Blog Archive

Thursday, 20 October 2016

Fuul or Fool - Small, pink furred winged elven cat

This is probably the fastest creature I have ever stated up. Got a chance to volunteer for a one-night event early next month, and this is the focus of the game... find the Fool!

Fuul CR6
N Small Fey
Init +8 Senses Low-light vision; Perception +9

AC 17 touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)
hp 21hp (6d6+0 con)
Fort +2, Ref +9, Will +6
Misdirect Magic or Arrows, Resistance to Electricity 20

Speed 40 ft., Fly 20 ft.
Melee Bite +8 (1d3-1)
Special Attacks Evasion, Agility

Str 8, Dex 19, Con 10, Int 9, Wis 12, Cha 16
Base Atk +3 CMB +1 CMD 15
Feats Improved Initiative, Dodge, Mobility
Skills +20 Fly, +8 Perception, +5 Knowledge (local / nature), +12 Stealth, +5 Sense Motive
Languages  Fey or Elven (Understand and read, but cannot speak)

Environment Forest, Spire or Dungeon
Organization Solitary, Pack (2-5)
Treasure Value Half Standard (gems, coins, keys)

A Fuul (usually mispronounced Fool) is a fey creature long beloved by Elves and other woodland creatures.  It appears as a small, pink furred, double tailed, winged cat. They form very strong attachments to those some who travel into the wilder parts of the forest. They are quite intelligent, and can understand words spoken or written in the lands around them but they cannot speak - they meow or purr.

Some are trained to act as the hunted foe in an Elven forest game, where the challengers must capture the fool using nets. It is difficult for the challengers to use magic against the Fuul as it can redirect any spell cast near it.


Misdirect Magic (Su): Twice a round, a Foul can misdirect any magic cast at or near it.  They usually redirect it at the caster, or safely away from other creatures. Their tails actually misdirect the spells, if the tails are cut off they lose this ability.

Agility (Su): A Fuul may act as if hasted for a number of rounds per day equal to their Charisma modifier. This ability can be activated or suppressed as a free action.

(Pikachu...I see you!!!)

Thursday, 13 October 2016

Doposylla - Green Skinned Slug Disc-Flying, Exo-Biologist-Scientist with Bodily Upgrades / Discoveries

My games are inherently fantasy. I like most of the tropes - elves, fairies, dragons and knights among many others. While I also love sci-fi movies and TV, I generally don't mix the two. The Doposylla is one of the few variations to this rule, as they are aliens flying around on small personal saucers, shooting energy rays and doing augmentations to other creatures. They are seen as kooky and untrustworthy but worthwhile for many races looking for body modifications for their underlings, in particular, their evil masters. The Doposylla are obsessed with body changes and care little for ethics or the health of their subjects. They are heavily inspired by Sil, the alien species from classic Doctor Who.


CN Small Aberation
Init +4 Senses Perception +5

AC 16 touch 14, flat-footed 12 (+4 Dex, +2 natural) 
hp 22hp (3d8+9 con)
Fort +6, Ref +5, Will +4

Speed 10 ft., Fly 20 ft. (E)
Melee Dagger +3 (1d4+1) 
Ranged +6 Electrical Ray  (Touch Attack)

Str 13 (7), Dex 19 (11), Con 17 (10), Int 15, Wis 12, Cha 11  *Unadjusted Scores
Base Atk +2 CMB +3 CMD 17
Feats Weapon Finesse, Iron Will
Skills +5 Perception, +6 Knowledge (Magic or Genetics), +6 Spell Craft, Fly +12
Languages Giant, Dragon, Planar Trade

Environment     Spirelands or Astral Islands or Large Cities 
Organization     Solitary, pair, or syndicate (3–6) 
Treasure Value  Double
Items: Adult Doposylla at 3 HD or higher have a Personal Flying Disc

The Doposylla are infamous small sized, green scaled slugs well known for the abilities to enhance creatures, either by creating cross-breed or boosting beasts. While they are often sought out by evil creatures looking to utilize their unique skills. But they are not evil just self absorbed, focused on doing their experiments. Three foot tall, dark -green overweight, slug-like humanoids with small horns, small arms and no legs.  Their skin has many abrasions, cuts as they show signs of multiple incisions from operations, a majority of the injuries are self-inflicted.  Most live on a personal flying device, equivalent to a Magic Disc or have large creatures (ogres) to ferry them around on their backs as man-servants. 

Originally found in an Outer Plane, as a traveling people around the Great Circle. The rumors have it that their world was invaded by the domineering Hasick Devil-kin and they were put to hard laborious work.  Unsuited for typical physical slave labour, one of the few areas they excelled in was medical augmentations that eventually lead them to perform operations to enhance the Master's war slaves.  Legends speak of them eventually escaping by cutting their own legs to make a permanent connection with their personal travelling device.  Whatever factions made these deals no longer mention it and the Doposylla never reveal anything about their own past. 

Most Doposylla are not actually spell casters, but they have learned to use spell components to mimic spells in order to upgrade their target's physical attributes or create temporary boons. They can do this no more than the recipient's natural constitution bonus (i.e. 17 Con = 3 times.) If a recipient wants a repeat, it will be considered duplication in terms of cost. Prices: 4,000 gold piece for 1 adj; 10.000 for the second adjustment; 16000 for the third, etc. Half of the cost is for components. It takes one day per the level of adjustment to prepare the medicine and just as long to recover after the treatment is completed.

Very rarely a young (1 or 2 HD) Doposylla are found, they are incapable of movement, residing in vats of liquid, observing its species and learning. They are fed, but there is little other emotional connection, Doposylla who are strong enough to climb out of the vats, begin working on their first motion machine (usually a disc), once it's completed they are accepted into the community. There is always competition between the infantile slugs, and some of the adults enjoy it when one youth physically maims another one.

Many Doposylla have odd senses of humour and love to test their subjects not just physically but emotionally as well. They are open to working with almost anyone that is willing to experiment on themselves but even more important that are willing to pay them their fees. 

