d eath & d ying
Note 3: GMs should remember that the Disembodied
Spirit only tells the most probable future and that the telling of it likely changes the circumstances and can prevent it from happening.
sPiRit (natuRe sPiRits)
Lvl: 5 Hits: 45 Move: 4’
DEF: 25 AR: —
Attacks: 10 Pinch (5)
Stats: Str: 5(-2); Con: 10(0); Dex: 19(3); Spd: 12(0)
Int: 10(0); Wis: 20(3); Will: 5(-2); Chr: 9(-1)
Skills: Perc. (8); Stealth (12); Tracking (8) Size: 6”-12” tall; 3-5 lbs
# Enc: 1-4 Abilities:
• Can travel from spirit plane to material plane at will.
Some believe that Nature Spirits are related to the lesser Elemental Spirits because of they reflect nature and the elements just like the lesser Elemental Spirits, but they are not true Elemental Spirits.
Though Nature Spirits are normally invisible to the naked eye, they exist throughout the natural world and are known to inhabit all types of organic and inorganic substances.
There are five types of Nature Spirits. When on the mortal plane they appear as tiny humanoids, often made of their elemental substance. Nature Spirits are usually only summoned by Shamans or Druids. If summoned, they can be asked to perform a single small service, but only if the service in question is of a short duration, usually one hour or less.
Each type of Nature Spirit also has unique abilities associated with its form. They are as follows:
Water Spirits: Water Spirits have deep blue skin and long,
green hair that resembles the leaves of aquatic plants. They know all that transpires within the body of water in which they reside and they may be asked to locate or retrieve items lost within their domain. Water Spirits may be found in any body of water, from puddles to streams and pools, to rivers and fountains, and lakes and even oceans.
Fire Spirits: These small spirits are bright red in color and
have blonde hair that waves above their heads as if it were a flame. These spirits may be asked to ignite any combustible materials within 100’ of the spot to which they are summoned. They are only able to kindle small fires, however, if there is enough material, these fires may spread. Fire spirits love to cavort in any type of open flame and can often be found in them, or in any volcanic region.
Wind Spirits: These tiny figures have light blue skin and
diaphanous wings and wispy white hair. They hear everything that transpires within their domain and if summoned, they may be asked up to three questions regarding any such knowledge that they might possess. Wind Spirits can be found anywhere that the wind blows, but they will never enter any man-made structures or structures that even appear to be semi-enclosed.
Earth Spirits: These bald little spirits usually take the color
of the earth, clay, sand, or rock in which they reside. They know of every creature that crawls, walks, slithers, or tunnels through their domains and if summoned, may be asked up to three questions concerning this knowledge. Earth Spirits, unlike Wind Spirits, have little care for what such creatures might have to say, but they are very observant about what transpires within their domains. Earth Spirits may be found in any sort of earth or stone.
Wood Spirits: These small spirits have rough brown skin
that is much like the bark of a tree and their hair is green and resembles leaves. Wood Spirits have the ability to make any plant or tree grow to its full size in the space of an hour. They may, alternatively, cause any type of fruit bearing tree or shrub to produce fully ripened fruit in any season except for winter. Wood Spirits may be found in all types of plants, trees, herbs, and even grasses.
gm’s section
tRaPPing Plant
Lvl: 6 Hits: 86 Move: —
DEF: 22 AR: —
Attacks: 12 Grapple x1-10 (10)*;
Stats: Str: 23(4); Con: 19(3); Dex: 10(0); Spd: 22(4)
Int: 4(-2); Wis: 18(2); Will: 10(0); Chr: 10(0)
Skills: Perc. (13); Stealth (6); Tracking (—) Size: 6’-8’ tall; 300-400 lbs
# Enc: 1
* Grapple: Trapping Plant has 1-10 vine-like
tentacles (each 10’ long) that may make independent attacks each round. A successful hit means that the target is grappled and starting the following round, the target is dragged towards the plant, minimum of 1’ per round. Once pulled inside the plant, target receives the Acid damage, 5 hits of damage per round, no Save, until he is dead and dissolved. Target may attempt to break free each round (Save vs. Str, TN 19) or chop through the vine (15 hits per vine).
The Trapping Plant looks much like a giant flower bud comprised of large, tough leaves. From its base, what appear to be creeping “vines” extend outwards.
