Up d a t e : 2 0 1 0 0 3
Credits HackMaster Design Team Steve Johansson, David S. Kenzer, Jolly R. Blackburn, Brian Jelke Contributing Writers: Jerimy Grafenstein, Clint Woodall, Mark Hall, Craig Zipse Illustrator of Beasts: Anthony Carpenter
Beast Art Wrangler: Barbara Blackburn
Supplemental Artistry: Ed Northcutt, Fraim Brothers, Craig Zipse and Dylan Reader Field Researchers: James Colletti, Suzanne Kenzer, Matt Leonard, Carl Moellenkamp, Eliana Schwartz, Liam Schwartz, Graphic Design: Steve Johansson and Jolly Blackburn Proofreaders: Barbara Blackurn, George Fields, Mark Hall, Suzanne Kenzer, Liam Schwartz, Ponyus, Vix_Sundown, Tassadar237
Kenzer and Company 808 Endicott Road Highwood, IL 60040
Questions, Comments, Product Orders? Phone: (847) 508-2317 email: [emailprotected] Visit our website at
Manufactured in USA
www.kenzerco.com
This book is protected under international treaties and copyright laws of the United States of America. No part of this book may be reproduced without the express written consent of Kenzer and Company. Permission is granted to the purchaser of this product to reproduce sections of this book for personal use only. Sale or trade of such reproductions is strictly prohibited.
PUBLISHER’S NOTE: This is a work of fiction. Names, characters, places and incidents either are the product of the authors’ imaginations or are used fictitiously, and any resemblance to actual persons, living or dead, events or locales is entirely coincidental.
With respect to trademarks: HackMaster is a registered trademark of Kenzer and Company. HackMaster Basic, Hacklopedia of Beasts, the Kenzer and Company logo, the HackMaster logo and the Hard 8 Enterprises logo are trademarks of Kenzer and Company. © Copyright 2020 Kenzer & Company, Inc. All Rights Reserved.
2
Greytar’s Dangerous Denizens of Tellene The tome you hold in your hands is a copy of the highly sought after ‘Dangerous Denizens of Tellene’ — a traveler’s field guide of sorts to the various animals and monstrosities known to inhabit the world. It is often referred to as the Takavil Kamelikar, or ‘Slayer’s Guide’, though some refer to it as the Hacklopedia of Beasts. Greytar the Gentle (formerly the Chief of Scribes at the Royal Library in P’Bapar but now on extended sabbatical on the far end of the borderlands of the realm) originally penned the work. He spent endless years compiling this manual. Initially, this tome was conceived as little more than a useful reference catalog to facilitate the scholar’s dilettantish magical research, and a means of assembling his disordered collection of notes on the subject. Once he amalgamated this material for the first time, he realized both what he held and what it could become. This framework, it seemed, was admirably suited for recording much more than esoteric uses for various creature parts. As fate would have it, Greytar’s work was interrupted by the call of adventure. Former associates had located the reclusive mage and, after several bottles of Orlurian brandy, convinced him to accompany them on a quixotic trek through the Legasa Peaks in search of a fabled treasure. Though the quest would prove a disappointment to most of the troupe, Greytar’s knack for observation served him well, as he dutifully recorded the unique tactics employed by each creature they encountered, and annotated perceived strengths and weaknesses, as well as remarking on the location and terrain in which they had encountered the beasts. After returning to civilization, he struck upon enlisting the talents of an artist to illustrate the savage monsters he had witnessed. The addition of these sketches to his growing treatise added a welcome visual element to the book and would prove to be valuable in popularizing it outside of academic circles. As time wore on, it became clear that one man alone was incapable of compiling the breadth of information Greytar envisioned this work containing. He thus settled upon enlisting the aid of contributors. The mage sought those whose experience was dissimilar from his own, so as to provide as broad a perspective as possible. He was fortunate to have the acquaintance of an experienced bounty hunter who, though semi-literate, provided a verbal account of many creatures Greytar would scarcely have dared to approach. Much of this supplemental data though, was gleaned from the journals and diaries of adventurous souls he never met in person. Where possible he exercised due diligence in seeking to corroborate these observations, but sadly the old sage candidly admitted that this could not always be done. Although originally written for an academic audience, copies of Greytar’s Dangerous Denizens eventually made their way into the hands of military commanders, caravan masters, hunters, adventurers and others who all recognized the value of this work. In so doing, it has become an object in high demand by those who crave the knowledge it contains. Over the years, various authors have added to the work; some improving upon its offering - others introducing factual errors and blurring the lines with common folklore and unsubstantiated claims. As such, there are dozens of variations of the book in circulation. Many copies, which undoubtedly served as field guides, have hand written notes in the margins.
3
The Bestiary ANGEL, MALAKHIM . . . . . . . . . . ANIMATED ARMOR . . . . . . . . . . . ANKYLOSAURUS . . . . . . . . . . . . . . APPARITION . . . . . . . . . . . . . . . . . BANDY-TAILED FIGHTING COCK BANSHEE . . . . . . . . . . . . . . . . . . . BAT, GIANT VAMPYRE . . . . . . . . . BEARS: POLAR & SHORT-FACED . CAPRITAUR . . . . . . . . . . . . . . . . . CARRION RENDERER . . . . . . . . . . CATTLE . . . . . . . . . . . . . . . . . . . . CAVE LION . . . . . . . . . . . . . . . . . CERATOSAURUS . . . . . . . . . . . . . . CHASM LURKER . . . . . . . . . . . . . . CHUPACABRA . . . . . . . . . . . . . . . . COCKROACH MAN . . . . . . . . . . . COMPSOGNATHUS . . . . . . . . . . . . CRAB, GIANT . . . . . . . . . . . . . . . . CRAWLING CLAW . . . . . . . . . . . . CUEYATL . . . . . . . . . . . . . . . . . . . DEEP STALKERS . . . . . . . . . . . . . . DEMON, BRUISER . . . . . . . . . . . . DEMON (GREATER), FAUSTIOCH . DEMON, YADERVÆLD . . . . . . . . . DEVA . . . . . . . . . . . . . . . . . . . . . . DEVIL, POLAR . . . . . . . . . . . . . . . DJINN . . . . . . . . . . . . . . . . . . . . . DRAGON . . . . . . . . . . . . . . . . . . . DRAUGER . . . . . . . . . . . . . . . . . . DUNTER . . . . . . . . . . . . . . . . . . . . ELASMOTHERIUM . . . . . . . . . . . . EOTEN . . . . . . . . . . . . . . . . . . . . . FEY DRAGON . . . . . . . . . . . . . . . . FIANNA . . . . . . . . . . . . . . . . . . . .
4
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. .18 . .20 . .23 . .25 . .27 . .29 . .32 . .34 . .37 . .40 . .43 . .46 . .48 . .50 . .52 . .55 . .58 . .60 . .63 . .65 . .68 . .72 . .75 . .79 . .82 . .85 . .88 . .91 .106 .109 .112 .114 .117 .120
FLAILING SNAIL (GIGANTIC) FLY, GIANT . . . . . . . . . . . . . . FRORE WOLF . . . . . . . . . . . . . GARGOYLE, ELDER . . . . . . . . GIANT, FIRE . . . . . . . . . . . . . . GLOWWORM . . . . . . . . . . . . . GRIMALKIN . . . . . . . . . . . . . . HELLHOUND . . . . . . . . . . . . . HELVETIAN . . . . . . . . . . . . . . HIPPOPOTAMUS . . . . . . . . . . . IFREET . . . . . . . . . . . . . . . . . . JAGROM . . . . . . . . . . . . . . . . . KRYZAAR . . . . . . . . . . . . . . . . LÄRVAE . . . . . . . . . . . . . . . . . LEUCROTTA . . . . . . . . . . . . . . LIZARD MAN, SERPENTINE . . MANTICORE . . . . . . . . . . . . . MEADOW SPIDER . . . . . . . . . MIMIKOS . . . . . . . . . . . . . . . . MODDE . . . . . . . . . . . . . . . . . MODDEPILLE . . . . . . . . . . . . . MOLD . . . . . . . . . . . . . . . . . . MOOSE . . . . . . . . . . . . . . . . . MORLOCK . . . . . . . . . . . . . . . MUCK MEN . . . . . . . . . . . . . . MUSCHERON . . . . . . . . . . . . . NAGA, PHAYA . . . . . . . . . . . . NAGA, SENTINEL . . . . . . . . . . NIGHTMARE . . . . . . . . . . . . . OKRILLAMARI . . . . . . . . . . . . ORGRON . . . . . . . . . . . . . . . . PERYTON . . . . . . . . . . . . . . . . PIRANHA . . . . . . . . . . . . . . . . PIT HOWLER . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
.122 .126 .129 .131 .133 .135 .139 .142 .145 .148 .151 .154 .156 .159 .162 .165 .170 .173 .175 .178 .180 .182 .184 .186 .189 .192 .195 .198 .201 .203 .206 .209 .211 .214
PLATEOSAUR . . . . . . . . . . . . . QUAZIT . . . . . . . . . . . . . . . . . RATS, MASSIVE & OLIPHANT REEF TERROR . . . . . . . . . . . . ROOFTOP PROWLER . . . . . . . SAILBACK LIZARD . . . . . . . . . SAW-BACKED LUNGER . . . . . SCARECROW . . . . . . . . . . . . . SCOWL . . . . . . . . . . . . . . . . . . SHARJANI . . . . . . . . . . . . . . . . SHARK . . . . . . . . . . . . . . . . . . SKELETON, MULTIFARIOUS . . SKIVER . . . . . . . . . . . . . . . . . . SLAVERING GORGER . . . . . . .
. . . . . . . . . . . . . .
. . . . . . . . . . . . . .
. . . . . . . . . . . . . .
. . . . . . . . . . . . . .
. . . . . . . . . . . . . .
.216 .218 .220 .222 .226 .229 .232 .234 .237 .239 .245 .251 .253 .256
STONY ENSNARER . . . . . . . . . STURM BADGER . . . . . . . . . . . SUNDEW, MAN-EATING . . . . SYNTAUR . . . . . . . . . . . . . . . . TERMITE, GIANT EXPLODING TOFFEE BUGS . . . . . . . . . . . . TRICERATOPS . . . . . . . . . . . . . UNICORN . . . . . . . . . . . . . . . . VALKYRIE . . . . . . . . . . . . . . . . VELOCIRAPTORS . . . . . . . . . . VERMUS . . . . . . . . . . . . . . . . . VIRUNGA APES . . . . . . . . . . . WANDERING MUCOR . . . . . . WISP, SUBTERRANEAN . . . . . .
. . . . . . . . . . . . . .
. . . . . . . . . . . . . .
. . . . . . . . . . . . . .
. . . . . . . . . . . . . .
. . . . . . . . . . . . . .
.294 .297 .300 .302 .305 .307 .312 .314 .317 .320 .323 .326 .330 .333
SLOUGH . . . . . . . . . . SLUSHIE . . . . . . . . . . SNAPPERS . . . . . . . . . SNOGRE . . . . . . . . . . SNOW ORC . . . . . . . SNOW SNAKE . . . . . . SPIDER, SHOAGG . . . SPIDERS, TRAPDOOR SSISHNISSKA . . . . . . . STEGOSAUR . . . . . . . STERCUS . . . . . . . . .
. . . . . . . . . . .
. . . . . . . . . . .
. . . . . . . . . . .
. . . . . . . . . . .
. . . . . . . . . . .
.259 .262 .265 .268 .270 .273 .276 .280 .283 .289 .291
WOLVERINE . . . . . . . . WORM, GREAT SPINY WRENGENAN . . . . . . . ZA’KAARII . . . . . . . . . ZA’KAARII SHEPHERD
. . . . .
. . . . .
. . . . .
. . . . .
. . . . .
.335 .337 .340 .343 .347
. . . . . . . . . . .
. . . . . . . . . . .
. . . . . . . . . . .
. . . . . . . . . . .
. . . . . . . . . . .
. . . . . . . . . . .
. . . . . . . . . . .
. . . . .
. . . . .
. . . . .
. . . . .
. . . . .
. . . . .
Appendices ENCOUNTER GUIDE BY PARTY LEVEL/SIZE . . . . . . . . . . . . . . . . . . . . . . . . . . .350 SALVAGING MEAT FROM KILLS . . . . .364
Dedicated to our friend and comrade in arms, Steven Konrad Johansson. And to empty chairs set for fallen friends everywhere.
5
The Field Researchers Greytar the Gentle
I
n his own words, Greytar’s sole intent when compiling Dangerous Denizens was “to catalogue all the strange and deadly creatures of Tellene. Those rustlers of the night that creep about, the stalkers in shadows, the vile predators intent on killing men.” As an academic and a scholar, he initially devoted himself to such details as a creature’s diet, habitat, and useful parts that could further his own study of magic and the arcane. However, as he threw himself into his research, he became more thorough. He began seeking answers to nagging questions that constantly kept popping up. How best to fight a creature if one found himself facing one? How do various creatures respond when encountered? Do they flee? Stand and fight? Pursue? What tactics do they favor in combat? For that matter, what tactics are effective against them? What parts, if any, could be shorn from a slain creature and have value in the marketplace, for research purposes or as raw material for manufacture? As the years passed, Greytar’s focus (and the book) slowly broadened. No more was it a simple work of a naturalist inspired by scientific curiosity, but an all-encompassing field guide of use to readers from all backgrounds and professions. Soon he was going back and jotting down tips on tracking such creatures (as well as evading those that may be following you) in the margins and noting such things as how to detect the signs of a creature in the area and how to defend against one if encountered (or, better yet, how to avoid encountering one in the first place). Unable to study or witness most of the creatures first-hand, and usually dealing with dead specimens, Greytar sought out others with the knowledge he required. Early on he gravitated to the bounty master’s stall at Frandor’s Keep where hunters and soldiers brought their kills to collect the bounties. Over drinks and meals at the local tavern, he gleaned as much information as such individuals were willing to offer. He even employed the talents of a local artist to sketch the various creatures; some based on dead specimens brought to the Keep, others based on descriptions provided by those who had encountered them in the wild. Greytar has often been criticized for including many factual errors in his work but most concur that his book of denizens is one of the most important and most complete guides on the subject to-date. Even so, rumor has it that Greytar is working on future volumes. Greytar’s personal observations and commentary are indicated by the following symbol:
w
Dealaan Daarmae
D
ealaan Daarmae is a canny Reanaarian who has applied himself to many endeavors over the years but prides himself for being a “master thief unequaled in the arts of stealth, cunning and eluding justice.” Born a street urchin in Geanavue, he has since traveled the known world having won and lost fortunes, fame, and many a lord’s lady. He has dedicated his life to lifting the property of others and making them his own without losing his head in the process. This is not to say that he doesn’t have ambition. Several times during his life he attempted to turn a new leaf and apply his skills toward more legitimate pursuits. Once as the Captain of the Guard at Bet Kasel, he was entrusted with defending the crown jewels. Eventually, temptation (prompted by a staggering gambling debt) proved too great and he made off with the goods – but not before detailing the building of traps, locks and other measures in a commissioned work for his master. Written from a thief’s point of view, Dealaan couldn’t resist including notes on how to thwart such measures, making it a popular book indeed in the underworld when it was eventually stolen. Dealaan eventually became a teacher for the Dark Omen, the infamous thieves’ guild of Zenshahn. There he continued his writing, primarily focusing on various creatures of Tellene and how stealth and cunning could most effectively be used to get at their guarded hoards. Of course, as is typical for a thief, it has since been determined that many portions of his works were lifted from other sources and embellished to brand them as bits of knowledge gleaned from personal experience. Greytar has graciously opted not to follow Dealaan’s plagiaristic lead and has annotated the rogue’s personal observations and contributions to this work with the following symbol: g He cannot, though, certify the originality of said observations.
6
Helena Vitira, Cleric of the Eternal Lantern
H
elena Vitira was reared in the faith of The Eternal Lantern. Dedicated to the Shining One when she was only ten, the temple would be her home for the next thirteen years as she threw herself into her lessons and training. Mokira, her mentor, was so impressed that he urged her to take the unusual step of beginning her mission directly after her investiture. It was his hope she would return to the temple once her fieldwork was complete to mentor and inspire others, but it was not to be. Once outside the confines of the temple, Helena was enthralled with a world she had never seen. “At morn I await the rapturous arrival of He that doth shimmer for each daye presentest a new bounty!” she wrote in her journal. Helena embraced the life of a wandering missionary in spite of its hardships and took an open-ended sabbatical, extending her evangelical mission indefinitely. Filled with naïve wonder, each new day was one of discovery, though she would quickly learn first-hand that the world outside the chapel was a dark place filled with many evils. Rather than being discouraged, this only buttressed her faith. “The world doth cry out in wont for the Light of the Lanthorne Eternal...” she wrote, “And I shallst bear it to every dark hollow and smitest all who wouldst seek such cover dark from whence to contrive yon villainy.” Helena has a particular interest in unnatural creatures of the night — especially agents of evil and the undead. Like a physician seeking a cure for disease, she threw herself into the impossible task of ridding the world of such terrors. Toward that end she engaged in countless harrowing missions, battling many nefarious powers of dread. In her heart she knows that she has more than a touch of the vigilante, and to console the occasional guilt over neglecting her cloistered brethren, she diligently inscribed memoirs of her adventures – taking care to provide any observations on the creatures she fought so that the Assembly of Light may disperse this knowledge. She dutifully sends these journals back to her mentor before setting out on a new quest, knowing always that each one may be her last. Mokira has admonished her in prose many times, asking her to devote more energy towards converting people to the faith and less time in the endless pursuit of nefarious creatures. Helena’s return correspondence always bears a subtly combative tone, confirming perhaps that she has become a true scintillant warrior forever lost to the mundane. “Pathfinder be I for the Luminous Laird. For doth not demonstrative evidence of his righteous brilliance inspire downetrodden wretches for to call upon his exalted name? Willst they not but seek the succor of He Who Shineth Bright when it is He that deliverest them from darkest peril? Nay, I doth admonish thee good Mokira that thou mightst pave mine path with thine acolytes aplenty.” Greytar stumbled upon her letters while residing in Bet Rogala. He was both impressed with her keen observations and frightened by her tales. He made a very generous contribution to the Pekalese Assembly of Light in recognition of their granting him permission to copy this correspondence. He considered gaining this valuable information — without having to experience it firsthand — a price well worth paying. He has indicated her contributions to his work with the following symbol: i
“The Ravager”
T
he Ravager was a nom de guerre of a famous sword-for-hire and adventurer who wandered throughout the Sovereign Lands some fifty to sixty years ago. The historian Glandree, in his book, ‘The Death Merchants’, chronicled the exploits of the Ravager. Although a historical figure whose true identity remains shrouded in mystery, many of the deeds attributed to him are more folklore than fact. Adding to the myth surrounding the man is the fact that he disappeared without a trace, never to be heard from again. For years, the legends claimed he had departed the Sovereign Lands and crossed the oceans to find new realms to explore. Sadly, those legends were shattered when the mummified husk of the warrior’s remains were found at the bottom of a spider pit near the Mines of Chaos a few years ago. His journal was found lying nearby in a satchel – a treasure for which Greytar laid out a handsome sum to secure. The journal was packed with detailed accounts of his encounters with all things dark and dangerous. He wrote about how various creatures behaved in toe-to-toe fights, their fighting tactics, effective strategies to counter them, as well as details on tracks, scat and other signs. This wealth of information Greytar pulled into his own work. As a warrior and a mercenary, the Ravager was obsessed with humanoids in all forms, especially orcs, bugbears and kobolds, whom he considered challenging opponents. Much of his journal concerned itself with tactics on fighting such creatures in large numbers. Although the Ravager loved the thrill of the hunt, he was also a self-professed opportunist who engaged in a fight whenever and wherever one could be found. He took everything of value from a kill that he thought could be sold in the bazaars back in the big cities. His journal reflects that mind set. Greytar was apparently enthralled with the Ravager, for he included several excerpts and anecdotes from the warrior’s journal detailing memorable encounters with various creatures. Greytar has indicated the Ravager’s personal observations and contributions to his work with the following symbol: n
7
Dorran Randril
D
orran is a Brandobian born to a wealthy merchant family in Dalen. From an early age he was a disappointment to his father, who naturally wished the bright boy to follow in his footsteps. Commerce held no interest for Dorran, however. Instead, he was fascinated with the family pets – many of which were exotic species his father brought back from Svimohzia to delight and amuse his daughters. These creatures, mostly birds and small lizards, did not thrive so far removed from their natural habitat, but Dorran cared for them, becoming obsessed with every nuance of their habits and personalities. He kept meticulous records of their diet, learning what they preferred to eat, and developed an artistic talent by sketching these animals. As he matured, Dorran yearned to learn more about the natural world that was so different from the crowded city streets. He began to visit the rustic hamlets that surrounded Dalen and there made friends with a number of farmers, who were all too happy to gain the confidence of the son of a wealthy merchant. He began to spend more and more time away from home and, in the company of these rustics, embraced the Conventical of the Great Tree. Dorran’s father had tolerated his son’s eccentricities, but to him this was far enough. He demanded that the boy cease his “low-born” religious practices and accept his role in the family. Rather than conform, Dorran fled to become an acolyte of the Old Oak. Dorran excelled in this service and eventually became a missionary, travelling far and wide to extoll the virtues of a bucolic lifestyle in harmony with nature. During these journeys he has had the pleasure (and sometimes misfortune) of cataloging many of nature’s most intriguing creatures. Dorran, now being an esteemed master of herbology, is routinely sought out by mages for consultation. In time, this brought him to Greytar’s attention, and the old wizard and he have corresponded for years. One evening, when Dorran’s work brought him to P’Bapar, the two spent a long evening over herbal tea discussing various matters of common interest. The subject of Greytar’s “little book” came up, prompting Dorran to share his travel journal. The mage was stunned at the scope of knowledge contained therein, offering to buy the travelogue there and then, knowing it would fill a known and gaping void in his manuscript. To his complete surprise, Dorran said it was his pleasure to assist the magician in his important work, and that he could keep the book if doing so would help educate learned people on matters dear to his heart. Greytar has indicated Dorran’s personal observations and contributions to his work by the following symbol: V
Larzon Bayz arzon Bayz is all about finding man-killers. Tracking them. Slaying them. Bagging them. As far as he’s concerned, no challenge is too great – as long as there’s money or treasure involved. An experienced bounty hunter, Larzon has worked the border region of the Legasa Peaks for years and has a well-earned reputation for being one of the best in his field. This is perhaps why Greytar went to such lengths to include his commentary in his works. Moving from town to town, he pitches himself as something of a ‘problem solver.’ He deals with meddlesome pests, be they man or beast, and moves on once his work is finished. Recently, however, he’s taken a prolonged hiatus at Frandor’s Keep on the borderlands where he’s found more than enough work (and coin) to keep him busy. He’s become something of a minor celebrity at the Keep after hauling in countless bounties (including a half-dozen bugbears he claims to have taken single handedly). He quickly caught the attention of fellow Keep resident Greytar, who went to great lengths to befriend the giant of a man. Since both men enjoy pulling a cork, they spent many nights in an upstairs room at the Tilted Keg with Greytar hunched over his pen and parchment, asking Larzon questions and then faithfully transcribing his answers. Larzon was more than willing to share his wealth of experience as long as the mead kept flowing. The information Greytar gleaned proved invaluable. Larzon knew first-hand that lizard man flesh makes “good eating when in a pinch — so long as you boil it and are careful to drain the fat.” He related that a wounded owlbeast will “play dead if outnumbered only to rise back up and attack again at the most inopportune moment” and that kobolds sometimes “intentionally lay down tracks hoping to lure the unwary into a kill zone or elaborate trap.” Greytar couldn’t write fast enough. “Worth every copper piece I laid out for mead!” he later wrote. Unfortunately, Larzon is also prone to exaggeration as well as being greatly superstitious. Many readers have raised an eyebrow at his claim that “sprinkling salt around a campfire will keep the undead at bay” or his belief that “keeping the thumb of a known thief in a coin pouch will improve the bearer’s luck and increase his profits.” Sometimes one has to take Larzon with a grain of salt. Greytar has indicated Larzon’s personal observations by the following symbol: j
L
8
Monster Descriptions & Data Our crack team of dedicated scholars and field agents has fully researched every creature detailed in this encyclopedic offering. We know from first-hand accounts that no such creature should be taken lightly. Even the most (seemingly)innocuous of beasts can be a challenge for hardened heroes, when effectively utilized by a GameMaster of clever and cunning mind. Since you are reading this book, we assume that you must fall into this category (or will in short order). If you’re a player, well, let’s just say that you’re on your way to arming yourself with potent knowledge – forcing your GM to become increasingly skilled, or run the risk of you running roughshod over his precious campaign. The following introduction explains how to interpret the monster listings contained within each entry.
Explanatory Notes Monster Name:
Each creature is listed alphabetically, compiled in order by the name to which it is most commonly referred by sages, scholars, hunters and those in-the-know. Names less-oft used, but still relatively common, are listed as “aka” or “Also Known As….” immediately thereafter.
Monster Description:
The information immediately subsequent to the authoritative commentary is more detailed and contains certain rule-specific data that falls largely in the realm of the GM, although, in a break from the traditions of previous HackMaster editions, it is not outside the purview of players to read these sections. That said, players should be wary of all entries in this book as their GM may receive clarifications and further information to which they are not privy, making complete reliance on this tome a dangerous thing, indeed. Accordingly, if you are a player, you should refrain from studying these beasts until completing at least your first encounter, and then make your own notes in the margin as your experience under your particular GameMaster could vary somewhat or even depart dramatically from that of the experts referenced and cited in this Hacklopedia of Beasts. Each monster description is broken into the following categories (as appropriate for each creature): Combat/Tactics:
This entry describes how the monster fights, whether singly or as part of a group (or both). Does the beast attempt to avoid encounters or does it boldly or recklessly rush in, taking on all challengers? Will it fiercely protect its young and/or home? Does the thing know no fear? Is it a toe-to-toe fighter or does it prefer to pick off eneExpert Commentary: Each Hacklopedia entry includes a first-hand account mies at range? Creatures intelligent enough to employ in the form of an excerpt from the memoirs, field notes, weapons, armor and other tools may also have lists of scholarly works or penned books of one of the foremost these and other such favored instruments of war authorities on the creature in question (see the appro- frequently used. priate biographical entry on pages 6 through 8 for each Habitat/Society: such expert). Each commentary includes tidbits of useThe monster’s natural habitat, its social organization, ful information written by a professional with direct, mating habits, gestation period, life span, description of personal experience with the creature. Common anno- lairs and so forth as well as any other factoids that might tations range from useful items that may be taken from be useful to the GameMaster find their way here. such a kill, or how to evade (or fight) the beast, to tips Ecology: on tracking it. Of course, the type, extent (and even This section describes how the monster integrates quality) of the records varies depending on the source. with its environment, such as the manner in which the While the editors of this exalted tome have taken every monster fits into the world and environment it occueffort and spared no expense on verifying the accounts pies. What niche does it fill? What other creatures is it presented, we cannot guarantee that the field details rerelated to on the evolutionary tree? Where does it fall lated herein are completely universal or conclusive. For in the food chain? How does it fit in the grand scheme the intrepid player relying on this encyclopedia, that of things? means be wary and forewarned.
9
On Tellene:
typical range as pockets of creatures may appear in unlikely locations. However, outside of the listed ranges, the probability of encountering the creature in question drops dramatically.
Although HackMaster can be played using any campaign setting, play is maximized on the default world of Tellene (the Kingdoms of Kalamar campaign world). This short entry briefly describes where the creature fits into that setting. QUICK REFERENCE DATA BLOCKS Animal Signs: This area displays the monster’s tracks to help your character recognize when he’s entered a creature’s range or to otherwise track a specimen. Additional information may also include other “signs” of the beast’s activity in the area, such as scat, territorial markings and nesting/sleeping areas.
Sturm-wolves are most commonly found on the cold northern plains of the Drhokker horse lords.
The right-hand margin of each entry contains three quick-reference data blocks. Here the GM can quickly find a summary of game information for that particular monster entry. To further increase efficacy and speed These tracks and markings reveal the presence of skitter rats. Relative Size: Shown here is a representation of the of use in-game, three categories further subdivide the relative size of an average, mature creature of the indi- data blocks: cated type compared to a typical six-foot-tall human. Combat Rose Note that specimens may vary in size somewhat, so, depending on species, be prepared for smaller (whether The Combat Rose is a standard icon containing all adolescent, pygmy or simply undersized adults) or larger pertinent monster combat data elements in one concreatures than shown. venient box. It yields the following information: Speed: This statistic describes how much time (in seconds) passes before the creature can attempt to make another attack after its previous strike. For creatures with varied attack routines (e.g. the griffyn has a Speed 3 and lists two claw rakes (2d4p+4) and a bite (4d8p) as its attack routine), the attacks occur in sequence as listed. For instance, a Griffyn makes its first attack for 2d4p+4 potential damage upon closing within Reach distance of its opponent. Three seconds later it again attacks for 2d4p+4 potential damage and three more seconds later (7 total) it A fearsome drake dwarfs an average human. attacks again, this time with a bite for 4d8p potential damTellene Range: This chart shows a small map of Tel- age. Three seconds after that, it again attacks for 2d4p+4, lene displaying the monster’s typical range or territo- and so on. ries. These are the areas where the species is most Initiative: This number is added to any Initiative die common but note well that this does not mean that roll. Quick and nimble monsters receive a bonus (negthe creatures will never be encountered outside of their ative numbers improve their reaction time) while slow
10
The Griffyn’s combat rose.
or ponderous creatures are usually saddled with a penalty. Attack: Monsters add this value to their d20p Attack roll when striking an opponent. Defense: Monsters add this value to their d20p Defense roll when defending against an opponent. Note that monsters listed with “Shield Use” as a special defense receive a d20p-4 Defense die when not employing a shield, but other monsters use a standard d20p at all times (the −4 penalty is already factored into their natural attack ability). Damage Reduction (DR): Whether gained through body armor, an exoskeleton, bulk, the supernatural or sheer orneriness, this is the number by which the GM should reduce the damage of any successful hit inflicted upon a monster (a hit may be reduced to zero effective damage). Creatures that normally wear armor are listed
with their most commonly worn armor incorporated into this figure, but natural hide (if any) will also be listed so that the GM can easily remove or modify armor type. Damage: This value lists the damage a creature inflicts when it successfully lands a blow. For humanoid, human or demi-human creatures, this figure corresponds to the most likely weapon they may employ. The creature’s Strength score has been incorporated into this value but appears so that the GM can employ different weapons with ease. Reach: This indicates at what distance the creature can strike. Reach is important because the unsurprised individual or monster with superior reach gains the opportunity to strike first. As a GM, if you need to quickly calculate reach in feet, you can generally treat short as two feet, medium as three feet and long as five feet (or if the monster carries a weapon, use its Reach instead). If the latter is applicable, this information is annotated in the monster’s statistics. Trauma Save: When struck by a single blow exceeding 40% of its maximum Hit Points, a creature must roll this figure or below on a d20 to avoid the debilitating effects of a grievous wound. Creatures with a value of “n/a” need never make a Trauma save as they either cannot feel or are immune to pain. For example, an Orc with 28 Hit Points needs to make a Trauma save whenever it suffers 12 points of damage from a single hit (28 x 40% = 11.2, round up because 11 is insufficient to force a Trauma save). Because Orcs have a Damage Reduction value of 3, the actual blow must be for 15 or more points of damage. Thus, if this Orc is struck by a longsword for 15 points of damage (suffering 12 points of damage), it must then attempt a Trauma save. The Orc must roll 6 or below on a d20 or be rendered temporarily incapacitated for 5 seconds times the difference in the save rolled and the required ToP save number (in this case, 6). Special Attack: Certain creatures have attacks that have ancillary effects other than Hit Point damage. These are listed here. If a creature has any skills useful in attacking, they will be listed here as well, space permitting. Supplemental Poison Rules: Many creatures possessing a toxic bite or sting may deliver this venom via
11
an attack form insufficient to penetrate its target’s damage reduction [DR] rating. This does not mean that said attack failed, merely that it was insufficient to inflict a measurable wound. It may well have broken the skin and disgorged its poison despite the innocuous wound. In order to simulate this very likely possibility, the following rule applies: When successfully attacked by a creature with a poisonous bite that caused insufficient damage to penetrate one’s armor, the difference between the armor’s DR and the bite damage is applied as a bonus to the resultant saving throw. For example, a very large spider bites a character in chainmail. The bite causes only 2 points of damage, insufficient to penetrate the mail. The character thus sustains no Hit Point damage. However, the bite may still have bypassed his armor to deliver a very minor laceration or puncture sufficient to allow the venom to enter his system. The difference between his armor’s DR [5] and the bite damage [2] is 3. He thus must attempt a saving throw versus poison but adds +3 to his check. Special Defense: Certain creatures have defenses that have ancillary benefits other than a defense bonus. These are listed here. If a creature has any skills useful in defense (such as Hiding or Sneaking) they will be listed here as well, space permitting.
Data Blocks Herein lies everything the GM needs to conduct combat using the monster. Relevant statistics include everything from Hit Points to combat statistics to movement rates. We’ve presented this information so that GameMasters have all the salient data right at their fingertips. General Info: This block contains a summary of information pertaining to the creature. This box proves most useful to the GM when planning encounters and placing monsters but is not cluttered with in-combatrelated values. Yield Box: While including some information relevant to encounter planning on a macro-level (such as EPV), this block can really be described as the ‘post encounter’ section. Here one can find details on anything useful that might be taken from a fallen monster (including experience points) once successfully defeated.
12
The three data blocks and their subentries are described in detail, below. COMBAT DATA BLOCK Hit Points: Each creature possesses a range of Hit Points for the monster. To determine the exact total, simply roll the indicated dice and add the resulting sum to any base HP number listed for each individual creaTenacity [Morale level]
Hero
Tenacity Trigger event [Morale] Roll modifier
None
None
Fearless
+2
50%+ in one hit.
Brave
+1
Suffer enough for ToP check; attacked from rear, front and flank; battle appears hopeless.
Steady
Suffer 25% dmg in one blow; flanked on 2 sides; character and allies unable to significantly damage foes in 30 seconds; outnumbered.
Nervous
−4
Suffer 20% damage in one blow; flanked; unable to significantly damage foe in thirty seconds; even numbers or worse.