Personal Flying Disc - Four foot wide flat disc, that the Doposylla use for travel. The Disc has Flying rating E (Perfect) and speed of 20. It can hold no more than 50 pounds of weight more the Doposylla. A small ray gun or discharge device is attached to the front of the disc. Alternatively, some will have a small flexible grapple hand, that has a 10 ft reach, but can hold things less than 40 pounds. It radiates a small force field, adding +6 on the Doposylla's AC. It cannot fly higher than 5 feet of the ground. Some Dopo upgrade their flying disc with their feats, increasing speed, flying height, force field, grapplers, capacity, etc. They do not sell or make these devices for other beings.

Discharge Device - They have a small electrical ray device, which can shoot a ray out to 50 ft directly in front of them. This is a touch attack. This does 1d6 base electrical damage every round. Some Dopo upgrade their ray gun with their feats.

HD Advancement Table: +7 skill points per level, feats every second level, (+2) ability increases every three HD levels, +1 AC bonus every level (when on their disc.)

Typical Skill Selection: Knowledge (Any),  Appraise, Bluff, Diplomacy, Disable Device, Fly, Perception, Survival, Use Magic Device

4 HD - Discovery 
5 HD - Improve Ray (Touch Attack, Electrical Discharge 1d8)
6 HD - Discovery
7 HD - Anesthesia 
8 HD - Discovery
9 HD - Improve Ray (Touch Attack, Electrical Discharge 1d10, or 2 attacks at 1d6)
10 HD - Discovery 
11 HD - Improve Ray (Touch Attack, Electrical Discharge 2d8, or 2 attacks at 1d10)
12 HD - Discovery 
+1 HD - Gain New Discovery for every two new HD, Gain an extra electrical discharge at lowest dmg rate every two new HD

This advancement table is the standard way for Doposylla to advance, a rare few advance by taking sorcerer levels. If they don't advance in their Doposylla HD levels, they do not gain new discoveries.

Anesthesia - Can inject apart of their own blood, to provide relief from pain, it dulls the recipient`s senses so that hit point loss is postponed off until the medicine wears off (HD * constitution bonus in number of days.) Most often, they will be in a resting bed and the Doposylla will allow the recipient to heal naturally. The recipient must make a Will DC roll to determine the hit point affect. The Doposylla usually charge 500 gp for this service. The Doposylla can do this any number of times a day, as long as they have the serum ready, which takes 1d3 days to prepare 1d6 doses.
Will DC 13 for 1 HP/ HD up to 5th HD
Will DC 16 for 2 HP/ HD up to 12th HD
Will DC 20 for 3 HP/ HD up to 18th HD
Will DC 25 for 4 HP/ HD up to 15th HD
Will DC 30 for 6 HP/ HD up to 20th HD+
+1 HP / level for every +5 DC beaten

Discovery - A Doposylla finds their own technique for completing a physical upgrade to a body. The assumption is that they need to have done this on themselves. 

Typical Discoveries:
Temporary Attribute Boost: Add +5 to any attribute score for 2d10 days 

Increase Natural AC - Add +1 to recipient's natural AC

Increase Natural Damage - Increase damage to the next highest dice for a natural weapon, such as claw, bite, etc

Increase Natural Speed - Increase land speed by 10; -2 on all other movement skill checks (climb, fly, etc)

Secrete Base Poison - The creature gets a poison that secretes from their blood. The poison does -2 constitution damage (-4 dmg on a sneak attack or critical) if injected. The save is Dc 10 + HD + Constitution bonus. This is the base Doposylla poison.

Concentrate poison - Add +2 on saving throws for a creature's own natural poisons

Greater Poison - Add +5 on saving throws for a creature's own natural poisons

Feral Bonus- recipient loses 1d3 on intelligence score but gains 1d4 on a physical attribute 

Replacement organs - Gain as needed replacement body parts or organs, these do not need to be attached immediately. (Heart, Lungs, Kidneys, Eyes are the typical ones created.)

Lesser wings - Creature gains wings, (Flight 20, maneuverability: Poor –4 on fly skill checks, 5 minute / level)

Upgrade wings - Creature gains an improvement in their wings, Flight 30,  maneuverability: Average +0 on fly skill checks, Flight time 10 min / HD 

Small Horns - These small black horns confer +2 on the heads AC, and +4 on stun checks

Larger Horns -These medium sized black horns confer +6 on the heads AC, +4 on intimidation checks and immune to stun checks; upgrade from sharp horns

Tail: Give a recipient a five foot long tail, adding +4 on balance checks.

Sharpened Tail: This upgrade makes the tail much stronger, adding +8 on balance checks and an attack as a primary weapon doing 1d4 dmg (18-20/ X 3 dmg) to creatures behind them.

Lesser Tentacle: The creature gains a prehensile, arm-length tentacle on his body. The tentacle is fully under his control and cannot be concealed except with magic or bulky clothing. The tentacle enables a tentacle attack to creatures within five foot radius (1d6 damage for a Medium alchemist, 1d3 damage for a Small one) with the grab ability. Those with a tentacle use it as a free attack, it does not count on their normal maximum number of allowable attacks per round.

Upgraded Tentacle: With this upgrade, this tentacle enables a tentacle attack as per their primary attack roll (+2) to seize creatures in a 10 foot radius. (1d10 damage for a Large Tail, 1d8 for a Medium Tail and 1d6 damage for a Small one) with the grab ability. Those with a tentacle use it as a free attack, it does not count on their normal maximum number of allowable attacks per round.

Wednesday, 5 October 2016

Chund - Blind, Small Sized Blind Eyeballs with a never ending hunger

I use these as a swarm creature. If the PCs are able to do mass damage, they can scare these buggers away in the general swarm type rules. Many of my evil masterminds seem to keep one or more of these in glass cages as specimens / pets.