The Trapping Plant lies dormant, taking what nourishment it can from the ground, until a living creature passes within range of those vines. The vines will suddenly come alive, grappling and squeezing its prey until it deposits the prey into the now open bud of the plant to be dissolved by the acid that the inside of its leaves produce.
This acid cannot dissolve metal, so all bits of metal are eventually deposited at the base of the bud. This often serves as a lure to attract other unwary creatures or beings.
tReant
Lvl: 7 Hits: 98 Move: 5’
DEF: 19 AR: 10
Attacks: 11 Bash (15)
Stats: Str: 29(6); Con: 21(3); Dex: 8(-1); Spd: 10(0)
Int: 12(0); Wis: 16(2); Will: 18(2); Chr: 12(0)
Skills: Perc. (9); Stealth (6); Tracking (9) Size: 20’-30’ tall; 4000-5000 lbs
# Enc: 1 (normal) or 5-50 (Treant conclave) Abilities:
• Animate Trees
• Double Damage against structures • Speak with Plants
Treants are as ageless as the forests that they preserve and protect. They look like large humanoid trees, usually of the type that is most prevalent within their forests. They consider themselves to be shepherds of the forest rather than gardeners.
Treants are often slow to react and move in most things. But in defense of their charges, they can be frighteningly swift and vengeful, especially against those who are cutting down trees for any reason.
Treants are able to converse with all forms of plant life and trees, and they all consider Treants to be their friends. Treants are especially skilled at bringing down artificial structures, dealing double their normal damage against them.
Treants also have the unique ability to animate and control up to 2 trees at a time. It takes the tree 1 round to uproot itself and it will be able to move as fast as the Treant and must stay within 50’ of the Treant or it will plant itself and take root again. Animated Trees do just as much damage as a Treant, and do double damage to structures as well.
tRoll
Lvl: 8 Hits: 118 Move: 6’
DEF: 20 AR: 15
Attacks: 11 Claw (12)
Stats: Str: 22(4); Con: 23(4); Dex: 12(0); Spd: 13(1)
Int: 12(0); Wis: 16(2); Will: 13(1); Chr: 6(-2)
Skills: Perc. (10); Stealth (8); Tracking (10) Size: 7’-9’ tall; 400-500 lbs
# Enc: 1-2 Abilities:
• Regeneration (see below)
• Damage from fire & acid does not regenerate Trolls are large, misshapen humanoid with green skin and moss-like hair and wicked claws on the end of their armors. They are able to use those claws to literally rip the limbs off of another creature or being.
Trolls are tremendously strong and savage, willing to fight and kill nearly anything it encounters. It is incredibly tough and regenerates hits at a rate of 1 hit per round. It can even regrow lost limbs and body parts in 2 to 20 minutes, depending upon how much flesh needs to be regrown. Trolls can even reattach lost limbs by simply holding the limb to the stump for 1 minute.
The only damage that cannot be regrown is that inflicted by fire or acid. In fact, experienced Troll hunters know that the only way to permanently kill a Troll is to make sure that every single piece has been destroyed by fire. Luckily, if a Troll is hacked into multiple pieces, only the largest piece will regrow into the Troll.
gm’s section
wasP, giant
Lvl: 3 Hits: 46 Move: 2’; 6’ flight
DEF: 20 AR: —
Attacks: 6 Stinger (6)*
Stats: Str: 18(2); Con: 14(1); Dex: 12(0); Spd: 13(1)
Int: 4(-2); Wis: 13(1); Will: 13(1); Chr: 12(0)
Skills: Perc. (9); Stealth (5); Tracking (4) Size: 3’-6’ long; 50-100 lbs
# Enc: 1-12
* Poison: Save vs. Con or the poison does 3 hits of
damage per round for 1-10 rounds
A nest of Giant Wasps rarely has more than a dozen of the creatures. The queen stays in the next with one or two workers, while the rest hunt for food. These nests are usually found in caves or abandoned buildings large enough to hold all of the Giant Wasps at once.
