Wednesday, May 12, 2010

Tailslap issue #1 Released!



Tailslap is a new 4th edition magazine of articles detailing new characters, creatures, magic items, encounters, spells, powers, rituals, plot hooks, adventure seeds, playable classes, races, campaign settings and area descriptions for use in your games. We also like to mix in cool little details and intriguing features that will enrich your game world.

These features are intended to be ready for you, be you player or gamemaster, to drop into your games as you see fit. In addition, many of these articles will combine to form complete adventures and campaigns that you can play.  We work hard to make this material as easy to use as it is fantastic, and we hope that you enjoy using it in your games.  To this end Tailslap is formatted in landscape for easy online reading.

The inaugural issue of Tailslap contains the following articles:
  • Vault of the Clay Medusa - a trap-filled encounter by Save Versus Death's Scott A Murray
  • Player's Corner - new feats and races for players
  • Wizard Paths and Powers - two new paragon paths for arcane casters
  • The Lair of Jurgen the Learned - an encounter where solving puzzles leads to a sage
  • The Lands of Soralia - geography and history of a region for use in your campaigns
  • People of Soralia - NPCs with stats, backgrounds and suggestions for use in your games
  • Leviathans & Other Aquatic Terrors - new aquatic monsters for players to conquer
  • All That Glitters - powerful magical treasure for your hordes
  • Mundane Equipment - new equipment for your players to wield against their foes
So don't delay: get your copy of Tailslap now!

Friday, May 7, 2010

Gourgh the Beast Man

Gourgh grew up in the Naahaogo society deep in the hills, in which adolescents are forced to fight to assert their position in the tribe. Every year, on the summer solstice, a competition of strength and physical prowess is held to establish the pecking order. Only the top half are allowed to remain in the tribe, and in the 17th year of his birth, Gourgh was narrowly beaten out for a place as an adult in the tribe by his good friend. Because of his fond feelings for his friend, he was unable to bring himself to exact revenge, which would have allowed him to return to society.

Exiled from his homeland, he wanders the forests and hills in anguish, searching for adventure to make his name for himself, and for peace and a new home.

Gourgh’s powers are defined by his humility. Considered a failure by his society’s terms, he has embraced the monk’s way of life, channeling his psionic energy into a new way of being. He has taken on a new surname, and now goes by Gourgh Do-Au.

Gourgh Do-Au ✦ Level 1 Monk
Medium natural humanoid ✦ XP 300

Initiative +9 Senses Perception +8 Insight +8
HP 22; Bloodied 11; Healing Surge 5; Healing Surges: 7
AC 17; Fortitude 12, Reflex 16, Will 14
Speed 6
Action Points 1

Powers
Unarmed Strike ✦ At-Will, Standard, Melee 1, Weapon
+3 vs. AC, 1d8 + 5 damage

Centered Flury of Blows ✦ At-Will, Standard, Melee 1
Trigger: You hit with an attack during your turn
Target: One creature
Effect: The target takes 5 damage, and you slide it 1 square to a square adjacent to you, or 1 square in any direction if the target wasn't targeted by the triggering attack.
Special: You can use this power only once per round.

Dragon's Tail ✦ At-Will, Standard, Melee touch
+5 vs Fortitude, 1d6+5 damage, and you knock the target prone.
Movement Technique
Move Action, Melee 1
Effect: You swap places with the target.

Five Storms ✦ At-Will, Standard, Each enemy you can see in close burst 1
+5 vs. Reflex, 1d8 + 5 damage
Movement Technique
Move Action, Personal
Effect: You shift 2 squares.

Open the Gate of Battle ✦ Encounter, Standard, Melee Weapon
+5 vs Reflex, 2d10+5 damage and the target takes 1d10 extra damage if it was at full hit points when you hit it with this attack.
Movement Technique
Move Action Personal
Effect: You move your speed + 2. During this movement, you don't provoke opportunity attacks from the first enemy you move away from.