Cowardly
−8
Any wound; double-teamed; unable to damage foe after two attempts; do not outnumber opponent 2:1
Timorous
None
Automatically flees at any threat, surrenders if escape impossible
Size Category
Description
T (tiny)
1’-2’ in height or length (examples: giant rat, weasel)
S (small)
3’-4’ in height/length (examples: halfling, kobold)
M (medium)
5’-7’ in height/length and without significant girth (example: human)
L (large)
7’-9’ in height or length [or shorter with appropriate bulk or girth] (examples: bugbear, gnole)
H (huge)
9’-15’ in height or length (examples: griffyn, ogre)
G (gigantic)
15’-25’ in height or length (example: hoar frost giant)
E (enormous)
26’ -40’ in height or length (example: Arakian Queen, Tetzylwyrm)
C (Colossal)
Over 40’ in height or length (example: Worm, Titanic)
Movement Type
Very Fast
Fast
Quick
Standard (human)
Sluggish
Slow
Very Slow
Crawl
5
5
5
22 ft/sec
14 ft/sec
2
2
Walk
20
15
10
5 ft/sec
22 ft/sec
14
2
Jog
25
20
15
10 ft/sec
5 ft/sec
22
14
Run
30
25
20
15 ft/sec
72 sec
33
22
Sprint
35
30
25
20 ft/sec
10 ft/sec
5
33
ture encountered. If a Hit Point range is given, a decision on the size (and thus Hit Point range) of the monster may need to be made prior to rolling for Hit Points. Regeneration: Some monsters (Trolls for example) have a superlative capability to recover from any injuries they’ve sustained. In the description, it will be said to regenerate wounds at a rate of 1 hit point per X seconds. This means that the creature will recover one hit point per time interval regardless of the number of individual wounds it has sustained. This point will be subtracted from the most severe wound. Size/Weight: This category summarizes the creature’s physical mass and height (or length) as well as the typical weight. Smaller creatures are far more susceptible to knock-backs resulting from massive blows (regardless of whether or not the blow bypasses the monster’s ‘damage reduction’ statistic to cause actual damage). Tenacity: Tenacity (Morale) is an indication of just how willing a monster is to engage in combat and stay in the fray once suffering injury, losing a comrade, etc. Creatures with animal intelligence, or that act on instincts, have Tenacity listed. Intelligent creatures typically have Morale. Player characters, barring certain quirks, and rarified monsters have a tenacity entry of “Hero”. Such a rating indicates that the creature will never be compelled to retreat due to inherent fear or injury no matter how dire the situation is or seems. This does not oblige the Hero to fight to the death; rather it places the choice solely in the creature’s hands. Hero NPCs and monsters may rationally evaluate the circumstances and choose to engage or disengage as befits their objectives. This requires GM judgment on a case by case basis. Checking Morale: Individuals check morale any time they suffer a hit in combat (or other event) that results in a trigger event for their Tenacity level. Thus, a Nervous creature must make a tenacity check any time one of the following events occurs: it suffers 20% damage in one blow, becomes flanked, is unable to sig-
Intelligence Value
Comparable Intelligence Score
Non
Nil
Semi
0/01 to 1/100
Animal, Low
2/01 to 4/100
Animal, High
3/01 to 5/100
Obtuse
4/01 to 6/100
Slow
7/01 to 9/100
Average
10/01 to 12/100
Bright
12/01 to 14/100
Smart
15/01 to 16/100
Brilliant
17/01 to 18/100
Genius
19/01 to 20/100
Supra-genius
21/01 to 22/100
God-like
23+
nificantly damage its foe in thirty seconds, its allies have even numbers or worse. Tenacity checks are handled by a competing d20p roll. The subject of a check modifies his roll by the Morale Modifier for his Tenacity Level, while the counter-die is modified by the Charisma Morale Modifier of the attacker (if a character) or the Tenacity Modifier as indicated in the HoB entry (if a creature). If the subject’s roll is lower, it has failed its check. A failure means creatures with Intelligence of 6/01 or more immediately begin executing a fighting withdrawal and move to leave combat – they can return if the triggering event is no longer in play (e.g., healed or no longer surrounded) or they are rallied by a leader. Creatures with lower intelligence immediately flee with a failed result. Intelligence: This entry shows the relative level of a monster’s intelligence/cunning compared to humans. Fatigue Factor: After every 30 seconds of combat, monsters must attempt a competing d20p save against a d20p modified by its Fatigue Factor score. Failure in-
13
dicates the creature is winded and suffers a −2 penalty to its Attack and Defense, a +1 penalty to Speed and −1 to Damage. Successive failures double these penalties each time (i.e. −4 Attack et. al. after the second failure, −8 et. al. after the third). A listing of n/a indicates that the creature can never become fatigued.. Movement: This section shows the creature’s speed for various types of locomotion as shown in the chart at the top of the page. In addition to standard movement, any special movement types will be listed here, for example, flight, brachiation, swimming, burrowing and so forth. Saves: During combat, monsters may be required to make various saving rolls. This section lists the base saving throw including any inherent modifiers based on any special mental acuity or physical advantage. WILL FACTOR
This statistic is only listed for undead and extraplanar creatures. It is a measure of their ability to resist the efforts of a cleric to override their autonomous choice of actions by compelling them to flee the battlefield or commanding them into service. For the undead, it is also an indication of the fortitude of their special attacks The icon beneath its Will Factor indicates the moral alignment (i.e. good, neutral or evil) of the creature. Unlike the monsters presented in Hacklopedia of Beasts vol. I, there are good and neutral extraplanar creatures that may be subject to priestly influence. This alters the paradigm and necessitates some additional explanation. Although an Evil cleric’s power is listed as “Command Undead,” any Good creature with a Will Factor liability may be Turned by any Evil cleric possessing such power (bearing in mind that this is not a universal ability available to all faiths). Thus Evil (LE, NE and CE) clerics may attempt to drive away an Angel. Neutral clerics (here specified as LN, N and CN) with the Turn/Command Undead power may do likewise. Good clerics may attempt to either Turn such a creature (though what circumstances would drive such a need would be puzzling as collegiality is a hallmark benefit of goodness) or Command it into service. “Command” is a legacy word choice here and in this specific instance should be interpreted as “favorably influence to render assistance.” Unlike an Evil cleric’s total dominion over an undead being he Commands,
14
Will Factor for Good, Neutral and Evil beings
a Good cleric can be assured of cooperation but not subservience. Neutral beings with a Will Factor liability may be Turned by clerics with antagonistic ethics. For example, a CN Fianna may be Turned by any Lawful cleric (LG, LN or LE) with the Turn or Command undead power. True Neutral beings (e.g. Helvetians) may only be Turned by non-neutral clerics (LG, CG, LE and CE only). Good and Neutral clerics with turning powers may Turn any Evil creature with a Will Factor liability be they undead or extraplanar. Evil clerics may opt to either Turn them (dispatching a possible dangerous nuisance for a time) or Command them. Evil Command Authority: The degree to which an Evil cleric may dominate those beings he’s Commanded depends on the creature. For automatonic undead, the control is absolute and any order, even self-destruction, will be immediately executed. Control over intelligent undead is severe though not absolute. These beings will obey most orders save those that will result in their immediate destruction (such as ordering them out into direct sunlight). With regard to extraplanar beings, Command results in a begrudging ally. Aid will be provided, perhaps even eagerly if the priest and extraplanar being’s interests align. However, if goals differ or if they were enemies prior to Command being asserted (a not uncommon situation amongst evil creatures), the creature will liberally interpret any orders so as not to subject itself to inordinate risk. To Turn one of these unnatural beasts, the cleric must be within sight of the creature or otherwise have its attention, boldly present his holy symbol and speak (in any language) a prayer or command of his religion. The player then rolls a d20p and adds both his character’s level and his Turning Modifier (based on Charisma) to the roll. The GM also rolls a d20p, adding the monster’s Will Factor to the result. If the priest’s roll exceeds the monster’s, it is turned back and
must immediately flee from the cleric at its maximum rate for 3d4p minutes. If the results indicate a tie, the monster is held at bay for 5 seconds and then may reengage. Turning takes 5 seconds to complete and may be performed any number of times, as long as the priest is successful or ties. Once a priest fails, he may try again, but the undead being receives a +4 bonus to its roll. Each successive failure results in a further cumulative +4 bonus. Attacking in melee or otherwise forcing oneself or allies onto the creature negates the repelling effects (though missile attacks do not), but does not otherwise affect future attempts or provide a bonus to the undead or extraplanar being’s Will check. GENERAL INFO DATA BOX
Activity Cycle: The Activity Cycle entry indicates which times of day/night the creature is typically active. Of course, there are always exceptions to the rule, e.g., goblin guards are active during the day even though goblins are nocturnal. No. Appearing: Average number of creatures of the indicated type that might be encountered in a wilderness area in the creatures’ home range. Certain entries will contain details about lairs, hunting parties and other ways of encountering different numbers from the main entry. The GM should adjust these numbers up or down depending on the situation. % Chance in Lair: This is the chance a monster is actually at home, important for determining whether the female human thief gets mauled by a family of intelligent grizzlies or finds unguarded valuables, like comfy furniture and porridge. Frequency: The Frequency entry represents the relative likelihood of the creature inhabiting an area. The occurrence chances are based on areas likely to be traversed by human and demi-human heroes and the like and general population density of the creature in question. For example, a Bugbear might be encountered infrequently in human lands, its frequency might become commonplace in a Goblinoid Netherdeep kingdom. Further, while a Bugbear might be encountered infrequently near a human village, its ability to hide or slay any witnesses might mean that no living local has ever seen one. Alignment: This is the typical alignment for the
Frequency
Likelihood of Encounter
Ubiquitous
~50% (5040 per 10,000)
Commonplace
~ 25% (2520 per 10,000)
Frequent
~ 12.6% (1260 per 10,000)
Infrequent
~ 6.3% (630 per 10,000)
Sporadic
~ 3.1% (314 per 10,000)
Unusual
~ 1.6% (157 per 10,000)
Scarce
~ 0.8% (78 per 10,000)
Exotic
~ 0% (1 per 10,000)
creature. Unintelligent monsters have no alignment at all; they behave purely on instinct. Vision Type: This entry is an indication of a monster’s eyesight. Normal, low light vision, hindrance by sunlight, sight in complete darkness, and more are covered. Low Light Vision:Creatures with low light vision may operate without penalty in the region of dim, shadowy light created by any light source. Such is the visual acuity of these individuals that they can still make out objects if within 120 feet of a torch or lantern. They are, however, subject to both
15
−4 Attack and −2 Defense penalties in this extended range. Extreme Low Light Vision: Creatures with extreme low-light vision are supremely adapted to conditions of darkness requiring only the barest measure of illumination. If within 120 feet of a torch or lantern they may function without penalty. Even in conditions perceived by those with eyes less sensitive to be complete darkness (e.g., up to 200 feet from a light source), they can see well enough to differentiate between objects and so can target opponents with projectiles and move about without fear of crashing into objects. In these incredibly dim conditions, even their superlative vision is challenged, causing them to suffer both −4 Attack and −2 Defense penalties. Farsight: Creatures with this vision type, primarily aerial hunters, have extremely acute long-distance vision being able to perceive details at up to tenfold the range of an average human. While extremely beneficial at the extended distances flight permits, its utility is not statistically significant within the abbreviated confines in which combat takes place. Undead Sight: The undead have a visual perception totally unlike that of the living. To these creatures, everything appears slightly surreal as if in a monochromatic dream. Ambient light is not required nor does its absence detract from their ability to ‘see’ the world around them. These evil phantoms can thus never be rendered sightless – at least in the traditional
sense. Though some may flee the sun’s rays, they do so for it pierces the shroud of dark energies fueling their aberrant existence rather than because it blinds them. Awareness/Senses: Some creatures have unique or situational weaknesses/advantages that may affect an encounter. For example, a black bear might smell an approaching party from a mile or more away. These other senses are summarized in this block. Habitat: This entry indicates the creature’s preferred habitat. Some burrow underground while others live in trees, underwater, in nests, hives, lodges and so on. Diet: A basic summary of the animal’s diet or eating habits has been included. Knowing whether the creature eats man-flesh or is an herbivore certainly helps with its motivations. Obviously, a herbivore won’t attack a dwarf for food. Organization: The general social structure of the creature is described here. Knowing whether the monsters have a hive mentality, or are solitary, tribal, etc., is of great use when designing encounters and lairs alike. Climate/Terrain: This entry indicates where the creature tends to be found. Climate includes the full spectrum, ranging from arctic and subarctic to temperate and tropical. Terrain includes plains, scrub, forest, hills, rough, mountains, swamps and deserts. Sometimes a simple range will be given, (i.e., “Cold” indicates artic, subarctic and cold temperate climes). YIELD DATA BOX
Every adventurer who drops a monster hopes to gain something from the experience. Slaying a monster invariably leaves the conqueror with a pile of meat, fur, bones and/or feathers. If he is really lucky, there may even be treasure in the form of carried items or hoarded items in a nearby lair. Real treasure is usually obvious, while other yield items, perhaps not so much. GameMasters should never volunteer yield information to players. Such knowledge should be gleaned during game play. For example, a character notices Owlbeast claws are fetching one gold coin each at a local market and slaps himself in the forehead when he realizes he left a fortune lying in a gut heap along a mountain trail not two days prior. Of course, players that have invested in this tome likely have a leg up on their buddies. Note that some yield items may require certain skills
16
SPELL IMMUNITY Certain creatures have accrued resistance to magic (either Arcane, Divine or both, depending on the immunity). This Spell Immunity may come naturally, supernaturally or through exposure. The result is that when a spell of a particular type is cast upon such a creature, that spell fails to affect the creature a certain percentage of the time. This failure chance can be increased or decreased by location (e.g., hallowed ground or despoiled ground), a ley line or knot, present plane, magic items, and so on. Each creature with Spell Immunity will have a corresponding type (Arcane, Divine, All) and a value. The value indicates the roll or higher needed on a save against the type of spell (or d20 roll if no save is allowed). Success indicates that a spell simply does not work. It fails with no effect on the target at all. Spells with area effect, or that affect groups, can still affect other creatures as normal, but the creature with Spell Immunity remains unaffected and unimpeded as if nothing had occurred. Spells that create other environmental effects that might indirectly affect the immune creature are not ignored (for example a spell that creates a permanent pit can still pose a falling hazard).
SPELL DAMPENING Creatures with this power have a supernatural resistance to arcane magic. This operates passively and is independent of Spell Immunity (though it acts as a sort of failsafe should that prove ineffective). All die rolls related to the casting of arcane spells and the use of wands receive a scaling penalty. The level of dampening (x) varies by the capability of the power. All damage dice are individually reduced by x (if applicable) but cannot fall below 0. Likewise, the Saving Throw determined by the caster of the arcane spell is dampened by an equivalent amount. Note that clerics casting named arcane spells from their unique prayer book (spell list) are unaffected. The latter are divine spells that merely replicate arcane effects.
in order to be successfully harvested. Once collected or harvested, yield items must be safely stored. Don’t forget that meat rots and uncured hides draw flies, not to mention the stench of a kill is sure to draw scavengers. Medicinal: Yield listed under this category are parts of an animal that have curative or medicinal powers. Dust from the ground-up horn of a minotaur sprinkled over a wound might stop the wound from bleeding, for example. Spell Components: Of interest to any practitioner of magic — animals and monsters are a valuable source of spell components.
Hide/Trophy: This entry indicates the street value
of any fur, teeth, claws, etc. that such items taken from the indicated creature will fetch in the city markets. Note that such trophies must be carefully taken using any appropriate skills. Prices should be adjusted accordingly for creatures with maximum Hit Points (upward) or who were maimed or took unusual damage when felled (fireballed, for example). Treasure: Treasure items that the monster is likely carrying or has squirreled away in its lair will be indicated here. Treasure can be anything from hard coin to gemstones to armor and weaponry. Edible: Sometimes the greatest immediate yield taken from a fallen monster is much needed sustenance. This category indicates whether or not a monster’s flesh can be eaten (note that some monsters are poisonous). Edible meat may also fetch a good price at the town/city markets, exotic meats considered a delicacy especially so. Other: Yield items that do not fall in any of the other categories will be listed here. EPV: This is the base number of Experience Points that should be awarded for defeating a monster of that type. Note that monsters encountered singly should offer only half the EPV listed. Monsters encountered in groups double the size of the party such that their superior numbers can come into play should be awarded 150% of the EPV of the group. Even larger numbers should be adjusted as warranted based on the monsters’ ability to use numbers to their benefit. Monsters and the Animal Phobia Quirk
Characters that suffer from the irrational fear of a certain animal may freeze or flee when encountering said animal pending a morale check. These animals are arachnids, bats, birds, canines, felines, rodents, snakes, reptiles, flying insects and insects. Unfortunately for characters suffering from such a phobia, they may also have the same reaction when faced with monstrous versions of those natural creatures, such as a warg. In such an example, treat the warg just as any other canine. Likewise, monsters that bear certain physiological similarities to the phobia animal also trigger a potential freeze or flight response, pending morale check. A sturm wolf, for example, would also force a morale check for a character with a canine phobia.
17
ll else, value life in all its forms.
a Angels, Malakhim
Also Known into As: Angels, a sitLarklyans ua-
tion Combat/Tactics: Devas kill. For Under anyand circum“… andnever the youth castany offreason. his ragged cloak shone stances. They also cannot turn a blind eye when the actions before them in the full radiance of the divine. His voice was of those around will lead to killing, even in the name to the clarion call them of the morning, and they were humbled of helping and even if the victimsstepped are evil forward (but liv- and gaze uponothers perfection. The Malakh ing) sacred beings. While theanointed devas willthe nothead kill, of they still haveand lo, with unctions the leper, many abilities which can be used to incapacitate, drive was her affliction banished and her skin healed. off, or otherwise neutralize threats to themselves or those they “Who are thee, o youth?” asked the pagan folk, their wish to protect. eyes wide with ignorance. Devas have many passive defenses which insulate them “I am Malakh, one sent from uptoon high.” High from danger. No creature of down Animal, Low Animal, “And will will youever be our lord and live here their forevermore, intelligence attack a deva. Through body lan- to guage,our scent, and the sounds they make, appearbeyond com- the heal ills and guard us against the devas evil lurking pletely non-threatening walls?” they pleaded. to animal intelligence creatures and maysad walk amongst them without disturbance. A deva With eyes, the youth did speak, “One voice cannot could easily enter a literal den of lions or get between a make a chorus, but it may sound the first note of discord. mother bear and her cubs and cause no more a disturbance To raise my voice before the one true god is to raise it than a falling leaf might. When devas do interact with anabove him.” imals, they do so with great tenderness and obvious affecAnd the pagans wept, “Then slay us now, for a sword of tion (which is returned in kind). fire cannot compare to the of wasting sickness.” The devas also are immunepain to critical hits, all mind-in- where combat is their only recourse, they can neutralize And theeffects, angel fell fluencing cold,silent. and fire. Their third eye can see most foes with the merest touch. A deva may use one of its through all--T types of invisibility, illusion, andverse mundane dis- , Book emptation of the Malakhim, MCCCXIII the Third four hands every five seconds to use one of four different guises—giving the devas an effective Observation of 100 as abilities on their opponent (a deva is considered a 14th well. This preternaturally enhanced visual acuity also pre- level caster). are theflanked lowest in order of and angelic beings and roused to righteous anger. In battle, they wield flaming ventshea Malakhim deva from being battle makes it pracserve their gods as emissaries and messengers. These lesser tically impossible to surprise them. In combat, devas always greatswords (as per Flaming Weapon, +d4p fire damage) of •Nerve Pinch: If it fails a Physical Saving Throw, the angels on Tellene only atand thetheir direct behestdie of their act on manifest the first second of combat defense can- shining silver and outmaneuver slower, flightless opponents to touched creature make immediate traumaburned save. by gods for the fulfillment of a divine errand. Malakhim always exploit the shiftingmust fortunes of an battle. Evil creatures not be reduced from a d20. They radiate a passive blessing as per cleric spell. (See XXXX) corporealize as strikingly comely, youthful, and athletic exam- the•Nice: holy blade ofthe a Malakh must make an immediate tenacity on all neutral good creatures within a 30ft radius. The blessples of whatever sentient race they have been sent to interact check. Lesser Ifangels emit a Saving 10 ft-radius auraabilof •Abjuration: it fails its Mental Throw, this ing bestows a +3 bonus to attacks, damage, and defense with. While manifested, Malakhim are indistinguishable from ity Protection from Fear, Arcane Spell Dampening 1, and Fiery banishes one touched extra-dimensional creature back while simultaneously rendering them fear. the mundane beings they masquerade as,immune althoughto they possess to Furnace at all times. Anointed followers of a Lawful Good its home plane. Devas arealmost also extremely fast. If an attacker scores a “Nat sonorous, otherworldly voices and, of course, an religion automatically succeed on their tenacity checks when This ability causes an immediate double knock1” on its attack againstwings a deva and the from deva their in turn gets in•Repel: expansive set ofroll feathery sprouting backs. the presence of a Malakh, so bolstered are they by the back if the creature fails Malakhim its Physicalalso Saving Throw, a free attack in response, deva attacker’s These wings are capable ofthe flight butmay can steal meldtheir seamlessly into divine being’s holy touched energy. The possess the its sizeand relative toofthe deva. weapon if their own free attack thenneeded. successful. The deva regardless the angels’ corporeal bodies whenis not equivalent of abilities powers a 14th level paladin exceptusually keeps and then discards the weapon afterward. As a ing that they can Turn Undead with a +14 bonus. They are Combat/Tactics: Whiletothe devaswhether are steadfast defenders of life in origin. all its poison, supernatural or mundane 1 second action, athough deva may settle into in immune The Malakhim, messengers, area trancelike still angelicstate beings forms they are also the eternal enemies of undead beings Malakhim are proud beings and do not brook interference or which they are able to move at the speed of light. When and do not shy from combat in pursuit of their mission or when moving at such an incredible speed, the deva seems to sim- and their profane gods. A deva has no compunctions about SIZE OMPARISON to C wipe out the undead wherply disappear from sight before instantaneously reappearing doing everything in its power at its destination, leading many to believe that the devas ever they can be found. Devas radiate a constant turning possess the ability to teleport. After moving at the speed of aura of Will Factor 20. Any undead being who looks upon light to their destination, the deva can come to an imme- or finds themselves in the presence of a deva is subject to aura. The inner light of the deva suffuses its very being diate stop and act Angels walknormally. among usSuch immense speed is suffi- this cient enough to allow them to escape from the planet’s and is anathema to the corrupted elan malfease of the ungravitydisguised to move amongst thefully stars. This incredible speed al- living. but cannot lows a deva to travel immediately to where it is needed their and vigor most.conceal It should bebeauty noted that the deva can also walk on the Habitat/Society/ Ecology: surface of any liquid, meaning that no body of water can Devas are beings of kindness and virtue, totally at peace form an impediment to them. with themselves. In their home plane, devas exist in a state The deva do not carry or make use of weaponry. If forced
T
18 18
insult well, though they can master their anger if losing their temper would mean unmasking themselves. Habitat/Ecology: Angels reside within extra-dimensional realms ruled over by Lawful Good deities and are organized into different “choruses” according to their ranking and power. After their creation, an angel can never leave their chorus or achieve a higher ranking in the pre-determined angelic hierarchy. Malakhim occupy one of the lowest echelons of these heavenly kingdoms and are the angels most frequently sent to interact with, and guide, the affairs of mortals. In their own realms, the Malakhim exist in a perpetual state of humble servitude to the angels of the greater choruses and may only sing in harmony with “their betters.” In the material world, however, the Malakhim suddenly find themselves beings of comparative power and strength, able to alter the course of events. This sudden transition from total subordination to relative independence can be jarring for some, and Malakhim are often subjected to great temptation during these early visits. However, being creatures of purity and virtue, few of the lesser angels have ever surrendered themselves over to vice (and the stories of those that do live on in infamy). Those that do become apostates and live out their existences trying in vain to escape from the discipline due to them. Newly created Malakhim are only entrusted with tasks that keep them in the material world for short amounts of time, but proven emissaries may be entrusted with missions that can last for years. Upon entry into the material world, the Malakhim are assigned a material form. This assigned form is always a beautiful youth, athletic and lean. Being genderless entities, lesser angels often appear to be fairly androgynous by mortal standards (comely though they may be) as they find portraying gender a confusing and seemingly arbitrary exercise. As they age and gain experience, Malakhim eventually learn how to outwardly project the behaviors and body language of the sex they are meant to be portraying but not without gaffes along the way. All Malakhim share a deep and abiding love of music. The Malakhim all possess Expert Mastery of Musician: Vocal and have pitch perfect, enchanting singing voices. Many are also skilled in different instruments, especially horns and harps. On Tellene: Though they are the angelic beings most likely to be encountered on Tellene, Malakhim are still exceedingly rare. Even if a person did come into contact with one of the lesser angels, chances are that they may not even realize the beautiful youth they interacted with was anything more than just that. Strangely enough, the people who have the closest connections to the Malakhim are also the ones least likely to notice them. A few blessed individuals, for whatever reason, are deemed too important by heaven to simply live a mundane life with its attendant dangers. Older Malakhim are assigned to these people to act as guardian angels, secretly aiding and protecting their charges while keeping themselves hidden or disguised.
Angel, Malakh HIT POINTS:
7d8+30
SIZE/WEIGHT:
M / 165 lbs.
TENACITY:
7
Hero
INTELLIGENCE:
Brilliant
FATIGUE FACTOR:
n/a
+10
MOVEMENT
42’
CRAWL:
5
WALK:
15
JOG:
20
RUN:
25
FLY:
35
+17
MENTAL:
+17
DODGE:
+17
12
d8p+d10p +7
n/a
ATTACK: Wield +3 silvered flaming greatswords (as per Flaming Weapon, +d4p fire damage). Evil creatures struck by the Malakh’s sword must make immediate morale checks. Turn Undead +14. Springing.
SAVES PHYSICAL:
-2
+14
DEFENSE: Immunity to poison, 10-ft constant aura of Protection from Fear, Arcane Spell Dampening 1, and Fiery Furnace. Intimidate Evil power.
General Info ACTIVITY CYCLE:
Any
NO. APPEARING:
1 (rarely 2-4)
% CHANCE IN LAIR:
0%
FREQUENCY:
Exotic
ALIGNMENT:
Lawful Good
VISION TYPE:
Undead Sight
AWARENESS/SENSES:
Standard
HABITAT:
Otherworldly
DIET:
None
ORGANIZATION:
Chorus
CLIMATE/TERRAIN:
Otherworldly
Yield MEDICINAL:
See below
SPELL COMPONENTS: Blood applied to wound adds +1/die to cures HIDE/TROPHY:
Corpse source of high prestige for evil clerics
TREASURE:
Possibly sword
EDIBLE:
No
OTHER:
Nil
EXPERIENCE POINT VALUE: 777
19
ll else, value life in all its forms.
a Animated Armor
Eve
n the bravestthey intoKnown a situation Also As: where combat is their only recourse, of men and th e moAst deva can neutralize most foes with the merest touch. seasonemay d warriors Phantom Warriors h
ve buse use one of its four hands every five seconds ato een knone own toofturn anddeva run at is four different abilities on their opponent (a considthe sight of Combat/Tactics: these fearsome od ered d it ie Devas never kill. For any reason. Under any circums. ver the years, I have bravely faced many opponents, both cunning a stances. also cannot a blind eye when the actions andThey fearsome. But theturn faceless opponent is always the one that 14th of those willthe lead to of killing, theyou name drives mearound mad. Tothem look into eyes one’s even enemyin gives a measure level of the helping others and even if the victims (but of challenge to come. But how can this be are doneevil when thelivopponent ing)nobeings. theatdevas has eyes, orWhile any face all? will not kill, they still have caster). many abilities which can used to drive off, When once I was travelingbe through theincapacitate, kingdom of Zazahni, my or otherwiseand neutralize threats to themselves or those they companions I were forced to venture through the edge of the Vohven wish to protect. jungle. There we came upon an abandoned castle which had fallen into ruins. Upon investigating, wepassive found the ruins towhich be inhabited. But not by the living. Devas have many defenses insulate them •Nerve A suited, armored figure in plate mail which satto against the wall rose to meet us, from danger. No creature of Animal, Low Animal, High Pinch: If it raising a long-rusted sword in its gauntleted hand.their It moved intelligence will ever attack a deva. Through bodytoward lan- us and fails a Physattacked, moving faster and they with much more grace than Icomever would have guage, scent, andfarthe sounds make, devas appear ical Saving imagined an empty suit of armor to possess. pletely non-threatening to animal intelligence creatures Throw, the and may walk them without A deva Yes, I knew theamongst armor was empty. For thedisturbance. visor of its helmet was up, and I could touched creaglimpse inside.enter What aremained theofskull hadorlong turnedato dust. could easily literal of den lions getsince between ture must make mother bear andensued her cubs and cause no more a disturbance A fierce battle between the armor, myself, and my companions. Nothing an immediate than a falling might.We When devasatdo interact with at anseemed to harmleaf the thing. hammered it and hammered it until the armor itself trauma save. imals, to they doapart. so with greata decisive tenderness began come Finally, blowand fromobvious my maceaffecshattered the chest piece, •Nice: as per tion (which is returned in kind). knocking the thing to the ground. It tried to get back up, and we struck it again. Only the cleric spell. after been ripped completely did it finally moving. Theit had devas also are immune toapart critical hits, allstop mind-in(See XXXX) fluencing cold, and fire.sure. Their eye can seeit the “Hollow Man”. I had What dideffects, we encounter? I am not Butthird my friends called •Abjuration: If it fails through all types of invisibility, illusion, and mundane dis- that day. — n heard stories of these fought by others but never believed it until its Mental Saving Throw, guises—giving the devas an effective Observation of 100 as this ability banishes one touched well. This preternaturally enhanced visual acuity also preArmor is aflanked magically inspirited suit of plate extra-dimensional Combat/Tactics: creature back to its ventsnimated a deva from being in battle and makes it prachome plane. Armor “sees” via an enchantmail. It often appears to be old and rusted perhaps Animated tically impossible to surprise them. In combat, devas always revealing the duration it has stood guard. Poor ment paralleling mage spell Third Eye. This •Repel: This the ability causes an immediate act on the first second of combat and their defense die canmaintenance is not endemic however as specimens have affords it standard human visual capabilities as double knockback if the creature touched fails not be reduced from a d20. They radiate a passive blessing been encountered in various state of repair, even well as infravision (60’ range), the ability to see its Physical Saving Throw, regardless of its size on all neutral good creatures within a 30ft radius. The blessseemingly brand invisibletocreatures and objects as well as the ability to the deva. ing bestows a +3new. bonus to attacks, damage, and defense relative penetrate magical darkness. For purposes of countering Since Animated Armor derives its immune motive powers while simultaneously rendering them to fear. from Sneaking or devas Hiding, it has an effectiveof Observation theDevas enchantment that created theattacker quality scores of the aarmor While the are steadfast defenders life in all its are also extremely fast.it, If an “Nat mastery of 50. itself matters only to the creature’s hit point total. All 1” on its attack roll against a deva and the deva in turn gets forms they are also the eternal enemies of undead beings examples utilize the samethe base combat stats.their attacker’s and The object’s to intruders is subject to its their profaneresponse gods. A deva has no compunctions about a free attack in response, deva may steal programming. This may be quite simple as “attack anyone Animated Armor to possess a degree of intelligence weapon if their ownseems free attack is then successful. The deva doing everything in its power to wipe out the undead wherentering to Devas incredibly complicated all with regard to combat, but little else. they this can room” be found. radiate a constantwith turning usually keeps and then discards the weapon afterward. As a ever manner of conditions possible of of Will Factor 20.adjudicating Any undeadits being whocourse(s) looks upon The armor itself is may empty andinto is aheld together 1 second action, a deva settle trancelike stateand in aura action. or finds themselves in the presence of a deva is subject to powered by magical means. which they are able to move at the speed of light. When moving at such an incredible speed, the deva seems to sim- this aura. The inner light of the deva suffuses its very being elan malfease of the unply disappear from sight before instantaneously reappearing and is anathema to the corrupted SIZE COMPARISON at its destination, leading many to believe that the devas living. possess the ability to teleport. After moving at the speed of Armor, particularly been well light toAnimated their destination, the deva specimens can come that to anhave immeHabitat/Society/ Ecology: diate stop and act normally. Such immense speed is suffiDevas are beings of kindness and virtue, totally at peace be them formidable sentinels as the theyplanet’s are difficult to cient maintained, enough to can allow to escape from with themselves. In their home plane, devas exist in a state gravity to move amongst the stars. incredible speedattempt al- of to disable either via weaponry orThis magicks. One should quiet contemplation and serene enlightenment. There lows a deva to travel immediately to where it is needed are no moral conundrums to a deva—good and evil exist in most. It should be noted that the deva cantactics also walk onarmed the with take advantage of their rudimentary whilst direct opposition to one another and may be easily distinsurface of any liquid, meaning that no body of water can guished between. The real world, of course, is not so clearly weapons versus heavy armor. form an impediment to advantageous them. delineated a place. Merely existing amongst mortals is seThe deva do not carry or make use of weaponry. If forced
O
A
20 20
The magicks empowering Animated Armor are always keyed to a specific location. The automaton cannot leave its zone of control – typically an area about a thousand square feet, though a good deal of variability in this value has been observed. Animated Armor will pursue intruders but will not willingly cross over the boundary of the spell’s area of effect. If it reaches the perimeter, it will simply stop and stand guard until the intruders re-enter the region. If attacked at range by enemies beyond this border, it will slowly retreat until it can find cover or get out of range if possible. Should it be forced to cross the spell’s border by any means, it will immediately lose spell cohesion and collapse reverting to an ordinary suit of plate mail. Should its programming dictate a hostile response to creatures entering its zone of control, Animated Armor will react aggressively and attack as soon as it senses an unauthorized intruder. The typical suit of Animated Armor is equipped with a medium shield and longsword (this is reflected in the combat data block). The mage responsible for its inspiriting may have had the opportunity to alter the equipment though most wizards don’t possess the tactical skill to risk making a poor choice and stick with the default. A customized model will require alterations to the baseline statistics. Wizards sufficiently skilled to perform the animating ritual may have had access to quality weapons they themselves could not employ. As Animated Armor is frequently encountered wielding quality weaponry, the mage may have repurposed weapons of little value to him personally. While an exceptional combatant, Animated Armor lacks flexibility in that it follows a precise set of instructions with regards to melee. This can result in seemingly poor tactical decisions. This liability is offset by the immunity to Mental spells its brainlessness provides and the fact that it never needs to check morale. When moving toward an enemy, the Armor will always sprint. But it is clumsy and tends to ignore objects that are in its way, preferring to bash its way through obstacles such as tables and chairs, for example, rather than walk around. It tends to ignore environmental hazards unless they are extremely obvious. When fighting, it does not concentrate on one enemy at a time but constantly shifts focus based on which enemy it senses to be its most immediate threat. While engaged with an adversary, if a new enemy approaches and engages the Armor, the Armor will automatically change the focus of its next attack to the new target. Also, any time it is hit by an opponent – whether the hit did any damage or not – it will change the focus of its next attack toward that opponent. If this was a ranged attack, the Armor will immediately disengage from any melee opponents – suffering any disengagement penalties in the process – and will attempt to move toward the ranged opponent in order to attack.
Animated Armor HIT POINTS:
7d10
SIZE/WEIGHT:
M / 55 lbs
TENACITY:
Special
INTELLIGENCE:
Special
FATIGUE FACTOR:
n/a
5
-1
+10 +9
* 2d8p+6
MOVEMENT
32’
CRAWL:
22
WALK:
5
JOG:
10
RUN:
122
n/a
ATTACK: Animated Armor utilizes
15
pre-programmed instructions. It will shift its attacks towards any new engagement or to anyone that damages it.
PHYSICAL:
+10
DEFENSE: Animated Armor utilizes
MENTAL:
Immune
Armor Degradation rules for hit points rendering it far more difficult to injure.
