Showing posts with label Danuvian Forest. Show all posts
Showing posts with label Danuvian Forest. Show all posts

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)

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.