance varies depending on what type of demon or devil originally wore the hide: some are scaly, some smooth and barbed, some blue-white as ice, and some fiery red.

Those who wear these specially-treated shirts find that they help resist the points of weapons and the tearing of teeth and claws. While worn they confer a natural armor bonus of +2.

Minor abjuration; caster level 3, Craft Wondrous Item, magic vestment, barkskin or mage armor; 8,000 gold

And thanks to my players for inspiration: the story of Doombringer’s return


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Linus’ Exploding Projectile

Transmutation
Level: Sorcerer/Wizard 1
Components: V, M
Casting Time: 1 standard action
Range: Touch
Effect: One touched object in your possession
Duration: 1 minute/level (D)
Saving Throw: Will negates (object);
Reflex Half (see text)
Spell Resistance: Yes (object)
Material Component: A pinch of salt-peter

Any non-magical object you cast this spell on becomes volatile. When it is thrown or launched, and impacts with its target, the object explodes and deals its normal damage plus 1d6 fire damage(Reflex half) to all creatures in a five foot radius.


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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.


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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


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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…


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Asteroth’s Snare

Conjuration (Summoning)
Level: Sor/Wiz 9
Components: V, S, M, (F); see text
Casting Time: 1 standard action or see text
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Permanent; see text
Saving Throw: See text
Spell Resistance: Yes; see text

This spell is a more powerful and versatile version of Trap the Soul.

Asteroth’s Snare transports a living creature into a specially prepared magic circle, which can be at any distance from the target, even on another plane. The magic circle holds the trapped entity indefinitely or until the circle is broken or the caster releases the victim. If the trapped creature is a powerful creature from another plane it can be required to perform a service immediately upon being freed. Otherwise, the creature can go free once the circle imprisoning it is broken or it is otherwise freed.

Depending on the version selected, the spell can be triggered in one of two ways.

Spell Completion

First, the spell can be completed by speaking its final word as a standard action as if you were casting a regular spell at the subject. This allows spell resistance (if any) and a Will save to avoid the effect. If the creature’s name is spoken as well, any spell resistance is ignored and the save DC increases by 2. If the save or spell resistance is successful, magic circle is destroyed.

Trigger Object

The second method is far more insidious, for it tricks the subject into accepting a trigger object inscribed with the final spell word, automatically placing the creature’s soul in the trap. To use this method, both the creature’s name and the trigger word must be inscribed on the trigger object when the magic circle is drawn. A sympathy spell can also be placed on the trigger object. As soon as the subject picks up or accepts the trigger object, its is automatically transferred to the magic circle without the benefit of spell resistance or a save.

Material Component

Before the actual casting of Asteroth’s Snare, you must prepare a special magic circle, similar to the one used for planar binding, the creation of which costs at least 1,000 gp value for every Hit Die possessed by the creature to be trapped. If the circle is not valuable enough, it blows away when the entrapment is attempted. (While creatures have no concept of level or Hit Dice as such, the value of the gem needed to trap an individual can be researched. Remember that this value can change over time as creatures gain more Hit Dice.)

Focus (Trigger Object Only)

If the trigger object method is used, a special trigger object, prepared as described above, is needed.


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Undersea Armors

These armors are often worn by soldiers of the Deep Sea Gnomes, but are not uncommon among the other underwater races.

Sharkskin Armor This very tough light armor is made from the hide of the sea’s deadliest predators. Exceptionally supple and light, underwater combatants prise it for it’s unrestrictiveness. Additionally, skilled armor-crafters can fashion this armor so that the shark’s sharp scales act as armor spikes by alternating the bands of skin, causing the scales’ edges to protrude. Special oils must be used to keep the armor supple and preserve it in aquatic environments.

