Wreck Ashore: Difference between revisions
No edit summary |
No edit summary |
||
| Line 13: | Line 13: | ||
* Three expected ships travelling from around the other side of the peninsula haven't arrived | * Three expected ships travelling from around the other side of the peninsula haven't arrived | ||
* Lizardfolk attacks have increased recently | * Lizardfolk attacks have increased recently | ||
* Most people can draw a rough map, but there's not much to it. | |||
== Hooks == | |||
One of these might get them to do the adventure | |||
# Rennard Smithson will mention they should go see the Mayor. The Mayor was just discussing sending out a call for help to investigate what's happening. Rennard will see the adventurers entering town (he's on duty). | |||
# The Mayor will tell them there's ships missing and to go investigate. | |||
# While the adventurers are in town, a disoriented crewman will enter the town, brought in by Aeriel the Druid. He won't be much help, but Aeriel will say she found him wandering the peninsula and almost fell in a solution hole with alligators. | |||
== People == | == People == | ||
| Line 22: | Line 30: | ||
=== Captain of the Guard — Rennard Smithson === | === Captain of the Guard — Rennard Smithson === | ||
'''4th Level Human Warrior''' | |||
=== Mayor — Dom Pronnegan === | === Mayor — Dom Pronnegan === | ||
'''4th Level Human Noble''' | |||
If the adventurers are uninterested in the missing ships, Mayor Dom Pronnegan will approach and offer them a 50gp reward each, and they can keep whatever treasure they find. | If the adventurers are uninterested in the missing ships, Mayor Dom Pronnegan will approach and offer them a 50gp reward each, and they can keep whatever treasure they find. | ||
He will mention the lighthouse on the far side of the peninsula and the Kojar family there. Maybe something has gone wrong? | |||
=== Local Guide — Kath Pronnegan === | === Local Guide — Kath Pronnegan === | ||
Kath is a '''1st Level Expert''' who Mayor Pronnegan can suggest the adventurers utilise to investigate the swamp. | Kath is a '''1st Level Human Expert''' who Mayor Pronnegan can suggest the adventurers utilise to investigate the swamp. | ||
=== Druid — Aeriel === | === Druid — Aeriel === | ||
She's a '''1st Level Druid''' who patrols and looks after the swamp. The adventurers may find her in the town market selling some goods. Townsfolk are a little wary of her, but they tolerate her presence. Since the lizardfolk attacks have increased, the townsfolk have begun mumbling under their breath about what influence she might have. | She's a '''1st Level Elven Druid''' who patrols and looks after the swamp. The adventurers may find her in the town market selling some goods. Townsfolk are a little wary of her, but they tolerate her presence. Since the lizardfolk attacks have increased, the townsfolk have begun mumbling under their breath about what influence she might have. | ||
If the adventurers want, she will guide them through the swamp at the cost of an equal share of any treasure found, same as each adventurer gets. | If the adventurers want, she will guide them through the swamp at the cost of an equal share of any treasure found, same as each adventurer gets. | ||
She will mention it is dry season, so the peninsula won't be too difficult for them to cross/investigate. | |||
=== Ranger — Red Smithson === | === Ranger — Red Smithson === | ||
'''1st Level Human Ranger (bow)''' | |||
She is Rennard Smithson's daughter, and quite skilled at tracking prey through the swamp, which is their hunter job. | She is Rennard Smithson's daughter, and quite skilled at tracking prey through the swamp, which is their hunter job. | ||