Whirling Mantis Step ✦ Daily, Standard, Melee touch
Effect: You shift your speed. If you enter a square adjacent to any enemy during this shift, you slide that enemy 1 square.
You can slide each enemy only once during the shift. After the shift, make the following attack.
Target: One, two, or three creatures
Attack: +5 vs. Fortitude
Hit: 2d10 + +5 damage, and the target is slowed (save ends).
Miss: Half damage, and the target is slowed until the end of your next turn.

Second Wind ✦ Encounter, Personal
Effect: You spend a healing surge and regain 5
hit points. You gain a +2 bonus to all defenses
until the start of your next turn.

Alignment Alignment Languages Common, Naahaogo
Feats Improved Initiative
Skills Acrobatics +10, Athletics +5, Endurance +5, Insight +8, Perception +8
Str 11 (+0) Dex 20 (+5) Wis 16 (+3)
Con 10 (+0) Int 10 (+0) Cha 8 (-1)
Equipment: Wool Clothes, Backpack, 5 days of food

Wednesday, April 28, 2010

The Ruins of Soguer - the Central Ruins

Once again we return to the adventure The Ruins of Old Soguer, being posted piece-by-piece here on Tailslap.  Today's post details some of the notable locations in the central area of the vast ruined city.  There, the remains of a great cathedral, the overgrown market square, and a mysterious still-intact tower beckon to brave explorers.

Previous sections of the adventure can be found here:
The Ruins of Soguer - Introduction
The Ruins of Soguer - Start of the Adventure in Aguies Town & Castle
The Ruins of Soguer - River Journey to the Ruins
The Ruins of Soguer - The Western Ruins



3 - The Broken Cathedral - The following can be seen from the streets of the ruins.


An iron fence, twisted and flattened in several places, surrounds the grounds of a large cathedral here.  The south face of the cathedral is tumbled down into rubble that chokes the steps leading up to its open doors.  The windows of the cathedral still hold a few shards of stained glass.  The wind makes a low moaning sounds as it blows through the empty openings.  A cemetery occupies he northwestern portion of the grounds, and low stone walls - all that remain of several smaller buildings stand to the west and north of the cathedral.  Carvings on the cornerstones of buildings at the intersection indicate that the large road heading east-west is Market Road, and the road leading north is Gods Road.

A search of the grounds and the remains of the rectory and other buildings with a successful DC 10 Perception check reveals old and weathered personal belongings such as combs, bits of wooden dishes, and even some human bones.  A successful DC 21 Perception check uncovers a dirt-encrusted golden holy symbol of Pelor worth 150 gold.

Should the players enter the cathedral they see the following:

Climbing up the steps over piles of stone blocks and rubble, you enter through the open doorways, through a entryway with two side passages, both filled with rubble, and into the large chapelWild birds, disturbed by your entrance, screech in alarm and fly up and out of the chapel. Large stone pillars rise up to support what remains of the ceiling above.  Much of the southern part of the roof is missing, revealing the sky above.  Before you, wooden pews are smashed beneath more stone rubble.  At the far end of the chapel is a raised dais upon which a bare stone altar stands, carved with a relief of a sunburst, an eight-pointed star, and a gauntlet holding a sword.  Detritus lies on the ground around the altar, and three large windows stand open to the sky on the far wall.

A DC 10 Religion check allows a character to recognize the carvings on the altar as the holy symbols of Pelor, Kord, and Heironeous.

If the players investigate the north side of the chapel they see the following:

The floor of the dais, like the rest of the chapel, is covered with dirt, some leaves, and bits of broken stained glass.  There, behind the altar, lies a gruesome sight: the dessicated corpse of a priest in age-browned robes.  His face is twisted in a horrible rictus of fear, and his outstretched arm points to the rear face of the altar.  Following his dead gesture, you read the single word that is written there in long-dried blood: DOOM.

Searching the rest of the cathedral reveals side passages which lead to a staircase leading down.  Beneath are long-ago-ransacked offices and catacombs with cardinal's and bishop's sepulchers there, opened up and looted. 

Treasure - A search of the side chambers and offices can yield the following treasure with the corresponding Perception skill checks; DC 10: 5 gold worth of Sanctified Incense, DC 16: 50 gold worth of Sanctified Incense, DC 21: 100 gold worth of Sanctified Incense and 100 gold worth of Residuum.