Small-size Aberration
Hit Dice: 3d8+3(15 hp)  or 90 hp
Initiative: +2 (Dex)
Speed: Fly 40 ft.(good)
AC: 16 (+2, Dex,+4 natural)
Single Attack Bite + 4 melee / Swarm Attack *
Single Dmg Bite 1d6+1 / Swarm Damage 4d6
SA Individuals have Improved grab (bite damage every round)
SQ Scent, Night Vision, Immune to necromantic attacks or energy
Saves Fort+4,Ref+18,Will+2
Abilities Str 13,Dex 15, Con 12, Int 2, Wis 8, Cha 5
Skills Fly +12, Perception +6, Survival +8
Feats: None
Climate/Terrain: Underground
Organization: Pod (7-12)
Challenge Rating: 5 or (treat as 6 HD if more than 9 are present)
Treasure: Half
Alignment: Usually neutral evil
Advancement Range: 3 or 4 HD

Chund are a two foot round cylindrical bodies that float in dungeons with long tails resembling stalks that droop down almost touching the floor. They have a single large black splotch in the center of their mouth, which falsely resembles an eye. While they cannot see, they have an incredible sense of smell, able to track living creatures in order to hunt them down.

They try to eat nearly anything that moves near them with a scent. Their lair is below ground, close to openings. 

These beasts cannot be reasoned with, and it is very hard to safely approach them, as they want to feed on virtually anything. Some evil masters use them in protecting lairs, often try to team them up with other beasts that wouldn't set off their hunger pangs, such as undead or constructs.

Tuesday, 20 September 2016

Fey Forest Wandering Events Table

Fey Forest Wandering Monster Table

This table lists many of the most common creatures and situations found in a mortal forest that borders fey lands. Use it to generate random wandering monsters or ideas about what characters can find in this situation but my general rule is if you want something specific then use it and don't bother with rolling on the WMT.

Fey Domain

What would a fey domain be like? In an environment where everything can charm you or trick you by using illusions, you just can't run away or try to attack it, well you could, but you won't find it an easy way to overcome your challenges. The inhabitants are smart and have magical abilities, and unlike in places of evil, they are much more likely to have allies around the corner, not someone willing to hide you or can be paid off. Yes, be careful, but there are many wonders and magical situations that can throw you for a loop and your logic may not help you. So - what do you need to do? Stay on the inhabitants good side, be entertaining, bribe them with food or drink, speak with them, drink with them, tell them stories and have lots of trinkets that you can give away when they catch someone's eye.

Most faerie communities are much like human ones, there are places to eat, drink, have a party, & trade but for most citizens the danger is in etiquette not in direct physical threats. Communities are made up of groups of like minded friends and allies,  not caring the purpose or alignment of strangers, as long as they obey and are there to have fun. Fey care little for official rules but tradition means much more to them, which is why these magical beings can easily ignore alignment of their fellow fae, as long as they follow protocol. Everyone knows what is and is not acceptable and as long as they stick to the unstated traditions they are mostly fine with their kin. And even if they don't follow tradition, they know not to get caught and are not seen in their community after breaking any of the rules.

Fey in my worlds will usually know the bad reputations and alignments of their kin, but they rarely care. Action and not belief is how they judge their kin, so even if a leprechaun has stolen from you, you probably deserved it. Witches are very common and are tolerated, because they don't generally cause problems in the fairy-lands to the faeries. If someone has caused problems in the human or forest lands, only if the directly wronged party comes and asks for retribution can anything happen.

When they do break the traditions or laws of outsiders there are a number of ways to make amends. One is to reverse the actions, that caused the problem. Another method is to bribe the wronged party for them to keep quiet. Unlike in many humanoid society, doing additional actions will not make the problem disappear as the faerie will not look the other way. In most cases who you kill is less important then why, but for the outsiders they rarely fathom this until too late.

Unlike in many other places, magic is open and freely utilized. Fey have no compunction about using it for their purpose, illusions and charms are used by many to trick both native and visitor. Other fey
believe that this is fine, as long as the person either is not harmed or deserved it. Tricking a visitor for fun is acceptable, but not to cruelly torment them if they have done nothing to provoke it.

One of the biggest differences in how I run these stories is that the Feylands are both a specific location and not. There is a mystical domain that most fey can access and where most reside. Unlike other non-worldly places it is not wholly separate from mortal lands. Humans, may have walked under a bridge or through a door a hundred times, yet the next time they might find themselves in the feylands because of the time or date or other magic in the air. Elves and other fey allies understand these symbiotic place-links, and do their best to shield their homes from these accidental fey-portals but some other mortals get lost here and never make their way out.


Instead of organizing the inhabitants into classes, I've use occupations for the fey inhabitants. This gives you the chance to pick the classes (if you want) for the different peoples of the region.  Also, use whatever classes as you see fit that fit into the occupation listing, not just those in the PHB.

Standard Occupations: Arcanist (A), Craftsman (C), Entertainer (E), Enforcers (F), Merchant (M), Woodsman (W), Guide (G), Pilgrim (P), Spy (S),  A, C, E, F, G, M, P, S, or W

Arcanist - student of arcane lore, Wizard or Sorcerer types. Come to study and practice their crafts.
Crafter - practitioners of physical crafting, all races practice but few are Masters. Any class. Most want to trade, goods for coin.
Enforcer - Hands-on followers, pledge physical action, Fighter, barbarian types
Entertainer - Bards or rogues both official or unofficial practice
Guide - Experts, often of illegal arts and practices,  Bard, Cleric Ranger, Rogue, or Wizard
Merchant - Student of mercantile arts, Anyone
Pilgrim - Follower of godly powers, Often cleric, druids or monks. Looking for followers and gifts.
Spy - Practitioners of illegal arts and practices, Bard, Ranger, Rogue,  Monk
Woodsman - familiar with older, wilder arts, barbarian, druid or ranger

Level and HD adjustment Rules
X% +1: First number zero adjustment, each percentage will be +X higher HD
Usually, use their CR number as the percentage calculator (2 HD = 20%; CR 5 = 50%, etc)

CR 2 (20% ±1: Roll 01-20 no adjustment, 21-40% +1 HD; 41-60% +2, etc)
CR 5 (30% ±2: Roll 01-30 no adjustment, 31-60% +1 HD; 61-90% +2, etc)

If the listed encounters do not have a HD adjustment number, use base HD.


My default is every two hours when traveling in standard populated areas, you can a check. If the party is taking action that may increase the likelihood of an encounter, roll more often. Likewise, if the party is being slower and more careful, decrease the rates - I usually go as low as once every 6 hours during the day. At night, I do two standard checks for most locations, three checks if it is a high population. When there's a chance you might have an encounter, roll the WMT if you have nothing specifically planned or insert as you want.

