Archive for May, 2007
New map for the "Kraken’s Claw"
Posted by knightvision on May 24, 2007
Posted in adventure, maps, modules | No Comments »
Link of the Week
Posted by knightvision on May 16, 2007
Here is a rogues (npc) gallery that I think you will enjoy.
The Link
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New race for the Ebonyr campaign setting - Timberlimbs
Posted by knightvision on May 13, 2007
Here is some basic info that I have come up with.
The Timberlimbs are a smallish race of humanoids that dwell in the canopy of largely forested areas. They are an off-shoot of halflings, long separated from their kin.
The Timberlimbs are roughly 4 feet tall on average. The body of an adult timberlimbs is roughly proportionate to an elven youth. They’re typically olive skinned, with hair ranging iin black to a mixture of browns and greens, and hey have a unique feature - a prehensile tail.
The Timberlimbs very much keep to themselves and leave well enough alone, and very much personify the neutral alignments.
Prehensile Tail: timberlimbs possess a prehensile tail which can be used to grab and hold small objects. The tail is able to reach into an adjacent square to grab an object. A timberlimbs is able to carry a single object with his tail weighing up to one fifth of his maximum light load (any object carried by his tail counts towards his encumbrance). He can also wield - and use in combat - a light weapon (provided it meets the weight requirements). He can make an extra attack per round using the weapon held in the tail, but at a -5 penalty from his highest attack bonus. If a timberlimbs wears normal armor, the tail cannot be used in this fashion; he must use armor specially made to accommodate the appendage, or get existing armor fitted for his tail
Enjoy!
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Updated maps for the Ebonyr campaign setting
Posted by knightvision on May 10, 2007
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New Map for Kraken’s Claw
Posted by knightvision on May 6, 2007
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Kraken’s claw update
Posted by knightvision on May 3, 2007
Well its been a few days since the last update. I have to work OT this week and haven’t had time to work in the module.
It seems this module is being turned on its head. It started to morph into a series of very complex, linear events and it didn’t seem very fun to run. So I decided to cut out the caverns encounters and focus on the jungle encounters and the timberlimb interactions.
I have an artist and will have some original artwork in this module.
I may change the name of the module as well. More to come on that.
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