4 - Overgrown Market Square - Traveling east down Market Road leads to the overgrown remains of the market square.

A grove of trees hundreds of feet across fills this large open area between the ruins.  The roots of the trees have pushed aside the cobblestones and their branches spread out above the walls of the empty buildings surrounding the grove.  Walking through the woods briefly, you come upon the remains of a large fountain in the center.  The large round stone basin contains some muddy dirt and chunks of stone, and in the center, upon a pedestal a set of stone legs stand broken off at the knees.

A DC 16 History check brings to mind the tale of the statue of the King of Soguer that once stood in the vast market square of this city.  During the height of Soguer's power goods from all corners of the known world were traded here.  Over them stood a statue of the Lidwen Staledo, King of Soguer 70 years ago, carved holding aloft the scales of justice and a sword.  A DC 21 History check reminds the observer that the statue was depicted wielding the royal family's sword The Judge's Tongue, the family's symbol of the supremacy of law.


5 - The Mage's Guild Tower, A reclusive old mage named Alidol lives within this tower, trapped by a curse.

Standing here among the ruins of the city is a tall square tower with smooth, windowless, slightly tapered sides.  The once-fine facade is cracked and crumbling and vines crawl up the walls.  A single wide doorway stands open, the door long gone. 

Details of what can be found within the tower coming in the next installment of The Ruins of Old Soguer....

Monday, March 22, 2010

Adventure Backdrop: Deep Roads

I've been playing a lot of the computer game Dragon Age: Origins recently and I've really enjoyed the great writing of the game: they really put together a deep and interesting history for the game's setting.  One of the elements of this history keeps inspiring me with adventure ideas and encounters every time I think about it: The Deep Roads.

In the game's history the dwarven people once had a vast underground empire.  The cities of this empire were connected by a massive series of tunnels that the dwarves had dug and that spanned hundreds of miles underground.

This idea, a series of underground highways, just keeps inspiring me as a DM.  What heroic adventures must have been undertaken as those roads were first carved?  What difficulties must have faced those undertaking the creation of such an ambitious work?  What troubles and opportunities did the Deep Roads create during the heyday of the dwarven empire?  And after the empire's fall, when the deep roads were lost to them, taken over by horrors from below, what opportunities for adventure do they present?  Who could resist the lure of the lost treasures of a dwarven empire?  What needful items might be lost down their dark and crumbling avenues?

In the coming days I will be posting some encounters, creatures, and adventure seeds that take place against this inspiring backdrop.  For today, I refer you to one of the creatures that slithers along the dark passages of the underdark: the Crawling Drake.

Crawling Drake

This creature's common name is something of a misnomer, as this dragon-like creature has no legs, just a scaly, sinuous, serpentine body and a pair of muscular wings. Able to rise and strike by propping itself up with its wings, these drakes deliver vicious wounds with their snapping jaws.

The origin of their species is speculated to be a mixture of dark things of the underlands, such as a corruption of fang dragon touched by creatures from the outer realms of cruelty and madness. Able to speak a few words of broken draconic and undercommon, crawling drakes are not especially intelligent, but they are tremendously fearsome, nasty and cruel.

Crawling drakes are crafty combatants and adept stalkers, and so will ambush their prey when possible. Once they pick a target, they will attempt to crush them in their coils while delivering bite after bite.  If possible they will attack the weakest-looking member of a group first.

Presented below is the wyrmling version of this monstrosity, as it is encountered while still young and relatively small.

Wyrmling Crawling Drake Level 5 Elite Lurker
Medium Aberrant Magical Beast (Reptile)- XP 400

Initiative +11 Senses Perception +9
HP 96; Bloodied 48
AC 19 Fortitude 17, Reflex 18, Will 16
Vulnerable 5 poison
Saving Throws +2
Speed 4, fly 8
Action Points 1

Powers

Venomus Bite - At-Will, Standard Action, Poison
+10 vs AC, 1d10 + 4 damage, the target is grabbed, and make a secondary attack:
Secondary Attack - Venom
+8 vs Fortitude, 1d6 + 4 posion damage and ongoing 5 poison damage (Save Ends).