Chance of running into something: 5 / 20 or a 25% chance. Each time you don't encounter something, add +1 to the next roll. (6/20 on the second roll, 7/20 on the third roll, etc.) When you roll an event, subtract three from the current counter, until the number reaches or falls below 5, then start with that base roll once more. Note there are times, if the encounter isn`t substantial / unusual, I will gloss over it, as apart of the narrative time-skip.

As a side note, I use this current variance allowance in the next situation or environment. For example, if the Heroes are travelling to the Cur of Xennik through the Jorre Forest, and had reached a 9 / 20 chance, I would then add the +4 on their next encounter roll when required at the Cur.

Note that many of these creatures and not just the faeries are good aligned. If the party doesn`t represent a threat, you can speed through the encounter, unless the group wants to interact in order to ask specific questions.

Base List
1 Barometz.                    CR 15 / PF 4/ N Gigantic Plant Protector
2 Charity and Hopes       CR 10 / Mine / NG  - Heavy woman with wondrous music and magic
3 Catfolk Patrol              CR 4 (2d6; ±50%, +3)
4. Moon Dog                  CR 9 / PF 5 / NG
5. Blood Hag                  CR 8  / PF 5 / NE Ghastly pale evil spell using witch
6. Leechroot                   CR 4 / PF 5 / NE - Evil plant
7. Oxylla                         CR 5 / Mine / N   Silver skinned humanoid with sharp tail
8. Maenned                     CR 8 / PF 4/ CE   Savage female humanoid often covered in blood
9. Annis                          CR 8 / Mine / NE
10. Location Seed: Stone Circle or Butcher
11. Faerie: Nixie, (12+2d6), HD 1, Align: NG, All Roles
12. Fossegrim                 CR 4 / PF 4 / NE   Fay from the falls
13 Graeae                       CR 5 / PF 4 / NE    Evil Hag spellcaster
14. Vottinna                    CR 4 / Mine / NE  - Blue Monk like humanoid that can drain magic
15. Huldra                      CR 4 / PF 4 / CN - Fey, wood liney female with fix tale
16. Ijaraq.                       CR 11 / PF 4 / CN - Fey, wears wrappings with head of caribour skull
17. Prickett                     CR 6 / Mine / NG  - Antler Headed Fey Humanoid,
18. Leaf-Kin (2d4), 40% ±1, Roles: C, F, G, S, P or W
19. Lampad                    CR 5 / PF 4 / CN - Fey, Moody Nymphs
20. Location Seed: Vazenne Vines or Obelisk, (40 % Undedicated, 40% Mathai, 20% Beast) **
21. Closed off pathway (Trip slows to 10% speed) or Small Pond
22. Faerie: Korred, (6+d6, 50% ±1), HD 4, Align: CN,
23. Living Topiary         CR 4 / PF 4 / N - Green, leafy bramble with the rough shape of an animal
24. Nightgaunt               CR 4 / PF 4 / N - No face, black body, batlike wings with long prehensile tail
25. Tanuki                      CR 4/ PF 4 / CN - Short, racoonlike humanoid usually drunk
26. Pard                          CR 3/ PF 4 / CN - Bright cheetah
27. Tengu Group (6+1d6; ±90%, +4), Align: N, All Roles
28. Pooka                       CR 2 / PF 4 / CN - Long eared mischevious rabbit
29. Iron Salamander       CR 6 / Mine / NE
30. Location Seed: River Bridge or Guide Post
31. Swan Maiden             CR 6 / PF 4 / CG - Females that can transform into swans
32. Quillian Partol, (1d6+6; ±80%, +2) HD 2 **, Align: NG, All Roles - Humanoid Purcupines
33. Faerie: Brownie, (10+2d6, ±70%, +3), HD 1, Align: NG, All Roles
34. Gripli Hunters (6+2d6; ±80%, +2); HD 1+, Align: NG, All Roles
35. Tame Harpy              CR 6 / Mine / N - Armless Good Harpy with wings, love music
36. Psider                        CR 4 / Mine / NE - Psionic using crafty spider
37. Derhii                        CR 5 / PF 4 / N - Winged apes
38. Faun, (5 + 2d6; ±80%, +3), HD 1+, Align: Any G
39. Roadside Location (see below)        
40. Location Seed: Duelling Circle or  Musical Bandstand
41. Twigjack                   CR 3 / PF 4 / N  **  Tiny humanoid composed of wound sticks
42. Satyr                         CR 4 / PF 1 / N
43. Kech                         CR 3 / PF 3 / NE       Hairless savage primate
44. Faerie: Leprechaun; (2d4  ±80%, +2); HD 2, Align: CN, All Roles
45. Kabhandha               CR 9 / PF 5 / LN - Large headless giant with face in stomach
46. Amphisbema            CR 4 / PF 2 / N - 2 headed snake
47. Sabosan                     CR 5 / PF 3 / NE   Batlike Humanoid, covered in fur
48. Vined Soldier            CR 4 / Mine / N - Fallen soldiers reincarnated by druidic magic
49. Owlbear.                    CR 4 / PF 1 / N
50. Location Seed: Hedge Maze or  Rising Tower
51. Vanara Tribe (12+1d12; ±50%, +3)             Monkey humanoids with prehensile tails
52. Troll                           CR 5 / Mine / NE
53.  Ferrassil                    CR 4 / Mine / N         Green Furred Forest Minotaur  
54. Jungle Drake              CR 6 / PF 5 / NE       Lesser Forest Dragon
55. Faerie: Grig (30+1d20), HD 1, Align: N (G), Non-Combat Roles
56. Aranea.                       CR 4 / PF 2 / N
57. Ogre.                           CR 3 / PF 1 / CE
58. Redcap                        CR 6 / PF 2 / NE       Savage fey that carries a big knife and wears red cap
59. Luminal Sprite            CR 2 / PF 5 / CN  (12+1d12; ±50%, +1) Beautiful tiny fey
60. Abandoned Location (40% Roll on Sites List Below, 40% Tower, 20% Bridge)  ***
61 - 63. Undead: Banshee, Dullahan, Gravebound, Totenmaske, Ghost, Ghoul, Shadow, Carcass ***
63. Shimmerling Swarm.CR 8; four inch tall winged fey with dazzling display
64. Leucretta                     CR 5 / PF 2 / CE
65. Lurker in Light            CR 5 / PF 4 / NE  (Day) or Mngwa   CR 7 / PF 5 / CE (Night)
66. Faerie: Pixie (5d6), HD 4; ±80%, +2, Align: NG, Non-Combat Roles
67. Sylph Followers (1d6; ±50%, +3)
68. Quickling                     CR 3 / PF 2 / CE
69. Peryton                         CR 4 / PF 2 / CE
70. Location Seed: Huntsman Kennels or Roadside Crypt
71. Scarecrow                     CR 4 / Mine / LN
72. Lizardith (1d6+6) Align: Any, All Roles
73. Spriggan                        CR 3 / PF 2 / CE
74. Kitsune Watchers (1d12; ±50%, +3)
75. Ankheg                          CR 3 / PF 1 / N
76. Assassin Vine                CR 3 / PF 1 / N
77. Faerie: Sprite (3d6), HD 1, Align: N (G), Non-Combat Roles
78. Dire Beast (Bear, Boar, Worg, Wolf) CR 7  / PF 1 / N
79. Doppelganger                 CR 3 / PF 1 / NE
80. Location Seed: Tent of Miracles or Hanging Grounds
81. Dryad                              CR 3  / PF 1 / N
82. Ettercaps                         CR 3  / PF 1 / NE
83. Firbolg                            CR 4 / PF 5 / N
84. Girallon                          CR 6 / PF 1 / N
85. Lamia                             CR 5 / PF 5 / CE
86. Tin Man                         CR 4 / Mine / N
87. Merchant Caravan, (20 + 1d20; ±80%, +2), Races: Any M, Supplies: local
88. Faerie: Nymph (1d6), HD 7, Align: CG, All non-combat roles
89. Aurumvorax                   CR 9 / PF 2 / N
90. Location Seed: Mound of Mystery or Untraining Grounds
91. Shambling Mound          CR 6 / PF 1 / N
92. Kirin (Pink) Unicorn      CR 7 /PF 1/ CG
93. Grey Render                   CR 8 / PF 1 / N
94. Mongrelman Watch (2d4; ±50%, +2)
95. Shadow Collector           CR 8 / PF 5 / CN  Youthful, small fey that steals shadows
96. Treeant                            CR 8 / PF 1 / NG
97. Corpse Lotus                   CR 13 / PF 5 / N - Huge Plant
98. Leanan Sidhe                  CR 9 / PF 4 / CN   Regal female fey with powerful artistic powers
99. Faerie: Atomie (6d10), HD 1, Align: NG, All non-combat roles
00. DM'S Choice (I usually go with Rainbow Teleportation Portal)