SPRINT
SAVES
DODGE:
+10
General Info ACTIVITY CYCLE:
Always Active
NO. APPEARING:
1-6
% CHANCE IN LAIR:
100%
FREQUENCY:
Scarce
ALIGNMENT:
Non
VISION TYPE:
Third Eye spell equivalency
AWARENESS/SENSES:
Infravision, see Invisible
HABITAT:
Special
DIET:
None
ORGANIZATION:
None
CLIMATE/TERRAIN:
Special
Yield MEDICINAL:
Nil
SPELL COMPONENTS: Nil None per se but; many mages would pay HIDE/TROPHY: for the remnant plate mail for research purposes, alternatively can be used as armor TREASURE: Many are equipped with quality weaponry EDIBLE:
No
OTHER:
Nil
EXPERIENCE POINT VALUE: 750
21
The Animated Armor is size Medium and suffers knockbacks as usual when hit. A heavy blow may still knock it back, even if it takes no damage. Wily opponents may take note of the Animated Armor’s apparent lack of intelligence and use this to their advantage in combat, working as a team to distract and/or trap it. While this may be effective when confronted with a lone Animated Armor, this strategy is difficult to implement when fighting more than one Armor at a time. Only penetration rolls on damage dice (once per penetration, double penetration does not double the armor damage) by an adversary in combat, critical hits, certain fumble results and some spells will cause Animated Armor to lose one hit point per occurrence. This rule makes Animated Armor a formidable adversary as it is difficult to inflict armor damage (following the Armor Degradation Rules set forth on p. 197 of the Player’s Handbook). Successful attacks may fail to damage the Armor regardless of the damage rolled. Note, however, that weapons specifically noted for their efficacy against heavy armor, either ignoring 1 DR (flail, horseman’s mace, horseman’s pick, great sword, warhammer) or 2 DR (battle axe, lance, mace, military pick, twohanded sword) will inflict 1 or 2 points of damage to Animated Armor with any successful hit. Any damage resulting from penetration dice or crits are added to this baseline damage A blow that is blocked by its shield may also do damage to the Armor, but only if it meets these preconditions: a) The damage rolled is in excess of the shield’s DR rating (default 6 for a medium shield), and b) The damage rolled penetrated. If either condition didn't occur, then the Armor takes no damage from the shield hit. Penetration rolls occurring when casting an attack spell that calls for a certain number of dice to be rolled may also inflict armor damage at the rate of 1 point per penetrating die. If the damage dice do not penetrate, regardless of actual damage rolled, the Animated Armor is unaffected by the spell. Note that should Animated Armor succeed at its saving throw, the number of dice rolled are halved (rounding down) instead of the resultant damage being halved. The Armor has 7d10 hit points – this being a function of its physical condition. Old and poorly maintained suits of Animated Armor, perhaps with previous combat damage, will tend towards the lower portion of the distribution curve while a mint condition specimen may have maximum hit points. Animated Armor can be attacked and damaged more effectively via certain spells. Dismiss Enchantment – This spell, if successful, disrupts the enchantment invigorating the Animated Armor causing it to lose its magical élan vital. It collapses immediately, falling immobile to the ground. The remnants are a standard suit of plate mail (damaged to the extent dictated
22
by the Animated Armor’s remaining hit points) that may be scavenged and put to use. For purposes of the opposed check, assume that the Animated Armor is enchanted by a spell that was cast by a mage of level 14+1d6. White Hot Metal – If cast on Animated Armor, this spell will not directly damage it. However, it will cause the armor to soften via annealing making it vulnerable to ordinary attacks. If struck by an opponent during the spell’s duration, it will suffer the full damage rolled, rather than incidental armor damage resulting solely from penetrating rolls or critical hits. Once the spell duration expires, the Armor returns to only being able to be damaged indirectly. Rust – This prayer will destroy Animated Armor leaving behind a pile of iron oxide. This list is not exhaustive. Other spells with unusual effects may be effective at the discretion of the GM. Habitat: Animated Armor is a magical construct filling a similar purpose as golems. However, its appearance is far more innocuous, allowing it to be situated in plain sight without alarming guests or creating a public ruckus. Doubtlessly expensive in time and materials to create, these automatons most often serve as guardians of treasure troves or passive sentries. Ecology: It is surmised by arcane loremasters that a powerful ritual was employed to create suits of Animated Armor. The secret to that enchantment has been lost, but active research continues. Spellcasters have been studying Animated Armor for quite some time, attempting to ascertain this secret. To this end, remains of Animated Armor are highly sought after by schools of wizardry. Many have tried to duplicate the spell, crafting a spell that would create an obedient animated armor thrall – a powerful ally indeed. But no present-day mage has been successful, so far as is known. It is unknown how long Animated Armor can exist in place, but it surely is not infinitely, as rusty and corroded specimens have been observed to be quantifiably less durable. On Tellene: Most recorded encounters with Animated Armor have been in tombs of long deceased mages. It is possible that the wizards responsible for the creation of Animated Armor subcontracted their services to other wealthy clients, so one should not be surprised to find them elsewhere. It is theorized that variant forms of Animated Armor exist composed of Splint Mail or Chainmail. These would doubtlessly be less resilient probably having but 6d10 or 5d10 hit points respectively with combat abilities corresponding to Conjure Warrior Avatar II or I.
Ankylosaurus
Also Known As: Clubbed Terror, Boney Bright
was sent beyond Tarisato on direct orders from the emperor. OK, well, maybe not exactly direct, but the military was offering a bounty on information leading to the whereabouts of the fabled Oliphant – a beast like an elephant but as big as a house. Like I’ve been telling you, I have had some run-ins with some huge lizard-like beasts in the jungles, and since I’m the most famous of big game hunters in the area, unsurprisingly, the men in charge came to me for guidance. I’d not seen one of these “Oliphants”, but I heard of ‘em of course – who hasn’t heard those childhood tales from the skalds? – but honestly, I had no idea where to find one. Naturally, I took When a Boney Bright the job anyway. I figured I’d find them a replacement beast. turns its back on you, do ,Along the way learnt that their goal was the scariest shock not be fooled. It is positiontroop, or creature of terror, that they could unleash in the foring for a bludgeoning attack eign wars. The idea was to strike fear into the Pekalese and end with its massive clubbed tail! the battle before it started. So, I stretched the truth a bit, leading the legionnaire’s scouts into lands where I knew we’d find major beasts. And find them I did. Between us, I could find these massive beasts, but I don’t know much about taming them or catching them, just taking them down for trophies and such. Anyway, I was looking for one that could be ridden, so one that would go on all fours and also one that wouldn’t eat its handlers – or us. We found one all right, big as a house, completely armored in bone and with a massive stone club for a tail and a mean disposition. I got paid for the finding, but I’ve since often wondered if they ever tamed one. —j
I
T
hese massive quadrupedal omnivores grow up to 35 feet long and can weigh 15,000 pounds. Their low, broad, bulky bodies feature a wide, low head and a beak-like mouth. Its body and neck are covered in bony armored plating, making it difficult for predators to attack. Worse, the ankylosaur’s tail terminates in a massive stone club, which it can deftly swing to and fro, crushing bone and sinew of would-be predators. While typically slow-moving, this creature can move quickly for short bursts in order to position itself for defense against perceived enemies. It has a wide mouth, used for indiscriminate grazing of vegetation as well as insects, snails and other invertebrates that happen to be under mouth. For those that can survive the encounter, the ankylosaurus supplies phenomenal amounts of edible meat, but killing one is nigh-impossible without loss of limb or life. The monster’s SIGN/TRACKS
RANGE ON TELLENE
tail club is greatly prized by shamans and primitive peoples, but they are typically found amongst remains rather than harvested. If the right buyer can be found, the tail club can be used effectively in various primitive rites and rituals. Combat/Tactics: Ankylosaurus rely on their armored plating and dangerous tail club to deter most predators. When faced with a real or perceived foe, this beast turns away and swings its tail with bone-crushing force. Since they are solitary creatures for the most part, battle often consists of the creature rotating around in an effort to place its head out of reach, although, should it fail, its head is as heavily armored as the rest of its body (though its underside is unarmored having only 7 DR). Their tail clubs are indeed formidable, inflicting double damage to armor1, SIZE COMPARISON
Tracks of a female clubbed terror.
The legs and pads of the anky lack the boney armor that rest of the body enjoy — a weakness local hunters have learned to exploit.
23
while evenvalue shield 3 full dice of damage. Any hit ll else, lifehits in deliver all its forms. showing two penetration dice or any critical hit (regardless of penetration rolls) always indicates a broken bone2 (only actual critical hits can result in supplementary damage; peneCombat/Tactics: tration results simply result in a break and any consequential Devas never kill. For any reason. Under any circumpenalties). stances. They also cannot turn a blind eye when the actions 1 i.e. a diewill causes of armor damage of 2those penetration around them lead2topoints killing, even in the name roll hit location using the ifcritical hit charts determine of helping others and even the victims are to evil (but livlocation of broken ing) beings. Whilebone the devas will not kill, they still have
a
many abilities which can be used to incapacitate, drive off, Habitat/Society: or These otherwise neutralize threats to themselves thoselives they enormous omnivores spend most ofortheir wish to protect. foraging and grazing alone, relying on their immense size, arDevas plating have many defenses mored and passive formidable tail which club insulate to wardthem off from danger. No creature of Animal, to Animal, enemies. Ankylosaurs prefer the jungleLow uplands where High they intelligence will ever attack a deva. Through body lanbrowse indiscriminately on low-lying plant life,their leaves, fibrous guage, scent, they make, appear material, fruitand andthe anysounds invertebrates thatdevas happen to becomenpletely non-threatening to animal intelligence creatures countered along the way. Their front feet are well adapted to and may walk amongst them without disturbance. A deva digging, allowing for foraging of roots as well as insects. could a literal of lions get between Theyeasily comeenter together only den to mate, and or young are left toa mother bear and her cubs and cause no more a disturbance fend for themselves from birth. They mate yearly, finding one than a falling leafvocalization. might. When devaswhen do interact with ananother through Rarely, two males come imals, do so withmating great tenderness and obvious upon athey female during season, a colossal battleaffecwill tion (which returned kind). ensue. Theseisclashes are in noisy affairs and all creatures in the The devas also are immune to critical mind-inarea rightly flee from the violence. The twohits, malesallsidle up to fluencing effects, cold, and fire. Their third eye one another and pummel away with their clubs untilcan one see of through typesand of invisibility, mundane the two all submits ambles off.illusion, Despite and the noise and disinguises—giving devasthese an effective Observation of 100 credibly forcefulthe blows, battles are almost never fatal,as well. This preternaturally visual acuity also preexcept to the foliage in theenhanced area. vents a deva from being flanked in battle and pracAfter mating, the female will lay a clutch ofmakes a dozenit or so tically impossible to surprise them. In combat, devas always massive eggs in a dug hole and then cover them with soft dirt. act thehatch first second of weeks, combatand andthe their defense canTheoneggs in a few young will die emerge not be reduced from a d20. They radiate a passive blessing and begin a life of foraging. At this point, the tiny ankylosaurs on neutral good creaturessince within a 30ft radius. areall vulnerable to predation their defenses andThe tailblessclub ing bestows a +3 bonus to attacks, damage, and defense are not yet effective. If they can survive the first year, they while them immune to fear. will besimultaneously large enough torendering defend themselves at about 1/3 the Devas are also extremely fast. If an attacker scores “Nat size of adults and with completed armor plates. Only aabout 1” on its attack roll against a deva and the deva in turn gets one clutch in four actually produce an offspring that survives atofree attack in response, the deva may steal their attacker’s sexual maturity. Commonly, these animals live for at least weapon their attack is then successful. The deva 35 years,ifhalf of own that free if made captive. usually keeps and then discards the weapon afterward. As a 1Ecology: second action, a deva may settle into a trancelike state in These omnivorous thrive in oftemperate to which they are able tomonsters move at the speed light. When subtropical climes, seeking the uplands within the Obakasek moving at such an incredible speed, the deva seems to simJungle. They from thrivesight in this habitat, amongst thereappearing monsoons ply disappear before instantaneously and periodic rainfall, intermixed with dry spells so ariddevas that at its destination, leading many to believe that the they often fires.After Ankylosaurs mostly possess the produce ability toforest teleport. movingfeed at the speedonof low growth plants because of their low-slung head positions. light to their destination, the deva can come to an immeAlthough hungry they Such will use their bulk to is unseat diate stop when and act normally. immense speed suffitaller plants, particularly conifers and cycads. They have few cient enough to allow them to escape from the planet’s predators once past sexual maturity due to their size, armor gravity to move amongst the stars. This incredible speed aland crushing tail.travel immediately to where it is needed lows a deva to most. It should be noted that the deva can also walk on the On Tellene: surface anyomnivores liquid, meaning that no body of Obakasek water can Theseofgiant are found primarily in the form an impediment to them. Jungle uplands, such as the Lopilari Range and related peaks The deva do not carry or make use of weaponry. If forced and slopes.
24 24
into a situation where combat is their only recourse, they can neutralize mostAnkylosaurus foes with the merest touch. A deva may use one of its four hands every HIT POINTS:
16d8+35
SIZE/WEIGHT:
E/ 72 tons
TENACITY:
10
INTELLIGENCE:
Animal, Low
FATIGUE FACTOR:
−4
+10
five seconds to use one of four MOVEMENT CRAWL:
5
WALK:
10
JOG:
15
RUN:
20
SPRINT:
25
+3
+8
Steady
13
4d10p
10’
15
different onAnkylosaurs their opATTACKabilities : Threatened will turn away from foesisand swing their ponent (a deva considered tails threateningly, crushing any foolish a 14th caster). enoughlevel to approach. The tail clubs inflict
SAVES PHYSICAL:
+18
MENTAL:
+6
double damage to armor, shield hits deliver 3 dice of damage, any hit with two penetration dice or a critical hit •Nerve Pinch: If actual it always fails indicates a broken bone (only crit- a ical hits canSaving result in supplementary Physical Throw, the damage).
touched creature must make anSimmediate trauma save. PECIAL: Armored body and long tail reach make attacking DODGE: •Nice: as per this thecreature cleric +10 remarkably difficult. spell. (See XXXX) •Abjuration: If it fails its Mental Saving Throw, this ability banishes one touched extra-dimensional creature back to its home plane. General Info ACTIVITY CYCLE:
Diurnal
NO. APPEARING:
1 (90%) or mated pair (10%)
% CHANCE IN LAIR:
0%
FREQUENCY:
Sporadic
ALIGNMENT:
Non
VISION TYPE:
Standard
AWARENESS/SENSES:
Standard
HABITAT:
Grasslands, jungles, forests
DIET:
Omnivorous
ORGANIZATION:
Individuals
CLIMATE/TERRAIN:
Temperate to tropical jungles, savannas and rainforests
•Repel: This ability causes an immediate double knockback if the creature touched fails its Physical Saving Throw, Yield regardless of its size relative to the deva. MEDICINAL:
Nil
Their bony defenders carapace canofbelife used While devas are intoall its SPELL Cthe OMPONENTS : steadfast shields forms they are also thefashion eternalmagical enemies of undead beings Tail is a trophy worth displaying and HIDE /TROPHY : gods. A and their profane no100 compunctions about candeva fetchhas up to SP doing everything in its power to wipe out the undead wherNil TREASURE: ever they can be found. Devas radiate a constant turning aura of Will Yes undead being who looks upon EDIBLE : Factor 20. Any or finds themselves in the presence of a deva is subject to Nilof the deva suffuses its very being OTHER this aura.: The inner light and is anathema to the corrupted elan malfease of the unEXPERIENCE POINT VALUE: 1425 living.
Apparition
Also Known As: Wandering Spirit, Revenant, Visitant
n my youth I often saw them, the spirits, you know. I never felt afraid when I saw them. They didn’t seem like sinister beings at all—more sad than anything else. There was one woman I used to see often, she had gray hair done up in a very old fashioned manner and always had a look as if she had just finished crying. She wandered often through the garden, looking at the peonies in the moonlight. I would ask her what was wrong and she would just repeat that she couldn’t remember— that she had forgotten where to find what she was looking for. Well, being a child, I volunteered myself to help. We would spend long hours looking for something or other, I can’t actually remember what. Maybe it was… a necklace? No, a locket. Yes, we were looking for her locket.
I
Well, one day some porters were delivering a monstrously heavy new divan for our family’s study, and one of them lost his grip. The thing fell onto our old wood floor and smashed right through. My mother was furious with the men, shouting invective and didn’t notice what I did. There was a small hollow space under the floor. I reached in and pulled out a small object wrapped up in layers of yellowed lace. Of course, you’ve realized by now that it was the locket wrapped up inside. It was beautiful, a sort of delicate carved crystal. I rushed out to the gardens to show the spirit, but in my haste I tripped. The locket flew through the air, struck the base of our sundial, and shattered right there. The spirit asked if I was all right and “what was it you wanted to show me?” I lied and said it was nothing, that I was just playing a game. She smiled her sad smile and went back to her wandering. I didn’t talk to her much after that. I suppose I was too embarrassed or ashamed, who can say. We moved to a new house on the other side of town not too long afterward and, you know, life happened. I never saw her again. I wish that I could have made things right somehow, but you don’t get many second chances when you’re as old as I am. — transcript of an interview with the apparition known as The Marquis w SIZE COMPARISON
Apparitions may be friendly or baleful. It is best to placate them if possible for they can be mischief makers. 25
aA
ll else, value lifeare inspirits all its forms. pparitions bound to the mortal world by into a situation where combat is their only recourse, they can neutralize most foesApparition with the merest touch. A deva may unfinished business. Until an apparition’s worries can use one of its four hands be laid to rest, it is unable to pass on to whatever fate may HIT POINTS: n/a every five seconds to Combat/Tactics: await it. Apparitions are unable to affect objects in the morSIZE/WEIGHT: M/incorporeal use n/a one of four dif- n/a Devas kill. anytoreason. Under tal worldnever and rely onFor others help them carryany out circumtheir deferent abilities n/a on TENACITY: Any stances. They also cannot turn a blind eye when the actions their opponent (a deva is sires. INTELLIGENCE: Obtuse to Brilliant of those around them will lead to killing, even in the name considered a 14th level FATIGUE FACTOR: n/a ofCombat/Tactics: helping others and even if the victims are evil (but livcaster). none ing) beings. they Whilearethetotally devas incorporeal will not kill, and theypossess still have Because no MOVEMENT n/a n/a many abilities whichApparitions can be used cannot to incapacitate, off, combat abilities, pose andrive obvious •Nerve Pinch: If CRAWL: — or otherwise neutralize threats to themselves or those they threat. They may be turned by a priest, but their tenuous it fails a Physical Saving WALK: — wish to protect. ATTACK : Apparitions incorpolink with the physical world makes this an imposing task. Throw, the touchedarecreature Devas have many passive defenses which insulate them JOG: — real and cannot harm or be harmed must make an immediate Apparitions theofpower of speech can prove from danger. Nopossess creature Animal, Low toand Animal, Higha by physical creatures; they are capaRUN: — trauma save. and may use that nuisance (or even agenta provocateur) they lantake ble of speech intelligence will everanattack deva. Throughshould their body FLY: 10 •Nice: as per power to irritate thosethe they cleric dislike guage, scent, thebeing. soundsTheir they make, devas appear coma dislike to aand living personalities are as varied spell. (See XXXX) (and may act as an agent provocapletely non-threatening toare animal intelligence creatures SAVES as any living being’s. Some downright malevolent while teur). •Abjuration: If it fails its and may walk amongst them without disturbance. A deva PHYSICAL: Immune others are quite friendly. Mental Saving Throw, this could easily enter a literal den of lions or get between a MENTAL: Immune SPECIAL ABILITIES : Invisibility Thesebear creatures may pass anymore matter. ability banishes one touched mother and her cubs andthrough cause no a disturbance DODGE: Immune extra-dimensional creature than a falling leaf might. When devas do interact with anSociety: back to its home plane. imals, they do solike with greatpeople, tenderness and obvious affecApparitions, living are driven by likes, dis•Repel: This ability causes an immediate double knocktion (which is returned in kind). likes, desires, and ambitions. The chiefest of these is usuThe devas also are immune to critical hits, all mind-in- back if the creature touched fails its Physical Saving Throw, ally the desire to fulfill whatever purpose is binding them to the deva. General Info fluencing effects, cold, and fire. Their third eye can see regardless of its size relative to the world of the living. Apparitions sometimes offer rethrough all types of invisibility, illusion, and mundane disACTIVITY CYCLE: Always Active wards of hidden lore in order of to100 entice guises—giving thewealth devas or an forgotten effective Observation as NO. APPEARING: 1 (occasionally more) livingThis beings into aiding them. Of course, like people, not well. preternaturally enhanced visual acuity also prevents a deva fromare being flanked in battle andsome makes it prac% CHANCE IN LAIR: 100% all Apparitions totally honest or have last noble tically impossible to surprise them. In combat, devas always deed to accomplish. Some Apparitions are tethered to the FREQUENCY: Unusual act on the firstby second of that combat andwould theirdeem defense die cruel, canmortal world reasons many petty, ALIGNMENT: Any not be reduced from a d20. They radiate a passive blessing or irrational—again, just as varied as the living. on all neutral good creatures within a 30ft radius. The blessVISION TYPE: Undead Sight complicated still to areattacks, those Apparitions whodefense cannot ingMore bestows a +3 bonus damage, and AWARENESS/SENSES: Standard remember what it isrendering that prevents their passing. while simultaneously them immune to fear.These HABITAT: Varies piteous are cursed the world no Devas individuals are also extremely fast.toIf wander an attacker scores with a “Nat 1” on its attack roll against a deva and the deva in turn gets idea of how they might even begin to pass on. It takes the DIET: None aeffort free attack response, thein deva may of trulyincaring people order to steal help their these attacker’s poor souls ORGANIZATION: Solitary weapon if their freeopposite attack is end thenofsuccessful. The deva along the way. own On the the spectrum, there CLIMATE/TERRAIN: Any usually keeps and then discards the weapon afterward. As a are some stories of Apparitions that know exactly what 1 second action, a deva may settle into a trancelike state in business they of at butthe forspeed varying refuse While the devas are steadfast defenders of life in all its which they areneed abletototake move of reasons light. When to do the because to dothe so deva wouldseems violate some forms they are also the eternal enemies of undead beings moving at task, such whether an incredible speed, to simYield moral, or simply they instantaneously fear the prospectreappearing of an unfa- and their profane gods. A deva has no compunctions about ply disappear frombecause sight before MEDICINAL : Nil to wipe out the undead whereverything in its power atmiliar its destination, afterlife. leading many to believe that the devas doing they can be found. Devas radiate a constant turning possess the ability to teleport. After moving at the speed of everSPELL COMPONENTS: Nil On Tellene: light to their destination, the deva can come to an imme- aura of Will Factor 20. Any undead being who looks upon Forgotten of Tellene’s citiesspeed are generally themselves in the HIDE/T ROPHY: Nilpresence of a deva is subject to diate stop andcorners act normally. Sucholdest immense is suffi- or finds the best placetotoallow find Apparitions. In the Brandobian city this aura. The inner light of the deva suffuses its very being cient enough them to escape from the planet’s TREASURE: Nil gravity to move amongst thebestars. This incredible speed al-of and is anathema to the corrupted elan malfease of the unof Cosolen, there is said to a particularly large number lows a deva toinhabiting travel immediately it is house needed EDIBLE: No the creatures the ruins of to anwhere old manor on living. most. It should be noted that the deva can also walk on the a hill outside of town. Supposedly, they celebrate their unOTHER: Nil surface of any liquid, meaning that no body of water can life with raucous parties all through the night and have Habitat/Society/ Ecology: form an impediment to them. Devas are Pbeings of: kindness EXPERIENCE OINT VALUE None and virtue, totally at peace done so for nearly a hundred years. The deva do not carry or make use of weaponry. If forced
∞
26 26
∞
Bandy Tailed Fighting Cock “
hen I was first coming up in the world, it was often my pleasure to travel into the countryside and listen to the old farmer’s tales of the strange creatures that, every now and again, would come wandering into their villages. In one such place, there was a tavern I often frequented that had a gargantuan rooster head mounted above the bar. The owner of the head, the barkeeper, Grandfather Larch, would only tell of its acquisition when sufficiently drunk. During one of my visits around the New Year, I was lucky enough to find him in such a state; and he related the tale. When Larch was a young brewer of about twenty-three winters, making moonshine in secret stills, there was an unusually hot summer. Crops withered, animals sickened, and the entire pace of life seemed to slow considerably, even for the countryside. On an especially humid day, Larch was sitting with some other farmers in the shade of a tree, passing around a jug of hooch. “It was too durn hot t’work,” he reminded me several times before continuing. While languishing, Larch spotted something on the edge of the forest. It looked to him like a rooster of some sort. “Only, it had faahhr legs, understand? Damn-nest thing y’ever did see.” As the wild rooster began to head towards them, it became apparent, however, that apart from its unconventional locomotive configuration, it was also of prodigious size. “Taller than three men on each other’s shoulders! And the way it moved, by gum! It broke into a gallop and; we scattered immediately, a’course. Damn thing busted open my still and guzzled down all the mash! Then it went mad! Tearing up an’ down flying onto treetops, only to jump down again, crowing and cuckooing, like it were fightin’ some other rooster that weren’t there at all! Then, all of a sudden, it jes’ keeled over. We waited a spell before we approached, but there it was—stone dead. I guess you kin’ say that big critter did me a favor, that mash could have ruined my health.”—V
W
iant Bandy Tailed Fighting Cocks are large quadrupedal, rooster-like birds infamous for their extremely aggressive and G territorial behavior. The giant birds stand six and a half to seven feet tall and weigh in excess of 350 pounds. There are many varieties of Giant Bandy Tailed Fighting Cocks, but the most common coloration consists of bright red coxcombs and waddles, bright orange neck and head feathers, mixed black and orange wings, and iridescent tail plumage of alternating black and white stripes from which the creature’s moniker derives. Other specimens have been sighted that have entirely black plumage save for the tail feathers. Each of the creature’s four legs has a set of sharp claws with the foremost pair featuring a particularly cruel spur used for fighting rival males and disemboweling opponents. The beaks of the Giant
SIGN/TRACKS
Fighting Cock are also extremely dangerous as the creatures can rip out huge chunks of flesh thanks to their heavily muscled necks. Combat/Tactics: Giant Fighting Cocks are flightless but exceptional runners able to outdistance most predators with ease. Their large keen eyes and acute hearing combine to make them difficult to get the drop on. Unlike most prey species, Fighting Cocks are temperamentally biased toward fight rather than flight. Despite their speed advantage, they often will face down predators rather than making the rational choice to flee. Such orneriness has engendered a healthy respect for the beast amongst hunters but undoubtedly contributes to their relative scarcity in the wild.
RANGE ON TELLENE
SIZE COMPARISON
The spurred heel of the Fighting Cock can do devastating damage to an opponent.
27 27
Giant Bandy Tailed Fighting Cocks assert dominance within flocks ll else,infighting. value life in all birds its forms. through The leaping at one another with outstretched claws and spurs to lacerate their opponent typify such battles. Generally, the fights only last as long as the lesser bird’s tenacity holds out, so they’re rarely to the death. Combat/Tactics: When confronting other adversaries, they make use of this same Devas never For any any blow circuminstinctual style. kill. However, what reason. might beUnder a glancing for a fellow Giant Bandy Fighting could a human stances. They alsoTailed cannot turn aCock blind eye disembowel when the actions being or cripple hunting dog. Should their initial strokes of those arounda them will lead to killing, evenslashing in the name fail to drive off an adversary, they will commence tearing at their of helping others and even if the victims are evil (but livenemy with their hooked beaks (a tactic never employed when sparing) beings. While the devas will not kill, they still have ring with rivals). many abilities which can to incapacitate, drive than off, If prodded to employ theirbe fullused offensive capabilities (rather or otherwise neutralize threats to themselves or those they ritualized fighting against other cocks), Fighting Cocks will always use the wish toAggressive protect. Attack special combat move (gaining +5 Attack but suffering -2 Defense). When so enraged, they can be extremely Devas have many passive defenses which insulate them dangerous as their rapid movement prevents most creatures from from danger. creature Animal, to Animal, High countering thisNo onslaught by of giving groundLow or scampering back.
a
intelligence will ever attack a deva. Through their body lanHabitat/Society: guage, scent, and the sounds they make, devas appear comGiant Bandy Tailed Fighting Cocks are very social animals. Alpha pletely non-threatening animal intelligence males maintain a harem of to smaller hens which they creatures mate with and may walk amongst them without disturbance. deva exclusively. Within the flock, the Alpha is at the top of theApecking could easily enter a literal den ofa lions getdominance betweenare a order; any males that he perceives to be threat or to his driven out viaand intimidation attacks. mother bear her cubsand andritualized cause no more a disturbance Males expelled bymight. an alphaWhen tend todevas congregate together in rogue than a falling leaf do interact with anflocks. These gangs may pose a threat to anyone unlucky enough imals, they do so with great tenderness and obvious affec-to wander into what the birds consider their territory. Such danger zones tion (whicheven is returned in kind). are difficult for local hunters to precisely define as a rancorous The devas also are immune to critical hits, alltomind-inflock may unexpectedly shift locations in response unknown environmental stimuli. Conversely, headed by eye an alpha fluencing effects, cold, and fire.flocks Their third can male see tend to reside in a fixed abode. This no doubt stems from the fact through all types of invisibility, illusion, and mundane disthat a dominant male can command prime territory. guises—giving the devas an effective Observation of 100 as A mature alpha may be larger and stronger than the younger males well. This preternaturally enhanced visual acuity also prebut is generally content to protect his flock and prevent encroachvents a deva from locale. being flanked in battle andinterlopers, makes it pracment on his chosen Simply driving off any rather tically impossible to usually surprisesatisfy them. In combat, devas always than killing them will alphas. actBandy on theTailed first second of combat defense dietocanCocks and Hens areand abletheir to communicate one another via a modest of distinct and songs. While not be reduced fromvocabulary a d20. They radiatecalls a passive blessing thisalldoes not approach the complexity human language, it is on neutral good creatures within a of 30ft radius. The blesssufficient to convey adequate information to permit the creatures to ing bestows a +3 bonus to attacks, damage, and defense act in tandem. while simultaneously rendering them immune to fear. Ecology: Devas are also extremely fast. If an attacker scores a “Nat These gigantic birds can be found in vast plains where small game 1” onwild its attack rollplentiful. against aGiant devaBandy and the devaFighting in turnCocks gets and grains are Tailed amay freealso attack in response, the deva may steal their attacker’s encroach on human farmlands owing to the ready supply of weapon their own free farming attack iscommunities then successful. The deva food andifinability of most to drive them off. Giant Bandy Cocks will small mammals and As birds, usually keepsTailed and Fighting then discards theeat weapon afterward. a insects, as well as cereals. 1large second action, a deva may settle into a trancelike state in Farmers in to close proximity a flockofoflight. GiantWhen Bandy which theythat arelive able move at thetospeed Tailed Fighting Cocks have learned to never drop their guard when moving at such an incredible the deva towhose sima flock may be moving by. Certainspeed, areas have formedseems militias ply disappear from sight before instantaneously reappearing sole purpose is to band together into a sheltron of ten or twenty men at destination, leading many to believe that the devas in its order to drive the creatures away with long pikes. An apocryphal story Tailed Fighting Cock possess the ability todescribes teleport.a Giant AfterBandy moving at the speed of that swallowed an entire chest of gems in order to better help light to their destination, the deva can come to an imme-it digest.stop Theseand birdsact certainly have been swallowing stones diate normally. Suchobserved immense speed is suffi-to aid in mastication and, such behavior is no doubt the source of this cient story. enough to allow them to escape from the planet’s gravity to move amongst the stars. This incredible speed alOn Tellene: lows a deva to travel immediately to where it is needed Giant Bandy Tailed Fighting Cocks are native to central and most. It should be noted that the deva can also walk on the southern Svimohzia. Some have certainly been captured and surface of any meaning that no body of water occasionally canliquid, be encountered as exotic fighting beastscan in form an impediment to them. gladiatorial arenas. That a specimen may have escaped and gone feral is The undoubtedly deva dopossible. not carry or make use of weaponry. If forced
28 28
into a situation where combat is their only recourse, they can neutralize foes with the merest touch.Cock A deva may Giant most Bandy Tailed Fighting use one of its four hands HIT POINTS: 5d8+33 every five seconds to SIZE/WEIGHT: L/375 lbs. use one 3 of four differ- -1 ent abilities+12 on their TENACITY: Brave opponent (a deva is considINTELLIGENCE: Animal, High 4 +4 level caster). ered a 14th FATIGUE FACTOR:
-2
claw 2d4p+4 or peck 2d10p
MOVEMENT •Nerve Pinch: If it fails a Physical2’ Saving Throw, 7 the touched creature CRAWL: 5 must make an immediate WALK: 15 ATTACK : Fighting cocks initially trauma save. swipe with their clawed forelegs (with JOG: 25 •Nice: the 2d4p+4 cleric +7 ATK, +6asDEF)per inflicting RUN: 30 damage on a hit. Should they fail to drive spell. (See XXXX) off their combatant, they begin an AgSPRINT: 35 •Abjuration: If it fails its gressive Attack on all subsequent strikes (Combat Rose reflectsone Aggressive Attack). Mental Saving Throw, this ability banishes touched SAVES This begins with the beak that inflicts extra-dimensional creature 2d10p on a successful bite followed by PHYSICAL: +10 two to individual swipesplane. with forelegs back its home MENTAL: +9 before pecking again. •Repel: This ability causes DODGE: +11 an immediate double knockback if the creature touched fails its Physical Saving Throw, regardless of its size relative to the deva.