Crushing Coils - At-Will, Minor Action
Target must be grabbed
+8 vs Fortitude, 3d8 + 4 damage and the target is weakened until the end of its next turn.

Hypnotic Coils - Immediate Interrupt when Attacked, One target within close blast 5, Recharge 4-6
As you prepare to strike the loathsome beast, its moving coils cause a sudden disorienting vertigo.
+6 vs Will, the target is dazed (save ends) and takes -4 on the triggering attack's to-hit roll.

Alignment Evil - Languages some Undercommon, Draconic
Skills Perception +9, Stealth +12
Str 18 (+6) Dex 21 (+7) Wis 15 (+4)
Con 12 (+3) Int 9 (+1) Cha 9 (+1)

A character knows the following about crawling drakes with the following Dungeoneering skill checks:
DC 15: These large aberrant reptiles, called Crawling Drakes by the dwarves, are dangerous hunters of the caverns below the surface.
DC 20: Crawling Drakes use a venomous bite and their crushing coils to kill their prey, and have strangely hypnotic power over men's minds.
DC 25: Ironically, though venomous, Crawling Drakes are themselves particularly susceptible to poison.

Thursday, March 18, 2010

Phylactery of Faithfulness

This small container holds pieces of parchment bearing holy tracts.  Worn tied to the head with leather straps it serves as a constant reminder of your god's commandments.

Level 8
3,400 gold
Head Slot Item

Effect: while worn this item gives a +2 sacred bonus to your Will defense against attacks with the Charm keyword.

Power (At-Will, Standard Action): by praying to your god for guidance, you learn weather a stated course of action will violate your god's code of conduct or offend your god's principals.

Monday, March 15, 2010

Altar of Transfixion

Altar of Transfixion
Level 5 Warder (500 XP)

The ziggurat altar ahead has a swirling aura about it, oscillating wildly in scintillating patterns.

Trap: This shrine is linked to the Abyss, and attempts to daze those in its area of of effect while its allies strike.

Perception: No skill check required.
Additional Skills: Religion
DC 20: PC recognizes the altar.
DC 30: PC can read the runes on the altar.

Trigger: An enemy approaches within 3 squares.
Free Action, One enemy within Close Burst 3 Attack: +10 vs. Will
Hit: Target is pulled 1 square and dazed (save ends)

Countermeasure: An adjacent character can disable the trap with a DC 24 Thievery check or a DC 24 Religion check (with a holy symbol).

Additional Description: Runes run along the steps of the ziggurat spelling out the name "Tharizdun" in Abyssal and the horrors that he inspires.

Additional Effect: If Tharizdun's name is uttered in Abyssal in the aura of the altar, the altar makes an attack at +10 vs. Will against all enemies within close burst 3, dealing 3d10 damage to all affected.

Wednesday, March 3, 2010

Mirror & Door Puzzle

Everyone loves puzzles thrown into their games every now and then.  They provide an opportunity to stretch the player's brain-muscles in a different way, and can really draw the players into the adventure by giving them a compelling reason to explore their surroundings carefully.  This area is a locked and warded room with a puzzle-locked door and a couple of trapped items.    

Comfortable furniture adorns this room - a chair and small table with a lit oil lamp, and a closed wooden chest.  On the walls hang several paintings of priests ministering to the needy, and a small framed mirror hangs on the west wall.  Other than the door you entered by two closed doors lead out - one north and one east. 

Upon the false door to the north and the empty chest are magical petrification traps (Hard DC Thievery or Arcana check to spot, DC hard + 5 Thievery to disarm) for intruders that trigger when opened - blackness pours out and attacks at +(Level -2) vs Fortitude, on a hit the target is slowed (save ends), on first failed save target is immobilized (save ends), on second failed save target is petrified.

This door is arcane locked (DC Level + 26 Thievery or strength to open) with an inscription: "I am deaf, dumb and blind, but I always tell the truth"  Reading the inscription phonetically backwards opens the door.