Typical Races - The only difference between a race and a monster is do they establish a settlements, if they do have permanent homes, then there`s trade, patrols, a society - they are a race.

Cat-Kin  CR 1 Humanoid Catfolk, All Align; Roles: A, C, E, F, M, G, P, S, or W
Caligni Dark-Kin, Any Role, Evil Alignment
Chaneque CR 1. Small bat humanoid, Evil Align, F, G, P, S, or W
Changeling CR 1. Humanoid that can change appearance, Usually Neutral;  A, E, M, G, P, S, or W
Charr. CR 1. Ritual scarred humanoid Often chaotic neutral; C, E, F, M, G, P, S, or W
Clockwork CR 2 Metal machine life, Lawful C, F, G, S, or W
Corlth. CR 3 Thin, Grey-skinned psion using humanoids, Non-Evil; C, E, F, M, G, P, S, or W
Fetchling CR 1 Gaunt, shadowy evil humanoid A, F, M, G, P, S
Forlarren CR 1 Grey skinned, Horned evil fey. A, C, E, F, M, G, P, S, or W
Gripli CR 1 Tree-dwelling frog humanoid; Usually Neutral; G, P, S, or W
Gathlain. CR 1. Small sized winged & can fly; Usually Good; C, E, F, M, G, P, S, or W
Ghoran CR 1 Plant Humanoid, Neutral, C, E, G, M, P, S, or W
Jackalla CR 5 Jackal Faced Humanoid, Hunt Undead; Strongly Lawful;  C, E, G, P & S
Kami  CR 1 Small Plant Humanoid; Usually Neutral; C, F, P, S, or W
Leshy CR 1-4 Small Sentient Plant; Never Evil; W, G, P or S
Kitsune CR 1 Fox humanoid that can change; Usually Neutral; C, E, F, M, G, P, S, or W
Mercane CR 5 Large sized, Blue Skinned merchant traders; Usually Lawful; A, M, P or C
Mongrelman CR 1 amalgam race of loners; Usually Neutral; C, F, M, G, P, S
Reptoid CR 3 Humanoid Reptiles that hide as humans, Often Evil; G, S
Samsaran CR 1 Grey skinned returned from death; Usually Neutral; A, F, M, G, P, S, or W
Sasquatch CR 2 Red Furred Savage Humanoid; Usually Neutral;  F, M, S, or W
Shabti CR3 Blue Humanoid returned from the death; Any non-good; A, G, P, S or W
Skulk CR 1. Invisible, evil, usually lazy humanoids; Any Evil;  C, F, G, P, S, or W
Sylph CR 1 Thin, pale winged lady; Usually Good; C, E, F, M, G, P, S, or W
Tengu CR 1 Black Feathered Avian Humanoid; Usually Neutral; A, C, E, F, M, G, P, S, or W
Vanara CR 1 Monkey Humanoid; Usually Neutral; A, C, E, F, M, G, P, S, or W

   No Dwarf, Elf, Or Halfling appear on this list - use with extreme caution

Sites - Mentioned Races and numbers are just suggestions. Found either in both fey and mortal lands, or bordering them.  There should be no major locations such as Temples or Major Towers, as these should be planned locations sites, not random events.

