Elsemere Wood Cemetery
These encounters will be appearing in the upcoming adventure The Horror of the Old Ones. In the meantime, feel free to drop them into your game wherever you need a creepy old cemetery. And who doesn’t need a monster-filled cemetery?
Cemetery (EL 5)
creatures: begotten of the old one (1): HP: 70 A begotten of the old ones lives here. Born a child of the sea to one of the families in Elsemere, he grew up as a shut-in, hidden by his parents from the rest of the village. Upon his patents death he was discovered and driven out of the village. The maddening dreams of the wood have made him quite mad, and now he will viciously attack anyone entering the cemetery.
Mausoleum (EL 9)
Inside the crypt there are four carved stone coffins. Two of the sarcophagus lids have been pushed open by tree roots, and an intricate brass sword stand lies toppled over at the head of one of them.
Several shriveled corpses with various armors and dusty equipment lie scattered on the ground here.
Anyone approaching within 30 ft of the death root becomes subject to it’s fatiguing radiance and must succeed on a DC 15 Fortitude save or become fatigued.
Investigating the bodies, a DC 20 heal or spot check, reveals that they were crushed and drained of blood through many tiny wounds.
creatures: death root (1): HP: 63 A death root – the tree – is on top and inside the crypt and will attack anyone entering once they have come inside.
treasure: Here there are several dead adventurers and their gear, plus loot from the sarcophagus. All together it amounts to 1,200 gold, a smooth marble scepter worth 600gp, an intricate brass sword-stand worth 90gp, an arcane scroll containing: gentle repose (lvl 3, cast 5), sleep (lvl 1, cast 1), and undetectable alignment (lvl 1, cast 1) (450gp value). Additionally there is a +1 longsword (2,315gp) and another arcane scroll containing: feather fall (lvl 1, cast 1), bull’s strength (lvl 2, cast 3) and glitterdust (lvl 2, cast 3) (150gp) (325gp value).
Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Encounter and tagged Elsemere Wood, Horror of the Old Ones, Location by Adam A. Thompson with no comments yet.
Cloak of Shadows
Faint illusion; CL 3rd; Craft Wondrous Item, invisibility; Price 2,500 gp; Weight 1 lb.
Cloak of Shadows: as above, and also can project no light as the spell at will. In a 20 ft. radius around the wearer no natural light can penetrate, and so all in the area gain total concealment. The area looks as though it is cloaked in deepest shadow. Magical light illuminates this area normally, and darkvision operates normally in this area.
Faint illusion and conjuration; CL 3rd; Craft Wondrous Item, invisibility, darkness; Price 4,000 gp; Weight 1 lb.
Faint illusion and moderate conjuration; CL 7th; Craft Wondrous Item, invisibility, darkness, black tentacles; Price 14,080 gp; Weight 1 lb.
Posted in Magic Item and tagged cloak, wondrous item by Adam A. Thompson with 1 comment.
Hunting Sword
Hunting Swords are short one handed slashing weapons. Hunters throughout the Soralic lands and the Middle Kingdoms carry them when riding in the forests. Not designed as a weapon of war, they can nevertheless be used for self-defense, and are also useful for field-dressing a hunter’s kills.
Nobles often carry ornately decorated hunting swords when riding.
For a medium sized creature: Type: small slashing simple weapon, damage: 1d6, critical: 20, x 2.
For a small sized creature: Type: tiny slashing simple weapon, damage: 1d4, critical: 20, x 2.
Posted in Equipment and tagged mundane weapon by Adam A. Thompson with no comments yet.
Dimmer of Light
These horrifying creatures hail from jungles in the depths of Tartarus, though prides of them are sometimes encountered in the mortal world. With the head and long neck of a serpent, and the body of an enormous great cat (males) or a claw-footed elephant (females), they make terrifying predators. Occasionally they are used as mounts by the generals and princes of the underworld. When so used they are typically given full plate barding, increasing their AC to 31 and reducing their movement to 30 ft.
Dimmer of Light CR 13
CE huge outsider
Init: +2 Senses: darkvision 90′
Listen +19 Spot +19
AC: 22 (-2 size, +2 Dex, +12 natural), touch 12, flat-footed 20.
HP: 133 (HD 14d8+70)
Resistances: fire 15, acid 10
Immunities: poison
Fort: +14 Reflex: +13 Will: +13
MV: 40 ft.
Attack: bite +22 (1d6+10 plus poison)
Full Attack: bite +22 (1d8 + 10 plus wisdom damage) and 2 claws +20 (2d4 + 5)
Face / Reach: 15ft / 10ft
Base Attack: +12 Grp: +30
Abilities: Str: 31 Dex: 15 Con: 20 Int: 6 Wis: 14 Cha: 11
Feats: weapon focus bite, multiattack, improved natural attack (bite), lightning reflexes, iron will
Skills: Balance +19, Climb +27, Jump +27, Hide +11, Listen +19, Move Silently +11, Spot +19, Swim +27
Wisdom Damage (Su): The bite of these creatures damages the sanity of those bitten. A DC 22 fort save is required to resist 1d10 points of wisdom damage. Those reduced to 0 Wisdom by these attacks fall unconscious.
