Sunday, April 16, 2017

Giant Spiders

Deep in the heart of dark, dense forests, such as the Danuvian, can be found colonies of fearsome giant spiders.  These colonies can be as large as 2d20 members.  These hissing horrors sometimes even work cooperatively to capture prey.  They have a limited form of telepathy with which they can communicate with one another.  

They build elaborate web traps in thick groves or the caverns and tunnels of caves.  They are cunning hunters and good at herding prey into their web traps.They can detect vibrations along their web-strands, and identify whether the movement is cause by potential prey or not.  They stalk and lurk in hiding, pouncing down on their prey once they are trapped.  

Giant Spiders come in three sizes:

Size:          (SMALL)      (MEDIUM)      (LARGE)
STR       2d6 (8)          3d6 (11)           3d6+3 (14)

CON     3d6 (11)        3d6 (11)            3d6 (11)
SIZ        2d6 (8)          3d6 (11)            3d6+18 (29)

INT       1d3 (1)          1d4 (2)              1d6 (3)
POW     3d6 (11)        3d6 (11)            3d6 (11)
DEX      3d6 (11)        3d6 (11)            3d6 (11)

Attack: Bite (35%) 1d4+1(+2d6 for Large Size) (SR 6,5,0) + poison (see below), Web (see below)

Webs: Giant Spider webbing entangles its victims, who can be caught by running into it (failing a Dodge roll if literally running - otherwise they can simply bend out of its way, push it away, or hack it clear with a weapon - note that Giant Spider webs have a STR of 12 and 12 hit points, so a bit of hacking is required) or having it thrown onto them (the Spider must be 3 meters distant to do so).  If you're entangled in the web, you can't move effectively to flee or fight.  To get free, you either pull yourself out (STR vs STR) or get someone to hack you loose.

Poison:  Giant Spider venom POT is equal to their SIZ, onsets in 2d4 minutes, and attacks DEX with the same POT.  At 0 DEX a victim cannot control his movements.  Below, he is completely paralyzed.  The effect of the poison lasts a number of hours equal to its POT.  Any character reduced to 0 DEX must also make a Stamina roll.  If failed, the POT is also taken as damage to hit points. 
 
Skills: Climb (100%) Hide (40%) Jump (45%) Sneak (85%)

Area: .6 sq miles for 1 Small spider, 1.8 for one Large - a colony of Larges would take 73 sq miles



Sunday, April 9, 2017

Killorens of the Danuvian



The Killorens are adapted from the D&D book Races of the Wild.

The Killoren are a new, or perhaps only newly-recognized, faerie race.  Though they dwell indeep forests, they seem to have a drive to retake the world from city-builders.  They move freely in cities as they do in forests, and though their population is small, it is growing.



Killoren are on the smaller end of man-sized (about 5 ½ feet tall), with green or tan skin that resembles the texture of a fresh leaf.  They reach maturity at age 10 and live for hundreds of years.  Their hair and eye colors change, depending on what aspect of nature they are manifesting at the time.



Killoren live in scattered communities in the wild.  Their dwellings and communities blend so seamlessly into the surroundings that only an expert (a Difficult Faerie Lore roll) will be able to easily tell where the wilderness ends and the Killoren dwellings begin.  Killoren do not consider themselves (or anyone) to be owners of the land, but they do feel an obligation to guard and protect those areas they inhabit and/or revere.



Their communities are led by councils of elders and governed by their wisdom and the consensus of the community. 



STR     2d6+6  14

CON   2d6+6  14

SIZ      2d6+1  9

INT      3d6      11

POW   2d6+8  15

DEX    2d6+6  14

CHA    3d6      11



Move: 10

Hit Points: 11 (23)

Damage Bonus: none

Armor: None normally



Attacks: Wood Bow (SR 4) 45% 1d6+1,  Claws (wooden claws carved from branches, toughened and used to slash and stab) (SR 6) 35% 1d4+1



Powers:



Killoren are immune to mind control, sleep, and paralyzing magic.  They always resist magic at their normal maximum POW, even if it has been depleted.



Low-Light Vision: Killoren can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.



Aspecting Nature:  Killorens have the unusual ability to “aspect” nature – meaning their bodies, minds and spirits are empowered by a particular form or force of nature.  Generally they choose which aspect they are manifesting when they rise for the day.  Each aspect comes with its own powers.



Aspect of the Ancient:  when aspecting the Ancient, Killorens hair is white and their eyes sky-blue.  They gain +10% on any nature or nature-based Lore skills and any Perception-based skills.



Aspect of the Destroyer: in this aspect, their hair and eyes become coal-black.  They gain a +20% attack against any nature-despoiling opponent. 