2. Butchery (4+2d4, HD 3; ±25%, +2), Align Chaotic, Roles C, M or W
3. Duelling Circle (8+2d6, HD 2 ;±45%, +2) Align: Mostly Lawful, Roles F, G, M, P, S
4. Guide Post, (6+d6), HD 2 +, Align: Mostly Lawful, All Roles
5. Hedge Maze (10 + 1d10), Align Lawful, Race Any (Tengu 3-6; ±25%, +2)
6. Hunting Party (6+1d12), Align Any, Race: Any W Race
7. Huntsman Kennels, (5 + 2d10), HD 2+, Align: Any, Any W Race
8. Hanging Grounds, (0 + 6d10), HD 2+, Align Lawful (Jackalla, 5-8, HD 3; ±25%, +2)
9. Mercane - Oddities (1d3 plus 2d6 other) - heavy fortified, Any F
10 Merchant Caravan, (20 + 1d20), Races: Any M, Supplies: local
11. Mound of Mystery - Place of divine bindings, Races: Any
12. Musical Bandstand, (25 + 2d10), HD 2+, Align: N, All Roles
13. Obelisk, Undedicated, (3d6), HD 3, Races Any P (Catfolk, 3-10; ±25%, +2)
14 Rising Tower, (1d6+6) Align: Any, 50% Arcanist; 50% All Other Roles
15 River Bridge - meeting for legal faerie affairs; (0 or 6d10), Any three faerie races
16 Roadside Crypt (Samsaran, 2-4; ±25%, +2)
17 Stone Circle - Fest Spot, 10d10; 2d4 faerie races
18 Tent of Miracles, temporary, (20+5d10), Any non-chaotic, Any Pilgrim
19 Trading Tent (20 + 1d20); Race: Any M, Align Any
20 Tinkerers Repair Wagon, (2d12), Races: Any C, Supplies: Any (Gnome 2-4; ±25%, +2)
21 Travelling Party (10+1d10), HD: 2+, Roll Any Race or Purpose
22 Untraining Grounds (3+2d10; G), HD: 2+, Roll Any Race (3-6 Vanara; ±60%, +5)
23 Vazenne* Vines, (5+2d10), HD: 2+, Any W or Portal Race (Tenderfoot 11-16; ±25%, +2)
24 Wild Orchard, Races: Any M, (Kami 2d6 ±60%, +2), Product: local

*think of Vazenne as linear zig-zag vines, that blossom when creatures of 15+ charisma touch them, and last for a few hours.  

Friday, 9 September 2016

Underground Tunnels (Wandering Monster Tables)

Far beneath much of the snowy lands on Nyssa, is a wide geography of tunnels where huge swaths of civil and uncivil races reside. They fight, plunder or hunt, looking for lost magic, treasure and weapons - trying to gain an edge before another group does them in. Just as often it is adventurers from above, as monsters from below. Allies can be made, but assume most things you meet will try to kill you.

Many non-adventures assume everything is controlled by the Lizardith or Lizard men city-nations. 
While they certainly have the largest individual mass, and the most numbers, they tear each other apart just as quick as attack strangers from anywhere. 

Monsters are found in the Pathfinder Monster books I - V, as well as my own beasties, some  left overs from 3.5 edition and other books.

In most dungeons I do an approximate 50-50% breakdown of set creatures and wandering monsters. 
For example in Rooms A, C, E, & F there may be known creatures or situations that the party will most likely interact with. In the other places - Rooms B, D, G - I roll a wandering monster check. Then anytime the party makes significant noise, rests, disturbs the area, etc roll the +/- chance as normal.

Base Chance: 3 / 20 base likelihood.  Add +1 for every missed opportunity. After a hit, reduce by half but never lower than base. 

Otherwise, use the table as you see fit. 

Underground Wandering Monster Table

1. Adult White Dragon               CR 10 PF 1 
2. Omox                                      CR 12 PF 3
3. Neothelid                                CR 15 PF 1   
4. Roper                                      CR 12 PF 1
5. Cave In     (25% something in the debris is useful)
6. Azruverda                               CR 13 PF 2
7. Gorazagh                                CR 13 PF 2
8. Mihstu                                     CR 8  PF 3
9. Vemerak                                  CR 14 PF 3
10. Giant                                     CR 10 PF 1
11. Destrachun                            CR 8   PF 3
12. Deathtrap Ooze                     CR 8   PF 2
13. Caulborn                               CR 7   PF 2
14. Chaos Beast                          CR 7   PF 3
15. Statue     (# 2d4; Reroll to Monster or Humanoid Type)                   
16. Gug                                      CR 10 PF 3
17. Black Pudding                      CR 7  PF 1
18. Civilized Contact (See Subrace Table Below)
19. Shard Slag                            CR 8 PF 4
21. Dire Bear                              CR 7 PF 1
22. Cerebrc Fungus                    CR 3 PF 2
23. Brain Ooze                            CR 7 PF 2
24. Disenchanter Snake              CR 3 PF 2
25. Abandoned Campsite (25% something in the debris is useful)
26. Myceloid                                CR 4 PF 2
27. Adherer.                                 CR 3 PF 2
28. Ascomid                                 CR 5 PF 2
29. Diplomatic (See Subrace Table Below)
30. Belker                                     CR 6 PF 3
31 Amphisbema                           CR 4 PF 3
32 Blood Hag                               CR 8 PF 4
33 Blindheim                               CR 2 PF 3
34 Iron Salamander                      CR 5 PF 1    
35 Stalactites # 2-16 (Reroll to determine if anything is hiding, DMs discretion if not usable)
36 Crysmal                                  CR 3 PF 3
37 Dark Ones                               CR 2+ PF 3
38 Decampus                               CR 4 PF 3
39. Magma Elemental                 CR V PF 3
40. Mud Elemental                      CR V PF 3
41. Faceless Stalker                     CR 4 PF 3
42 Fungal Crawler                       CR 3 PF 3
43. Tarantula Giant                      CR 8 PF 3
44 Grick                                       CR 3 PF 3
45 Pit (see below)
46. Ogre                                        CR 3 PF 1
47. Pech                                        CR 3 PF 3
48. Phycomid                                CR 4 PF 3
49. Sandman                                 CR 3 PF 3   
50 - 51. Patrol (See Subrace Table Below)
52. Seagathi                                  CR 5 PF 3   
53. Slithering Tracker                   CR 4 PF 3        
54. Slur                                         CR 2 PF 3
55. Petrified Mushrooms # 2-16 (Reroll to determine if anything is hiding, DMs discretion if useful)
56. Rock Troll                               CR 4 PF 3  
57. Buggane                                  CR 5 PF 4
58. Beholder, Lesser Nyssian       CR 6  (Six eyes)
59. Fungal Beast                           CR 4 PF 4
60. Graeae                                     CR 5 PF 4
61. Lampad                                   CR 5 PF 4
62. Lurking Ray                            CR 4 PF 4
63. Mudlord                                  CR 6 PF 4
64. Nightgaunt                              CR 4 PF 4
65. Stone Stairs (70% Up, 30% down)
66. Shriezak                                  CR 4 PF 4
67. Animated Object                     CR 6 PF 1 (reroll on object table)
68. Lesser Barghest                       CR 3 PF 1
69. Basilisk                                   CR 5 PF 1
70. Cave Fisher                            CR 2 PF 1
71. Choker                                    CR 2 PF 1
72. Cloaker                                   CR 5 PF 1
73. Cyclops, Kabandha                 CR 9 PF 5
74. Gelatinous Cube                     CR 3 PF 1
75. Shrine / Obelisk / Burial Site    (50% something useful at site)
76. Gray Ooze                              CR 4 PF 1
77. Kyton                                      CR 6 PF 1
78. Mephit                                    CR 3 PF 1
79. Mimic                                     CR 4 PF 1 (reroll on object table)
80. Trader (See Subrace Table Below)
81. Morlock                                   CR 2 PF 1
82. Ochre Jelly                               CR 5 PF 1
83. Otyugh                                     CR 4 PF 1
84. Rust Monster                           CR 3 PF 1
85. Pool of Water  (80% bad stench)
86. Giant Scorpion                        CR 3  PF 1
87. Shadow                                    CR 3 PF 1 
88. Gibbering Mouther                  CR 5 PF 1 
89. Gorgon                                     CR 8 PF 1
90. Caller in Darkness                   CR 9  PF 5
91. Greater Barghest                      CR 7 PF 1
92. Medusa                                    CR 7 PF 1
93. Dark Naga                                CR 8 PF 1
94. Intellect Devourer                    CR 8 PF 1
95. Waterfall  (01-30% hiding monster, 31-70 reroll for hidden monster; 71+ hidden passageway) 
96. Undead (See Subrace Table Below)
97. Ghoul, Leng                            CR 10  PF 5
98. Denizen of Leng                      CR 8  PF 3
99. Purple Worm                           CR 12 PF 1
100. DM's Choice