Posted in Creature and tagged creature type: demon, evil subtype, extraplanar subtype, native subtype, outsider by Adam A. Thompson with no comments yet.
Mad Treant
Suddenly a tree to the side of the path ahead falls and crashes onto the trail, blocking it. The tree then begins to move strangely as though writhing, and a low groan can be heard. After a few moments the tree is upright again, but swaying violently. It’s lower trunk separates into two leg-like appendages and it begins lurching slowly towards you. A face can be made out on it’s trunk and it babbles incoherently in a mix of common and sylvan.
Creatures: This normally benevolent forest creature has been driven mad by the evil influence of the woods. When it reaches the party it acts as though under the effects of a confusion spell: each round it has a 40% chance of attacking the nearest creature, a 10% chance to act normally, bemoaning the evil in the forest, a 20% chance of fleeing, and a 30% chance to babble incoherently.
If the players cast remove curse, break enchantment, or heal the wisdom damage it has suffered, the treant becomes friendly.
Darkmoss the Treant: HP: 77
Development: If the players manage to cure Darkmoss’s insanity, it may become a valuable ally. It knows about Father Ernaldus and the Shada Monks, and believes they are somehow tied to the evil in these woods. If asked it will join the players in tracking down and fighting them, and can lead them to the monestary by way of the ruins. It is not interested in helping the party beyond the woods.
Posted in Encounter and tagged Elsemere Wood, Horror of the Old Ones by Adam A. Thompson with no comments yet.
Creature: Skylion (CR 9)
Large Magical Beast (outsider)
Hit Dice: 15d10+30 (112 hp)
Initiative: +3
Speed: 40 ft. (8 squares), Fly 80 ft. (average)
Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +15/+20
Attack: Claw + 20 melee (1d4+5)
Full Attack: 2 claws +18 melee (1d4+5) and bite +20 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, improved grab, rake 1d4+2
Special Qualities: Low-light vision, scent
Saves: Fort +11, Ref +12, Will +6
Abilities: Str 21, Dex 17, Con 15, Int 5, Wis 13, Cha 10
Skills: Balance +7, Hide +3*, Listen +5, Move Silently +11, Spot +5
Feats: Alertness, Run, Improved Grab, Power Attack, Iron Will, Multiattack, Flyby Attack
Environment: Outer Planes (elemental air?, concordiant domains?)
Organization: Solitary, pair, or pride (6-10)
Challenge Rating: 9
Treasure: Standard
Alignment: usually neutral, some lawful tendencies
Advancement: 16-20 HD (Huge)
Level Adjustment: –
This creature, most often seen serving as a noble and beautiful steed to powerful conjurers, originates from snow caped, wind swept peaks on the outer planes. They are strongly empathic and magical creatures, making them excellent steeds, espically if cared for properly. Their form is that of a large white lion, with colored mane and wings (typically sky blue), and are 6 to 9 feet long and weighs 330 to 550 pounds. Females are slightly smaller and lack a mane but use the same statistics.
Combat
Pounce (Ex): If a skylion charges a foe, it can make a full attack, including two rake attacks.
Improved Grab (Ex): To use this ability, a skylion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Rake (Ex): Attack bonus +18 melee, damage 1d4+2.
Immunities (Ex): Skylions have cold and electricity resistance 10.
Skills: Skylions have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In the sky (when viewed from below) or snow, the Hide bonus improves to +12.
In addition, because of their empathic nature, riders can recieve a +5 on their ride checks if the Sky Lion wishes to confer it (usually dependent on their treatment by their rider).
Posted in Creature and tagged air subtype, extraplanar subtype, magical beast, native subtype by Adam A. Thompson with no comments yet.
Native Camp
Gathered here on this dry hilltop under a twisting tree is a group of wyndm. Several patchwork tents are circled around a large cooking fire. Hounds stand and eye you warily as they catch sight of you.
The native population of this region has been forced to live nomadic lives. They travel in two-to-three-family groups, so they will be encountered in groups of 8-32. Feel free to include them if it is useful, otherwise you can omit them.
Creatures: Wyndm folk commoners (8d4), wyndm-wolves (1d4): these nomadic people are wary, as they live in this dangerous swamp, but if approached peacefully they are friendly. With a DC 15 diplomacy check they become helpful, and will offer travelers warm food and a place to rest if they like. They know the swamps well, and can give the characters accurate directions to Elsemere: follow the river upstream. Altogether half of the people in the camp are combatants, and have the stats below.
Wyndm-folk: CR 1, usually NG, commoner 2, AC: 13 (leather armor +2, dex +1) touch 11 flatfooted 12, HD: 2d4+2, HP: 9, Attack: +2 spear 1d8+2 or +2 shortbow 1d6, Fort +1, Ref +1, Will +0
Tactics: If attacked the men and women will fight with spears and shortbows, the wyndm-wolves will circle and flank and trip, while the children hide or flee into the swamps. If the battle goes badly for them, they will abandon the camp and attempt to flee into the swamp.