Giant Wasps attack by repeatedly stinging their prey, which they then carry back to the nest for the queen and any larvae to feed upon. Giant Wasps are able to carry up to 4 times their weight in flight, allowing them take home some rather large prey, considering their size.
wolF
Lvl: 4 Hits: 60 Move: 6’
DEF: 20 AR: 5
Attacks: 9 Bite (8)
Stats: Str: 18(2); Con: 16(2); Dex: 10(0); Spd: 19(3)
Int: 5(-2); Wis: 18(3); Will: 10(0); Chr: 11(0)
Skills: Perc. (11); Stealth (4); Tracking (11) Size: 3’-5’ long; 50-150 lbs
# Enc: 2-20
Wolves are large canines with thick, wiry fur, ranging in color from gray to brown or even black. Wolves can hunt alone or in packs, and the pack can range widely in its hunt for food. Wolves are fiercely territorial and will often gather together to bring down larger prey or creatures that might invade its territory.
wyveRn
Lvl: 8 Hits: 90 Move: 6’; 7’ flight
DEF: 21 AR: 15
Attacks: 12 Bite (12); 12 Claws (10); 11 Stinger (6)*
Stats: Str: 23(4); Con: 17(2); Dex: 16(2); Spd: 16(2)
Int: 6(-2); Wis: 16(2); Will: 10(0); Chr: 5(-2)
Skills: Perc. (15); Stealth (10); Tracking (10) Size: 12’-14’ long; 1000-2000 lbs
# Enc: 1
* Poison: Save vs. Con or be paralyzed for 1-10 minutes
Wyverns are thought to be kin to Dragons. They are easily distinguished from Dragons by the fact that they do not possess front limbs, only rear limbs and their wings. Additionally, their tails are tipped with a large and nasty looking stinger.
Dragons look down on Wyverns because they have no breath weapon and are not intelligent enough to cast spells. While Wyverns are smarter than animals, they are far from being intelligent. They are also extremely aggressive, preferring to attack first. They are only willing to parley against a foe that is obviously stronger than they are and that they cannot flee from.
Young Wyverns may hunt in small groups, but as the Wyverns get older, they tend towards being more solitary. A full grown Wyvern usually has a territory of 75 to 150 square miles that it considers as its own. Wyverns will fight other Wyverns to the death for a territory that is filled with easy prey.
It has been rumored that other creatures have befriended or subdued Wyverns and perhaps even used them as mounts, but this unsubstantiated.
zomBie
Lvl: 2 Hits: 26 Move: 4’
DEF: 16 AR: —
Attacks: 4 Bash (5); 4 Claw (6)
Stats: Str: 12(0); Con: 5(-2); Dex: 7(-1); Spd: 10(0)
Int: 3(-3); Wis: 10(0); Will: 10(0); Chr: 6(-2)
Skills: Perc. (7); Stealth (1); Tracking (2) Size: 5’-6’ tall; 150-200 lbs
# Enc: 1-20 Abilities:
• Harmed by Holy Water (1-10 hits per ounce) • Regenerates (1 hit per minute), cannot
regenerate damage from fire or acid
• Repulsed by Holy Symbol: Zombie must make Save vs. Will or avert its gaze and be unable to approach wielder for 1 minute.
• Toughness (+10 hits, already figured in) • Immune to bludgeoning/bashing weapons
Zombies are corpses, raised from the dead by evil magic and given a semblance of life. These creatures have no real intelligence or free will. Once this undead creature has been raised, it must obey the commands of its creator.
In appearance, Zombies look much like they did in life, however, their bodies will be in varying states of decay and decomposition, and their hair will be stringy and the nails on their hands will be long, yellow and claw-like.
Zombies do not use weapons when attacking, they will bludgeon their foes with their fists are tear at them with their claws, which are surprisingly strong considering the condition of the rest of them.
Like many other undead, Zombies regenerate most damage quickly, at a rate of 1 hit per minute. They cannot regenerate Holy damage, fire damage or acid damage. Zombies are the opposite of Skeleton Warriors in that they take full damage from bladed weapons but are immune to damage from bludgeoning or bashing weapons.
gm’s section
tReasuRes
When characters go adventuring, one of the primary reasons for doing so is for finding treasures. The following section will give you some guidelines for determining how much treasure a foe might have based upon their level.
Animals and creatures will likely only have such treasure in their lairs, if they brought prey back to their lairs to consume them. Intelligent creatures and beings, such as Goblins and Orcs, are much more likely to carry their treasure on them.
As GM, you should determine what treasure the creature has before an encounter as intelligent creatures are quite likely to be using any magic items that they might have that are appropriate to them.
The following table gives the likelihood of a creature having a given type of treasure based on its level, and if so, how much treasure. However, we are not giving you “random treasure tables” because it is felt that you, the GM, should determine the actual items based upon your setting and campaign and how rich you prefer the game to be.
Remember, this table is only meant as a guideline, and you, the GM, should feel free to deviate from it as circumstances require for your particular game.