Pits are usually 20-80 feet deep and covers most of the width of the cave. (Reroll to determine what's inside the Pit) or 5% Reverse Pit (Fall Up to the ceiling; 50% dmg base)

When a general type of monster is found, use the sub-race table and description listed below for purpose. A DM can pick as needed or use the default mentioned by asterisk (*).  

Hunting Patrol           Commerce                           Diplomatic
2. Human                     2. Axomite                           2. Jackalla *
3. Jahlen                       3 - 4. Dwarf *                      3. Mongrelman
4 - 6. Lizardith *          5 - 6. Troglydyte                  4. Corlth
7. Derro                        7. Human                             5. Trox
8. Dwarf                       8. Corlth                               6. Human
9. Clockwork               9. Goblin                              7. Dwarf
10. Trox                       10. Lizardith                         8 - 9. Lizardith
11. Goblin                    11. Corlth                             10. Goblin
12. Minotaur                12. Mercane                         11. Troglydyte
12. Ratling                   13. Ratling                           12.  Azer
                                     14. Azer                               13. Ratling
                                     15. Axomite                        14. Samsaran
                                     16. Shabti                            15. Minotaur      
                                                                                 16. Caligni 

Civilized                       Crypt                                 Common Underground Object  
2. Skum                       2-3.  Shabti                           2. Small Statue
3. Troglydyte               4. Crypt Thing     3. Wheel
4 Corlth                       5 .  Restless    4. Debris (Usually Mechanical)
5. Flumph                    6-8. Cadaver *  5. Broken Weapon
6. Mongrelman            9.   Lesser Mummy              6. Broken Armor
7. Goblin                     10.  Wight                             7. Busted Barrel    
8. Derro                       11.  Wraith                            8. Boxes       
9. Human                     12.  Shadow                          9. Broken Camping Gear   
10. Lizardith                13   Festering Spirit              10. Animal Carcass 
11. Minotaur                14. Samsaran                        11. Iron Rations (40% Stale)
12. Azer                       15 - 16 Jackalla                    12. Beer, Barrel or Bottle  
13. Ratling *                                                              13. Wine / Alcohol Bottles  
14. Sinspawn                                                             14. Bundles of Rope     
15. Oread                                                                   15. Candles or Torches  2-4 
16. Changeling                                                          16. Ornamental Decoration / Holy Symbol     
17. Trox                                                                     17. Climbing Gear      
18. Samsaran                                                             18. Broken Mirror      
19. Axomite                                                               19. Unidentified Corpse
20. Mercane                                                               20. Burnt Lamp     
21. Caligni                                                                 21. 50% One Boot; 50% two good boots
22. Ghoran                                                                 22. 2 silver arrows OR daggers (DM`s choice)
23. Shabti                                                                   23. Magical Potion
24. Jackalla                                                                 24. Coin Purse (1d00 silver pieces)
Hunting Patrols: 2-8 individuals, with typical weapons for the race in question. 10% likelihood they are returning home. May provide a +/- 2 on next roll if they are engaged in conversation or bribed via any social skill interaction the DM feels appropriate (Social DC 15).

Commerce: 11-20 people, with trading gear. Half the travelers are defenders. Most groups have a way to hide or protect themselves. 20% likelihood they are returning home. May provide a +/- 3 on next roll if they are engaged in conversation or bribed. (Social DC 18)

Diplomatic: 9-16 people who have arranged to make a meeting to discuss peace. will have 25% or more of spell casters. 33% likelihood they are returning home. May provide a +/- 2 on next roll if they are engaged in conversation or bribed. (Social DC 16)

Civilized: 23-80 individuals, inhabiting a small settlement. 10% chance they will have trading supplies. May provide a +/- 4 on next roll if they are engaged in conversation, have able goods or bribed. (Social DC 13)  

Crypt: 2-8 individuals. Most are lost, hungry or otherwise purposeless, rarely a direct threat to other groups unless the party seems very weak. Undead groups often come from another common groups found in the same region - often they don`t even realize they are dead. Many travelers simply leave any undead they find without interacting with them unless absolutely necessary. Samsaran are living creatures that automatically reincarnate (one time) from dead corpses- they come to crypts to look for guidance. Shabti are former wealthy people who paid for resurrection. Jackalla are undead hunters.