If the adventurers want, she will guide them through the swamp at the cost of an equal share of any treasure found, same as each adventurer gets. | If the adventurers want, she will guide them through the swamp at the cost of an equal share of any treasure found, same as each adventurer gets. | ||
=== Lighthouse — Kojar Family === | |||
* Mirval Kojar — '''4th Level Human Expert''' | |||
* Stenna Kojar — '''5th Level Human Commoner''' | |||
* Mirval Kojar Junior — '''2nd Level Human Commoner''' | |||
* Kolin Kojar — '''2nd Level Human Commoner''' | |||
== Travelling Overland == | == Travelling Overland == | ||
If the adventurers travel overland with or without a guide, standard Marsh travelling rules take place. | If the adventurers travel overland with or without a guide, non-standard Marsh travelling rules take place. | ||
Dungeon Masters Guide, page 88. | Dungeon Masters Guide, page 88. | ||
== | It's dry season so there are occasional solution holes which the alligators dig to hold water. Otherwise there's hummocks everywhere with thick trees. | ||
[[ | '''20 hours''' to get to the Lighthouse, which is 2.5 days of overland travel (8 hours a day). | ||
Adventurers can Force March extra hours: | |||
* Constitution Check of 10 + (2 per extra hour); or | |||
* Suffer 1d6 non-lethal damage | |||
* Non-Lethal damage and become fatigued | |||
** No run or charge | |||
** -2 to strength and dexterity checks | |||
Everyone says taking mounts into the peninsula isn't a good idea. They get eaten by the panthers at night. | |||
'''Every Hour:''' | |||
# If players have a Map: Survival Check DC 6, no map DC 10 (Knowledge(Geography) or Knowledge(Local) gets a +2) | |||
#* If they are now lost: | |||
#*# Randomly choose direction of travel every single hour | |||
#*# Every hour, everyone gets a check to tell they're lost (Survival Check DC 20 -1 per hour of being lost) | |||
#*## If they detect they're lost, Survival Check DC 15 +2 per hour of being lost, to find the right way | |||
#*## If check fails, random direction, but whatever outcome, they're in a straight line now until they get lost again or it becomes obvious | |||
#* ''Find The Path'' spell. | |||
# Every hour of travel the landscape feature is determined | |||
=== Random Feature Table === | |||
{| class="wikitable" | |||
|+ | |||
!d% | |||
!Feature | |||
!Details | |||
|- | |||
|31-100 | |||
|nothing of note | |||
|roll encounter 8% chance | |||
|- | |||
|1-10 | |||
|hummock | |||
|size 200ft + 1d6 100 ft wide, thick trees, roll encounter | |||
|- | |||
|11-30 | |||
|solution hole | |||
|15ft + 1d10ft wide, deep, roll encounter | |||
|} | |||
=== Random Encounter Table === | |||
{| class="wikitable" | |||
|+ | |||
!d% | |||
!Encounter | |||
!CR | |||
!Details | |||
!Stats Block | |||
|- | |||
|69-72 | |||
|Rat | |||
|1/8 | |||
|1d4 creatures | |||
|'''HD:''' 1/4 d8, '''Init:''' +2, '''Speed:''' 15ft, climb 15ft, swim 15ft, '''AC:''' 14, '''BAB/Grapple:''' 0/-12, '''Attack:''' bite +4 (1d3-4), low-light vision, scent, '''Fort:''' +2, '''Ref:''' +4, '''Will:''' +2, '''Str:''' 2, '''Dex:''' 15, '''Con:''' 10, '''Int:''' 2, '''Wis:''' 12, '''Cha:''' 2, '''Balance:''' +10, '''Climb:''' +12, '''Hide:''' +16, '''Move Silently:''' +12, '''Swim:''' +10 | |||
|- | |||
|73-76 | |||
|Tiny viper snake | |||
|1/3 | |||
|DC 21 to spot, within 5ft it strikes | |||
|'''HD:''' 1/4 d8, '''Init:''' +7, '''Speed:''' 15ft, climb 15ft, swim 15ft, '''AC:''' 17, touch 15, flat-footed 14, '''BAB/Grapple:''' 0/-11, '''Attack:''' bite +5 (1 plus poison), poison, scent, '''Fort:''' +2, '''Ref:''' +5, '''Will:''' +1, '''Str:''' 4, '''Dex:''' 17, '''Con:''' 11, '''Int:''' 1, '''Wis:''' 12, '''Cha:''' 2, '''Balance:''' +11, '''Climb:''' +11, '''Hide:''' +15, '''Listen:''' +6, '''Spot:''' +6, '''Swim:''' +5 | |||