General While the devas are steadfast Info defenders of life in all its ACTIVITY CYCLE:
Diurnal
NO. APPEARING:
1-6
% CHANCE IN LAIR:
100% (alpha males) or 0%
FREQUENCY:
Unusual
ALIGNMENT:
Non
VISION TYPE:
Standard
AWARENESS/SENSES:
Keen eyesight & hearing (Improved Initiative - 1 die)
HABITAT:
Grasslands
DIET:
Omnivore
ORGANIZATION:
Flocks
CLIMATE/TERRAIN:
Tropical to Temperate
forms they are also the eternal enemies of undead beings and their profane gods. A deva has no compunctions about Yield doing everything in its power to wipe out the undead wherEDICINAL everMthey can: be found. Nil Devas radiate a constant turning aura of Will Factor 20. Any undead being who looks upon SPELL COMPONENTS: Nil or finds themselves in the presence of a deva is subject to thisHaura. The inner lightNil of the deva suffuses its very being IDE/TROPHY : and is anathema to the corrupted elan malfease of the unTREASURE: Nil living. EDIBLE:
Yes
Habitat/Society/ Ecology: OTHER: Nil Devas are beings of kindness and virtue, totally at peace withEXPERIENCE themselves. home plane, devas exist in a state POINT VIn ALUEtheir : 650
Banshee
Also Known As: Groaning Spirit, Keening Spirit
eign not my empathy for the sorrowful circumstances that did germinate the horrible Banshee with pity for this malignant being. For I am too a maiden and comprehend the bealuful wound the loss of a newborn child wouldst inflict. However, to wallow in despair to such a degree that one develops an irrational loathing and jealousy of life itself is a moral failing of the first order. Afford no clemency to the Banshee for she hast brought this wicked existence upon herself and wouldst gleefully slay any being she didst happen upon. Take heed of the doleful wailing of this vexatious spirit, for it heralds her approach and doth possess the ability to sap the spirit and render the stoutest heart like unto a mewling babe. Yield not to these moanings for in so doing you leave yourself vulnerable to her spiteful vengeance. It is your death she seeks, not in vengeance for a wrong you have inflicted, but purely to ineffectually sate the bottomless well of malice in which she steeps. My admonition is that lest ye be most accomplished and esteemed by thyne deity, make haste and depart the despoiled lands that the Banshee haunteth. These are clearly evident to even a dullard as her curse has likely exterminated even the flora leaving a barren land. The Banshee can be slain but, the manner ye employ must differ. For unlike other variety of spirituous evil, she possesseth but the slightest vulnerability to weapons argentine and will sustain but little harm from even the severest of blows. Iron and steele will pass harmlessly through her diaphanous presence. To truley wound her, you must strike with weapons blessed by thyne god. I speak not of rarified artifacts but of simple martial tools a priestess may imbue with her god’s favor. Only these will strike true to their full grievous intent though the Banshee spirit doth exhibit supernatural resistance to even these armaments. Pay heed to thyne fellows for the Banshee will selectively impart her gift of death upon those unable to actively resist her. i
F
SIZE COMPARISON
These baneful spirits wallow in their misery. Dismissing them from their abode of internal torment is especially difficult 29 29
aB
anshees arelife theinspirits women who’ve died during or ll else, value all itsofforms. shortly after childbirth. Wracked with emotion and distraught over the loss of their child, they’ve returned to haunt the living. Often heard before they are seen, Combat/Tactics: Banshees resemble in areason. physicalUnder sense. any Theycircumappear Devas never kill.ghosts For any stances. They also cannot turn a blind eye when the actions as incorporeal white, or blueish-white images of their former of those Because around them will lead to killing,elven even in the name selves. of their immortality, women are of helping others and even if the victims are evil (but livparticularly susceptible to becoming banshees when they ing) beings.childbirth. While the devas will not kill, they still have die during many abilities which can be used to incapacitate, drive off, Combat/Tactics: or otherwise neutralize threats to themselves or those they Banshees can automatically sense living creatures up to wish to protect. Devas have many defenses which insulate half a mile away and passive will let out an initial wail at thatthem time. from No creature of Animal, Lowto to hear Animal, High Thus,danger. more often than not, one is likely a banshee intelligence will ever attack before encountering her. a deva. Through their body language, scent, and the sounds they make, devas appear comA Banshee’s wail induces fear with the game effect pletely non-threatening to animal intelligence creatures expressed as aamongst reduction in the morale (or tenacity) of a and may walk them without disturbance. A deva character (or creature) by one morale level (e.g., a “hero” could easily enter a literal den of lions or get between a level morale becomes “fearless” instead). Subsequent howls mother bear and her cubs and cause no more a disturbance causea an additional stepwise of do morale (to with “brave”, than falling leaf might. Whenloss devas interact animals, they“nervous” do so with“cowardly” great tenderness and obvious affec“steady”, and finally “timorous”). tion (which is returned in kind). Within 60 feet, this keening can also render a combatant The devas also are immune to critical hits, all mind-inineffective. fluencing effects, cold, and fire. Their third eye can see This loss of morale has explicit implications for players through all types of invisibility, illusion, and mundane disaccustomed tothe acting their own discretion guises—giving devascompletely an effectiveatObservation of 100 as with This respect to theenhanced perils visual of acuity combatalso their well. preternaturally precharacter may face. Characters with the and Coward quirk will vents a deva from being flanked in battle makes it pracalreadyimpossible be familiar these restrictions. effect, PCs tically to with surprise them. In combat,Indevas always act on the secondtoof “trigger combat and their defense must nowfirstreact events” listed die in canthe not be reduced from a d20. They radiate a passive blessing Tenacity/Morale chart on page 12 by attempting a morale on all neutral a 30ft radius. The blesscheck. Shouldgood theycreatures fail, theywithin are compelled to immediately ing bestows a +3abonus to withdrawal attacks, damage, and to defense begin executing fighting and move leave while simultaneously rendering them immune to fear. combat – they can return if the triggering event is no longer Devas are also extremely fast. If an attacker scores a “Nat in play or they are rallied by a leader (assuming one has 1” on its attack roll against a deva and the deva in turn gets abeen free designated). attack in response, the deva may steal their attacker’s Characters (along with is NPC allies andThe animal weapon if their own free attack then successful. deva usually keeps and discards the weaponbyafterward. As a companions) are then automatically spooked the Banshee’s 1initial secondwailing action, aand devadrop may settle a trancelike state in one into morale level upon its 1 are able to move at the speed of light. When which they utterance . Determining if one succumbs to subsequent moving such an incredible speed, theone deva seems to simBansheeatmoaning (and consequent additional step ply disappear from sight before instantaneously reappearing morale drop) requires a Morale Check. The character rolls at its destination, leading many to believe that the devas a d20p the andability adds/subtracts both the Tenacity Roll possess to teleport. After moving at(Morale) the speed of modifier for their current morale level (see p. 12) as well as light to their destination, the deva can come to an immetheir Charisma based Morale Modifier. This number diate stop and act normally. Such immense speed is suffi-is compared to the rolltoofescape d20p+2. Those to cient enough to Banshee’s allow them from the failing planet’s gravity move the amongst the stars. This incredible speed alequal ortobetter Banshee’s roll suffer a loss of morale. lows a deva to travelapproach immediately to where it isthe needed When adversaries to within 200 feet, Banmost. It should be noted that the deva can also walk on shee will wail again and continues to do so everythe 30 surface of any liquid, meaning that no body of water can seconds thereafter. With proximity (≤60 feet), an additional form an impediment to them. The deva do not carry or make use of weaponry. If forced
30 30
into a situation where combat is their only recourse, they can neutralize most foesBanshee with the merest touch. A deva may use one of its four hands HIT POINTS:
d8+20
SIZE/WEIGHT:
M / weightless
TENACITY:
Fearless
INTELLIGENCE:
Average
FATIGUE FACTOR:
n/a
10 -2
every five MOVEMENT seconds to use one of CRAWL:
n/a
WALK:
n/a
JOG:
n/a
RUN:
n/a
FLY:
20
*
+4 11* d4p
1’
n/a
ATTACK : Can senseabilities living creatures four different on half a mile away and thus cannot beis their opponent (a deva surprised (always act second 1); level Drains considered a on14th CON equal to hit point damage; Wailing caster). lowers morale
SAVES
•Nerve Pinch: If it fails a SPECIAL: Physical Saving Throw, Silver weapons only mildly injuriousthe – MENTAL: +14 others ineffective; Can must fly at 10’/s to touched creature make obstacles (i.e. passing through obDODGE: +16 anbypass immediate trauma save. jects) •Nice: as per the cleric spell. (See XXXX) •Abjuration: If it fails its Mental Saving Throw, this ability banishes one touched extra-dimensional creature back to its home plane. General Info PHYSICAL:
+17
ACTIVITY CYCLE:
Nocturnal
NO. APPEARING:
1
% CHANCE IN LAIR:
100%
FREQUENCY:
Unusual
ALIGNMENT:
Chaotic Evil
VISION TYPE:
Undead Sight
AWARENESS/SENSES:
Sense living creatures within half mile
HABITAT:
Desolate places
DIET:
n/a
ORGANIZATION:
Solitary
CLIMATE/TERRAIN:
Any
•Repel: This ability causes an immediate double knockback if the creature touchedYield fails its Physical Saving Throw, regardless of its size relative to the deva. MEDICINAL:
Nil
While the devas are defenders of life in all its SPELL C OMPONENTS : steadfast Nil forms they are also the eternal enemies of undead beings IDE/Tprofane ROPHY: gods. A Nildeva has no compunctions about andHtheir Jewelry to andwipe beautiful objects have buried out doing everything in its power out thethey undead wherTREASURE : of spite and hatred ever they can be found. Devas radiate a constant turning : Factor 20. Any No undead being who looks upon auraEDIBLE of Will or finds themselves in the presence of a deva is subject to THER: thisOaura. The inner lightNil of the deva suffuses its very being andEXPERIENCE is anathema to the corrupted elan malfease of the unPOINT VALUE: 800 living.
power of the Banshee’s wail comes into effect. Those failing their Morale Check within this distance from the undead creature not only lose a morale level but are also rendered incapacitated (as per the trauma rules), whimpering quietly, paralyzed with fear2. The latter persists for one minute for every integer they failed their morale check by. Defensive measures may be taken to contravene a Banshee’s doleful grieving. These include stuffing one’s ears with wax or putting solid or sound absorbing objects between the victim and the creature (even something as simple as a wall helps). Every 20-foot interval from the creature will add a +1 to the morale check (e.g. +1 to morale check at 21’-40’, +2 at 41’-60’). Stuffing a soft, sound-absorbing material into the ears (such as cotton or wax) will add another +1 to the Morale Check. Dropping handheld equipment and covering one’s ears with hands affords another +1 to the morale check. Putting some form of physical material between the player and the creature (such as a wall) will add an additional modifier from +1 to +3 (GM’s discretion). However, the maximum sum of all bonuses cannot exceed +5. Once an adversary has been incapacitated, the Banshee will proceed to sap his life force by angrily striking him with her hands. As with most undead, such a blow will inflict 1d4p damage (no DR). This damage also reduces the victim’s Constitution score by an equal amount. When Constitution drops to LN->LE->NE->CE; 4 steps times 2 per step) +12 (additional penalty for a Lord), or +10. Higherranked Sharjani can more easily create Thralls, but it helps if one is closer to Chaotic Evil. Upon arising, their alignment becomes one acceptable to their rank of Pseudo-Vampire; a Lawful Good individual who became a Least or Lesser Pseudo-Vampire would immediately become Lawful Neutral, Lawful Evil if becoming a Greater Pseudo-Vampire, and Chaotic Evil if they were to somehow become a Lord. If already non-good, then Least and Lesser Pseudo-Vampires have no change, while evil characters suffer no alteration if becoming Greater Pseudo-Vampires. Only Thralls may be created through bites or the draining of blood; all greater ranks require ceremonies. If created without a ritual, a Thrall must make a Mental saving throw against d20p+their slayer’s own Mental Saving Throw modifier. If successful, they are free-willed Least Sharjani. If they fail, they are controlled by their creator and will follow any order given. This save may be made every 6 months. If created through a Blood Ceremony, the initial saving throw is automatically failed and subsequent saving throws are made at a -3. Should a Thrall’s creator be killed before it rises and it fail the saving throw, it is instead in a permanent Blood Rage (though, should it survive six months in such a state, it may attempt again).
244
d20p+4,while Lawful Good will roll against d20p-2. If the Pseudo-Vampire creator is a Minion, there is an additional +6; if a Lord, it is an additional +12. Victims succeeding at this check are dead. If they fail in this check, they will rise as a Pseudo-Vampire. If they are to be a Least or Lesser Sharjan, they rise the next night. Greater Sharjan rise the next night that Veshemo is waning, and Lords rise the next night when Veshemo is new.
Creating Lesser and Greater Sharjan requires a Blood Ceremony and those Sharjani always immediately enter their sponsor’s service with the possibility of freedom after a full year and again every year thereafter. Greater Sharjan are capable of creating Lesser Sharjani through this ceremony and Lords may create Greater or Lesser Sharjan. Lackeys and Minions whose creators are killed before they arise are simply freed from control. The Blood Ceremony involves drinking the blood of the creating Sardan’var, as well as the blood of a Sardan’var of the appropriate rank; thus, a Lord who wished to create a Lackey may do so by providing some of his own blood and the blood of another Lackey. The blood involved in these ceremonies is only a minor wound, 1d3 hit points from the contributing Pseudo-Vampires, healed in moments by most Sardan’var. Using an inferior Sardan’var in this way is counted a great honor and binds the contributor to the creator anew; thus, a Minion with a rebellious Lackey may choose to “honor” their Lackey by helping to create a new one and gain two loyal Lackeys for a year. Thralls and Lackeys may also “promoted” by this means, though no higher than one level below their “sponsor”. Lords are said to created by drinking the blood of the ancient vampire himself. Should a player character become a Pseudo-Vampire (either by this being forced upon them or by intention), they may continue to rise in experience, but suffer a 10% penalty to experience if a Least Sardan'var, 20% if Lesser, 30% if Greater, and 50% if a Sharjani Lord.
Shark M
y interest with sharks, specifically the great white began in the Elos Desert. It was there among the desolate heat that I happened upon a prominent fragment of white, which after some toil revealed a large ancient jaw bone among the sand. Though my companions found my fascination amusing I paid them little heed, collecting as many of the large serrated teeth as I could. Two years it took to ascertain the species of the jaw. A fact found in my research and later confirmed by a Dejy craftswoman of the CityState of Dijishy, when I paid the silver to fashion a necklace charm out of the teeth I had collected. The question of how the great white had happened its way so far inland through the desert could only be guessed. But since my discovery, my fascination with sharks has never wavered. I cannot help but scowl at those who consider these great predatory beasts all but common. In my travels alone, I have distinguished three previously undiscovered subspecies including the mysterious terror of Elos Bay, now properly classified as the bull shark. Truthfully, I believe there are many more, perhaps hundreds of species unknown; yet to be revealed, as many mysteries of the sea are. In tandem, I have witnessed the behavior of sharks firsthand, having taken travel with the shark fishermen of Prompeldia and once even daring to wade among a lagoon social of bull shark, which I do not recommend. I can advise that if you ever find yourself treading water in the presence of these efficient creatures that your greatest weapon against them is to stay your nerve. If you find yourself being circled, swim-do not thrash, as best you can to the nearest relief out of the water. You can no more hope to out swim them, than you would hope to outrun a common lion. Better will be to do so calmly and better if you can hold your breath and do this beneath the water to keep your eyes upon them. Unless we are speaking of the great white or the megalodon, admittedly the latter of which I’ve never observed, if only one shark is your attacker than truthfully you have some hope. If the shark moves in do not wait for it to bite, flail at the creature with muster. Sharks are particularly vulnerable at the top of the head, eyes and gills. Though large by humanoid standards, many of the smaller variety spook easily. If you strike them make sure it is with a closed fist. Let them know you will not be an easy meal and you might just live to tell the tale. w
here are thirteen species of shark and of those over four hunT dred subspecies presently inhabiting the sea. While sharks are most common in warm and temperate salt water, there are a few lesser known subspecies which inhabit the coldest depths of the sea and even a few that hunt fresh water. Physically as well as in temperament, each shark species varies greatly; even some, though not a concern of this writing, being gentle giants that sustain themselves on plankton and krill. The only feature common to all sharks are the gill slits which still vary in number between five and seven. Most sharks have a hypersensitive yet tough hide which is countershaded. The maRANGE ON TELLENE
jority of sharks spend nearly half their lives at depths of 1000 feet or less, though most can delve much deeper. The sharks listed here are the most aggressive and in turn predatory subspecies known to Tellene.
Blue Shark The blue is the most populous shark of the sea. A fully developed blue is 6 to 9 feet in length and weighs 160 to 200 pounds. Female blue shark reside on the larger end of this spectrum. Coloration of the blue is countershaded with a blue body and white underside. The shark is distinguished by its narrow body and long pectoral fins. SIZE COMPARISON
245
Bull Shark The bull shark is diadromous, meaning they can move between saltwater and freshwater without problem. The size of a fully developed bull shark is 6 to 8 feet long, weighing 400 to 500 pounds. Coloration of the bull shark varies from grey to greenish or brown; the shark is countershaded with a white belly. The bull shark has a thick body, with a stout nose and powerful jaws.
Great White Shark The great white is the second largest subspecies of shark weighing 1,700 to 2,000 pounds and growing to the length of 20 to 25 feet. Females are larger than males. The body and jaw of the shark is robust, the coloration of the fins and top dorsal portion of the body is gray contrasted by a white underside.
Hammerhead The hammerhead is a social predatory shark distinguished by its unusual hammer-shaped head and a smaller mouth than other sharks of similar size. A mature hammerhead averages between 13 to 19 feet, weighing 800 to 1200 pounds. The shark is grey to greenish with a flat white underside.
Megalodon Shark The megalodon is the largest sub species of shark in the known world. An apex predator, the shark attains lengths of 70 feet or more and weighs as much as 100 tons. In relation to the creature’s enormity, the jaw of a fully mature megalodon averages 6 to 7 feet wide and can stretch open 8 to 11 feet. The largest teeth of the Megalodon average 7 to 8 inches; needless to say the bite force of this shark is unmatched. A few bites can make toy sticks of even the finest crafted hulls.
Short Fin Mako Shark One of the fastest fish in the sea, the short fin mako can reach speeds of 42 mph. An adult short fin mako averages 10 to 12 feet in length and will weigh-in around 300 to 400 pounds. Females grow larger than males. Its hydrodynamic cylinder shape and long tall distinguish this shark species.
Combat/Tactics: Sharks are attracted to hydrostatic activity - motion in the water, which they can sense with their hypersensitive dermis and a collection electrorecptive organs that resides near their gill slits. Most can smell an ounce of blood in the water at a minimum distance of quarter of a mile. Though a rare occurance, great whites and megalodon occasionally thrust their nostrils out of the water in search of prey. This behavior, allows them to smell any creature in the vicinity (no bleeding required) downwind, up to a distance of one mile; similarly, blood can be sensed at a distance of three miles. As far as humanoid interaction, smaller-bodied sharks lurk where the water temperature is warm and where prey is abundant. Also docks and fishing vessels out in open sea occasionally yield more than a few easy meals. With the exception of the megalodon and to a lesser degree the great white, sharks are skittish predatory creatures preferring easy prey over risking injury1. Attacks involving humans and demihumans are rare in open water and even less likely where the shark has limited sensory capacity such as in shallow water and coral reefs2. As with any predator, the larger the shark in correlation to the size and familiarity of potential prey, the more likely it attacks. This is why some of the larger varieties of shark do in fact become man-eaters.
246
A shark’s electrorecptive sense is so keen that the predator can sense the shape of prey without vision. Bipedal shape and movement is usually foreign to most sharks3, though the vibration caused by most creatures treading water and the smell of blood will certainly trigger the shark for a closer inspection. In open water a shark better gauges a foreigner by circling, letting its full range of senses interpret whether or not the alien is prey, and whether or not to attack. The act of circling is not a precursor of certain attack, though the excessive vibration caused by most land-based swimmers will likely pique a shark’s interest. Smaller sharks such as the blue, bull, hammerhead, and short fin mako, attack with a testing bite4 honing in an area of the body which is small. On humanoids the bite will usually be targeted at the limbs, if the victim stands in the shallows of the shore, this attack will usually occur at the calf. If the shark is able to successfully strike the victim on its first attempt, its next bite attack will include a full bite and thrashing motion5. The bite at full capacity intends to garner a chunk of the victims flesh6. Megalodon and great whites are known to not only attack any species in open water, but human-powered and sailing vessels as well. Whether the attack is the intentional effort of a shark hankering for humanoid flesh or just that the shark has mistakenly perceived a craft as a large species of prey, is just one of many mysteries. When a megalodon attacks a vessel, it repeatedly bumps, bites and gnaws at the hull and keel. This biting and gnawing attack destroys and sinks most smaller craft (less than 25 feet in length), in less than a minute. If the attack is directed upon a larger sailing vessel and the hull can withstand an initial bite or two (GM’s call), the shark latches onto the hull and thrashes, putting its serrated teeth to work. The thrashing motion knocks any ship equal or less than the megalodon’s total body length off kilter, and seamen on the deck have to succeed a Feat of Agility (d20-6) check to maintain balance; if failing close to the rail or by 10 or more, they fall overboard. Once the beast is latched, the GM rolls an attack for the shark every 5 count; a perfect or near perfect attack indicates the shark has created a large 6 to 8 foot cavity in the hull. The size of this hole and the volume of water taken on makes repair nay impossible. The damage is done, sinking even largest of ships in a matter of 1d6+1 minutes. Great whites are also known to prey on craft at sea, but most attacks involve vessels that are under 12 feet long. The great white attacks small vessels by first strafing along the aft or bow, and timing a burst of speed, violently bumping its belly against the hull. If the vessel is a third (3) or less of the total length of the shark, the attack will completely upset the boat, pouring passengers into the sea. If bump does not upset the boat, any standing seamen must succeed a Feat of Agility Check (d20-2), or be knocked off balance; a failure close to the rail or by 8 or more indicates the character has plunged overboard. The bite of a megalodon can completely swallow a size L or smaller creature, even an Ogre, upon a Perfect or Near Perfect attack. Great whites can swallow whole size S or smaller creatures such as Gnomes and Halflings, in the same fashion. Successful but not Perfect or Near Perfect attacks indicate a standard bite. If a character is swallowed or within the sharks mouth, the shark begins to chew which is considered a frenzied attack. The swallowed creature suffers full bite damage every 1 count.
Though unlikely, escape is possible on a successful Feat of Agility (same difficulty noted above) every 3 count.
Mass Attack Rules: Any attack by a shark that exceeds the defender’s roll by 5 or more indicates that the shark has not only injured its victim for standard damage, but that it also grabbed one of the defender’s limbs. Roll randomly to determine which arm or leg the shark latched onto. However, the following caveat applies: if the shield arm is indicated, re-roll the result. A second consecutive result of this limb indicates that the shield arm has indeed been grabbed and it is, along with and defensive benefits provided by the shield, useless until freed. Once having grabbed on to an opponent, the shark will pull and tug inflicting full damage every 10 seconds (no Defense roll allowed nor Attack roll required though armor DR applies). Further, the defender suffers a 2-point penalty to all rolls and cannot use the ensnared limb for any action other than spending 5 seconds attempting to free it of the sharks’s hold (requiring a Feat of Strength vs. d20p+shark’s attack bonus). If a leg has been grabbed, the victim cannot move. If the shark’s jaws hold a weapon arm, attack is impossible and any defensive bonuses gained from weapon skill are forfeited. (Note though that the weapon is rarely dropped – a successful Feat of Strength vs. d20p+3 retains control of any held weapon). A shark that has grabbed a character may also be compelled to loosen its grip via a successful knock-back or by inflicting sufficient damage to cause a Threshold of Pain check. A single smaller shark provides little more than a nuisance and possible drowning threat, particularly to armored characters, halting a character (when any limb is grabbed) and hindering his attacks or defense (an arm grab). Far more frightening, however, is when a pack of sharks works in concert to attack a victim. A second shark that successfully grabs the same defender saddles the victim with a 6-point penalty to all rolls and two limbs are now incapacitated. A successful attack by a third shark will automatically grab hold.
Habitat/Society: Sharks are always on the hunt. These opportunist predators feed on a wide variety of fish, mammals and what one might call, chance bounties of the sea. The megalodon sustains its large body on whales as well as large species of fish, octopus and squid. The great white feeds on just about anything including smaller sharks. The blue and short fin mako shark, have diets relative to their size including many species of fish that have made reefs and lagoons their home. The hammerhead and bull shark usually focus on smaller less combative fish, but are more aggressive to the territorial threats, which humanoids often unwittingly impose. Fully mature megalodon and great white sharks are solitary predators for the most part. Not uncommon however, is for megalodon to be joined by one or two younger great white, as the creatures thrive on scraps left in the bigger shark’s wake. Similarly great whites often attract smaller species of sharks for the same reason. Of all sharks due to their size and girth the megalodon and great white are the most likely to become man eaters. Blue, short fin mako and hammerhead as well as many other species of sharks are at times social predators and maintain peaceful co-existence with other shark species. Bull sharks are solitary hunters. Most sharks reproduce via internal fertilization giving birth to fully developed young. The number of young produced is de-
pendent on subspecies but some can give birth to over 90 young. Once expelled from the womb, young sharks must fend for themselves and unfortunately, are often food for other sharks. Luckily, the mothers usually choose an isolated place away from other sharks to birth.
Ecology: The megalodon sits at the apex among most creatures of the sea, its closest rival being the orca; a battle between a megalodon and orca is usually a fatal affair for the shark, due to the megalodon’s solitary nature. There are additionally a few archaic species of serpents known to the depths of the seas but these species generally avoid the shark. Megalodon are powerful predators but due to their size and lack of speed have a diet consisting mostly of large slow mammals, such as whales, giant octopus, squid and crab species, common to the Brandobian Ocean, as well large seals and sea lions. Though powerful, the great white is not an apex predator due to the fact it is one of the orcas chosen prey. Sharks are territorial in nature, however it is more about each subspecies respecting the social order in respect to size. Though sharks attack and consume one another, this event usually occurs only during a feeding frenzy. Larger sharks may consume their smaller cousins if easier prey is unavailable. Despite their low intelligence, sharks have decent seasonal recollection. Waters of any locale may become shark infested if easy prey is abundant in the area based on seasonal factors.
On Tellene: Sharks are common to every sea of Tellene, though only the largest are common to artic waters. Blue and hammerhead sharks are the most populated around the Kalamaran and Elos Bay as well as the northern coasts of Svimohzia. Bull and river sharks are common throughout Tellene where any river meets the sea. The largest and most aggressive of these subspecies inhabit in Elos Bay. These diadromous shark have been commonly spotted in many swamp regions as well as lurking among the muddied waters of the Straights of Svimohzia. The short fin mako is most common to the Kalamaran Sea, but can be found throughout the many seas of Tellene. While megalodon roam throughout the depths of many seas and though a good number of attacks have been witnessed, none of these have occurred beyond the Brandobian Ocean. Great whites are most common among the coasts of Svimohzia, Reanaaria Bay and the Sea of the Dead. The population among the Ocean of Brandobia has been hunted to near extinction.
Notes/Annotations: 1
Inflicting ¼ of the creatures base HPs is enough to get a shark off the attack. 2 Bull sharks are the exception, aggressive and well suited to attacking humans among reefs and shallow waters. 3 Sharks may in fact become man eaters, wading in the tidewaters of common beach areas where humanoids swim. 4 Test bite is listed in Damage/Attack of each listed species. 5 The megalodon and great white usually forgo the test bite of man-sized prey. 6 Bites are listed in Damage/Attack
247
Blue Shark HIT POINTS:
20+1d8
SIZE/WEIGHT:
M/200 lbs
TENACITY:
Bull Shark
3
Nervous
INTELLIGENCE: Animal low
+4
FATIGUE FACTOR: 0
1
15+3d8
SIZE/WEIGHT:
L/500 lbs
TENACITY:
Brave
1’
10
SWIM (BURST): 35
ATTACK: Test bite does 1d8p; bite and thrash does 2d8p
5 2d6p
MOVEMENT SWIM:
-1
+4 +2
FATIGUE FACTOR: 3
2’
2
SWIM (BURST): 15
SPECIAL: Can grab ahold and inflict automatic damage (see text for specific rules)
SAVES
5
INTELLIGENCE: Animal low
1d8p
MOVEMENT SWIM:
+2
HIT POINTS:
ATTACK: Test bite does 2d6p; bite and thrash does 4d6p SPECIAL: Can grab ahold and inflict automatic damage (see text for specific rules)
SAVES
PHYSICAL:
+4
PHYSICAL:
+6
MENTAL:
+4
MENTAL:
+1
DODGE:
+4
DODGE:
+1
General Info
General Info
ACTIVITY CYCLE:
Any
ACTIVITY CYCLE:
Diurnal
NO. APPEARING:
1-8, 2-16, 3-24
NO. APPEARING:
1
% CHANCE IN LAIR:
n/a
% CHANCE IN LAIR:
n/a
FREQUENCY:
Frequent
FREQUENCY:
Exotic
ALIGNMENT:
n/a
ALIGNMENT:
n/a
VISION TYPE:
Low light
VISION TYPE:
Low light
AWARENESS/SENSES:
Electroreception and chemoreception
AWARENESS/SENSES:
Electroreception and chemoreception
HABITAT:
Any
HABITAT:
Sea and fresh water riverbeds
DIET:
Carnivorous
DIET:
Carnivorous
ORGANIZATION:
Social Predator
ORGANIZATION:
Individuals
CLIMATE/TERRAIN:
Tropical
CLIMATE/TERRAIN:
Temperate to tropical climates
Yield MEDICINAL:
Nil
Yield MEDICINAL:
Nil
SPELL COMPONENTS: Nil
SPELL COMPONENTS: Gills double duration of water breathing spells
HIDE/TROPHY:
Nil
HIDE/TROPHY:
Nil
TREASURE:
Nil
TREASURE:
Nil
EDIBLE:
Yes
EDIBLE:
Yes, but isn’t tasty
OTHER:
No
OTHER:
No
EXPERIENCE POINT VALUE: 24
248
EXPERIENCE POINT VALUE: 112
Short Fin Mako
Hammerhead Shark HIT POINTS:
18+2d8
SIZE/WEIGHT:
H/1200 lbs
TENACITY:
6
Cowardly
INTELLIGENCE: Animal low
+5
FATIGUE FACTOR: 6
4
25+1d8
SIZE/WEIGHT:
L/400 lbs
TENACITY:
Steady
3’
22
SWIM (BURST): 15
+3
FATIGUE FACTOR: 2
2 2d8p
MOVEMENT SWIM:
-2
+5
2’
n/a
10
SWIM (BURST): 60
and thrash does 4d4p
ATTACK: Test bite does 2d8p; bite and thrash does 4d8p
SPECIAL : Can grab ahold and inflict automatic damage (see text for specific rules)
SPECIAL: Can grab ahold and inflict automatic damage (see text for specific rules)
ATTACK: Test bite does 2d4p; bite
SAVES
2
INTELLIGENCE: Animal low
2d4p
MOVEMENT SWIM:
+2
+2
HIT POINTS:
SAVES
PHYSICAL:
+2
PHYSICAL:
+3
MENTAL:
+2
MENTAL:
DODGE:
+2
DODGE:
+8
General Info
General Info ACTIVITY CYCLE:
Any
ACTIVITY CYCLE:
Any
NO. APPEARING:
1-4 or 2-12 or 3-18
NO. APPEARING:
1-4
% CHANCE IN LAIR:
n/a
% CHANCE IN LAIR:
n/a
FREQUENCY:
Infrequent
FREQUENCY:
Sporadic
ALIGNMENT:
n/a
ALIGNMENT:
n/a
VISION TYPE:
Low light
VISION TYPE:
Low light
AWARENESS/SENSES:
Electroreception and chemoreception
AWARENESS/SENSES:
Electroreception and chemoreception
HABITAT:
Any, Coastal Sea, coral reef
HABITAT:
Coastal and Deep Sea
DIET:
Carnivorous
DIET:
Carnivore
ORGANIZATION:
Social Predator
ORGANIZATION:
Semi-social predator
CLIMATE/TERRAIN:
Warm to temperate climate
CLIMATE/TERRAIN:
Any, save Artic
Yield
Yield MEDICINAL:
Nil
MEDICINAL:
Nil
SPELL COMPONENTS: Nil
SPELL COMPONENTS: Nil
HIDE/TROPHY:
Shark head
HIDE/TROPHY:
Nil
TREASURE:
Nil
TREASURE:
Nil
EDIBLE:
Yes
EDIBLE:
Yes
OTHER:
Fins
OTHER:
Fins
EXPERIENCE POINT VALUE: 44
EXPERIENCE POINT VALUE: 67
249
Great White Shark HIT POINTS:
35+2d8
SIZE/WEIGHT:
G/2000 lbs
TENACITY:
10
Fearless
INTELLIGENCE: animal low
-2
+15
+6
FATIGUE FACTOR: -2
Megalodon
8
HIT POINTS:
250+10d8
SIZE/WEIGHT:
C/100 tons
TENACITY:
Fearless
INTELLIGENCE: Animal low
4’
6’
22
CRAWL:
22
WALK:
5
WALK:
5
JOG:
10
JOG:
10
RUN:
15
RUN:
15
SPRINT:
20
SPRINT:
20
damage; bite and thrash does 6d10p
SPECIAL: Can capsize vessels (see text). Can swallow size S on an AT roll of 19 or 2. Can grab ahold and inflict automatic damage (see text for specific rules)
SAVES PHYSICAL:
+8
MENTAL:
+8
DODGE:
+8
ATTACK: The megalodon bite inflicts 8d12p. Due to its size the shark does not follow the habit of test bites common to smaller sharks.
SPECIAL: Can capsize vessels
SAVES PHYSICAL:
+30
MENTAL:
-10
DODGE:
-10
General Info
10 8d12p
MOVEMENT
CRAWL:
ATTACK: Testing Bite does 3d10p of
+5
+20
+0
FATIGUE FACTOR: -10
3d10p
MOVEMENT
20
(see text). Can swallow size L on an AT roll of 19 or 20. Can grab ahold and inflict automatic damage (see text for specific rules)
General Info
ACTIVITY CYCLE:
Any
ACTIVITY CYCLE:
Any as determined by prey
NO. APPEARING:
1-2
NO. APPEARING:
1
% CHANCE IN LAIR:
0%
% CHANCE IN LAIR:
0%
FREQUENCY:
Scarce
FREQUENCY:
Exotic
ALIGNMENT:
n/a
ALIGNMENT:
n/a
VISION TYPE:
Low light
VISION TYPE:
Low light
AWARENESS/SENSES:
Electroreception and chemoreception
AWARENESS/SENSES:
Electroreception and chemoreception
HABITAT:
Deep to Shallow Sea
HABITAT:
Sea depths of 10,000 feet or less
DIET:
Carnivore
DIET:
Carnivorous
ORGANIZATION:
Individuals
ORGANIZATION:
Individual
CLIMATE/TERRAIN:
any
CLIMATE/TERRAIN:
Any open Sea
Yield MEDICINAL:
Nil
Yield MEDICINAL:
Nil
SPELL COMPONENTS: Nil
SPELL COMPONENTS: Nil
HIDE/TROPHY:
Preserved Head
HIDE/TROPHY:
Preserved Head
TREASURE:
Nil
TREASURE:
Nil
EDIBLE:
Yes
EDIBLE:
Yes
OTHER:
Fins
OTHER:
No
EXPERIENCE POINT VALUE: 1200
250
EXPERIENCE POINT VALUE: 6600
Skeleton, Multifarious hilst animated skeletons may pose a challenge for fledgling mercenaries, they are but a trivial obstacle to those more seasoned – particularly should they have on hand a holy one of influence. Perhaps this lesson has been taken to blackened heart by our immoral adversaries for in the past lunation hath I been privy to tales of a new form of this soulless automaton. For in seeking to evict a furtive coven of dark congregants didst my ward encounter an unusual form of these beings fit with additional limbs, both arms and legs. These bespoke skeletons were most outlandish in appearance as if the animator didst but cobble them together. However, this appeared to be no mere grotesque pageant as the bony automatons didst nimbly wield multiple swords with phenomenal rapidity. Others, possessed of several additional legs, didst move fleet afoot. Thus didst they present an unexpected threat to doughty warriors. Of greater concern was that they didst more emphatically resist the divine chastening meant to drive them away. Though my charge and her able companions didst overcome these foul minions, her account provoked worry that a new and seemingly powerful implement now lies within the grasp of our eternal enemies.i
W
ike their standard brethren, Multifarious Skeletons are anL imated, bipedal skeletal remains under the magical command of some evil being. Their macabre appearance alone is sufficient to frighten those not hardened to such unnatural things. These undead sets of bones can be barren, but more often they are clad in tattered bits of armor and may wield weapons and shields. Often these are rusty, old weapons, but sometimes they are standard items supplied by their master or creator. Scimitars tend to be favorites. What sets Multifarious Skeletons apart is that they have been constructed with an aberrant set of limbs, typically arms, although legs are sometimes used. Up to 6 additional such limbs have been witnessed, although 2 or 4 additional seems to be most typical. This variegated limb modification makes them far more fearsome combatants in the case of arms and more mobile in the case of legs. Like standard peers, Multifarious Skeletons operate under a
simple and fixed instruction set such as “Guard this hallway and attack any who pass.” Only simple instructions may qualify their orders (e.g., “...except those bearing the scythe symbol”). They cannot differential between sexes, races or classes nor do they possess any extraordinary Observation skill, although they seem to completely ignore, or are unable to perceive, the non-living. Combat/Tactics: When attacking, Multifarious Skeletons simply rush the closest available target. Only when this victim is fully engaged will they proceed to harass any others, moving to the next nearest and so on. Like their standard counterparts, Multifarious Skeletons may be equipped as archers. When deployed as such, their tactics are firing at the nearest target regardless of circumstance. As these creatures are incapable of feeling pain or fear, they must be physically destroyed to cease their attacks. SIZE COMPARISON
These skeletal constructs can attack with surprising rapidity and bring multiple shields to bear. Do not underestimate the threat they pose nor the difficulty with which they can be compelled to flee.