Saturday, 20 August 2016

Infected Lycanthrope Template

This is how I treat lycanthopy in my games. It is a curse, but it can also be a boon, depending upon the character, as it has quite a few benefits for non-spellcasters, ranger or standard fighters.

If a character is infected by lycanthropy, the player has three game options: find a cure, create a new character OR they take the template below. They do not lose any class abilities, but they gain the abilities listed below and cannot take new levels in any other classes. If they do not seek a cure, they become stronger were-beasts as they increase in HD / class levels.

Infected Lycanthrope Base

Gain Monster HD for any additional levels until cured
Transform when their primary moon is full or if they are severely injured
All HD or level here refers to their lycanthrope HD not total level

Gain +2 to any two ability scores when transformed (Str, Dex, Con)
Gain + 2 to these scores every 3rd HD attained (+4 at 4th HD, +6 at 7th HD, +8 at 10th HD)
Gain natural weapons, animal empathy of their kin, darkvision and low-light vision plus scent.

Infected Lycanthropes gain either hybrid or full Animal form. Gain 3rd form at 10 HD
Increase natural attacks by upsizing dice damage every 3 HD (1d6 -- 1d8 -- 1d10 -- 1d12 -- 2d8)
Gain +1 to Natural AC for every two Lycanthrope HD attained, but only when transformed
Gain DR Silver 1 / Lycanthrope HD but only when transformed

HD Increase: Feat +1/2 levels, +6 skills, statistical increases every 5 levels

They lose ability to utilize weapons in either hybrid or animal form.

If in animal form they take temporary dmg equal to half granted armor AC every hour if the character remains in armor.

An infected Lycanthrope does not transmit the curse unless they bite (total percentage of damage arising inflicted by their bite damage. Any magical healing before the next moon night, reduces the calculated chance.)

A PC who gains 10 Lycanthrope levels gains the Natural Lycanthrope status, and is in full control of their curse and can infect others from their bites but others are not automatically at risk of infection. They cannot be cured of lycanthropy after this point. No other character class options until they reach 10 Monster HD levels

Curse of Lycanthrope

Anytime a character is attacked by a lycanthrope, there is a chance the disease is spread based on the below calculation table if they want to avoid contracting the .

10% or less of Max HP - Fort DC 13
11-25% or less of Max HP - Fort DC 16
26-50% of Max HP - Fort DC 20
51-75% or Max HP - Fort DC 25
+1 DC for every additional 5% dmg inflicted.

A PC may forgo their save to gain the Lycanthrope Curse if they are bitten. They may still be cured, if they go to a cleric who casts remove curse. Lawful Good characters may not gain the curse willingly but they need not lose their class levels from this if they take precautions. They must leave civilizations to hunt on moon filled nights. If they do not attack innocents or break other vows, they should be able to maintain their class vows and morality.

Clerics and Paladins have the most at risk, most will lock themselves up if they cannot find a magical cure.  Druids, however, have little downside and many will seek this as a natural blessing.

Characters who die before the next full moon, but are raised, must save at the next two occasions but each time is at half their normal chance.

PCs can not start as Natural Lycanthropes and cannot control when they change. Immediately after transformation, the PCs becomes an NPC, but the character may be controlled by the player for combat that induces the change - DM'S ruling. Most times the werebeast leaves, does their were business and then returns in the morning. The character may not be at the same HP as when they left. Characters cannot regain spells or HP after a night of hunting.

Transform during full moon nights or when under emotional or physical strain.. Natural Lycanthropes never change uncontrollably unless they are reduces to 10% or less of their full HP total.

Infected lycanthropes can seek a cure. A remove curse by a 15th level cleric of a good deity agaisnt a DC 30 is the default. By making offerings, or going on a quest, can decrease the required DC.

Uncontrolled Transformation

A Lycanthrope will ALWAYS transform when at 10% of Max HP
1 or 2 HD will transform when at 80% of Max HPs - DC 12 Will or Fort save to avoid change
3 HD - Transform when at 60% of max HPs - DC 15 Will or Fort save to avoid change
6 HD - Transform when at 40% of max HPs - DC 18 Will or Fort save to avoid change
9 HD - Transform when at 20% of max HPs - DC 23 Will or Fort save to avoid change
12 HD - An infected Lycanthrope gains mastery over their condition and can change at will
15 HD - Transform into the next size level, double base movement, +6 on all physical changes

The listed HD are for lycanthrope HD levels only. If a 10th level character has seven fighter levels and 3 HD, use only 3 HD for transformation nnumbers.

When the character changes, they continue combat. When fighting is over, they will not attack allies and most leave to hunt until the next morning

PCs control if they want to change back. It the character is in an urban setting, they may have committed evil acts when hunting. If in a rural setting then they may have hunted animals and not have done anything too bad.

Multiple Moons

Nyssa, my game world, has at any point during the year 17 visible moons. Depending upon where the viewer is located only three are fully visible in the sky. Technically, every person born on Nyssa has a corresponding governing moon which influences their destiny. Each moon is full for five days during a 50 day cycle per standard months. These five days for their moon, the lycanthrope will transform.

The problem though is that many moons intersect their magic of other moon, so even if a particular moon isn`t full, one of it`s cousins moon, can affect the magic and lycanthropy cycle.

Refer to the table below on any night their Governing Moon is not full:

2-5       Moon Spinning, No Transformation but will still feel the need to hunt
6-9       Moon waxing with Cousins (50% chance)
10-12   Moon waning with Cousins (75% chance)
13          True full Moon - Will transform
14-16   Moon Waning with Cousins (35%)
17-19   Moon Waning with Cousins (15%)
20-24   Moon Hidden - No Transformation