Aspect of the Hunter: in this aspect, their hair and eyes become dark green.  They gain +10% on Hide, Listen, Stealth, Spot and Track skills.



Killorens use woodland-type magic quite freely.  Any Killoren with a POW above 6 will have a number of spells equal to their INT/4.



Skills: Listen, Sense, Spot, Track, Climb, Dodge, Hide, Jump, Stealth, Swim, Throw. Knowledge: Forest Lore – all at 35%


Killorens in the Danuvian Forest

Population: 100 - 70 adults, 30 young - males and females 50% each
Area: approximately 78 sq miles (13 6-mile hexes)

The Dark Tower

Straight up - this is Judge's Guilds Dark Tower...

There is a place called Redmoon Pass.  It is on trade route that is now rarely used.  Only the brave or naive take it.  A sanctuary to the good gods was built there 1500 years or so ago by a saint of the religion.  It became even more holy after his passing.

Then evil gods took it over.  They ruined the tower.  The nearby village became possessed by evil.  Its inhabitants engage in all manner of depravity and haven't changed in 200 years.  The village is isolated so few notice.  Caravans coming through have a tendency to disappear.

Good and evil forces war it out in the Dark Tower.




Blackmoor

I have long had a love for the name "Blackmoor", which I find highly evocative, and always intended to do something with it.  I always imagined it as a spooky and mysterious place.  Judge's Guild's Frontier Forts of Kelnore provided the seed for the idea here, and has been incorporated into this entry, at least conceptually.

At one time the kingdom of Blackmoor stretched for many leagues across the land.  To guard its farthest frontiers, the kings built several forts at key border points.  These forts were initially nearly identical in design, but have likely had modifications made since.  From these forts, cavalry patrols made regular ventures.

The center of kingdom collapsed into civil war.  The troops in the forts were drawn inland.  With the forts unmanned or less-manned, attackers took advantage and pillaged and sacked inland.  In time, the kingdom fell.  Now it is only a legend.

One of the most remote realms around, bordered by a boreal forest and an icy sea.  Nearby is "The Land of Black Ice".  A series of cold marshes called "Gloomfens" is within its borders as well.  Small villages dot the lands, as well as hot springs and volcanic vents.  Sharp tremors and poison vapors from the springs are not uncommon occurrences.  Orcs rule at least one town, and Kobolds are a common nuisance.

Pre-fall demographics:

Pop Level 4 on S&S Table - 180 ppl per sq mile so it would have to cover  612 square miles.  Not huge.  2-3 forts.  You can use that chapter to determine the number of cities and towns as well.
The largest city is 10,000
The second largest 8,000
20 towns
Cities 40-80 miles apart
Towns 20-40 miles apart
Most of the area was always wilderness.  There are roads and trails, but most of them are probably ruined.
It's a bit larger than Hong Kong and a bit smaller than Comoros in Africa.


Capital: Dantredun
Major Towns: Dantredun (pop. 700), Blackmoor
Town (ruined), Egg of Coot
Provinces: Ten underbaronies
Resources: Walrus ivory, copper, gems (II)
Population: 110,000-Human 37% (FOsb), Orc
20%, Halfling 18%, Elf 10%, Gnome 7%, Half-orc 5%
Half-elf 2%, Other 1%

The Hopping Prophet - a whacked-out prejudicial religion.  They hide out there being as they're unwelcome anywhere else.

Ranial the Gaunt, a lich who crowned himself king
Therod a former Bandit King, now styles himself baron of Ramshorn.


Further Exploration:

Temple of the Frog
The City of the Gods

What Kind of Things Might Lurk There Now:

Banshee
Beholder
Dire Elk
Dire Hawk
Displacer Beasts
Frost Salamanders
Mastodon
Hellfire Worm
Leechwalker
Legendary Bear/Eagle/Horse/Tiger/Wolf
Corrupted Wolf
Orcs
Goblins

Undead 

Forest Drake
Fey Wolverine
Taiga Giant
Witchfire
Catoblepas
Gray Ooze


 








Madrone

This is a straight rip of Judge's Guilds Modron.

Five centuries ago, Madrone was a thriving port city dedicated to a very Graeco-Roman sea goddess.  Then the mermen stopped trading, the ships stopped coming, and orcs stopped the dwarves.  Most of the population fled and strife ended up with the sinking of a major temple.  Raiders in longships carried residents off to slavery.  Orcs came and tore things up.

A new town was founded, with a giant sea-snake in the waters to protect it from raiders.  That was fifty years ago.  The city has done well.  A fortune is said to still lie in the sunken ruins.