251
This makes them far deadlier opponents than comparable living beings. Lacking any physical incarnation beyond bones, a skeletal target is a difficult one to injure with most piercing weapons since such a weapon often simply passes right between the skeletons bones. Crushing weapons, with their larger surface, tend to be much better implements, as a solid hit to the ribcage will dislodge or break bones rather than pass through ineffectually. Hacking weapons provide somewhat mixed results, being larger and more sweeping than puncturing weapons, but not as large and effective as a crushing weapon, like a mace, club or hammer. To reflect these properties, skeletons have a +10 DR bonus when attacked by piercing weapons and a +6 DR bonus when attacked by hacking implements. Multifarious Skeletons may also have additional defensive capabilities depending on how they are constructed. Additional legs increase movement rate by 22 feet/s per leg (in all categories) and adding a third (or more) legs allows direction changes without penalty. Additional limbs allow for significant offensive and defensive improvements as well. Each additional weapon adds another additional attack, reflected in speed changes as follows: 2 weapons = speed 5, 3 weapons = speed 4, 4 weapons = speed 3, 5 weapons = speed 2, 6 weapons = speed 2 plus an additional +2 to defense. Size large weapons may also be wielded using any two arms (these receive the standard +3 bonus to damage and may also significantly increase reach and have other ancillary benefits as defined by the weapon itself). Each additional shield adds the defensive bonus of the shield -1 (e.g., a medium shield provides a +6 defense while adding a second medium shield adds a +11 net shield defense and a third provides a net +16 defense). As automatons with no consciousness beyond their instructions, any spells seeking to influence thoughts, emotions or bodily functions (such as sleep) are completely ineffective. Note that the tattered bits of armor worn by a typical skeleton accounts for 3 points of the creature's DR rating. Should they not be so armored, their rating should be adjusted accordingly. If deprived of a weapon on a particular appendage, a Multifarious Skeleton may alternatively scratch and claw with its bony digits inflicting d4p+1 damage. Habitat/Society/Ecology: Multifarious Skeletons may be raised from the bones of any humanoid creature. The source material is irrelevant, for the evil enchantment providing the vigor to these bones supersedes any species differentiation. Unlike normal skeletons, the multifarious ones require additional material for creation, depending on the additions so required. For example, a Multifarious Skeleton with 4 arms requires an extra set of arms and shoulder bones beyond the original full skeleton. The bones need not be from the same race and may be mixed and matched. During the ritual and assembly process, evil priests may choose to slightly modify the bones in certain ornamental ways, for example, affixing goat horns to the skull in order to sow increased fear and perhaps fool those unfamiliar into erroneously guessing at a demonic origin. 1 Speed decreases with multiple weapon use (see text) 2 Dodge Save increases +2 for each additional leg
252
Skeleton, Multifarious HIT POINTS:
32 + d8/extra limb
SIZE/WEIGHT:
M/ 30 lbs
TENACITY:
Fearless
INTELLIGENCE:
Non
FATIGUE FACTOR:
n/a
91 +1
MOVEMENT CRAWL:
22
WALK:
5
JOG:
10
RUN:
15
SPRINT:
20
by weapon
3 by weapon
n/a
ATTACK:
SAVES PHYSICAL:
+1
MENTAL:
immune
DODGE:
-2
+1
+12
Shield use (additional shields beyond the first add a Def value of the shield -1, e.g., +5 extra for a second medium shield). Effective DR altered by weapon type (+0 crushing, +6 hacking, +10 piercing); unarmored skeletons have a base DR of 0. Additional legs increase movement by 22 feet per leg and allows direction change without penalty. Twin shields provide cover value one step better.
General Info ACTIVITY CYCLE:
Any
NO. APPEARING:
1-30
% CHANCE IN LAIR:
n/a
FREQUENCY:
Infrequent
ALIGNMENT:
Non
VISION TYPE:
Undead Sight
AWARENESS/SENSES:
Standard
HABITAT:
Any
DIET:
n/a
ORGANIZATION:
Thralls
CLIMATE/TERRAIN:
Any
Yield MEDICINAL:
Nil
SPELL COMPONENTS: Nil HIDE/TROPHY:
Nil
TREASURE:
Incidental
EDIBLE:
No
OTHER:
Nil
EXPERIENCE POINT VALUE: 93 (3 limb), 117 (4 limb), 140 (5 limb), 158 (6 limb)
Skiver
a.k.a. Ceiling Fiend
ld salts will spin a lot of yarns about the Living Caverns
O
near Edros Bay. The caves supposedly “come alive”
to drive off the unfaithful, or liars, or witches, or anybody at all—depending on which swabbie happens to be jawing at you. There are tall tales of “cave’s teeth” snapping down on unsuspecting victims (whatever their background may be), crushing bone and cutting sinew to feed the hungry maw of the grotto below. In other stories, the caves are simply the mouth of a lazy giant, waiting patiently for beasts and fish to find their way into his ever-rumbling belly. Any educated man could easily see through the fictions and flights of fancy for which drunken sailors are so famed. The “rumbling belly” is most likely no more than churning sea water in the depths of a limestone cave network and as for the “cave’s teeth,” it isn’t as if a stalactite has never been known to fall. Rest assured however, that if it should fall anywhere near an ignorant man, then soon it will be ascribed supernatural significance. The common narrative thread that ties all of this nonsense together, however, is that the Living Caverns are also supposedly filled to the gills with loot. These legends began to spring up just after the hanging of the pirate Moraine. No one ever found Captain Moraine’s lost hoard and for an insufferable bombast like him just burying his treasure would never be enough. So of course--of course-- he would start up all of this “Living Cavern” nonsense to keep would be looters at bay. It is therefore my belief, that with a small, properly motivated dig team one could easily march in and uncover the treasure hoard at one’s leisure, while those primitives cower behind their ale tankards back in port. — journal entry found in the hands of an unidentified cadaver skewered to the floor of the Living Caverns
kivers are amoeba-like beings capable of propelling themselves up walls and fastening themselves to cavern ceilings. They perform this by flattening out their bodies and maximizing their surface area, becoming only inches thin as they do so. Specialized organelles on the creature’s exterior permit the Skiver to grip stone surfaces with incredible tenacity.
S
SIGN/TRACKS
RANGE ON TELLENE
These creatures develop numerous calcite-encrusted cysts as they dissolve the skeletal structures of their prey. Digestion is very slow, causing the cysts to gradually form subject to the pull of gravity. These growths can be substantial, often weighing 30 pounds. As they are formed in a manner similar to stalactites (i.e. slow deposition of an aqueous carbonate), it is unsurprising that they resemble the latter. However, while a limeSIZE COMPARISON
253
stone stalactite may take many scores of years to develop to an appreciable size, a Skiver may secrete several such protrusions in a matter of weeks. Should these cysts grown to an extreme size (50 pounds), they will involuntarily lacerate from the Skiver’s body and plummet to the ground. However, prior to this, the Skiver can opt to slough off the extrusion(s) of its own accord. It will always do so in an attempt to kill prey. Combat/Tactics: Given the fact that Skivers are ambush predators incapable of pursuing mobile prey, they will always choose to inhabit well-trafficked areas. In most instances, this entails lurking above sources of potable water or areas in which nutrients can be found. Skivers possess thermal vision allowing them to sense creatures moving beneath them even in complete darkness. When suitable prey passes beneath its center of mass, a hungry Skiver will purposely sunder its bond with a calcite cyst dropping it on the tasty morsel below. A dropped cyst is considered a projectile with the target permitted only an unmodified d20p for defense if moving (or a d12p if stationary). The chance of striking an opponent as well as the severity of damage inflicted by a stalactite cyst is a function of elevation. Note that due to their conical shape, such objects present a far greater hazard than stones of equal weight dropped from a similar height, as they tend to penetrate rather than bludgeon. Should the target fail to become immobilized, a Skiver will usually drop a follow-on projectile to finish off wounded prey. Ten seconds of preparation time is Vertical Distance
Attack Penalty
Damage
5’ - 10’
-4
d12p*-4
11’ - 20’
-6
d12p*-1
21’ - 30’
-8
2d12p*-2
31’ – 40’
-10
2d12p*+4
41’ – 50’
-12
3d12p*+3
51’ – 60’
-14
4d12p*+2
60+’
-16
6d12p*
* damage dice penetrate on 11-12 reflecting the disproportionate chance of a severe head wound
254
required between unlading of subsequent stalactites. A typical Skiver can cover around 400 square feet or so of ceiling space and may have from 2 to 8 cysts large enough to employ as missiles. These are usually dispersed throughout the creature’s underside and thus provide a substantial danger zone on the floor below. Creatures scurrying away from a near miss by a stalactite may well be in range of another. Countering a Skiver A Skiver presents a location-based hazard best countered by avoiding said area. Given its relatively large size (roughly covering a 20’ x 20’ area), it may be difficult to ascertain the exact extent of the “danger zone” beneath the creature. Compounding this challenge is the fact that its coloration and texture provide excellent camouflage (a difficult Scrutiny skill check is required to distinguish the Skiver from adjacent rock). Skiver “lairs” (i.e. suitable areas they have chosen to nest over) will have broken rock shards scattered over the floor, these being the remnants of dropped cysts. Such rubble is quite common in the NetherDeep and generally unremarkable. However, these broken cysts are unnatural and may be identified as such with a [easy] Geology skill check. The presence of this scree should serve as a warning that Skiver are or were present.
If discovered, a Skiver has scant overt defensive capabilities. However, given its dispersal of body mass, missile fire will only inflict a 1 hp wound per successful shot as such attacks are simply incapable of inflicting substantive harm. Were an opponent to fly or climb up to the Skiver’s roost, they would be able to carve the creature up at their leisure — assuming they approached from an orthogonal vector to avoid further rocky droppings. Habitat/Society: Skivers have carved out an ecological niche for themselves as ambush predators within the endless leagues of subterranean caves and tunnels that comprise the Netherdeep. One should always be careful near pools of fresh water or rarified patches of edible fungi as such desirable spots beckon these creatures. Should a Skiver kill or cripple a creature via aerial bombardment, it will slowly flow down the wall to envelop its prey. This may take a couple of hours as the Skiver moves at a glacial pace when ascending or descending vertical surfaces. Skivers are attuned to the traffic patterns of the cave systems in which they dwell and will respond by moving when prey becomes wary of their presence. Often this will merely be to an access corridor leading to the spot now being avoided as moving is a slow and laborious process. However, given time and the impetus of starvation, the creature may relocate to a wholly different cavern. Ecology: Skivers are asexual organisms that reproduce by budding. When of sufficient size, a Skiver will begin to develop several buds along its perimeter. When sufficiently large to be self-sustaining, it drops these offspring to fend for themselves. The most successful breeders will deposit their buds into moving water that can disperse these hatchling far and wide establishing new colonies in downstream caves. On Tellene: Some of the most prominent limestone cave systems in which Skivers are likely to be encountered are located along the coast of Edros Bay, on the northern shores of the Straights of Svimohzia near Miclenon and in the Grottos underlying the Ubikokeli Highlands.
Skiver HIT POINTS:
2d8+30
SIZE/WEIGHT:
L/ 600 lbs
TENACITY:
Nervous
INTELLIGENCE:
Non
FATIGUE FACTOR:
n/a
2
WALK:
—
JOG:
—
RUN:
—
SPRINT:
—
-4
+6 -4
0 special
MOVEMENT CRAWL:
10
special
n/a
ATTACK: Skivers “attack’”prey by dropping stalactite-like cysts on them. Attack bonus and damage inflicted are dependent on height.
SAVES PHYSICAL:
+9
MENTAL:
Immune
DODGE:
SPECIAL:Missile [and melee Piercing] attacks inflict only a 1 hp wound
-4
General Info ACTIVITY CYCLE:
Always active
NO. APPEARING:
1
% CHANCE IN LAIR:
100%
FREQUENCY:
Unusual
ALIGNMENT:
Non
VISION TYPE:
Thermal vision
AWARENESS/SENSES:
Standard
HABITAT:
Area with substantive foot traffic
DIET:
Carnivore
ORGANIZATION:
Individual
CLIMATE/TERRAIN:
Subterranean
Yield MEDICINAL:
Nil
SPELL COMPONENTS: Nil HIDE/TROPHY:
Nil
TREASURE:
Nil
EDIBLE:
Nil
OTHER:
Nil
EXPERIENCE POINT VALUE: 330
255
Slavering Gorger ow I’ve made a number of good friends with the Dejy living up in the northern fringes of P’Bapar. Mostly good folks a bit down on their luck. Something I can empathize with. Been there myself. So when one of my buddies approaches me with tales of gigantic savages raiding his home tribe way out north of Ek’Gakel, color me interested. After some careful inquiry, turns out “gigantic” is just exaggeration and “large” is what he means. But these ain’t no Gnoles or Bugbears from what I reckon though I couldn’t say for sure, this bein’ third hand and all. Now comes the expected big ask. Could I lend my considerable expertise to help his family? He didn’t have any hard coin to offer and my subsequent grimace almost shut him down right there. But hell, he’d helped me out in the past and I WAS curious, so we set out for the northern grasslands in a few days. Once we got to the encampment, I set about questioning, as info’s just about as valuable as silver. These raiders were mostly big, hairless and tough as nails. Didn’t ever bat an eye when run through. And they were spitters. Seemed odd to bring up but OK. So next morning a handful of their young bucks and I set out hunting these, er, “slobbering gobblers” as best as I could translate. My Dejy’s adequate but I still get tripped up. Sure ‘nuff these guys weren’t too far away as I suspect they’d found easy pickings and were gonna gnaw down to the bone before leavin’. As we approached to confront them, I could tell I was facing somethin’ new here. Though lookin’ something like a mix of Gnole and Bugbear, they were mostly bare skinned and pretty muscular. Though wielding a bunch of lousy Orc scimitars, I didn’t want to underestimate them. A pair of them fixated on me and approached. I readied for a first blow with my two-handed sword but when they got almost close enough both spat at me. Was this their way of taunting me? One had hit me square in the face and that enraged me. I hit him back with a colossal blow that even a Giant would dread and the guy just shrugged it off! Now he sure as hell was bleeding something fierce but it didn’t deter him in the least. So we get to trading blows and I manage to drop one of ‘em after several strong hits proving they’re mortal and all but I’m getting more and more groggy. By the time I lay out the second one, I can barely keep my eyes open though I wasn’t feelin’ any pain at all. Don’t know what happened next because then everything went black. Later on the braves filled me in. That loogie poisoned me, I guess, and they had to drag me away on horseback. j
N
hese bestial, savage humanoids roam the plains of the T world, constantly on the prowl as they move from place to place with the changing seasons. Slavering Gorgers are dangerous, primitive humanoids that superficially resemble a depilated Bugbear with an admixture of canid features. However, they are larger and more aggressive. They lack Bugbearkind’s stealth and cunning, instead substituting brute force and unquestionable determination to achieve their limited goals. TRACKS
256
RANGE
Slavering Gorgers almost seem immune to fear or intimidation .As such they rarely shy from a fight — despite the odds.
A Slavering Gorger stands just under 8 feet and weighs almost 500 pounds. Its long, clawed hands and feet appear oversized for its body. Its face is bestial, with an extended jaw and a black, hairy mane that extends from forehead down to the middle of its back. Females do not grow a mane, but a small “topknot” of hair instead. Both males and females have thick, broad shoulders, with unusually hard and dense skin. These hides vary in color from a deep yellowish-brown to black, and their eyes are yellowish with brown pupils. SIZE COMPARISON
The Slavering Gorger gets its disparaging human name from the fact that the creature produces large amounts of thick saliva that constantly drips from its fanged mouth. Unknown to those unfamiliar with this creature, this saliva may be employed to paralyze prey.
Slavering Gorger HIT POINTS:
4d8+30
SIZE/WEIGHT:
L/ 475 lbs
Combat/Tactics:
TENACITY:
Fearless
Slavering Gorgers are too primitive to craft their own metal weaponry, but recognize the utility of such implements and can employ any melee weapon scavenged from a slain foe. In many instances they will utilize scimitars recovered from butchered Orcs. These frequently encountered villains are quick to attack any creature they outnumber but just as quick to flee from underrated enemies they cannot readily overcome, leaving dead or incapacitated fellows to their fate. Less frequently they bear weapons common to their regional human adversaries, as these opponents are far less apt to leave a fallen comrade behind and will endeavor, via harassment, to interdict any on-site butchery. If a Slavering Gorger has not had the good fortune to procure a better weapon, it will be armed with a club. A Slavering Gorger has an ingrained (and biologically enhanced) sense of invulnerability and readily engages as many creatures as would be foolhardy enough to challenge it. Though stalwart combatants, Gorgers do not rely solely on their brute strength to subdue prey. Their frothy and seemingly excessive salivation, for which aspect humankind pejoratively names them, is perhaps their greatest tactical asset. They are capable of spitting this saliva an impressive distance and woe to the individual so slathered. Whilst it may appear to the layman to be little more than a ribald insult, the mucous contains a powerful anesthetic that will induce paralysis in the voluntary musculature of an individual or creature succumbing to its effects. It is most effective when contacting a target individual’s mucous membranes (i.e. eyes, nose and mouth) but easily repelled by thick fur or clothing. As such, Slavering Gorgers will invariably choose to make a ranged called shot targeting an opponent’s face. Though this imposes a -8 Attack penalty, a successful hit will necessitate a save vs. virulence factor 13 poison (whereas contact with ordinary skin will only induce numbness if quickly brushed off). Those failing this save will gradually lose motor control effectively sustaining a cumulative -1 penalty to Attack, Defense and Damage every 5 seconds (though also gaining a +1 cumulative bonus to Trauma saves…) Once -10 is reached, the individual collapses and cannot be roused for 30 minutes. Though Slaverers can project a sizeable volume of saliva an impressive distance, this is in comparison to other creatures’ expectoration. Gauged against contemporary ranged weapons, its effective range is modest as detailed in the chart below:
INTELLIGENCE:
Slow
FATIGUE FACTOR:
-1
Distance (ft)
Attack Die
1-5
d20p (-8 called shot)
6 - 10
d20p-6 (-8 called shot)
Slavering Gorgers are veteran warriors and will always seek to first neutralize what they consider to be their most dangerous opponent. Obviously this is based on their perspective
9 -2 4’
CRAWL:
22
WALK:
10
JOG:
15
RUN:
20
SPRINT:
25
MENTAL:
+6
DODGE:
+7
n/a
ATTACK: Gorgers employ standard weaponry (stats depict the frequent use of an orcish scimitar). Speed, damage (+4) and reach (+1’ due to size) altered with variant weaponry. Initiates combat by spitting a paralytic poison at most formidable enemy’s face (subject to +8 Defense bonus). See text for details. May spit again every 30 seconds.
SAVES +9
4 see text
MOVEMENT
PHYSICAL:
+2
+6
DEFENSES: Immune to Trauma
General Info ACTIVITY CYCLE:
Diurnal
NO. APPEARING:
Solitary, gang (2-4), pack (5-17) or tribe (18-36)
% CHANCE IN LAIR:
20%
FREQUENCY:
Scarce
ALIGNMENT:
Chaotic Evil
VISION TYPE:
Standard
AWARENESS/SENSES:
Standard
HABITAT:
Grasslands
DIET:
Carnivorous
ORGANIZATION:
Tribal
CLIMATE/TERRAIN:
Sub-arctic to Tropical
Yield MEDICINAL:
Saliva can be used as topical anesthetic
SPELL COMPONENTS: None HIDE/TROPHY:
None
TREASURE:
Shiny objects denoting status
EDIBLE:
Yes
OTHER:
n/a
EXPERIENCE POINT VALUE: 270
257
and in most instances is a judgment call predicated on an adversary’s boldness and the size of their weapon. They do not generally recognize the significant threat spellcasters can present – such encounters being highly unusual – and will usually ignore such individuals that keep their distance until armed combatants are eliminated. Gorgers are experienced at observing the effects of their numbing saliva and can sense within 10 seconds if it is having the desired effect as their opponent’s movements become sluggish. If so, and if not double-teamed, it will simply continue to batter its adversary taking full advantage of its declining capability to resist. However, if ineffective or if set upon by multiple foes, it accumulates its spittle to expectorate again after 30 seconds have elapsed. Slavering Gorgers that score a near perfect defense will use their powerful taloned hands to inflict disproportionate injuries (2d4p+4 hp). It also bears noting that these creatures are seemingly immune to physical pain thus bolstering their aggressiveness, morale and negating the need to ever perform a Trauma check. It is hypothesized that the same organ secretions that permeate their saliva produce a localized anesthetic effect when the Gorger is subject to trauma. Habitat/Society:
To see Slavering Gorgers interacting with one another, one would be deceived as to their violent nature. Unknown males, when encountering one another, merely sniff around, measuring one another. Unless food or potential mates are scarce, the two rarely engage in any kind of violent exchange. After reaching a satisfactory understanding of one another, the two males peacefully share or both depart the area. Mated pairs join for life. Their relationship is composed of near-constant contact, scratching, rubbing and removing any small parasites that latch onto their backs. This relationship affects their composure in combat as well, as the two creatures do not like to put too much distance between one another. The two willingly suffer a disadvantage if it means remaining within a comfortable distance. This relationship is not offered to offspring. In fact, neither parent invests any time with offspring once they are born. The tribe raises the child communally with child-rearing duties foisted upon low status individuals such as the elderly, the infirm and pre-pubescent females. Slavering Gorgers, when in a mated pair, do not share food. A corpse must be split entirely in two before either creature feeds. Often, each Gorger takes an extremity of its fallen prey and the two pull, quartering the corpse until it comes apart at the weaker joints. If this is not possible, the creatures use their teeth and claws to dissect their meal. Once the fallen beast is broken in half, the two can feed. The same pheromonal governor that deters fratricidal killing is reactive to all members of the Goblinoid clade (including Goblins, Hobgoblins, Bugbear and even Sil-karg). Slavering Gorgers will not initiate violence with these creatures preferring a mutually respectful détente. In no case will
258
a gorger ally itself with anyone save its own closest blood relatives, as they are fiercely independent and accustomed to a self-sufficient nomadic lifestyle. If somehow captured, even prolonged torture will never break their spirit or compel obedience as they are essentially immune to the latter. Slavering Gorgers speak a guttural form of the Goblin language. Ecology: Slavering Gorgers are carnivores largely devoid of traditional hunting skills such as stealth, camouflage or the proclivity to employ ranged weapons. Given these deficiencies, they tend towards kleptoparasitism in which they confront, intimidate and chase away lesser predators to steal their kills. Should these predators resist, Gorgers will gladly kill coyotes, wolves, hyenas and even singular bears and eat them instead. Another tactic is to target prey itself devoid of traditional herbivore defenses such as speed. Sentient beings, most notably settled agriculturalists with static assets, who are loath to simply leave when threatened, are high on their list of vulnerable prey. Humans and halflings (the former due to prevalence and the latter due to sheer succulence) are most frequently targeted. Packs of Gorgers may permanently ensconce themselves on the periphery of such communities butchering small groups of travelers, individual families or anyone else unfortunate enough to encounter these creatures. Such parasitic predation is a matter of chance and convenience. Gorgers driven off by a vigorous and sustained defensive effort will usually opt to wander off in search of easier prey rather than continue a Pyrrhic stalemate. These creatures have no express loyalty to other humanoid races and often predate upon Orcish or Gnole tribes too riven by in-fighting to effectively contest their presence. It bears noting, however, that they will avoid eating Goblinoid flesh. Whether this is a cultural taboo or too closely approaches cannibalism for this Goblinoid race’s comfort is unknown. Slavering Gorgers live for 40 years, reaching maturity at the age of eight. However, young Gorgers are quite capable of fending for themselves within a few days of birth. Even a twoyear-old Gorger has been known to disembowel a human. On Tellene: The Slavering Gorger can be found in several areas of Tellene, as well as being perhaps one of the most dangerous humanoids roaming the Svimohzish plains. The “stagg,” as it is known in Fhokki, is infamous in both Torakk and Drohkker, having roamed the plains since the first Fhokki migration. There are few stagg left, however. The Fhokki tribes hunt the creature religiously, sparing none, not even the smallest or youngest. Certain Dejy tribes of the Young Kingdoms have similar traditions for the creature that they call the “Nahejiny,” often using it as a test of manhood. Fortunately, a young Dejy warrior is never expected to fight the monster alone, but when the tribes feel it is time, the young warriors hunt in a band and attempt to bring back as many Nahejiny hides as possible. A Dejy warrior wearing Nahejiny teeth or claws is considered to be a great warrior, someone to be feared and respected.
Slough
a.k.a. Harbor Troll, Canal Bloat
hese huge bloated creatures are often confused with Trolls — in fact some scholars are convinced the Slough are closely related to such regenerative creatures, but after much research I am less so inclined. The Slough derives its name from the fact it continually “sloughs off” its outer layer of skin. It is this outer layer of sagging, shedding skin that gives the Slough its amazing ability to shrug off attacks. A type of natural armor, the Slough’s skin actually allows blows to pass through dead sloughing flesh, absorbing most of the would-be damage before it hits living tissue.
T
Sloughs seeking out new sources of food often filter into harbors and waterways that are settled, where they become a menace to fishermen, sailors and pedestrians on shore. I once knew a Slough-hunter who earned his coin eradicating these vile creatures. He related to me that his first encounter with a Slough was not planned at all. His boat was nearly capsized by one, as he floated off the coast of the Svimhohzish Isle, where he was travelling to study the spotted Lions of Mizohr. Instead, he found himself fighting for his life in the middle of Slough-polluted waters. Turns out that these creatures are pretty clever. It was able to approach his boat unseen under the cover of mats of native water plants common to the area. No one thought twice about floating seaweed until it was too late.
tonous Sloughs are glut e obar ho creatures w tantly ns co ith w ed sess em to eating. They se the be constantly on . od fo r fo ch ar se
The Slough began assaulting them from the water. That is when he discovered their unsavory habit of sloughing off their outer layer of fatty tissue, which floats in fetid pools atop the waters. He also noted that several battle-hardened warriors had trouble injuring the creature because, as he wrote in his journal, “weapons sink into their thick, spongy dead flesh without reaching vital tissue.” The creature also grabs its foes making it difficult to mount an effective defense or even escape. Atop a small watercraft, this can be immensely dangerous as the Harbor Bloat will intelligently use the environment to its advantage by drowning terrestrial creatures in its grasp. My associate related that they suffered a casualty this way. A final point to note is that Sloughs work in teams. When they were beating off what they thought was a single, albeit it formidable, adversary, another one popped up on the other side of the boat. They reportedly had their hands full but fortunately when they killed the initial Slough, its ally seemed to immediately disappear. —w TRACKS
RANGE
SIZE COMPARISON
259
loughs are bloated-looking creatures with sagging pinkish skin covered in what appears to be boils, pimples and lesions. Reaching heights of 7 to 8 feet, these large creatures are capable of moving about on land but prefer to dwell in shallow waterways along riverbanks, under bridges and among exposed roots along streams. As air breathers, they spend most of their time wading in chest-high water or nearly submerged in shadowy muck. They are, however, capable of submerging for lengthy periods of time (up to 15 minutes is possible).
S
Even though they shun direct sunlight and find the drying of their skin unpleasant, neither is particularly harmful. Sloughs garnered their name by the fact that they continually “slough off” their outer layers of skin. Globs of this telltale fatty flesh (known as “bloat”) are often found floating in the water near a Slough’s lair — a dead giveaway that these dangerous creatures are in the area. The Slough’s high damage reduction isn’t due to the fact it has a tough hide. On the contrary, the layers of sloughing skin hanging on its frame allow weapons to pass through and sink deep, thus absorbing much of the damage in dead tissue rather than to suffer damage to vital organs. Combat/Tactics: Sloughs are highly intelligent and calculating fighters, rarely attacking (or continuing a fight)1 when they have a clear disadvantage. Despite their bulk, they are quite stealthy hunters that take full advantage of terrain and cover. It is not uncommon for these creatures to create ersatz “ghillie suits” of local vegetation to maximize their ability to remain hidden. Ambush is their primary weapon and they prefer to initiate the attack while unseen. In game terms, Sloughs possess mastery of 60 in both the Hiding and Sneaking skills. When commencing melee, they may roll an Initiative die one lower than called for. As combatants, Harbor Trolls employ their massive clawed fists to bludgeon and maim opponents. They may strike every five seconds, and if successful, inflict 3d4p+4 damage. Alternatively, they may choose to viciously grab an individual. Though this attack results in a lessened 2d4p wound, the defender is held fast by the Slough’s grip. Breaking free requires a contested Feat of Strength versus d20p+5 with escape attempts permitted every 5 seconds. Held opponents suffer a -4 penalty to Defense. While grasping a foe, the Slough may substitute a biting attack for the claw now preoccupied with detaining its opponent. Their bite inflicts 3d8p damage and such attacks may be made every 10 seconds. Thus a restrained foe is still subject to attack every 5 seconds – once from the creature’s fist and then from its bite. The creature may choose to grasp a particularly wily foe
260
with both hands. This requires an additional successful grab attack. Once held in both claws, escape requires a Feat of Strength versus d20p+9 and Defense suffers a -6 penalty. Note that the Slough may only bite at a foe so held every 10 seconds as it forgoes attacks with its fist(s) to maintain the hold. When in a body of water, Sloughs may attempt to drown a held opponent by willfully submerging. In this case, the victim is subject to d3p damage every 10 seconds he remains submerged (maintain this as a separate tally as this damage is restored in 5 minutes should the victim survive). Of course, the Slough will bite and rake its foe to hasten its death. Canal Bloats possess the ability to withstand massive blows due to their loose adipose tissue. Any wounds they sustain are subject to a Damage Reduction of 10 points as their fatty flesh sloughs off at the point of impact, cushioning the blow. Incidentally, this absorption also mitigates knock-backs by one category. Opponents must score a double knock-back in order to drive the creature back 5 feet. This sloughing effect is also proof against fire and magically induced injuries. Any damage the Slough might sustain from such attacks is subject to 10 DR. This contravenes normal spell rules with regard to damage reduction (e.g. a volley of Magic Projectiles ordinarily inflicting 12 points of damage would only inflict a 2 point wound to the creature. The balance of the damage is “sloughed off” by the expulsion of sacrificial greasy tissue. Similarly, a Slough subject to a Scorch spell reduces any damage sustained after a possible saving throw by 10 points and is not obliged to pat itself out as burning clothes – if applicable in the case of a ghillie suit – are carried away with the melting tissue. This remarkable resiliency is not without limits. Once the creature has negated 36 hit points of damage via sacrificial sloughing of dead tissue, it is tapped and thereafter possesses only 4 DR and is subject to all normal rules vis-à-vis spell damage. Should the wound that crosses this threshold result in “spillover”, it is still subject to the Slough’s heightened DR (i.e. if a Slough has absorbed 35 hit points and is either hacked or blasted with a spell, that wound is still subject to 10 DR). Habitat/Society: Sloughs are solitary creatures by nature — spending much of their time alone, soaking in mud and mire, when available, or the shade of an overhanging bank in the water. However, there may be 1 to 3 related Sloughs in the immediate area. When actively hunting, neighboring sloughs cooperate by herding schools of fish into shallows, ambushing fishermen along the banks or attacking small boats/rafts. A favorite tactic is to wait submerged and allow small watercraft to pass over before rising up and attempting to overturn them.
When a fight breaks out, they come to each other’s defense — to a point. If the battle tips against them, or if resistance seems fierce, a slough has no problem leaving an ally to his fate in order to save his own skin. They are also patient. If the element of surprise is lost they will withdraw, waiting to regain the edge and possibly tracking would-be prey along the banks or waterway for hours. Sloughs possess the Tracking skill at 45% Mastery. Ecology: Sloughs are preoccupied with one thing -- eating! When they aren’t eating food, they are looking for it. A group of Sloughs can fish out an area in a matter of weeks, at which point they are forced to move on or turn to preying on other sources of food (such as men). Because of the continual sloughing off of skin, their caloric intake requirements are extremely high. Once gorged, a Slough will lie dormant for several hours—usually submerged up to the chin. When in this repose, Sloughs will employ their Hiding skill to disguise their appearance with seaweed or other aquatic foliage. Given sufficient food, a Slough will gradually replace any dead fatty tissue lost in a battle. Ordinarily, this can be replaced at a rate of 2 hp per day until its full compliment of 36 hp is reached. Sloughs are capable of human speech and frequently have gained a limited mastery of the local human tongue. On Tellene: Sloughs are highly adaptable and extremely mobile. Any body of water with a good supply of fish or game animals drawn to it for drink is prime Slough territory. As noted, once an area is depleted of such resources, sloughs are forced to move on or seek out other sources of food. Sloughs have been reported all over Tellene, especially near costal cities and inner waterways. Migrating sloughs in search of new territory frequently take residence in harbors and long avenues where there is considerable small boat traffic. While overturning boats and devouring the occupants is common, some Sloughs take a different approach — extorting fish and meat from passing boats and riverbank travelers in return for safe passage. 1
Slough fat applied to a burn wound improves First Aid skill checks by 20%. 2 Slough adipose used as the material component in a Slippery Surface spell imposes a -1 on victim’s saving throws. 3 Slough teeth have a pearlescent lustre to them and they are often used to make ivory handles for cutlery and utensils. A handful of such teeth can fetch up to 5 sp.
Slough HIT POINTS:
5d8+33
SIZE/WEIGHT:
L /750 lbs
TENACITY:
Steady
INTELLIGENCE:
Bright
FATIGUE FACTOR:
-2
5
+10 +3
-3
10 (4)
see text
MOVEMENT
22’
CRAWL:
22
WALK:
10
JOG:
15
RUN:
20
SPRINT:
25
n/a
ATTACK: Attacks with massive claw strikes (3d4p+4). May grab and restrain opponents to bite.
SAVES
SPECIAL:
PHYSICAL:
+12
MENTAL:
+11
DODGE:
+6
Sloughs shed dead tissue providing superior DR. Can swim at 72 ft/s
General Info ACTIVITY CYCLE:
Diurnal
NO. APPEARING:
1-4
% CHANCE IN LAIR:
23%
FREQUENCY:
Unusual
ALIGNMENT:
Neutral Evil
VISION TYPE:
Low Light Vision
AWARENESS/SENSES:
Standard
HABITAT:
Shallow waterways, bodies of water.
DIET:
Carnivore
ORGANIZATION:
Individual, Small groups
CLIMATE/TERRAIN:
Under/near water
Yield MEDICINAL:
Sloughed off skin soothes burns1
SPELL COMPONENTS: Slippery Surface 2 HIDE/TROPHY:
No
TREASURE:
Yes 3
EDIBLE:
No, flesh is poisonous
OTHER:
Nil
EXPERIENCE POINT VALUE: 800
261
Slushie
aka: Death-cicle, Ice Springer
slowly open my eyes. I am lying in a pool of ice cold water, the rolling ocean stretched out before me, blue and indifferent. My whole body aches and I am so cold. When I try to prop myself up into a sitting position, I fall back immediately. Pain shoots up through my right arm. Broken. Where am I? My eyes dart around, vision blurred by the haze of long unconsciousness. I am on some kind of icy ledge, floating in the sea. How? There is a sharp drop-off just a few feet in front of me. “An ice island?” I think to myself. More awake now, my memories are returning. Our ship hit something in the night-- something gigantic. I was high in the rigging when it happened. I remember flying through the air like a doll and then… nothing. Where was the ship now? No. First things first. Where am I? God this water is cold. I use my left arm to sit up. The pool of water may be cold, but the air whipping through my hair and beard is warm, the sun horribly bright. I awkwardly flop out of the pool, my legs are still too chilled to move. The warm air is helping, drying me out. I realize all of a sudden that I am thirsty and bend down to the pool I had just been lying in to slake my thirst. The water is briny, barely potable, but I gulp it down, mouthful after mouthful. I can’t hold it. I vomit the brine up with hideous, convulsive retching. I need real water. I can’t stay here.
I
The icy strike of the Slushie can delivery a stunning blow. Armor is pretty much useless against it.
I wriggle on my belly to the ledge and peer over. A precipitous drop to the churning sea below. Certain death. The other way, then-- up a low rise. With extreme effort, I crawl on hands and knees away from the ledge, up the gentle slope to the peak of the ice island. I may as well be scaling the Ka’Asa mountains. When I reach the top I have to lay down again, that crawl took a lot out of me. But, yes! The ship is down there, wedged against the ice island. The hold was full of supplies. I have to get to them. With the last of my strength, I half slide, half crawl down to the ship below, tumbling inelegantly onto the deck. More pain. I feel like I’m dying. The hold isn’t too much farther away and I make it in with without incident. There’s sea water in the hold, most of the spices we were carrying are probably ruined, but I don’t care. I find a water barrel and drink slowly, knowing I may need to conserve what’s left. After I satisfy my thirst, I begin to eat from the food stores, tearing into the salted pork. “There’s enough here to last a single person for nearly a year.” A single person… where are my crewmates? I don’t have time to wonder for long before something bashes me in the side of the head. I reel from the impact, my eyes blur and I can feel a numbing cold spread immediately through my body. Crawling backwards into another corner of the room, I spy the thing on the ceiling. Flattened against the ceiling of the hold is a huge blob of ice and what looks to be gel of some sort. It’s still retracting the club-like limb that struck me when I notice the body parts floating freely in its clear interior. I let out a cry of anguish for my lost friends, but the creature pays no notice. It’s beginning to crawl closer to me when I feel the ship shift under my feet. I realize the waterlogged craft must be coming unstuck from the ice. I scramble past the blob, narrowly avoiding another blow and collapse onto the ice island just as the ship lurches into the water below, taking the horror with it. The weeks I spent on that island, drinking seagull blood and living off rainwater are not times I care to remember, but I’d gladly relive them if I could forget the faces of my friends floating half-digested in the belly of that beast. --The spice monger Ervin Malta, in an interview with Greytar the Gentle
SIGN/TRACKS The Ice Springer can detect potential prey up to thirty feet away through movement vibrations and up to a hundred feet away by the detection of body heat.