It is also important to remember that this table is meant for determining the wealth that an individual is carrying on his person, or that can be found in the lair of a non-intelligent creature. For intelligent creatures, such as Dragons, this table is far from adequate and the GM should use his judgment in determining what sorts of treasures might be found.
tReasuRe taBle key
bp, sp, gp, pp: These are various types of coins. They are listed
on the table from lowest denomination to the highest.
Gems: Valuable stones of any sort. Suggested total value
of all gems is 1d10 gp times the level of the creature or character who has the stone. This value should be divided among the number of gems found.
Jewelry: Various items created from precious stone and/
or metals. Suggested values for all pieces of jewelry found are 1d100 gp times the level of the creature or character that has the item. This value should be divided among the number of items of jewelry found.
Combat: This is armor, shields or weapons of a magical
nature. The “+” means that the item or items may have higher than a +3 bonus to hit or damage, or that it has bonuses to both, or that it might have other additional abilities. The “++” means the item or items definitely have additional capabilities in addition to their bonuses.
1 Use Item: This is a potion, a scroll, or some other item
that is consumed by its usage.
Minor Item: This is an item that is enchanted with charges,
with each charge allowing one use of the item, or items that are permanently enchanted with a single ability or bonus. Minor items can also include items that only have a limited number of uses per day. Charged items must be magically recharged in order to regain their ability to
Major Item: Major items have from 2 to 4 permanent
magical abilities or bonuses. This is usually one primary ability, with one or more, lesser secondary abilities. This can include abilities that have charges that automatically regenerate over time, or limited uses per day on the secondary abilities, etc.
Artifact: Artifacts are items that have multiple
permanent abilities of kind considered to be “primary” for Major Items.
tReasuRe taBle notes
There are two main types of entries on the Treasure Table. The first is a basic dice notation (i.e. 2d10 or 2d10+5) which means that you should roll the dice and that the result is how much of that type of treasure the creature is likely to have.
The second notation (i.e. ≥15—1d10) has 2 parts. The first part is the basic chance of the creature having that type of treasure. A listing of “≥15” means that you should roll 2d10 without any modifiers, and if the total is 15 or greater, then the creature has that type of treasure, and the section on the other side of the dash (i.e. 1d10) is used to determine how much of that particular type of treasure the creature has.
The Treasure Table included dice notations other than d10, however the only dice that you will need in using the Treasure Table are your d10s. The variant dice sizes can be handled through the application of a little math as follows:
1d5: roll 1d10 and divide the result by 2, rounding up. 1d4: roll 1d5 and subtract 1 from the result. Any result of
0 should be treated as a result of 1.
t
ReasuRet
aBleTreasure Type 1 to 3 4 to 6 7 to 9 10 to 15Level of Foe15 to 20 21 to 25 26 to 30 31+ Money bp 2d10 2d10+5 3d10+5 3d10 3d10 3d10 3d10 3d10 sp ≥15—1d10 1d10 3d10 4d10 5d10 5d10 6d10 7d10 gp ≥18—1d5 ≥15—1d5 ≥15—1d10 ≥15—2d10 2d10 3d10 4d10 5d10 pp 0 ≥18—1d2 ≥18—1d3 ≥15—1d5 1d5 1d10 2d10 3d10 Gems 0 0 ≥18—1d4 ≥15—1d10 1d10 1d10 +1d5 2d10 3d10 Jewelry 0 0 ≥20—1 ≥18—1d3 ≥15—1d5 ≥13—1d5 ≥15—1d10 1d10+1d3 Magic Items Combat ≥18—1 ≥15—1d2 ≥11—1d3 1d4 1d4+ 2d3+ 2d4++ 2d5++ 1 Use Item ≥20—1 ≥18—1 ≥15—1d2 ≥14—1d3 ≥12—1d5 1d5 2d5 2d5+1d3 Minor Item 0 ≥20—1 ≥18—1d2 ≥16—1d3 ≥14—1d4 1d5 2d4 2d5+2 Major Item 0 0 0 ≥20—1 ≥18—1 ≥16—1d2 ≥14—1d3 ≥12—2d4 Artifact 0 0 0 0 ≥20—1 ≥19—1 ≥18—1d2 ≥17—1d2
gm’s section
1d3: roll 1d10 and divide the result by 3, rounding up.
Treat any result of “0” or “10” as a 3.
1d2: roll 1d10 and divide the result by 5, rounding up.