Armor Bonus: +3 Maximum Dex Bonus: +5 Armor Check Penalty: 0 Arcane Spell Failure Chance: 10% Speed (30ft): 20 ft. Speed (20ft): 15 ft. Weight: 15 lb. Cost: 35 gold

Sharkbone Armor About as protective and tough as a breastplate, parts of the shark’s cartalige, connected by sharkskin, are fashioned into a medium armor that mainly protects the torso. Skilled undersea-armorworkers can incorporate the shark’s jaws and teeth to create ridges of shark-tooth armor spikes on this armor. The cartilige of a sharkbone breastplate remains tough and supple in aquatic environments and does not impede the wearer’s movement much. However, if it is taken out of the water for more than a day or so it dries out and becomes brittle, stiff and useless as armor.

Armor Bonus: +5 Maximum Dex Bonus: +3 Armor Check Penalty: -2 Arcane Spell Failure Chance: 25% Speed (30ft): 20 ft. Speed (20ft): 15 ft. Weight: 30 lb. Cost: 300 gold


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Onyx / Deep Jungle Dragon

As you may have noticed, dear readers, we’re back! After a creatively-draining couple months or rehearsals for my friend’s student production of Steve Martin’s “Wasp”, I am once again free to pour my energy into bringing you drop-in elements for your d20 games. So without further ado, may I present the latest in our series of new True Dragons, the Onyx, or Deep Jungle Dragon!

-Adam

Onxy dragons, sometimes called Deep Jungle Dragons, hatch with glistening black scales flecked with tiny bright green and gray spots. As they mature their low, long bodies become very physically powerful. Their scales develop long thin spines and change to a lusterless matte black with vague splotches of gray and green. This coloration allows them to blend in with their jungle homes superbly.

Reclusive, secretive and unpredictable, Onyx dragons are very territorial. They can be very dangerous to any creatures they feel are invading their shaded jungles. Onyx dragons will stalk new arrivals and passers-through and observe them before deciding whether to let them pass or to eat them.

Type
: Dragon (Fire)
Environment: Jungle and Plane of Shadow
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 11; adult 14; mature adult 16; old 18; very old 19; ancient 21; wyrm 23; great wyrm 25
Treasure: Triple standard
Alignment: Chaotic Neutral with Good tendencies
Advancement: Wyrmling 7-8 HD; very young 10-11 HD; young 13-14 HD; juvenile 16-17 HD; young adult 19-20 HD; adult 22-23 HD; mature adult 25-26 HD; old 28-29 HD; very old 31-32 HD; ancient 34-35 HD; wyrm 37-38 HD; great wyrm 40+ HD
Level Adjustment: Wyrmling +4; very young +4; young +5; others —

Combat
Once they decide to attack, onyx dragons will lay in ambush and attempt to split up, exhaust and frighten off groups of combatants.

Spell-Like Abilities
3/day – blur (very young or older); 3/day—invisibility (juvenile or older); 1/day—shadow conjuration (adult or older), shadow walk (old or older), hallucinatory terrain (ancient or older); greater shadow conjuration (great wyrm).

Breath weapon: a line of burning steam (heat damage, reflex save for half damage) or a steamy cone of fatigue (fort save or become fatigued).

Skills: hide, move silently, and sense motive are considered class skills for onyx dragons. In addition, onyx dragons receive a +8 racial bonus to hide checks when in shadowy or heavily foliaged areas.

Onyx Dragon Abilities by Age

Age

Speed

Initiative

AC

Special Abilities

Caster
Level1

SR

  1. Can also cast cleric spells and those from the Chaos, Luck and Plant domains as arcane spells.

Wyrmling

40 ft., burrow 20 ft., fly 100 ft. (average)

+1

17 (+1 dex, +1 size, +5 natural), touch 12, flat-footed 16

Immunity to fire

Very young

40 ft., burrow 20 ft., fly 150 ft. (poor)

+1

19 (+8 natural), touch 11, flat-footed 18

Blur

Young

40 ft., burrow 20 ft., fly 150 ft. (poor)

+1

22 (+11 natural), touch 11, flat-footed 21

Juvenile

40 ft., burrow 20 ft., fly 150 ft. (poor)

+1

24 (-1 size, +14 natural), touch 10, flat-footed 23

Invisibility

1st

Young adult

40 ft., burrow 20 ft., fly 150 ft. (poor)