Treasure: if the camp is looted, roll for treasure for a CR 1 creature for each combatant in the camp.
Posted in Uncategorized and tagged Horror of the Old Ones, Wyndm by Adam A. Thompson with no comments yet.
A Cadre of Heroes
Today celebrates a very special day: July 7th 2006 marked the very first post on Claw / Claw / Bite ! Since then, we’ve posted 171 times, which means that for a year we’ve given you a new monster, spell, encounter or character to use in your D20 system fantasy games almost every other day!
To celebrate, we’re posting a new group of adventurers: a Cadre of Heroes to oppose the Iron Coven. You’ll see these characters in upcoming Unicorn Rampant adventures such as The Old Rock Tower, The Horror of the Old Ones, the Time Out of Mind Trilogy, and Annointing the Seer. Feel free to use them as NPCs in your games, or as characters when you play.
A Cadre of Heroes
These heroes are a band of friends and companions who have shared many adventures over the years. From humble beginnings, many have risen to fame, some have fallen in battle, some betrayed or turned betrayers, but the bonds of friendship tie them all together.
Over the years they have had run-ins with the Iron Coven, both in groups and singularly.
Aeonados Dy’rashe – Half-elf / half-silver dragon ranger 2
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, vestigal wings, a short tail, and an impressive frill running from his forehead and down his neck.
Kylissa – female half elf bard 5
Terin Goldwrit – male dwarf wizard 5
Adelix – male human summoner, wizard (conjurer) 5
Galenados – Elven Knight figher 5
Tana Brae – wild elf barbarian (female)
Sithadel Veladros – wild elf barbarian / druid (male)
brother and sister
Brother Herott – half-orc priest of Kord, cleric 5
Percivin – male human paladin 5
Apeneone Tesonos – female human druid 5
Winnie Toepelt – female tallfellow halfling rogue 5
Nobinin Glamourwright – male gnome sorcerer 5
Posted in Character by Adam A. Thompson with 1 comment.
Gantonín’s Immolation
Evocation
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray of flame that ignites one target
Duration: 2 rounds per caster level
Saving Throw: None
Spell Resistance: Yes
A bolt of black flame leaps from the caster’s finger and engulfs the chosen target, burning them until they are destroyed.
You must succeed at a ranged touch attack to affect the target. The ray of flames does 4d6 points of fire damage and causes the target to continue to burn for 4d6 points of fire damage per round. The flames continue to burn until the target is dead, at which point the magical fires consume the corpse and go out. If the target has not been destroyed after 2 rounds per caster level, the flames go out.
Other than dispelling the flames with dispel magic or disjunction there is no way to extinguish the magical flames short of submersion in a small lake: lesser quantities of water merely reduce the fire damage briefly. A 9th level spell with the cold descriptor targeting the victim can also be used to end the immolation.
Creature that are immune to fire damage are unaffected by this spell.
Posted in Spell and tagged sorcerer / wizard spell, sorcerer / wizard spell level 9, spell level 9 by Adam A. Thompson with no comments yet.
Cloud Chariot and Cloud Fortress
Pioneered by the wizard Malthalious the Inquisitor, these spells create magical flying clouds that can transport multiple people discreetly and in comfort.
Could Chariot
Conjuration (creation)
Level: Sor/Wiz 6, Air 6
Components: V, S
Range: Short
Effect: Cloud Chariot, 5sq ft / two levels
Duration: 1 hour/level
This spell conjures a magical flying cloud chariot that can transport multiple people. It is under the mental control of the caster, and can fly 40 ft with average maneuverability, but can also hover. When used to travel long distances, it can cover 8 miles per hour. The cloud chariot can transport one medium sized creature for every two caster levels. The chariot is 5 square ft. for every person it can transport. While the caster is not on the chariot, or is not mentally directing it (a free action), the chariot simply hovers in place, and may be moved by strong winds.
Cloud Fortress
Could Chariot
Conjuration (creation)
Level: Sor/Wiz 9, Air 9
Components: V, S
Range: Personal
Effect: Cloud Fortress, up to three 10-ft. cubes/level (S)
Duration: 1 hour/level
This spell conjures a magical flying cloud fortress that can transport and house multiple people. It is under the mental control of the caster, and can fly 40 ft with average maneuverability, but can also hover. When used to travel long distances, it can cover 8 miles per hour. The cloud fortress can accommodate creatures based on it’s layout (see below). While the caster is not on the fortress, or is not mentally directing it (a free action), the fortress simply hovers in place, and may be moved by strong winds.
The fortress may have any design the caster wishes, up to the limits of the spell’s effect: three 10-ft cubes / caster level. The fortress is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the fortress.
This spell can be made permanent with a Permanency spell at a cost of 5000 xp.
Posted in Uncategorized and tagged air domain, sorcerer / wizard spell, spell level 6, spell level 9 by Adam A. Thompson with no comments yet.