262
RANGE ON TELLENE
SIZE COMPARISON
lushies are an amoeboid creature adapted to the cold. Their unusual metabolism is endothermic making their endoplasm far colder than ambient air temperature. Contact with their membrane can cause frostburn. Slushies, in their natural state, appear almost entirely transparent, but have a distinct egg white tinge to their outer membrane. However, a Slushy will precipitate water vapor as ice crystals on its surface providing excellent camouflage in its native environment. They are able to move (flow) with surprising rapidity and may effortlessly cross even the slickest surface by creating traction via freezing to the surface with its bow and “sweating” cytoplasm to release its stern. The Slushie’s endoplasm is primarily a supercooled alcohol rich slurry. Most Slushies appear roughly circular in shape, flattened to whatever surface they crawl across, approximately 5 to 7 feet wide and weighing nearly 450 pounds. Much larger specimens have been reported and it is widely believed that the only factor limiting a Slushie’s size is its nutrient intake. Combat/Tactics: Sluggish in comparison to most ambulatory prey, Slushies are ambush predators who hide in plain sight amidst the ice and snow of their natural environment. When concealed amongst ice or snow, Slushies have an effective Hide skill mastery of 90%. They can detect any vibrations within 30ft, but are especially sensitive to the body heat given off by living beings and are able to detect it within 100 ft. If a Slushie is able to successfully ambush its prey (i.e. a creature unaware of its presence approaches within 2 feet), the Slushie rolls a d4 for initiative while the ambushed target rolls a d12. When a Slushie is within striking range of its prey, it lashes out with a pseudopod, inflicting both crushing damage from the force of the blow as well as cold damage. As mentioned, the body of the Slushie is supercooled and each successful attack results in 2d4p of cold damage, bypassing DR. These icy strikes also increase the target’s attack speed by 1 with every successful hit as the Slushie’s quarry slowly succumbs to the numbing cold. [On a shield hit, the Slushie must first overcome its target’s DR before it can do cold damage or further slow the target’s attack speed.] Those wearing winter, arctic, or polar clothing (see GameMaster’s Guide, p. 75) may reduce the Slushie’s cold damage accordingly, and avoid the slowing effect if net cold damage is ≤0. A Slushie’s slowing effect lingers for some time.
S
Slushie HIT POINTS:
3d8+25
SIZE/WEIGHT:
M/ 400 lbs
TENACITY:
10
INTELLIGENCE:
Animal, Low
FATIGUE FACTOR:
n/a
0 3’
CRAWL:
22
WALK:
5
JOG:
5 5
SPRINT:
5
n/a
ATTACK: Blows from pseudopod inflict 2d6p crushing damage plus 2d4p cold damage and increase enemy attack speed by 1
SAVES
SPECIAL:
PHYSICAL:
+8
MENTAL:
Immune
DODGE:
see below see below
MOVEMENT
RUN:
+2
+7
Brave
+1
DR varies (9 vs. crushing and piercing, 6 vs. hacking weapons); immune to cold; fire damage rolled as next larger die type
General Info ACTIVITY CYCLE:
Any
NO. APPEARING:
1-3
% CHANCE IN LAIR:
n/a
FREQUENCY:
Infrequent
ALIGNMENT:
Non
VISION TYPE:
n/a
AWARENESS/SENSES:
Can detect vibrations/heat within 30 ft
HABITAT:
Ice fields, glaciers, and similar locations
DIET:
Carnivorous
ORGANIZATION:
Individuals
CLIMATE/TERRAIN:
Arctic to Sub-Arctic
Yield MEDICINAL:
Nil
SPELL COMPONENTS: Nil HIDE/TROPHY:
Nil
TREASURE:
Internal viscera is a sought-after liquor
EDIBLE:
No
OTHER:
Nil
EXPERIENCE POINT VALUE: 250
263
Creatures suffering from this effect can recover their normal attack speed at the rate of 1 point every 5 minutes – provided they are able to warm themselves up. This can be accomplished by wearing appropriate cold weather gear (and performing calisthenics), sitting in front of a fire, or sipping a warm beverage. If such remediation is unavailable, the speed penalty persists indefinitely. Unsurprisingly, Slushies are immune to cold and coldrelated damage, but are more vulnerable to fire-based effects. All fire damage rolled against a Slushie uses the next higher die type (i.e., d3p becomes d4p, etc.). Habitat/Society/Ecology: Slushies inhabit only the coldest environments such as tundra, taiga, ice caverns, glacial expanses, and occasionally, icebergs. They are solitary organisms, able to live in such harsh conditions because their alcohol steeped endoplasm resists freezing. The alcohol that infuses a Slushie’s body is formed from the waste of millions of microorganisms that float freely throughout the creature’s insides. Regulation of this level (alcohol by volume) is a vital life function as it permits the creature to adapt to local conditions – increasing or decreasing proof to avoid solidifying. When these symbiotic fungi go into stasis, they become ice nucleators forming golf ball sized ice pellets within the Slushie. These pellets are propelled by a series of autonomic functions towards the creature’s pseudopods, enhancing the impact force these pods can deliver. When a Slushie kills a victim, or encounters carrion, it surrounds the meal forming a permeable food vacuole that becomes suspended within its endoplasm. Lacking any discrete organs, the Slushie is entirely dependent on the microorganism colony to digest its food for it. Because they inhabit such remote areas, Slushies are completely undiscerning as diners, taking whatever prey is unlucky enough to cross their path. They primarily survive off frozen carrion but also prey on seals, walrus calves, small burrowing mammals, penguins, and ground nesting birds’ eggs. Slushies do not tolerate salt water well, and will die if immersed in salt water for more than twelve minutes, when their cell membrane breaks down. Fresh water poses no such problem for Slushies, however, and many Slushies use meltwater as camouflage during short northern summers. Dejy ice fishermen who inhabit the far north take extra caution when setting their lures and bait, lest a pseudopod emerge to drag them down below the ice. Slushies cannot survive in temperatures much above freezing. When their internal temperature warms, their
264
endothermic metabolism accelerates to such an extent that the cell, in effect, becomes cancerous. It will quickly exhaust all stored energy and essentially starve to death. Like other ameboids, Slushies are asexual and reproduce through mitosis rather than through egg laying. When a Slushie reaches about five feet in width, it will begin to section off a small area of its body, growing a new wall of cell membrane to separate a cantaloupesized globule for mitosis. It also moves food particulate matter to the area, causing it to flood with microorganisms. When the segment is sufficiently full of the tiny creatures, the cell membrane is completed and that section of the Slushie falls off onto the ground as a new organism. It is unknown whether all existing Slushies are merely “clones” of some progenitor Slushie or whether multiple “bloodlines” exist. Once a young Slushie is born in this way, its growth is entirely dependent on nutrient intake. Given abundant resources, a young Slushie may mature in only three months, while a new Slushie in a nutrient-poor area may remain stunted for years. The alcohol produced inside of a Slushie is remarkably rare and valuable, coveted for both its potency and its clean taste. The most common way to harvest a Slushie is to kill it at a distance before tapping it much like one would a maple tree. Handling a Slushie’s frigid interior gel can be a dangerous if the harvester does not first wait for the gel to reach ambient temperature, but the tapping process avoids most of the danger. Once the gel warms sufficiently, it turns into a clear liquor with a strong savory note (from dissolved and digested animal remains). On Tellene: Scant few Slushie sightings have been reported in Tellene, suggesting that the Slushie is either exceedingly rare, or merely exceedingly remote. The northern coast of Lake Jorakk is thought to be home to the greatest concentration of Slushies, replicating their most favored environments without the threat of exposure to salt water. Detached ice floes carrying Slushies sometimes float to the Fhokki settlements and trade ports on the southern coastline. Slushies that find their way to human settlements may encounter a veritable treasure trove of food as they feed on fishermen’s catches, wharf cats, and the fishermen themselves. In one port city, a Slushie was reportedly found under a wharf, living on the offal thrown daily into the water. Eyewitnesses insist that by the time it was killed, the Slushie had grown to be the size of a dock itself.
Snappers
aka: Drazzul, Hook Draz’un
ow I’m up for a bounty of any sort. Best not to limit your options and develop a reputation as a fussy contractor. That’s bad for business. But that said, I hate swamp hunts. Too unpredictable and dangerous. Too many things that can go wrong. Quarry’s got every advantage and the environment can swallow you whole.
N
So it was with great trepidation that I called upon a mysterious individual that had put up a bounty for a “turtle man”. Having no idea who or what that was – and confident that I could pad my earning by relating any information I learned to my friend Greytar – I approached Sular’s tower in Bet Kalamar. After being greeted by a manservant and told to wait, I eventually was ushered into a large room wherein sat the presumed Sular. He informed me that he needed this “turtle man” for his research. Any specimen would suffice. Never one to ask too many questions, I merely inquired as to a physical description. I could sense the disapproval in his tone as to my qualifications but he nevertheless left to retrieve a book wherein was a sketch of the creature dappled in green. As I cannot read, I asked as to the size of the creature and its habits. “It’s right there…” he indicated to the text and then stopped with a knowing look and proceeded to read aloud that it resembled a bipedal snapping turtle about four or so feet tall. “They can be found in the Alubelok swamp – not an overly far journey for you.” Glad to leave the judgmental wizard’s abode, I booked passage on a cog sailing to Sobeteta from where I would proceed into the swamp. Local inquiries proved useless so I acquired provisions and headed alone into the wetlands. Though I had many fearful encounters within the swamp, reinforcing my prejudices, I was eventually fortunate to stumble upon a creature somewhat meeting the description I had witnessed in the book. Thinking to take it unawares, I hefted by heavy crossbow and fired at its back from behind. Unfortunately, the heavy quarrel seemed to not affect it in the least and it waddled into a nearby stream to make its escape. Lesson learned. A few days later I encountered a patrol no doubt put on the hunt by my previous encounter. They were armed with clubs and fielded small shields comprised of what I guessed to be the same thick chitin that had stopped my bolt. As I required only a lone specimen to fulfill my bounty, I decided to ambush them and then retreat upon killing one and return later for the corpse. This did not go well. The creatures alternatively clubbed and snapped at my limbs. When one scored a hit upon my leg, it proceeded to drag me away. Resisting its pull required a great feat of strength for it was far heavier than I anticipated. Upon successfully flaying it open, I beat a hasty retreat as this event could prove dire should one of them immobilize my arm. Watching from afar, I was shocked to witness the creatures engage in some light cannibalism before dragging their associate away – no doubt for the cookpot. I had had enough and left this bounty open. —j
SIGN/TRACKS
RANGE ON TELLENE
SIZE COMPARISON
265
nappers are bipedal amphibious hominids believed to have somehow originated from the relatively common alligator snapping turtle. Despite standing only four-and-a-half feet tall on average, Snappers are stout, muscular and incredibly dense. Much of this weight is derived from their robust musculature and the weighty shell upon their back. With three dorsal ridges of large, spiked scales running down the length of it, the shell offers both an intimidating appearance and a substantial form of armored protection. The physiology of Snappers varies somewhat, but all feature a large, heavy head with a hooked beak. Their skin color is generally a shade of green, yellow, brown or gray, or some combination of these colors.
S
crafted from wood, shale, and stone found near lakes and rivers. For game purposes these are considered lithic weapons (see GameMaster’s Guide pg. 31). If they gain access to man-made weapons they are eager to use them, though they don’t possess the requisite skills to craft or maintain such implements. When these items are recovered from Bone Snapper lairs they are often in poor condition. Their turtle shell shields function just like small or medium shields. These shields are constructed from old shells the turtles shed upon reaching adulthood and from dead Snappers. The back shell of the turtle offers a hearty measure of protection. As such, Snappers often ignore attackers at their rear (rolling only a d8 for defense) knowing that they are unlikely to penetrate their defenses. Any attack that strikes their back must bypass their substantial damage reduction. Arrows shot into the shell from the rear will deflect or imbed, though they will do no real damage. When facing arrow fire, a favored tactic of the Snapper is to submerge itself in water, leaving its shell exposed to absorb the harmless missiles. If they are stuck by enough missile fire they might even play dead in hopes of luring their enemies closer. Snappers are excellent swimmers and whenever possible they use the water to their advantage. Once they bite an opponent they will attempt to drag them into the water to drown them. If given a choice they will always incapacitate their victims in order to drown them. Forcible Drowning: Once in a body of water, the Snapper will submerge in an attempt to drown its held victim. Unless its hold is broken, death is inevitable. A Feat of Strength may be attempted every 5 seconds but there is a limited window of opportunity. Per the Suffocation/Drowning rules in the GameMaster’s Guide (p. 74), this is determined by the victim’s Constitution with bonuses available for certain talents. Once this time expires, individuals with less than advanced mastery in swimming risk panicking and forfeiting any further actions. Regardless, all victims still within the Snapper’s hold will begin to suffer Constitution and hit point damage once their supply of air is expended. Should a victim escape, the Snapper will be quick to re-attack. The escapee may be at a significant defensive disadvantage in the water (see Table 2.7: Situational & Environmental Combat Modifiers) in the GameMaster’s Guide.
Combat/Tactics: When first entering combat, a Snapper will often emit a low, angry hiss directed at his prey. This is an intimidating and frightening display of hostility. Anyone witnessing this hiss is subjected to a mental saving throw versus fear (vs. d20p+4). Failure indicates they are so unnerved they suffer -1 to all attack and defense rolls for 1d20p seconds as they muster their resolve against such a frightening foe. Carnivorous by nature, Snappers favor a combination of nets, mancatchers (see Zealot’s Guide Book One), crushing weapons and their bite while in combat. They alternate between biting and striking with a weapon until they manage to latch-on. Once they successfully bite an opponent they abandon use of the weapon until they are forced to let go. Successfully biting an opponent will allow the Snapper to automatically latch-on to an arm or leg (determine randomly). Once grabbed, an opponent suffers d4p damage (no DR) every 10 seconds until the bite can be removed. Furthermore, a grabbed defender now suffers -2 penalty to all rolls and cannot use the ensnared limb for any other actions other than spending five seconds attempting to free it of the Snapper’s hold (requiring a Feat of Strength vs. d20p+10). If the leg is grabbed, the victim cannot move more unless a Feat of Strength (vs. d20+5) is made to drag the creature with him, and even then, they are limited to crawling speed. A Snapper which has grabbed an adversary may also be compelled to loosen its grip via a successful knock-back or by inflicting sufficient damage to force a Threshold of Pain check. Once grabbed, a Snapper can drag a foe by making a competing Feat of Strength check (vs. d20 +10) every five seconds. Habitat/Society: Snappers live in small groups called bales. These Snappers favor crudely constructed clubs and spears, and turtle shell shields in combat. Their weapons are groups are usually comprised mostly of their own kin
266
and rarely from other Snappers outside the bloodline. Nests are made on high ground near the water where flooding or increased water levels from weather won’t threaten them. Since nests are land-based, they are often targeted by wild animals and humanoid predators who not only enjoy eating Snapper eggs, but also seek to raise the young are vicious guards of their own. A female Snapper might lay up to fifty small eggs, but usually less than half survive to be born, and only half of those make it to adulthood. Snappers are carnivorous and will attack anything smaller in size without hesitation in hopes of an easy meal. Snappers are also cannibalistic in nature. They will consume their dead kin and even purposefully kill and eat younger Snappers that display a disability or an obvious weakness. This isn’t a primary source of food by any means, but in desperate times whole bales have been wiped out by a few hungry adults. Their preference for food is to drown live victims. They will go to great lengths to drag living victims to an open water source to drown them. Once drowned, the victims are left to bloat before they are eaten. Snappers make their homes in and around lakes, swamps and rivers in any non-artic environment. They favor lairs comprised of muddy and earthen caves, preferably those with an underwater access. Aggressive hunters, they patrol their territory with ferocity and often come into contact with Lizardmen and Cueatyl, both of whom they compete with for food and prime lair locations. Snappers have been known to trade with other races when it is beneficial to them. Obsidian and stone for weapons, cured hides and leather, and metal are highly prized. In exchange, Snappers often harvest and grow watercress, chervil, water mint, lotus flowers, thyme and other swamp plants for trade. Ecology: Their aggressive nature and carnivorous appetites make studying Snappers a dangerous affair, thus not much is known about them. Man-turtles are apex predators in their home environments. They only truly respect their swamp dwelling enemies, the Cueatyl. They don’t come into contact with humans and other land-bound races enough to truly fear them. On Tellene: The largest known Snapper colony is found in the Du’Kemp swamp, though they can be encountered in any temperate wetland.
Snappers HIT POINTS:
2d8+26
SIZE/WEIGHT:
M /350 lbs
TENACITY:
2bw
Brave
INTELLIGENCE:
Obtuse
FATIGUE FACTOR:
-2 1’/bw
CRAWL:
22
WALK:
22
JOG:
5
RUN:
72
SPRINT:
10
MENTAL:
+2
DODGE:
+1
7
ATTACK:
Successful bite attack means an arm or leg has been grabbed causing d4p per 10s and -2 to rolls (break with FoS vs. d20p+10 (arm) or d20+5 (leg), a knockback or a Threshold of Pain check.
SAVES +4
2/10 by weapon
MOVEMENT
PHYSICAL:
+5
+3
SPECIAL: Hiss causes save vs fear (d20p+4) or suffer -1 to At and Def for 1d20p
General Info ACTIVITY CYCLE:
Diurnal
NO. APPEARING:
1-3, or 3d8p+8 (a bale)
% CHANCE IN LAIR:
65%
FREQUENCY:
Sporadic
ALIGNMENT:
Chaotic Neutral
VISION TYPE:
Low Light Vision
AWARENESS/SENSES:
Standard
HABITAT:
Freshwater lakes and rivers
DIET:
Carnivorous
ORGANIZATION:
Bales
CLIMATE/TERRAIN:
Any but artic and sub-artic
Yield MEDICINAL:
Nil
SPELL COMPONENTS: Nil HIDE/TROPHY:
Shells are highly prized
TREASURE:
Herbs & spices
EDIBLE:
Yes
OTHER:
Eggs are valuable for eating and raising hatchlings
EXPERIENCE POINT VALUE: 54
267
Snogre
a.k.a. Snowy Ogres
he Ogres of the north are an all-together different breed. Pale in color and possessing unique almond-shaped eyes, they can readily be distinguished from their southern kin.
T
It is not only in appearance that they differ. Whereas the standard Ogre is a slovenly creature possessing no virtues save enormous strength, the Snogre is a capable hunter and tracker. They seem to have a keener intellect though, in truth, this is damningly faint praise. I have encountered these creatures but once and then much to my disadvantage. Stumble as we did upon these creatures butchering the carcass of a whitefurred bear, we thought them to be of little consequence and gave them a wide berth as they were at best incidental to our mission. Had we but dealt with them immediately, we surely would not have endured the attack they made upon us days later whilst we encamped leagues distant. The creatures had tracked us for days over the frozen tundra cleverly avoiding being sighted. I had never imagined that Ogres could be so tenacious n. nowy Ogres (or, colloquially, Snogres) are a subspecies of these massive brutes that is adapted to arctic conditions. Though of similar size, their limbs are shorter and thicker. They also retain far more body fat on their large frames. Snogres tend towards albinism though body hair may also be pale yellow or even red. While they retain the prominent brows ridges of their southerly kin, all can be readily distinguished by the epicanthic folds on their eyes. The Snowy Ogre is also extremely hairy, sporting long knotted beards and coarse fur on all but their palms and feet.
S
TRACKS
268
RANGE
Combat/Tactics: Snogres are more formidable than regular Ogres for a variety of reasons. While equally strong, Snogres employ large bearded axes in their hunting (rather than clubs) as they are better suited for chopping up carcasses. Snogres are also better able to withstand punishing blows as the thick pelts they wear, coupled with their blubberous hides, permits them greater resiliency. The harsh climate in which Snogres dwell has winnowed out the lazy and stupid from the gene pool, refining the species into a far better breed of hunters. All possess trackSIZE COMPARISON
ing and survival skills of at least average mastery. Snowy Ogres are extremely resistant to cold and can withstand the harshest climates. If subjected to supernatural cold, they may absorb up to 12 hp of damage in any 10-second interval before feeling the effects. When hunting, Snogres prefer to wait in ambush with individuals positioned on both flanks of their prey. They attack as a group attempting to put maximum force on their quarry. These tactics are often effective in allowing them to take down very large prey for even a mammoth cannot readily withstand several Snogres hacking it from all sides. Should they fail to kill their prey, or if it manages to escape their ambush, Snogres are tireless trackers that will pursue a foe for days. Snogres are fond of using shields, as they value the added protection they provide. These are often covered in the white furred pelt of a creature they’ve killed both for ornamentation as well as camouflage. Habitat/Society: In most respects, Snogres retain the societal characteristic of standard Ogres. They are no less vicious brutes and killers. However, given that they often live in scarcely populated regions, Snogres do not have the luxury of sloth. They cannot depend for their survival on pillaging human villages nor do they have ready access to fawning humanoid lackeys from which sustenance can be extracted. As such, Snogres are far more industrious than the norm and are skilled hunters that utilize a modicum of intelligence. Snogre bands are self-sufficient nomads that wander the tundra following the migrations of the animals they hunt. They waste little of their kills, utilizing the pelts for clothing or sewing them together to be stretched over mammoth bones as shelter. Nothing goes to waste. Snogres are typically found in small bands of no more than a dozen individuals. They eke out an existence hunting large mammals such as bears and mammoths. If Hoar Frost Giants are found nearby, it is likely that the Snogres have been co-opted as thralls of the giants. In this role, they make excellent lackeys and may serve as guides and advanced scouts when the Frost Giants make war. They may at times make their way south and interact with standard Ogres. The latter regard them as freakish curiosities but are often impressed with their battle prowess. While they can interbreed, offspring favor the standard Ogre and any uniqueness is rapidly dissipated as the Snogres are assimilated. On Tellene: Snogres dwell in the frigid Krond Heights, Deshada Mountains and Jorakk Mountains. During winter they may raid Torakk and Northern Cosdol.
Snogre HIT POINTS:
5d8+34
SIZE/WEIGHT:
H /600+ lbs
TENACITY:
Brave
INTELLIGENCE:
Slow
FATIGUE FACTOR:
-3/-2
8 +1
5
WALK:
10
JOG:
15
RUN:
20
SPRINT:
25
7 5d4p+6
MOVEMENT CRAWL:
+3
+7
6’
9
ATTACK:
Snogres attack with large bearded axes inflicting 5d4p+6 damage when they connect. These weapons are amazing shield splitters causing 3d4p+6 damage when striking. Snogres almost always employ shields boosting their Defense to +7.
SAVES PHYSICAL:
+12
MENTAL:
+9
DODGE:
+6
SPECIAL: Snogres are resistant to cold having a DR12 versus any such attacks.
General Info ACTIVITY CYCLE:
Diurnal
NO. APPEARING:
3-12
% CHANCE IN LAIR:
35%
FREQUENCY:
Unusual
ALIGNMENT:
Neutral Evil
VISION TYPE:
Standard
AWARENESS/SENSES: HABITAT:
Typical tracking mastery is 25+d20p and observation is 25+d12p Caves or crude dwelling made from mammoth bones and hide or packed ice
DIET:
Carnivore
ORGANIZATION:
Band
CLIMATE/TERRAIN:
Arctic
Yield MEDICINAL:
Nil
SPELL COMPONENTS: Nil HIDE/TROPHY:
Nil
TREASURE:
Snogres do not generally have many coins but can possess valuable furs and ivory
EDIBLE:
Yes but foul-tasting and very, very fatty
OTHER:
Nil
EXPERIENCE POINT VALUE: 435
269
Snow Orc
a.k.a. White Orc, Jorakk Orc
consider humanoids worthy adversaries and enjoy learning about their habits, tactics and especially about their less common kin. I do so in the noble pursuit of the glorious goal of flaying their hides and taking their treasure.
I
Exper tracke t hunters a are als rs, the Wh nd ite Or o effe c ctive fi ghter They h s. ave a n unc to sus a n n tain d y abil ama ity the pa in and ge, ignore contin to pre ue ss the attack .
Now I know there are all kinds of Orcs besides the standard ones you encounter all too frequently. By my count there are also gray, white, brown, black and simian. My story here concerns the White Orcs. These are reportedly the rarest of their kind. I had to make a lengthy journey to the lands of Jorakk in the great white north in order to face them down mano a mano, as it were. Now I’ve heard that they sometimes live way up high in the snow-covered mountains but trekking around glaciers seemed a whole lot less appealing than visiting the north, so off I went. True enough, White Orcs were not an uncommon foe in Jorakk – in fact the standard Orc was far less prevalent. I was told that “Snow Orcs” or “Snorks” as the locals called them were far larger than the scrawny southern specimens. Assessing the beefy warriors relating these tales, I had the feeling that everything was bigger and badder here and the Orcs were merely keeping pace. I made my way up to Norr Bharr in Torakk in order to hire a local guide to direct me to the nearest Orcs. Surprisingly, I was not met with the dumbfound derision such an inquiry would have met in someplace more civilized. Rather, I was told that it was too warm and that the Snorks were up in their mountain hideaways. If I wanted to wait for several months, he’d have no problem leading such an excursion. Now, “too warm” was the last thing I expected because it was plenty chilly already, but to each his own. Not having the patience to wait, I offered a handful of silver for information regarding someone who could help and he obliged by guiding me to a local tribe he knew with a reputation as Orc hunters. I met with the chief and he heartily clapped me on the back upon learning of my quest. “I thought the southern man was soft but perhaps I am mistaken. Sure, this we can do.” With a couple of intrepid pathfinders as hired help, I made my way to a glacier abutting Lake Jorakk they said had held Snorks in the past. Approaching the lair, we were ambushed by several archers clad in white clothing that blocked the trail. I don’t know if they intended to drive us back, but the Rav flees from no Orc so I charged uphill. I guess they didn’t expect this so I caught up with them and hacked one down before they fled. Examining the corpse I saw it was clad in padded armor and was a girl Orc! TRACKS
270
RANGE
SIZE COMPARISON
Checking for loot, all I gathered was some flint arrows and an obsidian knife. Traveling further down the trail we were confronted by a handful of warriors armed with axes and spears. They meant business and advanced on us menacingly. Naturally I advanced. In so doing I suffered a hail of tomahawks that did little harm. However, the same can’t be said for the stone battle axes they used two-handed. They hurt! In battling these Orcs I could see that the rumors were true. They were somewhat bigger and somewhat tougher. But they were also much poorer with hardly two coins to rub together and not a metal weapon anywhere. My curiosity sated, I left the north poorer for my experience. n
Snow Orc HIT POINTS:
1d12+32
SIZE/WEIGHT:
M /215 lbs
TENACITY:
Brave
INTELLIGENCE:
Slow
FATIGUE FACTOR:
-4
W
+4
+4 -3
2 4d3p+6
MOVEMENT
3’
CRAWL:
22
WALK:
5
JOG:
10
RUN:
15
SPRINT:
20
8
ATTACK: Warriors will hurl stone tomahawks before closing to battle with lithic battle axes (stats show two-handed use). Frequently mount ambushes by driving opponents to allies in secure killing zone.
SAVES
hite Orcs, also known as Snow Orcs or Snorks, are a tribal variant of standard Orcs native to arctic terrains. These Orcs are particularly hardy and tough, acclimated to the brutal conditions found in these extreme climatic regions. In many ways, these orcs are barbaric humanoid analogues of the formidable Fhokki humans dwelling in the Lake Jorakk periphery. Those familiar with Orkin physiognomy will note that this subspecies, while of similar height, is broader in both the chest and abdomen yielding a stocky, perhaps blubberous, build. Their limbs are shorter but also thick and pudgy. Most striking is that they are very fair skinned, ranging from light pink to near albinos, with thick, snow-white hair obscuring their porcine features. Also unlike standard Orcs, they have prominent epicanthic folds over their eyes and a pronounced brow ridge. Snow Orcs are not technologically sophisticated, lacking the ability to smelt metals. They are, however, skilled at working with wood and stone producing lithic analogues of battle and throwing axes, spears, javelins and short bow arrows. They certainly recognize the greater functional utility of metal armaments and will meticulously gather said from slain adversaries should the opportunity present itself. Body armor is less robust than the Orkin norm but this is not just from an inability to fabricate the metallic components of medium armor but also the utility afforded by the thick, quilted padded armor they wear as protection against the cold. They are capable of making shields, but use of said is less common that
12
PHYSICAL:
+5
SPECIAL: Cold resistant, Knock-Back
MENTAL:
+1
DODGE:
+3
as size L, (infrequent) use of small shields increases Defense to +1
General Info ACTIVITY CYCLE:
Nocturnal
NO. APPEARING:
d4+1 (hunting party), 2d4p+4 (raiders), 20+d20 (clan)
% CHANCE IN LAIR:
35%
FREQUENCY:
Infrequent
ALIGNMENT:
Neutral Evil
VISION TYPE:
Low Light Vision
AWARENESS/SENSES:
Heightened Listening, Observation & Tracking
HABITAT:
Frozen wilderness
DIET:
Omnivore
ORGANIZATION:
Tribal
CLIMATE/TERRAIN:
Arctic Mountains
Yield MEDICINAL:
Nil
SPELL COMPONENTS: None HIDE/TROPHY:
No
TREASURE:
Lithic tools, possible food
EDIBLE:
Yes
OTHER:
Nil
EXPERIENCE POINT VALUE: 65
271
with regular Orcs and tends towards small shields owing to the scarcity of materials. Combat/Tactics: White Orcs are competent hunters and trackers having skill mastery of 26 in Listening, Hunting, Observation and Tracking as well as the Hiking/Roadmarching proficiency. They employ these skills primarily to hunt reindeer but the lessons learned from stalking big game are applicable when raiding villages or assaulting travelers. In this regard they are fundamentally more dangerous adversaries than common Orcs in that they will employ tactics meant to separate vulnerable adversaries from their allies as well as taking full advantage of natural terrain to their advantage. Additionally, these seasoned hunters are more adaptable and can readily change tactics to take advantage of an opportunity or to alter their strategy should initial moves prove indecisive or even abjectly disastrous. Snow Orc warriors are typically armed with a lithic battle axe and tomahawks – the latter to be hurled at opponents as they close for melee. If possible, they will attack from two sides in order to herd nervous assailers into a prepared trap or killing zone where their allies lie concealed near a covered pit or some other obstacle or choke point to attack with long spears, arrows and javelins. Snorks are indefatigable combatants able to sustain many wounds before succumbing to their injuries. This fact, coupled with their resistance to knock-backs (treated as a size L creature), and relatively high threshold of pain and trauma checks gives them the wherewithal to stand their ground against foes that may otherwise outmatch them. As such, they seldom risk immediate decimation even when ambushed. In numbers, they can attrit fairly menacing creatures. Habitat/Society: Though no less wicked or malicious than their southern kin, survival is too precariously close to the edge for wanton cruelty to trump practical considerations. Snow Orcs simply cannot afford to waste or despoil anything that might functionally contribute towards survival. Reflecting this, they all possess the Survival (Arctic) skill at a mastery of 40. The icy mountains and hills in which they live simply cannot support huge tribes of these creatures as are often found in warmer climates. Resource scarcity
272
dictates smaller tribes seldom numbering over 40 individuals. These tribes are insular and unwelcoming of others that might threaten their very existence – even, or perhaps especially, other Orcs. Snow Orkin gender roles are markedly different again owing to circumstances. They cannot sustain keeping half their numbers as captive breeders. Female Snow Orcs are compelled to contribute materially to the survival of the tribe by gathering plants, sewing clothing and fabricating stone implements. Most are trained combatants, though relegated to secondary roles as archers and second rank spear wielders. Unlike their southern kindred, Snow Orcs are not active slavers. This is no act of kindness for captives are butchered for food rather than kept as labor. When a tribe has suffered losses, captured children, even human, are sometimes kept alive to be incorporated into the tribe provided their personalities are not too disruptive. Northern Orcs are not miners, lacking metal implements to burrow through stone. It is, however, rumored that some may retain this knowledge and instinct and burrow into glaciers creating an in-situ warren of ice tunnels. These Orcs retain the Orkin predilection for falling under the sway of a great leader – in particular a charismatic one with a zealous message. Said leader faces great challenges though and must command great material resources in order to gather an army from the widely dispersed Snow Orcs. The alpine heights they inhabit have wrought many changes besides cultural ones. Their compact and fatty bodies offer natural resistance to the cold. Functionally, this permits them to endure one greater interval of cold temperatures before having to don cold weather gear (see “Cold Temperatures” on p. 75 of the GameMaster’s Guide). They also suffer no penalty in daylight though they have lost the enhanced night vision capabilities of Orkinkind and merely possess low light vision. On Tellene: Snow Orcs are most commonly found in the region surrounding Lake Jorakk where they are a persistent menace to the native Fhokki people. They can also be encountered in other northerly mountain ranges such as the Krond Heights near Cosdol.