+1

27 (-1 size, +17 natural), touch 10, flat-footed 26

DR 5/magic

3rd

19

Adult

40 ft., burrow 20 ft., fly 150 ft. (poor)

+1

29 (-2 size, +20 natural), touch 9, flat-footed 28

Shadow Conjuration

5th

21

Mature adult

40 ft., burrow 20 ft., fly 150 ft. (poor)

+1

32 (-2 size, +23 natural), touch 9, flat-footed 31

DR 10/magic

7th

22

Old

40 ft., burrow 20 ft., fly 150 ft. (poor)

+1

35 (-2 size, +26 natural), touch 9, flat-footed 34

Shadow Walk

9th

24

Very old

40 ft., burrow 20 ft., fly 150 ft. (poor)

+1

38 (-2 size, +29 natural), touch 9, flat-footed 37

DR 15/magic

11th

25

Ancient

40 ft., burrow 20 ft., fly 200 ft. (clumsy)

+1

39 (-4 size, +32 natural), touch 7, flat-footed 38

Hallucinatory Terrain

13th

27

Wyrm

40 ft., burrow 20 ft., fly 200 ft. (clumsy)

+1

42 (-4 size, +35 natural), touch 7, flat-footed 41

DR 20/magic

15th

29

Great wyrm

40 ft., burrow 20 ft., fly 200 ft. (clumsy)

+1

45 (-4 size, +38 natural), touch 7, flat-footed 44

Greater Shadow Conjuration

17th

31

Onyx Dragons by Age

Age

Size

Hit Dice (hp)

Str

Dex

Con

Int

Wis

Cha

Base Attack/
Grapple

Attack

Fort
Save

Ref
Save

Will
Save

Breath
Weapon (DC)

Frightful
Presence DC

Wyrmling

S

6d12+6 (45)

13

12

13

10

11

10

+6/+3

+8

+6

+5

+5

2d6 (14)

Very young

M

9d12+18 (76)

15

12

15

10

11

10

+9/+11

+11

+8

+6

+6

4d6 (16)

Young

M

12d12+24 (102)

17

12

15

12

13

12

+12/+15

+15

+10

+8

+9

6d6 (18)

Juvenile

L

15d12+45 (142)

19

12

17

14

15

14

+15/+23

+18

+12

+9

+11

8d6 (20)

Young adult

L

18d12+72 (189)

23

12

19

14

15

14

+18/+28

+23

+15

+11

+13

10d6 (23)

21

Adult

H

21d12+105 (241)

27

12

21

16

17

16

+21/+37

+27

+17

+12

+15

12d6 (25)

23

Mature adult

H

24d12+120 (276)

29

12

21

16

17

16

+24/+41

+31

+19

+14

+17

14d6 (27)

25

Old

H

27d12+162 (337)

31

12

23

18

19

18

+27/+45

+35

+21

+15

+19

16d6 (29)

27

Very old

H

30d12+180 (375)

33

12

23

18

19

18

+30/+49

+39

+23

+17

+21

18d6 (31)

29

Ancient

G

33d12+231 (445)

35

12

25

20

21

20

+33/+57

+41

+25

+18

+23

20d6 (33)

31

Wyrm

G

36d12+288 (522)

37

12

27

20

21

20

+36/+61

+45

+28

+20

+25

22d6 (36)

33

Great wyrm

G

39d12+312 (565)

39

10

27

22

23

22

+39/+65

+49

+29

+21

+27

24d6 (37)

35


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Animal Alarm

Transmutation (animal)

Level: Ranger 1, Druid 1
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation centered on a point in space
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No

This spell creates an alarm that uses animals in the area to warn of intruders. In all respects it is identical to the alarm spell except as noted here. The spellcaster enchants a group of animals native to the region to act as sentries in the warded area. When the alarm is triggered the enchanted animals will raise the alarm, warning everyone in the area. The alarm is different based on the animals, be it the howling of wolves, an explosion of birds out of the trees, or bats from the cave ceiling, rabbits thumping out a warning, or caicdas chirping.

The material component for this spell is a small amount of food for the type of animal that gives the alarm.


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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!












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