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
Showing posts with label Danuvian Forest. Show all posts
Showing posts with label Danuvian Forest. Show all posts
Sunday, April 16, 2017
Sunday, April 9, 2017
Killorens of the Danuvian
The Killorens are adapted from the D&D book Races of the Wild.

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)
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.
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.
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 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.
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