Snow Snake
Toboggan Snake, Skate Snake AKA
he dark is inescapable. I know that if I had any light, I would see my breath curling like smoke in the stinging cold. By this point, I have lost all sense of time—I cannot remember how long I have stumbled through these icy tunnels, groping blindly at the walls with my sodden mittens. “I am going to die here.” I repeat the phrase over and over in my mind, but I am afraid of death and so I walk on. My left mitten ripped on an exposed stone yesterday. I can no longer feel that hand, but it doesn’t really matter. I follow the right wall of the tunnels, hoping it leads me to… what? An exit? I don’t know if I believe in that possibility anymore, but walking keeps me warm and I press on. Time has passed. I don’t know how long, but my stomach growls for sustenance. I step forward—my foot slides across a slick patch of ice and I am falling. In that instant I have two thoughts: that my skull will thwack against the ice below unless I catch myself and that I am not sure if I will stand again after this fall. I topple not onto the icy floor, but instead collide against a soft wall of warmth. The feeling of heat is at once intoxicating and terrifying in its implications. I am half covered in a wall of fur and I am paralyzed with fear. I hear soft breathing and feel the slow rise and fall that attends the act. My mind immediately conjures up the figure of a sleeping ice bear and I wait for the blow from its mighty paw to strike me down. It does not come. More slow breathing, though. As if multiple creatures are drawing in deep, slow breaths above and around me. I realize that despite my fears, I have not left the warm confines of the fur. Something appears on the ground. So luminous it looks like a star come down from the heavens. A patch of sunlight! I stagger towards it, covering it with my body and seeing myself for the first time since I became lost. The beam of sunlight has stabbed into the inky blackness of the cavern from a passageway above. It’s a long way up the ice-clad walls of the cavern, but I know I can climb to it, if it means escape. I just need to scramble up the side of the… oh no. More light was flooding into the cave and I could perceive the identity of the furry wall before me. Dozens of colossal, furred snakes coiled in a slowly writhing mass before me. Their white pelts made them look more like a nest of oversized weasels until you caught sight of their scaled bellies and large, reptilian eyes. The mass of coiling snakes towered all the way up to the source of the light. There was no other option. Tentatively, I began to climb the coils, moving as slowly as possible so as not to wake the dozing serpents. I froze at every slight shift in their breathing, held still when the coils began to move against each other. My foot caught between two of the creatures and I had to extricate it with all the delicacy of a lock picker. By some miracle and despite my clumsy ascent, none of the creatures seemed much perturbed by my climb. When I reached the height of the snake pile, I immediately perceived a passage leading out onto the cold tundra below. It was going to be a long walk back to camp, but at least it wouldn’t be in the dark. — Journal fragment recovered from inside the stomach of a 27-foot long snow snake
T
SIGN/TRACKS
RANGE ON TELLENE
SIZE COMPARISON
273
now Snakes range from anywhere between 25 to 30 feet long and weigh at least 550 pounds, with truly S large specimens pushing 660 pounds. Their bodies are covered in two layers of dense fur; an outer layer of stiff, white fur primarily serves as camouflage, while a black, downy, inner layer of thicker fur is purely for insulation. The black color of this inner fur layer means that on rare sunny days, Snow Snakes can bask in the limited light like their southern cousins do. Snow Snakes are not warm blooded, but their blood contains powerful antifreeze proteins, which prevent them from freezing in cold temperatures. Coupled with their substantive fur, Snow Snakes are able to comfortably survive in even arctic temperatures. The eyes of a Snow Snake glow a luminous white when they reflect the light of a fire, but are mostly vestigial and remained closed against harsh winter winds. Combat/Tactics: Snow Snakes are primarily ambush predators, using their natural camouflage to conceal themselves in snow banks and strike out at unsuspecting prey. When hunting, the snow snake bites in an attempt to deliver its potent venom. The unusual venom of a Snow Snake (VF 14) causes its target to experience ambient temperatures as colder than they actually are. When a target fails its saving throw vs. a Snow Snake’s venom, the target then treats ambient temperatures as if it were 20°F colder, with the attendant complications exposure brings (see Game Master’s Guide, pg. 75). Poison effects are cumulative. The scales on a Snow Snake’s belly have gradually evolved into overlapping, rounded plates which not only offer greater DR, but also reduce friction, allowing the serpent to slide quickly across snow and ice (the origin of its nickname “the Toboggan Snake”). These plates are also backed by copious fat stores which the snake uses to further insulate itself from the cold. The Snow Snake attacks its prey in one of two ways—either by racing down retreating prey and striking as it slithers by (as is usually the case with panicked prey animals) or by rearing up on its belly, facing prey with its armored underbelly much in the same way a warrior may present a shield to his opponents. The Snow Snake is able to use its underbelly’s greater DR against any attack originating from its front three facings, but not from the rear (in much the same manner as a shield). When hunting, the Snow Snake attempts to strike its quarry with as many bites as it can before backing off. Afterward, the serpent will stalk its poisoned prey through the ice and snow, waiting for the creature to weaken from exposure. Because Snow Snakes can detect their prey’s body heat, the serpents have an instinctual sense of when their target has weakened significantly. If it becomes apparent that the creature is not weakening, Snow Snakes will make further attempts to deliver more venom and
274
wait for expiration. When their prey can no longer effectively defend themselves, the Snow Snake goes in for the kill, sometimes simply swallowing an exhausted creature whole rather than attempting to first finish it off. With its potent venom, even creatures that are specifically adapted to cold environments might find themselves suddenly out of their element. Snow Snakes have highly developed, heat-sensing organs located just above their sinus cavities which allow them to detect the radiating body heat of any warmblooded creature within 100 feet. Based on the relative strength of the signal, the snake can form an impression of the size of the creature. In the snow and ice, Snow Snakes have 40 Hide skill mastery. Habitat/Society: Snow Snakes are solitary predators, except in the darkest winter months, when two or more Snow Snakes will bed down for the night in the same area, coiled around one another to share residual body heat. In the morning, the snakes will disperse in search of food, making them primarily diurnal predators. Snowy tundra, taiga, high mountains, and ice caverns are the Snow Snakes’ primary habitats. They generally eschew wet areas, as freezing water can mat and weigh down their copious fur. Snow Snakes seek out mates twice yearly, but scarcity reduced actual success somewhat. Snow Snakes seek one another through scent. Couplings will only occur prior to feeding so that the snakes are not sluggish and have energy to court and then mate. The mating ritual requires almost 24 hours, during which the two specimens sometimes writhe slowly together, then aggressively and back again. This coiling and friction has the necessary byproduct of also warming the creatures. After mating, younger males remain vulnerable for another 24 hours (the same sluggish effect as having recently fed, described below). Older females may (about half the time) become irritable and aggressively force such an unwanted companion away. Older males will immediately leave the area, seeking to avoid injury. The female does not lay her eggs for several weeks. This affords the advantage of development within the female. When close to term, the Snow Snake will dig an appropriate burrow and release a clutch of 2d4p+1 soft eggs, bearing a slight downy grey fur. She will tarry nearby for days, warding off predators and occasionally warming the eggs. Once the eggs begin to hatch, the female will flee the area, leaving the emerging young to survive on their own. The young emerge sporting a jet black fur, though a milky white down quickly grows over it within the first 48 hours. Generally only 1-3 will survive to sexual maturity (9 months), the others succumbing to the elements or predation. Snow Snakes achieve full size after many years of hunting.
Ecology: Ice Serpents are purely carnivorous, preying on mammalian (or avian) prey. Common prey include moose, deer, musk oxen calves, caribou, elk, wild horses, and humanoids. Snow Snakes have no fear of humans or other humanoids, viewing them as merely another prey animal. The snakes have been observed stalking prey for days waiting for their quarry to expire. When a Snow Snake finally does consume its prey whole, the creature retires back to its den to digest its kill over a long period. Smaller prey animals like humans may take several days to digest, while especially large kills can take several weeks. During this time of digestion, the Snow Snake becomes languid and retiring. Digesting Snow Snakes tend to cluster together to share body heat (to speed up the process of digestion) during this time, but with a full belly, the creatures are at their least dangerous—only the most determined gadfly will get a reaction out of the sluggish creatures. Of course, the thought of stirring up a coil of annoyed Snow Snakes is usually deterrent enough for most creatures. Snow Snakes, as befits their name, live in and around snow. The snakes primarily travel either by burrowing through freshly fallen powder (creating large tunnels which are then used by smaller burrowing creatures such as lemmings) or gliding over hard-pack and ice on their smooth bellies. Because the creatures can detect heat signatures and are always trying to boost their own body heat, Snow Snakes are easily attracted to campfires, torches, huddled bodies, and other large or intense sources of heat. On Tellene: In Tellene’s northern reaches, the Snow Snakes’ range varies by season and the expanding and contracting of the snows. In the summertime, the snakes gradually follow the snows back up into higher altitudes, only venturing down when the plains themselves are blanketed with white. Dejy nomads and Fhokki townsfolk alike fall victim to the depredations of the Ice Serpents, who slither into warm tents and cabins and sometimes make meals of entire families. Orc tribes of the far north are targets of Snow Snake attacks throughout the year and some Orc chieftains there often adorn themselves in the fur and teeth of these fearsome predators as symbols of power and endurance. The fur of a Snow Snake is highly valued for its both its insulating abilities and its handsomeness. Properly harvested Snow Snake pelts can fetch high prices in northern cities as nobles vie for their inherent utility and savage beauty. Snow Snake venom is valued in the hot, Southern regions of Tellene, but as a medicinal treatment for heat stroke.
Snow Snake HIT POINTS:
4d8+34
SIZE/WEIGHT:
L /550 lbs
TENACITY:
7
INTELLIGENCE:
Animal, High
FATIGUE FACTOR:
3
-1
+9
Brave
+5
Belly:8 Body: 4
2d6p+6+ poison
MOVEMENT
4’
CRAWL:
5/ 10
WALK:
5/ 15
JOG:
10/ 20
RUN:
15/ 25
SPRINT:
20/ 30
7
ATTACK: Bites deliver VF 14 venom. Failure indicates the subject feels the cold more acutely and may suffer from exposure (see text). Effects are cumulative.
normal terrain/ snow or ice
SAVES
PHYSICAL:
+7
MENTAL:
+5
DODGE:
+9
SPECIAL: DR 8 Underbelly against attacks originating from the snake’s front 3 facings, rest of the body has DR 4. 40% Hide skill when surrounded by ice or snow.
General Info ACTIVITY CYCLE:
Diurnal
NO. APPEARING:
1 or 1-6 (if coiled in den)
% CHANCE IN LAIR:
5% (day) 50% (night)
FREQUENCY:
Sporadic
ALIGNMENT:
Non
VISION TYPE:
Senses body heat within 100 ft
AWARENESS/SENSES:
Keen eyesight within 60 ft
HABITAT:
Any area with snow and ice
DIET:
Carnivorous
ORGANIZATION:
Individuals/ Coil (in den)
CLIMATE/TERRAIN:
Tundra, Taiga, Glaciers, Snowy Mountains
Yield MEDICINAL:
Venom used to treat heat stroke
SPELL COMPONENTS: Nil HIDE/TROPHY:
Yes
TREASURE:
Nil
EDIBLE:
Yes, but the head is poisonous
OTHER:
Nil
EXPERIENCE POINT VALUE: 395
275
Spider, Shoagg
Bandure, Maak-mak, Howler AKA
here’s an old Dejy saying in the Brindonwood — a bit of folk wisdom passed down for many generations from father to son, “Where goes the shadow goes the Shoagg. It is the snatcher of men and devourer of children. Beware the death that cometh on eight legs and brings screaming to the night”. If ever there was a creature borne of nightmares it is the Shoagg for it is also said that when you hear one approach it is already too late.
T
A Sho agg S pider on th e pro wl, ra ing it iss f in an ront legs attem pick u p p mov t to vibrat ement ions.
After my encounter with an accursed Howler Spider outside the walls of Cossib, I had ample time to ponder my brush with death as I lay wracked with pain recovering from Shoagg poison. For weeks my urine was stained red with blood as my body fought to survive. Dezzo, like most of the way-villages along the Dobo Spine, is populated by men who earn their coin hunting the beasts. It was these men of stark courage I sought out while convalescing to learn all I that I could about the Shoagg. I have gleaned information from all manner of hunters and butchers of monsters over the years in my pursuits. Some took up their trade, I learned, because they saw money in it. Others proudly boasted they yearned for the adventure and glory of taking on the denizens of the night. Still others sought to vanquish horrid creatures out of a sense of moral duty by carrying on the fight against evil that all men must shoulder if good is to retain a foothold in this world. But the Shoagg Hunters… they are a special breed I’ve rarely encountered. To a man, they hunt the Shoagg out of hatred. Whether to avenge a lost child, a best friend or a dearest love they are men whose lust for revenge has compelled them to swallow their fear and venture into the dark places of the forest where others fear to tread. —w
he Shoagg Spider developed much differently than its arachnid cousins on Tellene. Whereas most spiders are solitary hunters coming together only to mate, the Shoagg live in colonies that resemble hives. A Shoagg colony typically consists of 10 to 40 males (known colloquially as Runners or Prowlers) and a single female (the mother Shoagg). There have been reports of larger colonies numbering as many 100 runners, but, thankfully, they are a rarity. Male Shoaggs are sizeable arachnids possessing an abdomen and cephalothorax which together approach
T
SIGN/TRACKS
276
RANGE ON TELLENE
the weight of a male human. With legs that span a dozen feet, they present a more terrifying appearance than their considerable mass alone would suggest. In appearance they resemble large sturdy Wolf Spiders albeit with spindlier legs. Their body, though, is densely bristled with coloring ranging from reddish brown to smoke gray. Both the body and legs are often mottled to resemble the broken shadow of the forest environment in which they live. The Shoagg male has two roles in the colony – dragging captured prey to the brood chamber and protecting the mother Shoagg and the young. There are SIZE COMPARISON
always two to eight runners in the immediate company of the mother (either in the brood chamber itself, if space permits, or immediately near by). The remainder of the colony’s males hunt in packs constantly searching for prey to bring back. Shoagg packs, numbering from three to eight individuals, are sometimes gone for days, traveling as far as 25 miles in search of flesh to bring home to their queen. Smaller colonies send out a single pack at a time while the larger ones will have several foraging for food simultaneously. Male shoaggs have a relatively weak poison that rarely proves fatal. Its effect is paralytic and affects only the major voluntary muscles. Victims of Shoagg poisoning may breathe normally and even retain full vocal and cognitive functions. Captured prey is cocooned in webbing which can best be analogized to silken “game bags” and dragged behind the males. Caches of stunned prey are often deposited among rocks or fallen logs while the pack continues hunting before returning to the colony. Thus one of the more terrifying aspects of the Shoagg is the fact that prey being dragged back to the colony may often be heard screaming, bleating, and howling in the night. Shoagg are often mistakenly referred to as “Howler Spiders” because of the errant belief that they make such a sound. In actuality, these noted “howling” sounds are the moans, shrieks or screams coming from any prey the spider may be dragging in its “game bag”. In a bizarre twist of nature, the males are incapable of digesting their own food and are wholly dependant on the mother shoagg for sustenance. Captured prey must be brought back to the colony and deposited in the brood chamber to be processed by the mother Shoagg. A runner can survive up to a month without feeding after which time they lose d4p hit points per day until dead. The female shoagg is absolutely enormous with a massively engorged central body weighing up to three tons at full maturity. She becomes so heavy, in fact, that her legs are useless for propulsion rendering her immobile most of her adult life. Once she builds and enters the brood chamber, she likely never leaves again, spending her entire life breeding, laying eggs and feeding the colony. Brood pools are typically pits 30 to 40 feet in diameter. The mother Shoagg digs out this depression that
Shoagg Runner/Prowler (male) HIT POINTS:
5d8+20
SIZE/WEIGHT:
M/ 140 lbs
TENACITY:
Steady*
8
INTELLIGENCE: Animal, High
body+4 legs +2
FATIGUE FACTOR: n/a
MOVEMENT CRAWL:
10
WALK:
15
JOG:
20
RUN:
25
SPRINT:
30
1’
+10
MENTAL:
+6
DODGE:
+12
body 2 legs 6
see below
n/a
ATTACK: Shoagg runner bites deal 2d4p points of damage but also subject victim to paralytic poison (see text for details). May jump up to 30’ from jog (or 20’ from a stationary position).
SAVES PHYSICAL:
-4
+10
DEFENSES: Legs are immune to damage from piercing and crushing weapons. Initiative die type is one better. Sneaking Mastery of 35%.
General Info ACTIVITY CYCLE:
Nocturnal
NO. APPEARING:
3-8 or 2-8 in lair
% CHANCE IN LAIR:
60%
FREQUENCY:
Unusual
ALIGNMENT:
Non
VISION TYPE:
Low Light Vision
AWARENESS/SENSES:
Sensitive ground vibrations
HABITAT:
Forests, dense foliage, ravines
DIET:
Special (see text)
ORGANIZATION:
Colony (or pack hunters)
CLIMATE/TERRAIN:
Temperate and Tropical Forests
Yield MEDICINAL:
Scrapings from carapace stop bleeding
SPELL COMPONENTS: Nil HIDE/TROPHY:
Fangs highly desired as trophies
TREASURE:
Treasure often found on victims carried in game sack
EDIBLE:
Yes - but taste is offensive
OTHER:
Hairy bristles used as hat tassels
EXPERIENCE POINT VALUE: 700
277
she subsequently lines with impermeable webbing. She then fills this hollow with expulsions from her bowels. It is from this pool that the entire colony feeds. Prey brought back to her is dumped into this pit to drown and is partially broken down by the mildly corrosive fluid before the queen swallows it to finalize digestion. Once it ruminates in her stomachs, it is expelled from her anus back into the pit. A queen’s pool ranges in depth from six to twelve feet and as one would expect, emits a vile gut-wrenching odor, attracting blowflies. Pools are often irregular – taking on the shape of the brood chamber and can extend for many feet around the Shoagg mother. As she grows in size, the queen becomes dependant on the buoyancy of the fetid liquid to support her weight and effectively becomes a prisoner of the pit. She can do naught but eat and lay eggs. That her offspring must initially develop in the decay fueled warmth of this cesspool finalizes her bondage. Oddly enough, all mother Shoaggs begin life as males. When a colony grows too large to sustain itself (i.e. availability of local prey has dried up or the colony has grown too large), it splits itself. The reigning mother Shoagg secretes a viscous liquid that it entices a male candidate of her choosing to lap up. Ingestion of this secretion triggers a metamorphosis in the male, which, in time, turns it into a female. Although the process can take up to six weeks to complete, the new “mother” immediately leaves the colony accompanied by a small number of male runners and sets off to establish a new colony elsewhere. Once the process of metamorphosis begins, the male Shoagg begins to grow at an amazing rate. Its hairy bristles drop off and its skin becomes leathery. Shoaggs prefer to establish colonies well away from their kin’s range, typically at least 25 miles distant. However, in areas where food sources are abundant, they may establish themselves much closer. After a colony site has been selected, the new mother Shoagg selects a cave, natural depression (such as a deep ravine) or even the hollow of an enormous tree as its brood chamber to lay eggs and raise young. She will modify the brood chamber, using a combination of tough-webbing, rocks and dead fall, as required, to seal off side entrances and make it as secure as possible. As noted, once it has done so, it never leaves the brood chamber again – becoming so large and bloated
278
as to become immobile. If a colony loses its mother Shoagg, the males will fight to claim the right to digest her remains – a ritual that not only triggers the development of a new mother Shoagg, but also ensures the strongest candidate is selected. Note that if a colony’s males are unable to digest the mother Shoagg’s body within a few days, the colony is rendered unable to reproduce or feed itself and is doomed. Any surviving males will disperse and eventually die from starvation. Orc tribes of the Brindonwood have learned to use this weakness to their advantage – always seeking out the brood chamber to eliminate the mother Shoagg and destroy the body rather than combating the roaming packs of male hunters. Combat/Tactics Male Shoagg are pack hunters that close in on scents and sounds of potential food sources. They are capable of coordinated attacks by quietly slinking around their targets to take staging positions surrounding their target and then approaching from three separate vectors to minimize the chance of effective flight. Prowlers are swift afoot but also possessed of outstanding leaping abilities (from a jog being able to jump 30 feet forward and 10 feet high). They often use the latter ability to close on prey rapidly by making a final bounce to land upon their intended victim. Shoagg runners possess relatively weak chelicera [jaws] for an arachnid their size as these creatures are incapable of directly feeding upon animal flesh or fluids and thus have reduced need for said. More fearsome is their poison. Unlike most spider toxins, this venom only targets the large voluntary muscles causing paralysis in the legs and arms. Anyone bitten by a Shoagg spider must save versus Virulence Factor 11 poison or be rendered helpless as they lose motor control of their legs and collapse. Shoagg hunters need be wary of sustaining a second or third bite should they have the perseverance to withstand the first for each subsequent wound applies a cumulative -2 penalty to the poison save as the toxin builds up in their bloodstream. The effects of Shoagg poison are extremely persistent requiring days or weeks to recuperate. Any individual succumbing to this venom requires 2d6+12 days (less his Constitution score) to regain use of his limbs*. Note that while so afflicted, the victim is fully con-
scious and capable of speech. While certainly aggressive, Shoagg do not press a losing battle, preferring to withdraw and seek easier prey if their intended victim(s) are capable of a formidable defense. As such, they should be considered to have Steady morale. However, should they quickly incapacitate a victim or two, their instinctual drive to gather this food for their queen will increase their morale level to Brave (or even to Fearless if incapacitated foes equal the numbers of shoagg spiders in the hunting pack). Even if initially driven off, a Shoagg pack may stalk a group nursing an poisoned comrade for days in hope of snaring the body – particularly if the region’s indigenous game is in scare supply. Should they succeed in capturing prey, the Shoagg spiders weave a silken cocoon around the victim and drag it back to the brood pool to drown and be slowly marinated in the queen’s excrement before being consumed. This is a horrific experience for the victim is fully cognizant throughout the entire ordeal. It is of note that grapes contain a substance toxic to Shoagg. They will never enter a vineyard in season and thus the viticulture of the Shyta-na-Dobyo region provides a check on the depredations of these creatures. Pouring a liter of wine on a Shoagg’s exoskeleton will inflict a d6p wound and compel a morale check. While it is said only a drunkard would be fool enough to hunt the Shoagg, the bottles of wine often carried by such individuals are frequently employed for purposes other than to bolster courage. The Shoagg queen is incapable of self-defense. However, the fetid pool in which she dwells is so overwhelmingly rancid as to functionally emulate the effects of the 6th level Mage’s Stink Bomb spell in an area no less than 40 feet distant from the pool. All Shoagg are acclimated to the odor and thus unaffected. At the approach of intruders, the 2d4 male Shoagg will set up a perimeter defense of their queen and fight to the death to protect her. A Shoagg brood chamber will contain 2d10 Shoagg young at any given time. GMs should treat the brood as statistically equivalent to Very Large Spiders except for their poison. The latter is similar to the mature males’ but only Virulence Factor 5 due to their immaturity. The Shoagg brood cling to the mother Shoagg or
feed in the nutrition pool. When a mother Shoagg is alarmed or under attack, she gives off a scent that warns the brood and stimulates it to attack anything moving within the brood chamber (effectively reinforcing the mature male wardens). Habitat/Society: Shoaggs prefer to establish colonies in areas with low light – such as cave systems, deep forests or ravines. They avoid placing colonies in areas of standing or running water. Ecology: The species’ unusual process of processing food is highly inefficient, with much of the potential sustenance rotting in the brood pool in preparation for the queen to be able to feed upon it. Shoagg colonies thus need a constant supply of fresh prey to feed the brood, as well as the mother and runners. Shoagg packs are tireless and constantly on the move. Once a colony is established, any nearby game (small or otherwise) is usually cleared out in a matter of weeks. As food sources are depleted, and the colony’s voracious appetite increases, the packs begin to expand outward in a spoke-like fashion making a foray in one direction one day, and then the opposite direction the next, taking down prey whenever and wherever it is encountered. As food sources are systematically depleted, the packs move further and further afield. Because the mother Shoagg of a mature colony is incapable of relocating, once food sources are entirely depleted and the nutrient processing becomes unsustainable, the males will often kill the mother Shoagg and start the process of creating a replacement, going on the march to seek out a new location as soon as possible. On Tellene: Shoagg Spiders only inhabit areas with dense vegetation that afford ample opportunities for ambush and cover. Rarely, such as in an area where game has been hunted out, a pack may be encountered moving in open fields while searching for new sources of food. Shoagg colonies have been encountered in the Brindonwood, the shoreline region of Shadesh Bay, Rytarr Wood, the Obakasek Jungle and the Vohven Jungle.
279
Spiders, Trapdoor
AKA
Trap Terror, Ardan’Pryn
he mud sucked at my boots as I willed my legs to pull free from the muck. With this final strain, I was able to collapse on the mossy bank near the edge of the fen. Sweat poured down my forehead in salty rivulets, even as I began to grow cold lying there on the clammy shoreline. “Getting old,” was all I could think as I wheezed under my constricting hauberk. Older and fatter, it would seem. The time was, I could have trudged twice that distance and still had the energy to puff up my chest and act tough, just in case any women might have been watching. Now I was just glad that I had the foresight to bring extra water. I didn’t trust the murky swill of the fen. As I slaked my thirst in long, controlled gulps, the other three members of my cadre lurched out of the fen like a troop of shuffling ghouls, only to fall in similar states of exhaustion next to me. Some shortcut this was turning out to be. Our guide, one of the local hayseeds, had assured us that the fen would be passable this time of year, but apparently autumn rains had caused the rivers to overwhelm their weirs and, well, acres of mud were apparently the result. To think of the good coin we had wasted on this guide just to lead us through a… but no, it didn’t matter now, though. I was too tired to care. We were only a day’s march from the road, he said. I could make it one more day. One more day until a honest to god straw mattress and a real night’s sleep. I struggled to my feet, back aching and urged the others onward in search of dry enough ground to kindle a fire on. As twilight crept in from the fen, it brought a thick mist with it and soon there was nothing for it but to find a place to camp or end up wandering in the dark. That night it was Ulfric’s turn to gather firewood and the towheaded young man set about the task with his usual grumbling in whatever barbarous northern tongue it was that he spoke. He had taken no more than thirty steps from where we had laid down our burdens before we heard him let out kind of a startled yelp followed by immediate silence. On our guard as we were in this strange country, I struggled to my feet at once, willing myself to ignore the painful creaking in my knees as I rose. It took mere moments to reach the spot where we had heard Ulfric’s cry, but it was as if he had vanished. The others were muttering amongst themselves, but I thought I heard a faint sort of scuffling sound. I barked at them to quiet themselves and listen. Now I heard the sound for certain. It was almost like the clicking of ladies’ dancing shoes. It seemed to be coming from… underfoot somehow. I scanned about and saw the queerest sight: a sort of earthen lid near our feet about six feet wide. Unsheathing my sword, I prodded at the edge of the lid and found I could easily slide my blade under it. I squared my stance and squatted to lift from my legs (as now seemed an inopportune time to throw out my back). As I hoisted up the lid I was met with a hideous tableau. Ulfric was hanging limp in the vice-like grip of a spider nearly the size of a stag. Its black carapace shone in the fading daylight and its fangs were sunk deeply into the boy’s neck. Shrieks split the air at the sight of such a horror and the beast scurried into its tunnel, seemingly heedless of the weight of Ulfric’s body. There was a moment of indecision as we gawked at the dark tunnel snaking down into the earth. It was only about four and half feet high. I shook my head to clear my thoughts and then my hands were fastening my helmet by instinct. “A torch!” I ordered, and one was lit and thrust into my waiting hand. Standing before the spider’s tunnel, I gritted my teeth and strode into the darkness. What happened next, you say? Well, come back tomorrow, my lords and ladies, and I’ll tell you the rest of the tale. Thank you for your custom!
T
-Transcript of a Harvest Festival performance by Old Liar Crend, one of Bet Kalamar’s most popular storytellers.
280
rapdoor Spiders are variants of the standard arachnid detailed in the Hacklopedia of Beasts. As such, the creatures’ stats are largely similar to those presented in that volume with specific alterations called out in this entry. Experience Point values are unchanged.
T
Combat/Tactics These creatures are primarily ambush hunters that employ a crafty means of disguising their presence in order to surprise prey. They possess the ability to mimic ground cover or even solid stone walls by spinning dense webbing into a structural object and then coating its sticky surface with material from the surrounding area. This object then serves as a lid of sorts, covering a pit (if outdoors) or possibly a tunnel entrance. Silken fibers are laid in a network outside this aperture that serve as a signaling system making the spider aware of approaching prey. When tripped, the spider rushes out of its concealed point to attack the interloper. Unless its secret hiding position is spotted (generally necessitating a difficult Scrutiny check), the spider can attack as soon as it reaches prey whereas they victim must roll a d12 for initiative. Note: the spider’s signaling threads can be located (and thus avoided) via a successful Identify Trap skill check. Trapdoor Spiders employ narcotic venom that differs from the toxin found in the standard variety. The effect of the venom is to make the victim groggy and with sufficient dosage to lapse into a deep unwakeable sleep. While the performance penalties imposed by this state may at first blush resemble those associated with neurotoxin, the psychological effect approximates opiate use. Drugged individuals will experience a pleasant somnorific high and in this state are less susceptible to physical pain albeit accompanied by motor skill impairment. Spider Type
Accumulated effects: With repeated bitings, the venom will accumulate to the point that sleep in unavoidable. Should penalties reach +/- 6, the victim will fall asleep in 10 seconds. Hearty individuals can stave this off while the frail are more susceptible. (In game terms, add or subtract the PC’s Physical Saving Throw Modifiers from the +/- 6 threshold. The Poison Resistant Talent adds +1 per iteration taken.) Trapdoor Spiders are also capable of grabbing an opponent though this is limited to creatures one size below theirs. Thus only a gigantic spider can nab size S creatures whilst only a massive trapdoor spider can threaten a human. A successful attack vs. an appropriately sized foe indicates that it has grabbed a foe in addition to delivering a bite. Whilst grabbed, one can only fight back with a knife or dagger (at a -4 Attack penalty). Defense is limited to a d8p. Escape attempts made be made every 5 seconds via a competing Feat of Strength check. A very forceful blow (e.g. a successful knockback) from an ally of the entrapped will also compel the smitten arachnid to release its prey. Spider Type
Grab vs. Size Grapple Strength
Very Large
T
FoS vs. d20+1
Huge
T
FoS vs. d20+4
Gigantic
S
FoS vs. d20+8
Massive
M
FoS vs. d20+13
Gargantuan
L
FoS vs. d20+19
A spider facing multiple determined enemies may choose to retreat with a nabbed foe – usually via the tunnel it emerged from. Those opting to chase it may confront a weblined tunnel that will hinder pursuit. PCs succeeding at a Feat of Strength check (vs. d20) can
Virulence Poison
Big
5
Effect of Failed Save: +1 Initiative & Speed for 6 hours; Benefit: +1 to Trauma save; Effect of Successful Save: none
Large
6
Effect of Failed Save: +1 Initiative & Speed, -1 Attack & Defense for 6 hours if save failed; Benefit: +2 to Trauma save Effect of Successful Save: none
Very Large
7
Effect of Failed Save: +2 Initiative & Speed, -2 Attack & Defense for 6 hours; nat 1 results in sleep for 8 hours; Benefit: +3 to Trauma save Effect of Successful Save: +1 Initiative & Speed for 6 hours; Benefit: +1 to Trauma save; If modified save roll exceeds virulence roll by ≥10, poison has no effect
Huge
10
Effect of Failed Save: +3 Initiative & Speed, -3 Attack & Defense for 6 hours if save failed; nat 1-2 results in sleep for 8 hours; Benefit: +4 to Trauma save Effect of Successful Save: +1 Initiative & Speed, -1 Attack & Defense for 6 hours; Benefit: +1 to Trauma Save; If modified save roll exceeds virulence roll by ≥10, poison has no effect
Gigantic
14
Effect of Failed Save: +3 Initiative & Speed, -3 Attack & Defense for 6 hours; nat 1-3 results in sleep for 8 hours; Benefit: +4 to Trauma save; Effect of Successful Save: +2 Initiative & Speed, -2 Attack & Defense for 6 hours; Benefit: +3 Trauma save; If modified save roll exceeds virulence roll by ≥10, +1 Initiative & Speed, -1 Attack & Defense for 6 hours
Massive
19
Effect of Failed Save: Sleep for 8 hours; Effect of Successful Save: +3 Initiative & Speed, -3 Attack & Defense for 6 hours; Benefit: +4 Trauma save; If modified save roll exceeds virulence roll by ≥10,+2 Initiative & Speed, -2 Attack & Defense for 6 hours; Benefit: +3 Trauma save
Gargantuan
25
Effect of Failed Save: Sleep for 24 hours on failed save; nat 1 results in overdose and death in 4 hours Effect of Successful Save: Sleep for 8 hours; If modified save roll exceeds virulence roll by ≥10,+3 Initiative & Speed, -3 Attack & Defense for 6 hours
281
crawl forward at a rate of 1’/10s (or 1’/5s if they succeed by ≥6). Failure indicates they are fixed in place and require the assistance of another person to free them. Spiders, naturally, face no such restrictions. Trapdoor Spiders are atypically aggressive (add one to tenacity) and will fearlessly initiate attacks on creatures far larger than themselves. Should the results of this decision prove catastrophic, they are, of course, subject to the dictates of the morale rules. Habitat/Society: Trapdoor Spiders reside in almost all climate types save the chilliest arctic realms (and it is suggested that they can exist there as well, hibernating during winter and emerging during the brief summer). However, they are most likely to be encountered in murky forests or underground. It is not uncommon for several female Trapdoor Spiders to live together as a clutch. These sisters (and perhaps offspring) will typically inhabit a large central chamber in which they store their cocooned prey. Numerous tunnels will lead from this room to perhaps scores of camouflaged ambush points. In a particularly large lair, these may lead to the surface as well as perforating a subterranean cavern system. Remote signaling strands may inform the colony of intruders and usher them to populate ambush points further along the interlopers’ line of march. Trapdoor Spider colonies are known to inexplicably disappear. Colony collapse disorder may be caused by inhabitants abandoning the lair due to declining predation opportunities, rival insect invasion or disease killing the lot. Whatever the true reason, these lairs are seldom left vacant for long.
These spiders may drag cocooned prey up to one size category larger than themselves – albeit slowly and with some difficulty at the top end of the range. Should they bring down a larger creature, they will requires the assistance of one of their peers to awkwardly transport the encapsulated meal.
When repopulated by Kobolds or Goblins, they can prove to be formidable defensive emplacements. Scoured of webbing, the numerous interconnecting passages, covered by camouflaged entryways from whence to launch repeated hit-and-run attacks, can easily draw a band of mercenaries into an inescapable morass.
On Tellene:
Ecology Trapdoor Spiders seldom kill their prey immediately. Their modus operandi is to swaddle incapacitated victims in a silken cocoon and feed on them as hunger dictates. As such, a captured victim may live for days until he finally succumbs to thirst – plenty of time for brave allies to mount a rescue operation. A spider requires 5 minutes in order to encase prey. Once cocooned, victims are essentially helpless as no measure of physical strength will enable an individual to sunder the silken envelopment. However, a very difficult escape artist skill check will permit a victim to escape as will the Free Action ability. Verbal only spells can also be cast once the spellcaster revives.
282
Given their dispersal across the continent, these spiders and the properties of their venom are well known to many indigenous peoples. Reputedly there are clans of Dejy that capture smaller varieties and employ them in ceremonies during which the arachnids are goaded to bite the tribe’s warriors and shaman in order to dispense prophetic visions. Yield: Trapdoor Spider venom may be harvested and used as the active ingredient in an herbal medicinal tea. If taken every six hours, the drinker may recuperate from injuries as if he possessed the Fast Healer talent. Massive and Gargantuan Trapdoor Spider venom may readily be formulated as Sleep potions.
Ssishnisska
AKA
Ssyarr, Serpent Men
had been hunting for a certain lost city of marvelous stone, described
Iby the locals as having peculiar machines built of a mysterious metal
that shone like the sun, perhaps bronze. My competitor, Hunar the Alchemist, and his gang of thugs were also searching for the same hidden locale, reportedly to learn as I, but of course, his real plan was to loot. So the race was on so to speak, and my team of stalwart porters and tools-bearers seemed equipped for the task. Our guide led us deftly through the surrounding wilds, avoiding many perils along the way. We bivouacked nearby on the final night before we were to enter the city. At our guide’s urgence, we sent a few runners ahead to observe the lands. These returned, but reported sour news: despite our haste, Hunar and his ruffians had beaten us and were certain to set upon the place looting, leaving us but scraps from their fine meal. Not to be outdone and still yet unwilling to yield, I collected the most steadfast of my companions and we crept forth, seeking to approach undetected to either search and map without Hunar’s knowledge or else catch them by surprise. What we discovered shocked me to my core and sent my team absconding back to camp. Low crawling in the undergrowth, from a nearby hillock, we observed the center of the ancient, vine-encrusted village. There we lay, witness to a grotesque spectacle. A religious feast of sorts, whereby twisted man-lizard hybrids slithered and cavorted about pillars, effigies and monoliths depicting some giant demonic snake-woman. At the centre of this repulsive display I espied Hunar and what was left of his team. They were to be the feast. Though I had no love for him, I felt he must be rescued, but my team made a fast retreat. Thus, I let wisdom overcome bravery and I myself receded. I reported to the authorities, of course, who ensured their investigation with armed forces. But sadly I do doubt their conviction. w
S
cholars typically categorize the Ssishnisska, or Snake Man, as one of the many and varied subraces of Lizard Man or even a mutant offspring of a Sauroid and a snake. While convenient and even obvious for humans and their ilk, such a classification is in fact grossly inaccurate and a dangerous assumption. Although, given the many varieties of Serpent Men such a misunderstanding is eminently explicable. The Elves, who have a much longer memory and greater wisdom TRACKS
RANGE
and experience as a people, know more of the truth of these diabolical creatures, whose roots indeed lay closer to the origins of Tellene than even the Elven family tree. Ssishnisska are actually a foul cross-breed of man and serpent, totally unrelated to any of the other species of Lizard Man. Legend tells that the first Serpent Men were created before the Elves and only later mated with primitive Dejy man in order to create the variety extant today. While unclear how deeply involved as progenitor, creator or merely patron of the SIZE COMPARISON
Glyph of the daemon queen, “The Great Serpent” also known Shraggsussyl-Riss. This symbol rarely seen by human eyes.