The Patriarch-Lord is a brave and humble guy (after a line of cowards) who mixes freely with the people.   The royal minister, the duchess, and the palace chamberlain are less honorable and prone to bribes and looking out solely for their own interests. 

The defenders of the walls are an unruly bunch, but their commander is tough and fair and keeps them in line. 

The Palace is described, as are the walls, watchtowers, and stadium.  The city seems to be divided into (A) Stadium Area (B) Open Market (C) Docks.  Establishments are described - some useful, some not.  A few NPC's.

In Ardwyn, the city was taken by Walds when they took over the country, and they are the ones who have refurbished it.  It's kind of a jewel for them.


Thorpe

This is a straight rip of the Village of Hommlet.
 
30 miles from a town, at a crossroads, a river not far, and a major city "many days travel" away.  Crossroads bring travelers and tradesmen.  Once peaceful, safe, and prosperous, but evil has threatened.

About 6 miles away in swamps and thickets along a tributary, a shanty town of hovels was founded by an evil cleric. Bandits and brigands moved in. A chapel became a stone church.   The bandits became a menace to travellers and a stone temple of evil grew and evil things came to worship there.  The land withered.  Eventually there was an uprising and the bad guys were driven out.  The temple was ruinded, sealed and blessed.  Adventurers came over the years and wiped out the remaining monsters and took their loot.  Things went well in the village.  Lately the troubles have started again.

The approaching roads are now dusty and overgrown and covered in brambles.

People are mostly druidical with some of other religions.  There are agents of the local lord there and agents of the evil temple - both incognito. 

There is a local church with a reasonably powerful cleric and also a roughly equally powerful druid around.  A new tower is underway, and a local and fairly powerful wizard and his warrior guard are also residents.  The Inn of the Welcome Wench is fully described. As are the Trader's and the Church and the Magician's Tower.

The Ruins of the Moathouse near the Temple are a place to find adventure, treasure and danger.

In Ardwyn, I would say this village was partially deserted, then Wald adventurers cleared out the monsters and moved in.  Now it's a Wald/Carthan mix instead of Druid/Cuthbert


Lynnarven

This is a straight rip of Judge's Guild's Treasure Vaults of Lindoran

The ruins of a long-abandoned city.  The vault there is said to hold important treasures, but is guarded by a huge, ancient red dragon.




The Ghostlands

I came across this idea in a Forgotten Realms graphic novel.  I don't know much about the Forgotten Realms but I liked this idea very much and thought it was well handled.
 
Spreading through the forest in a dale where a great and bloody battle was fought, this is a region of some forty ruined castles and mansions, and a town ruled by the ghost of the land's long-dead ruler, called by some the Ghost King.  The town is mostly made up of out-of-work and on-the-lam pirates, crooks, smugglers, ne'er do wells and mercenaries.  All manner of things are traded and traded for there. Fantastical monsters roam the area, especially at night, including undead things, some of them created by the Ghostking himself.

The Ghostking is bound to the region and has no real motivations.  He helps or hinders by whim.  He encourages the monsters and outlaws to roam his lands for his own entertainment.


Danuvian Forest

The Danuvian Forest is essentially an idea I had back in the original campaign c. 79-80, of having a large forested area which was druid central.  For some of the details, I've raided some ideas from Golarion's Verduran Forest.  Map-wise, it's based on Tongass in the U.S.

The Danuvian forest is the largest woodlands area along the western coast.  Though it straddles kingdoms, by treaty and tradition it maintains complete autonomy.  The local kingdoms discourage logging or hunting there.  Poachers and loggers tend to come to bad ends.

The druids, who keep their capital city there, along with a ranger order, watch over the forest.  It has many dangers, including monsters, dragons, and river pirates. 

A large town of woodsman (population 4800 - 3,792 Humans, 432 halflings, 240 elves, 144 dwarves, 93 gnomes, 45 half-elves, 42 half-orcs, 12 other) sits on the banks of a river.  Agriculturally rich as well;  known to produce high quality honey, beeswax, and mead. The settlement makes additional revenue from trade up and down the River, one of the most-traveled waterway, although its residents don't care much for migrants. This town is modeled on Belis, from Golarion, among others.

There is a large gnome community also along the river (c.f. Golarion- Wispil)

A small town of about 500, in the far-eastern part of the forest, completely enclosed by woods.  No trees can be cut down there (the inhabitants protect it by pact with the druid city).  There is a small mine from which the residents make a decent living, and the houses are made of stone and heated by peat. (c.f. Golarion - Fusil)

A trade road runs from a ruined settlement.  Most people avoid the ruins.  Smart ones, anyway.

Tallfellow halflings also have a community there

Wood Elves and Wild Elves have kingdoms there. Krilloren have a community there, too.