283
race, the daemon queen Shraggsussyl-Riss (whom they refer to as the Great Serpent) appears in every myth associated with the Snake Men. The Serpent Men warred with the Elves and Dwarves when Tellene was young and have a deep connection to the great Dejy cataclysm that predates the current human age, though their exact role in this devastation remains a mystery. What is not debatable is that this is an ancient race with origins far older than the race of man, possibly even than Elves, and their motivations are clear: enslavement of the other sentient races to please the Great Serpent. Serpent Men come in many shapes and sizes from almost completely snake to human-like except for tail. To increase their numbers when preparing for war or other nefarious activities, they will mate with large snakes to produce the lowest worker caste Serpent Men. These creatures have human arms and torso (to a varying degree) and massive snake bodies. When possible, they will breed with men to create more human-like offspring, again to a varying degree. Some are nearly passable as human. These highest-caste leaders study the secret art of illusion and are able to change their appearance (as a Disguise spell, but a specific individual may be copied) to completely infiltrate and hide among the world of man, often replacing men that hold positions of influence and guiding policy toward their nefarious ends. An unknown number of these creatures lie secreted away within society, weaving a web of deception, working toward some plan to conquer Tellene and glorify Shraggsussyl-Riss. The only sure way of detecting them is to lure them into uttering a phrase that cannot be properly pronounced due to the shape of their anatomy (mouth and tongue). One such phrase is “Ka nava Lydthesh kaya lacheraja”, which is an ancient Dejy saying that roughly translates to “In the name of The True speak no falsehoods”. Serptesaurs do not typically realize the import of their mispronunciation and will not therefore be particularly guarded against recital. That stated, they may not comply simply because a request to recite some phrase or another is not natural given the circumstances and therefore a hidden Serpent Man may indeed need to be tricked into voicing such an expression. Serptesaurs run the gamut in size, depending on ancestry. Both the percentage of human blood as well as snake species pedigree affect this range. The more human-like Serpent Men run the gamut of human sizes, with a bent toward Dejy. Those more serpentine, range from 5 to 9 feet tall, though the extreme height is primarily a function of neck length, and as much as 12 or more feet long, with specimens as long as 20 feet possible, again, serpentine, snaking coils accounting for the vast length. Mass varies with size as well, although height is not a strict determining factor since thin, lengthy bodies may not be as massive as powerful squat torsos and thicker tails. Due to their unusual bloodlines, Serpent Men have the advantage of being warm blooded, even those with almost entirely reptilian form. Snake men have surprisingly good senses, although they, too, vary with degree of humanness. While the most serpentine employ forked tongues as olfactory sensors, their human-like cousins have nostrils to further supplement their sense of smell.
284
The most snake-like have poor auditory sensors (20% penalty to Listening checks), due to lack of ears, their organs being located under their protective skin. All Serpent Men exhibit superb tactile senses allowing them to perceive even slight movements within a body of water (where sound also travels well), or ground-based tremors such as those of a sneaking thief. Vision for all subspecies is good, on par with humans in daylight and superior sight in low light conditions owing to their vertical pupils (even the most human-like possess such eyes), which open wider than round ones, affording more light. A few rare individuals even exhibit true infravision, sensing target heat signatures even in complete darkness. Further, the more snake-like have eyes set wide on their head, providing a large arc of vision allowing for almost no blind-spot. They are thus rarely surprised – two dice better for Initiative rolls – and 50% of backstab attacks are actually merely rear-ward strikes (check randomly for each such attack). At least one (and often many) cleric handles the spiritual or superstitious duties for all but the smallest tribes. Clerics generally only serve in a cloistered capacity, never leaving the lair on raids, preferring to stay behind and manage sacrifices or other activities. However, they viciously defend the clan home with their lives. They provide spiritual direction to the tribe, ensuring proper homage is paid to the Great Serpent and all liturgical sacrifices and requirements are met satisfactorily. Clergy also provide knowledge and advice to leaders, as well as brewing potions and salves. These priests always have human heads, although their bodies may take any form. Each tribe has at least one priest. Roll d12p for clerical level for the first holy serpent; for every two full levels, the tribe has another cleric (rolled independently). Perform this check only once. Sorcerers perform a far different function for the tribe and can serve in one of three capacities. These spellcasters serve as fonts of knowledge and will be the brains behind civil works and building efforts, even those of temples and religious edifices. On rare occasions they will accompany a warband out to hunt or enslave others. Finally, they will sometimes travel to other nations, serving as spies in foreign lands. These mages always have a human-like physical form. Each tribe has at least one mage. Roll d10p for level; for every two full levels, the tribe has another spellslinger (rolled independently). Perform this check only once. Ssishnisska have their own brand of sinister evil. They rarely overtly cause major disruptions or wars, preferring to work on the periphery and behind the scenes. They seldom raid and plunder, preferring to murder or kidnap only particular individuals for some grander nefarious purpose. Random individuals or communities are damaged or targeted only for purposes of dark rituals (which themselves generally serve some greater objective). That said, Serpent Men certainly view humans and other sentient races as a delicious fare beyond being mere sacrificial victims. Serptesaurs speak their own mysterious language, complete with a very developed and ancient written form. Their tongue shares some elements with high Elven, low Elven, Dejy and Dwarvish. Serpent Men may also be able to communicate with Dragons in their native tongue, but this claim has never
been substantiated by human nor Elven sages. Those Ssyyar that are in contact with other cultures readily learn the foreign language out of necessity, working endless hours to speak natively or closely so. Serpent Men inhabit dismal out-of-the-way locales, far from the prying eyes of human, Elf or Dwarf. They conceal their dwellings with natural growth or geological formation, even concealing whole cities from detection, unless viewed from within its borders. They are certainly capable builders and will use readily available resources as well as imported goods and materials if need be. Combat/Tactics: Ssishnisska range in strength from small and weak, to large and muscular, much like other intelligent races, but even more varied as they range from size Small to Large, although the majority fall into the Medium category, averaging around man-sized. They attack with weapons, and can employ shields or fight with two weapons. Some (10%) can also employ either venomous biting attacks between weapon attacks; such attacks are most prevalent amongst the smaller Ssishnisska, although some size medium and a rare few size Large also have venomous bites. Others (30%) have constricting tails that can hold fast their opponents, who can then be attacked with weapons while so immobilized; most size Large non-venomous Ssishnisska have this capability. The larger, constrictor specimens have tougher hides affording a solid DR 4 and also a strong resistance to pain, while their small venomous cousins are far weaker in both respects. This is counterbalanced by the smallish Ssishnisskan’s ability to sneak and hide (55% each) as well as their poison, (25% not dangerously venomous causing only a minor rash, 40% as rattlesnake, 30% as asp, 5% as xulluth). The medium-sized Ssishnisskan may have either constricting ability or poison but most often (80%), has neither. These creatures can generally wear human or Elven armor, if desired. A few non-human sized (and shaped) Ssishnisska wear armor in the form of breastplates and torso-protection, but this is not the standard, with shield use being most common. They generally do not have advanced smithing abilities, but do have knowledge of these secrets and can even make weapons and armors of steel, perhaps even predating the dwarves in such arenas (although not in skill). Most of their arms are purchased or stolen from humans, Elves or Dwarves (or humanoid races that have done so). Based on their superior sensory abilities, a Snake Man’s defense never drops below d12p, unless surprised, even in the case of rear attacks. For every 10 Snake Men encountered has a warrior leader with maximum Hit Points. For every 30, the warband has a warband leader big enough to deliver a +1 to Attack, Damage, Defense and a 1-point bonus to Initiative in addition to maximum Hit Points plus an extra d8 Hit Points as well as a sorcerer (level can vary per text). For every 90 or more, the tribe will have a sub-chief with +2 to Attack, Damage, Defense and a 1-point bonus to Speed
Ssishnisska (Venomous) HIT POINTS:
d8+10
SIZE/WEIGHT:
S/ 20 lbs
TENACITY:
Nervous
INTELLIGENCE:
Obtuse
FATIGUE FACTOR:
-1
5* +4*
*
+0 2+ armor 1d6p*
MOVEMENT
0’*
CRAWL:
22
WALK:
5
JOG:
10
RUN:
15
SPRINT:
20
4
ATTACK: Attacks with both a weapon (at weapon speed) and with venomous bite spaced between. Per character level and equipment, if leveled.
SPECIAL:
SAVES PHYSICAL:
+4
MENTAL:
+8
DODGE:
+4
General Info ACTIVITY CYCLE:
Varies
NO. APPEARING:
d8p (hunting); 3d4p+8 (warband); 30d12p (community)
% CHANCE IN LAIR:
65%
FREQUENCY:
Very Rare
ALIGNMENT:
Neutral Evil
VISION TYPE:
Low Light Vision
AWARENESS/SENSES:
Standard (two dice better for Initiative)1
HABITAT:
Jungles and remote, warm locations
DIET:
Omnivorous but prefer fresh game and eggs
ORGANIZATION:
Theocracy
CLIMATE/TERRAIN:
Temperate to tropical, any terrain
Yield MEDICINAL:
Nil
SPELL COMPONENTS: Nil
TREASURE:
Hides can be fashioned into snakeskin boots in 80% of cases worth 4d4p sp each Have many valuable ancient items, gems, jewelry and other treasure
EDIBLE:
Yes, snake parts taste like chicken
OTHER:
Nil
HIDE/TROPHY:
EXPERIENCE POINT VALUE: Per character level (can be 0) + 35
* Include bonuses by character level (if applicable)
285
and Initiative in addition to maximum Hit Points plus two extra d8 rolls for Hit Points. This is in addition to the nine basic leaders and three stronger leaders as well as sorcerers and clergy. If the tribe contains 150 or more Snake Men, it has a powerful ruler – either a sorcerer or cleric of note (whichever has the higher level when determined as above). This is in addition to the other leaders and an extra 4d6p warrior sub-chiefs that function as a personal retinue of bodyguards for the ruler. The various leader-types will always employ the choicest weapons and wear various armors to provide the following improvements to Damage Reduction: warrior leader +1 DR, warband leader +2 DR, sub-chief +3 DR, chieftain +4 DR. Ssishnisskans prefer to attack by surprise, using terrain (especially heights) to best effectuate an ambush, dropping from trees, foliage or rocky outcropping or simply pillars within structures to attack with surprise. They will use ranged weapons of all varieties to great effect, including spell support as appropriate and available. Leaders often direct that fallen foes be taken prisoner in order to serve some greater purpose such as a sacrifice, to interrogate for information, hold for ransom through a human or humanoid intermediary or simply as the centerpiece of some upcoming celebratory feast. The more primitive Snake Men will engage with little regard to tactics, and will preferentially attack unarmored or lightly armored foes, stopping combat in order to ingest fallen (TOPed or unconscious) enemies (a thirty second action to swallow head-first). However, when a Ssishnisska with superior mental or leadership abilities is near, the lower caste creatures will follow orders unswervingly, even passing up easy meals to follow commands. Given the potential genius-level of such commanders, Ssishnisskan defense or assaults will often be tactically sound or even brilliantly creative, advancing or falling back as the situation dictates. Habitat/Society: The ancient Serpent Empire was based on sorcery, technology and alchemy, but collapsed with the rise of the Elves, who warred with the Snake Men mercilessly long before even the Elves recorded their history. With their power broken, the Serpent Men saw the rise of man as a new opportunity and they changed tactics, seeking to influence and subvert the new Dejy. The Serpent Men infiltrated Dejy society and ruled from behind the scenes for a time but were again discovered, defeated and cast out, driven to almost legend in humanity's battle for survival. Somehow the Ssishnisska orchestrated or at least instigated the great Dejy cataclysm, perhaps suffering great losses themselves, for they remained in hiding even as the other human races spread across Tellene over the following centuries. During this time, humans dominated Tellene and the Serpent Men became a myth. They sought refuge in the Netherdeep where they built technologically advanced subterranean cities, of which only ruins remain in the modern age. Explorers have reputedly found scientific wonders in such places, but the veracity of these tales remains unproven as any secrets discovered have stayed just so. Today, Snake Men can be found in any temperature or clime other then arctic or subarctic as they cannot abide the cold, al-
286
though there are rumors of vast subterranean cities below the earth in such regions, connected by the Netherdeep to warmer climes. They build cities using advanced scientific techniques alien to other races and keep these secrets close, often disguising their designs to appear as natural formations. It is unclear why they bother with such concealment, but it may be to prevent their enemies from gaining knowledge should their lands be taken. Snake Man society revolves around three pillars: the worship of the Great Serpent, scientific and alchemical pursuits and arcane study and power. The clergy hold the most sway among the lower castes, although the other leaders do not seem to begrudge this, perhaps it is seen as a necessary way to control the weak-minded. Leadership can come from any pillar and seem to remain in power unchallenged as long as competent. Ssishnisska live for centuries and breed very rarely, having little interest in such pursuits. They can breed with common large snakes (constrictors and pythons, as examples) to form more offspring of the slave or warrior caste. These issue are considered repugnant and such actions are only performed when numbers are needed in only a few short years in order to wage war or for some other nefarious activities that require a large population quickly. The more human-like Ssishnisska will also mate with each other or Dejy (or more rarely other humans) and other humanoid races, producing more of the leader classes. Human-like offspring are live-born, but snakelike are hatched, with the in-between born with light membranes. Females are equal to males in their society in both quantity and status. The Snake Man caste system is purely based on intelligence, clearly correlated to the more man-like of the species. The less intelligent (and typically more snake-like) and more animalistic are relegated to near-slave status, performing menial tasks commensurate with ability, from mining (which they do very poorly) to farming and other forms of simple servitude. All thought leadership, whether liturgical, arcane or scientific, is performed by those most capable and movement between classes is acceptable, though rare due to genetics. Ssishnisska employ other species as slaves and animal species as trained guards, warning systems and the like. They have been known to train avians as messengers and warning-systems, as well as all types of mammals and reptiles. They appear limited only by what is available locally or for import and seem adept at training as well as caring for their pets (at least by survival standards as Snake Men are not particularly compassionate in any manner). Ecology: Snake Men prefer live meat in the form of mammals (including intelligent species) and avians, but they also eat reptiles, insects, fish and in particular, they greatly desire eggs of all types. That said, all but the most snake-like and primitive are omnivorous and every Snake Man lair will have ready access to groves of fruit-bearing trees, natural vegetable growth or self-cultivated farms. Snake Men have more advanced irrigation techniques than other races, but their systems always appear as natural works, perhaps by design or possibly that is
Ssishnisska (Human-like) HIT POINTS:
2d8+15*
SIZE/WEIGHT:
M/ 60 lbs
TENACITY:
Steady
INTELLIGENCE:
Average
FATIGUE FACTOR:
-1
*
+4* +4*
Ssishnisska (Constrictor) *
1+ armor
by weapon
MOVEMENT
0’*
6
CRAWL:
22
WALK:
5
JOG:
10
RUN:
15
equipment Attacks with a weapon, -1 Speed advantage
SPRINT:
20
SPECIAL:
ATTACK: Per character level and
HIT POINTS:
3d8+20
SIZE/WEIGHT:
L/ 180 lbs
TENACITY:
Steady
INTELLIGENCE:
Obtuse
FATIGUE FACTOR:
-1
10* +4* 0’*
CRAWL:
22
WALK:
5
JOG:
10
RUN:
15
SPRINT:
20
SAVES PHYSICAL:
+8
MENTAL:
+8
MENTAL:
+8
DODGE:
+2
DODGE:
+3
General Info
4
ATTACK: Per character level and equipment, if applicable SPECIAL: After first attack may attack with constricting tail mid-way between weapon attacks, a successful hit requires a FoA or FoS vs d20p+6 or d20p+14 respectively. Those caught are immobile, using only a d12 for defense, while the Ssishnisska (or others) gains a +4 to attack.
SAVES +8
4+ armor 2d8p & bw
MOVEMENT
PHYSICAL:
*
+0
General Info
ACTIVITY CYCLE:
Varies
ACTIVITY CYCLE:
Varies
NO. APPEARING:
d8p (hunting); 3d4p+8 (warband); 30d12p (community)
NO. APPEARING:
d8p (hunting); 3d4p+8 (warband); 30d12p (community)
% CHANCE IN LAIR:
65%
% CHANCE IN LAIR:
65%
FREQUENCY:
Very Rare
FREQUENCY:
Very Rare
ALIGNMENT:
Neutral Evil
ALIGNMENT:
Neutral Evil
VISION TYPE:
Low Light Vision
VISION TYPE:
Low Light Vision
AWARENESS/SENSES:
Standard (two dice better for Initiative)1
AWARENESS/SENSES:
Standard (two dice better for Initiative)1
HABITAT:
Jungles and remote, warm locations
HABITAT:
Jungles and remote, warm locations
DIET:
Omnivorous but prefer fresh game and eggs
DIET:
Omnivorous but prefer fresh game and eggs
ORGANIZATION:
Theocracy
ORGANIZATION:
Theocracy
CLIMATE/TERRAIN:
Temperate to tropical, any terrain
CLIMATE/TERRAIN:
Temperate to tropical, any terrain
Yield
Yield
MEDICINAL:
Nil
MEDICINAL:
SPELL COMPONENTS:
Brains and tongue are rumored to aid in creation of salt to flesh potions
SPELL COMPONENTS: Nil
HIDE/TROPHY:
Nil
HIDE/TROPHY:
TREASURE:
Have many valuable ancient items, gems, jewelry and other treasure
TREASURE:
Hides can be fashioned into snakeskin boots in 80% of cases worth 4d4p sp each Have many valuable ancient items, gems, jewelry and other treasure
EDIBLE:
No, vile.
EDIBLE:
Yes, snake parts taste like chicken
OTHER:
Nil
OTHER:
Nil
EXPERIENCE POINT VALUE: Per character level + 50
* Include bonuses/stats by character level
Nil
EXPERIENCE POINT VALUE: Per character level (can be 0) + 65
* Include bonuses by character level (if applicable)
287
simply their way. Snake Men have no natural predators, but like man or Elves, can fall prey to large beasts if caught alone in the wilderness. They consider Elves their greatest foe and harbor a deep resentment for some past slight or loss at the hands of sylvan ones.
They cannot mate with Lizard Men to produce offspring. They can, however, often be found using Lizard Men as tools and fronts for their nefarious ends and Ssishnisska show a particular affinity for Serptesaurs in particular in much the same way that man has an affinity for dogs.
Religion: Serpent Men have their own unique religion. Regardless of location on Tellene, their religion, practices and rituals are remarkably consistent. Their patron god is the daemon queen Shraggsussyl-Riss, the Great Serpent. She appears in every myth associated with the Snake Men and for millennia they have faithfully paid homage to her. Their machinations and focus are singularly to bring glory to The Great Serpent and enslave all of Tellene in her name. The Serpent Men eschew alliances with other religions, even the other evil gods, unless it is a temporary coalition where the goals of Shraggsussyl-Riss will be furthered. Such pacts inevitably end with betrayal on the part of the Serpent Men as only they can dominate Tellene at the end of days. Clearly Shraggsussyl-Riss herself holds some evil deity as her patron or perhaps did before the great war of the gods, but it is not clear to mortals to which, if any, god she pays tribute.
On Tellene: Ssishnisska can be found all across Tellene, primarily in temperate to tropical less-civilized areas as they do not do as well in colder climates. If they inhabit colder climates, they will have built underground dwellings and venture to the surface only during warmer months. Ssishnisska seem to be somehow involved in many of Tellene’s deeper mysteries and their lairs (and former great city ruins) hold many secrets of alchemy, technology and magic. 1 Awareness/Senses: Most Snake Men can see very well in dimly lit conditions, and a small minority can even see in the dark. They have an average olfactory sense and excellent mechanoreception but poor auditory (-20% to Listen checks). 2 Habitat: Ssishnisska live in dwellings of their own design, featuring domes and columns. These will inevitably be well concealed from other civilized races or, more often, both hidden and distant.0 3 Climate/Terrain: Any, except arctic, but vastly prefer warmer climes. 4 Treasure: Since the Ssishnisska have a rich cultural heritage dating back millennia, they recognize the value of works of art, gems, jewelry and precious metals and other things. Their lairs typically contain vast riches of all imaginable types, although arms, especially armors, tend to be rare as they are less utilizable by the creatures. With Arcane and Divine magic as well as technology underpinning Ssishnisska society, almost any special item could be discovered secreted away therein.
Subraces: Ssishnisska by their very nature have a wide variety of shapes, sizes and abilities from almost human to almost snake. It’s important to note that Ssishnisska are not Serptesaurs (Lizard Men), neither are Lizard Men a subrace, but rather an entirely different species, having evolved completely separately. Lizard Men are more of a natural race (or races), while Snake Men have been somehow created near the dawn of Tellene (even pre-dating Elves) by some foul deity or otherworldly creature or perhaps an abject failure of the Creator.
288
Stegosaur
AKA
Clubber, Barbtails
ure, I’ve encountered them. I was rescuing a Tarisotan princess from a cult of Old Shivers. These guys were some serious business. They had cultist guards as big as woodsheds. And they swung these wicked morningstars made from logs and great bone spikes. It took some cleverness as well as bravery to overcome the elite guard, but I did so, of course, or I wouldn’t be here to tell the tale. It was in searching their jungle lair, with the princess slung over my shoulder that I found the breeding ground. They were raising these giant Barbtail Lizards, holding the young in pens like veal, then finishing them off for food – the meat is really quite tasty. The big ones grow to 10 feet long, but the If you ever make it to Rismish, you will find d old soldier in the east quarter who carrie an babies are small enough to handle. That’s when they a of victim s.A friend his by litter a on about . harvest the spiked tails and later fashion them into barbed Barbtail! His spine snapped by a tail strike clubs. The spikes themselves are a foot long, but they have a hollow rattle to them, which is why this particular cult used them. They’re all bluster. In any event, I was able to release the young, causing a stampede in the process. The young and old rampaged about their corral, busting down fencing and trampling cultists. The racket was deafening and good thing, too, because that princess, her name was Tala or Jana or something, was crying and wailing like Tellene was ending, Twas during this confusion that I was able to make good my escape. As to the princess, well that’s another tale for the telling.j
S
his large, stout quadrupedal herbivore carries verT tical plates on its rounded back and boasts a flexible, wickedly spiked tail. Its tail barbs grow from a foot
mouth. They thrive on low-growing fruit of various nonflowering plants, as well as mosses, ferns, horsetails, cycads, and conifers found in river-lining forests and to up to two feet in length. Its hulk is led by a small flood plains. head at the end of a fairly short neck and supported by The function of their array of back plates is severalsquat fore limbs and longer hind limbs. Adults grow up fold. Blood vessels allow these plates to flush and exto 30 feet long and 8,000 pounds. Stegosaurs use their hibit vibrant colors allowing the creature an additional spiked tail to ward off predators, delivering powerful form of non-verbal communication beyond body lanpuncturing blows. They browse low-growing vegeta- guage. They can signal danger, anger, readiness for tion using turtle-like beaks, which run along the TRACKS
RANGE
SIZE COMPARISON
289
mating, distress, hunger (for the young) and other needs. Males and females alike use their plates in aggressive displays for mate and pecking order determination. Additionally, these plates offer a cooling opportunity in their hot, Obakasek jungle, flood plains and river-valley habitat. Combat/Tactics: Once alerted to foes, the Stegosaurs herd will circle the young, turning their backs to foes and viciously swinging their tails about. An adult Stegosaur can easily maneuver its rear, swiveling adeptly to keep foes at bay. The sharp barbs can be pounded with considerable force, penetrating on 5s and 6s alike. Habitat/Society: Stegosaurs are large herbivores, organized into herds. They spend most of their lives grazing on ferns and grasses. They rely on their numbers, size and threatening barbed tails to ward off most predators. When any Stegosaur senses danger, it will signal as much with its back fins, spurring the others into action. Young and adolescents will flee to the adults, who in turn encircle the youths, turning their hindquarters and thus sharp tail-spikes toward the interlopers. Stegosaurs are most active during morning and evening, resting at night and during mid-day heat. Stegosaurs mating season occurs once per year, resulting in a clutch of a dozen or more fertilized eggs. The eggs are left in holes and buried near trees. The herd passes the egg sites regularly, making it part of a grazing circuit. The young hatch after about sixty days and begin walking within a day. They search out the herd by scent, devouring ferns and grasses immediately. Fewer than 1 in 10 find the herd and reach maturity due to predation. Commonly, adult animals live for at least 25 years, but the maximum life span is not known as they are not known to be kept in captivity and usually become victim to large predators before succumbing to age. Ecology: Stegosaurs inhabit a semiarid environment with distinct wet and dry seasons, and flat floodplains. Only the largest predators attempt to take down an adult, although stealthy, speedier predators might make off with young before the herd can enter a defensive position. On Tellene: These giant plant eaters roam the drier areas of the Obakasek, but also the floodplains and river valleys during the dry seasons. They stay to the coniferous forest areas during the monsoon seasons.
290
Stegosaur HIT POINTS:
15d8+35
SIZE/WEIGHT:
G/ 3 tons
TENACITY:
10
Steady
INTELLIGENCE:
Animal. Low
FATIGUE FACTOR:
-4
+6
5
WALK:
10
JOG:
15
RUN:
20
SPRINT:
25
7 5d6p
MOVEMENT CRAWL:
+2
+6
8’
13
ATTACK: Threatened Stegosaurs turn their spiked hind-quarters toward their enemies, swinging their spiked tails threateningly. Critical hits on a 19-20.
SAVES PHYSICAL:
+15
MENTAL:
+6
DODGE:
+8
SPECIAL: Stegosaurs rely on their offensive capability to critically injure opponents.
General Info ACTIVITY CYCLE:
Diurnal/Crepuscular
NO. APPEARING:
5-20
% CHANCE IN LAIR:
0%
FREQUENCY:
Unusual
ALIGNMENT:
non
VISION TYPE:
Standard
AWARENESS/SENSES:
Standard
HABITAT:
Grasslands
DIET:
Herbivorous
ORGANIZATION:
Herd
CLIMATE/TERRAIN:
Semi-arid flood plains and river valleys
Yield MEDICINAL:
Nil
SPELL COMPONENTS: Nil HIDE/TROPHY: TREASURE:
Stegosaurs distinctive sails and barbs can fetch up to 10-20 sp apiece Tail spikes are believed to be a base for many magical arrows, bolts and javelins
EDIBLE:
Yes, white meat
OTHER:
Nil
EXPERIENCE POINT VALUE: 1150
Stercus
VILE BAGS, FILTH BLOATS, BLOATS.
Disgusting, vile creatures the Bloats are. Festering with disease, a cu rse to the god or devi l who spawned th em.
Detritivores are amongst the most fascinating creatures and essential to the proper functioning of any ecosystem. Admittedly they are repulsive to many, thus the importance of disseminating information as few are wont to conduct firsthand study. The Stercus is an interesting hybrid of carnivore and detritivore that can be found in the sewers of most larger cities. Though it subsists principally on waste, it supplements its diet with living creatures. This has an ancillary benefit in that it eliminates competition from many vermin that cohabit its environment and may serve the interests of mankind by curtailing rodent infestations. Should one have cause to probe the noxious underworld, caution is warranted for the Stercus can be a dangerous adversary. Excelling at stealth, it often lies hidden beneath septic water eying its surrounding in the hope of snaring an unaware creature. This it accomplishes by means of two tentacles protruding from its bulbous body permitting it to snare distant creatures from the relative safety of its cesspit. It is reported that the creature is exceedingly robust and difficult to kill. It is also said that the creature is possessed of an odor so pungent that those in close proximity to it may become incapacitated. Should these admonishments be insufficient to ward individuals off from disturbing the Stercora, it is also rumored that the creature’s bite surely inflicts a horrid disease. V
tercora are large and aggressive detritivores that prefer S to live in-situ amongst a huge accumulation of mammalian excrement. Though extremely territorial, their presence is often tolerated by the generators of said noxious waste as they pose little danger to anyone opting to avoid an area best avoided in any case. Physically, the Stercus is a bulbous sack with four stumpy legs. A single orifice, a sucker-like mouth full of masticating teeth, is found on this literal sack of shit. Far more notable are the pair of tentacles that protrude from the body alongside the mouth, each terminating in a bony head upon one side of which are rows of curved spines. The creature also has a small eyestalk atop its form which may go unnoticed as it can easily be mistaken for a rotting piece of vegetation given its coloration. TRACKS
RANGE
Combat/Tactics: Stercora will burrow into feces or sequester themselves in a fecal slurry pool bobbing beneath the surface with but its eyestalk breaking the skim of floaters on the surface. The Stercora can regulate their buoyancy as needed to either float or descend to the depths of these fetid ponds. If previously subject to attack, a Stercus will preferentially position itself beyond the reach of most handheld weapons such that it can fend off assailants with its tentacles from a presumably safe distance. If subject to missile attack, the creature will attempt to retreat to a covered location or submerge to shield itself from such harassment. Bear in mind that any sewage pools it may inhabit are opaque and any archer is likely to be firSIZE COMPARISON
It is believed, Stercora may exist in the sewers of every large city on Tellene.
291
ing blind even if the Stercus is just beneath the surface. Its eyestalk is very well camouflaged appearing no different than the other noxious material floating in a sewage pit (thus affording an effective 75 mastery in Hiding). While the Stercus’ exterior is moderately resistant to lacerations, its DR is more the result of having few vital organs. To kill a Stercus, one must literally hack it to pieces. The creature’s 10-foot-long tentacles can operate independently each with a speed of 8. Attacks may take one of two forms: either an attempt to envelop an adversary (though said opponent must be within five feet of the creature owing to the slack necessary to bind him) or as a flail. In flailing mode, the spiny calcified nubbin impacts with great force inflicting 2d8p points of damage. Of perhaps greater concern, any blow that draws blood (e.g. the defender suffers a wound) subjects the victim to Gaol Fever for which a communicability check must be performed. In ensnaring mode, a successful Attack indicates that the tentacle has wrapped around the defender rendering him/her/it immobile. The tentacle will not inflict subsequent crushing damage but does subject the victim to being drawn to the Stercus’ mouth at a rate of 5’/second. Note that the victim will eventually be drawn into the Stercus’ pool and subject to drowning though this is completely dependent on tactical positioning as to how quickly it occurs. Once the victim is drawn underwater, he cannot swim (being ensnared) and suffers 1d3p points of damage for every 10 seconds he remains underwater. The drowning damage can be restored fully should the victim survive (see Swimming skill in the HackMaster Player’s Handbook). The ensnared victim will be dragged to the Stercus’ mouth and preferentially attacked (the defender permitted a mere d8p defense die). An individual ensnared by a Stercus’ tentacle may attempt to escape via a Feat of Strength (vs. d20p+10) or a Difficult Escape Artist skill check. An attempt may be made every five seconds. A tentacle may be targeted individually with the express purpose of severing it though its erratic flailing permits a d20p+8 Defense roll (its Defense is but d8p should it have an adversary ensnared). This can only be successfully accomplished with a hacking weapon. In this instance, the tentacle is treated as a particularly strong rope (Break Check =30, see Rope on p. 80 of the GameMaster’s Guide). Any hit requires a break check (d20p+damage vs. 30). This is an all-or–nothing attack in that subsequent attempts face the same penalty (unless a called shot is made to hit the exact same spot – a very difficult feat offering the Stercus a +16 Defense advantage). Individual wounds made a tentacle do not wound the creature explicitly and are not subtracted from its hit point total. However, if a tentacle is severed, the Stercus suffers a 12 hit point wound (do not subtract DR).
292
The creature is extremely noxious smelling which will be readily apparent to anyone in its proximity. However, within 5 feet of the creature this pungency is acute. Anyone within this distance will fully experience the roiling, nausea inducing sulfurous fumes emanating from its gut. It requires a successful save vs. a VF 10 toxin to resist becoming sickened (imparting a -4 Attack & -2 Defense penalty that persists for 1 minute after leaving the creature’s vicinity). Opting to remain near the creature subjects assailants to additional toxin checks every 10 seconds. Against opponents in proximal distance, the creature may also bite (this action being independent with an 8 second count). While the Stercus’ sucker mouth isn’t notably powerful – inflicting a mere 2d4p+2 points of damage – it is to be feared for if it draws blood, the victim will assuredly contract Gaol Fever (no communicability check is permitted). In addition, the biting victim will also be infested with microscopic Stercus larvae that will work their way into his gut where they will hatch. The only noticeable effect will be the temporary acquisition of the Strange Body Odor flaw for the subsequent three weeks but any place where he defecates will potentially spawn a new Stercus. Ecology: Stercora derived their moniker from their rudimentary biology. The creature’s internal body cavity is largely dominated by a large stomach that serves as a simple fermenting digester for the solid fecal matter it ingests. This is accomplished anaerobically by colonies of virulent microorganisms permeating this organ in a symbiotic relationship with the Stercus. Such simplicity and attendant lack of many organs found in most other creatures is facilitated by the actions of the GI tract of the creatures inadvertently supplying the Stercus with its meals. A Stercus may occasionally wander from its putrid lair should the supply of feces abruptly terminate or should it detect a large pile of carrion in the vicinity. Ironically, the destruction of a humanoid lair by itinerant murder hobos may satisfy both of these preconditions. Leaving its filthy pool is stressful and wandering Stercora are aggressive, extremely dangerous and easily provoked. Stercora are very susceptible to desiccation hence their proclivity to nest in moist excrement of fetid feces pools. If forced to abandon a nesting site, they must locate another one within a few days or they will die – leaving only a inexplicable pile of mushy excrement behind. A swatch of the Stercus’ gut lining (if kept moist) may serve as a very effective alternative for the Stink Bomb spell imparting a -6 penalty to the saving throw of anyone subject to the dweomer. However, retrieving this tissue subjects the individual to a communicability check for Gaol Fever as does handling it whilst enacting the spell.
GAOL FEVER Communicability: 11 Severity: 8 Where is the disease found? Gaol fever is usually encountered in crowded and deplorably unsanitary conditions and easily spread amongst a population of weary, malnourished individuals. It is a common occurrence in refugee and military camps where waste disposal is often ad-hoc. The disease may be persistent in some tropical and sub-tropical backwaters with appropriate environmental conditions to foster and sustain its growth. It may also become ensconced in a fecal reservoir such as municipal sewers given the right conditions or if promoted by the actions of a creature acting as a vector for the malady. Minor Effect: Beginning a week after contracting the disease, the victim develops a rash that covers his body save for his feet, hands and face. The soreness and discomfort stemming from these hives imparts a -1 penalty to Attack, Defense and damage. The infected individual will also become acutely sensitive to light suffering a -1 Attack penalty in daylight. Additionally, his mind becomes hazy disrupting focus and attention (effects paralleled by the clerical spell Addle presented in Zealot’s Guide Book the Third). These effects persist for 2 weeks at which time the patient recovers and all penalties are dispensed with. Full Effect: Disease onset is identical to the minor effect. However, after a week the victim’s condition erodes and the resultant penalties becomes increasingly pronounced. The rash increases in severity such that penalties are now -2. Light sensitivity becomes more acute such that daylight assesses a -2 penalty to Attack and Defense and even “good light” such as that found indoors or provided via a torch or lantern will cause a -1 Attack penalty. Mental haziness is also acute, paralleling the effect of the Addle, Thorough clerical spell. Additionally, arcane spellcasters will be unable to enact magic amped up beyond the spell’s baseline effect. These more severe symptoms persist for a week at which time the infected individual must attempt a Constitution check (i.e. d20 roll with success indicated by a score