'''Poison:''' initial and secondary damage 1d6 CON, Fort Save DC 10 both times (1 minute later) | |||
|- | |||
|77-80 | |||
|Dire Rat | |||
|1/3 | |||
|1 creatures | |||
|'''HD:''' 1d8+1, '''Init:''' +3, '''Speed:''' 40ft, climb 20ft, swim 20ft, '''AC:''' 15, touch 14, flat-footed 12, '''BAB/Grapple:''' 0/-4, '''Attack:''' bite +4 (1d4 plus disease), disease, low-light vision, scent, '''Fort:''' +3, '''Ref:''' +5, '''Will:''' +3, '''Str:''' 10, '''Dex:''' 17, '''Con:''' 12, '''Int:''' 1, '''Wis:''' 12, '''Cha:''' 4, '''Climb:''' +11, '''Hide:''' +8, '''Listen:''' +4, '''Move Silently:''' +4 '''Spot:''' +4, '''Swim:''' +11 | |||
'''Disease''': Filth Fever, Fort Save DC 12, incubation 1d3 days, damage 1d3 DEX and 1d3 CON; 2 consecutive saving throws and cured, if Heal Check from someone else is higher, use it (must have been resting the previous 8 hours). Recovery is 1 point per day, even while disease is in progress. | |||
|- | |||
|81-84 | |||
|Human warrior skeleton | |||
|1/3 | |||
|1 creatures | |||
|'''HD:''' 1d12, '''Init:''' +5, '''Speed:''' 30ft, '''AC:''' 15, touch 11, flat-footed 14, '''BAB/Grapple:''' 0/+1, '''Attack:''' sword +1 (1d6+1/18-20), claw +1 (1d4+1), damage reduction 5/bludgeoning, darkvision 60ft, immunity to cold, undead traits, '''Fort:''' +0, '''Ref:''' +1, '''Will:''' +2, '''Str:''' 13, '''Dex:''' 13, '''Con:''' -, '''Int:''' -, '''Wis:''' 10, '''Cha:''' 1 | |||
|- | |||
|85-88 | |||
|Small viper snake | |||
|1/2 | |||
|1 creature, DC 21 to spot, within 5ft it strikes | |||
|'''HD:''' 1d8, '''Init:''' +7, '''Speed:''' 20ft, climb 20ft, swim 20ft, '''AC:''' 17, touch 14, flat-footed 14, '''BAB/Grapple:''' 0/-6, '''Attack:''' bite +4 (1d2-2 plus poison), poison, scent, '''Fort:''' +2, '''Ref:''' +5, '''Will:''' +1, '''Str:''' 6, '''Dex:''' 17, '''Con:''' 11, '''Int:''' 1, '''Wis:''' 12, '''Cha:''' 2, '''Balance:''' +11, '''Climb:''' +11, '''Hide:''' +11, '''Listen:''' +7, '''Spot:''' +7, '''Swim:''' +6 | |||
'''Poison:''' initial and secondary damage 1d6 CON, Fort Save DC 10 both times (1 minute later) | |||
|- | |||
|89-92 | |||
|Tiny animated object | |||
|1/2 | |||
|1 creatures | |||
|'''HD:''' 1/2 d10, '''Init:''' +2, '''Speed:''' 40ft, 50ft with legs, '''AC:''' 14, touch 14, flat-footed 12, '''BAB/Grapple:''' 0/-9, '''Attack:''' slam +1 (1d3-1), darkvision 60ft, low-light vision, '''Fort:''' +0, '''Ref:''' +2, '''Will:''' -5, '''Str:''' 8, '''Dex:''' 14 '''Con:''' -, '''Int:''' -, '''Wis:''' 1, '''Cha:''' 1, | |||
Wallet, Tiny Wooden Figure, Shoe | |||
|- | |||
|93-96 | |||
|Human commoner zombie | |||
|1/2 | |||
|1 creatures | |||
|'''HD:''' 2d12+3, '''Init:''' -1, '''Speed:''' 30ft, can't run, '''AC:''' 11, touch 9, flat-footed 11, '''BAB/Grapple:''' +1/+2, '''Attack:''' slam +2 (1d6+1), club +2 (1d6+1), single actions only, damage reduction 5/slashing, darkvision 60ft, undead traits, '''Fort:''' +0, '''Ref:''' -1, '''Will:''' +3, '''Str:''' 12, '''Dex:''' 8, '''Con:''' -, '''Int:''' -, '''Wis:''' 10, '''Cha:''' 1 | |||
|- | |||
|97-100 | |||
|Stirge | |||
|1/2 | |||
|1 creatures | |||
|'''HD:''' 1d10, '''Init:''' +4, '''Speed:''' 10ft, fly 40ft, '''AC:''' 16, touch 16, flat-footed 12, 12 when attached, '''BAB/Grapple:''' +1/-11 but +1 grapple when attached, '''Attack:''' touch +7 (becomes attached), attach, blood drain, darkvision 60ft, low-light vision, '''Fort:''' +2, '''Ref:''' +6, '''Will:''' +1, '''Str:''' 3, '''Dex:''' 19, '''Con:''' 10, '''Int:''' 1, '''Wis:''' 12, '''Cha:''' 6, '''Hide:''' +14, '''Listen:''' +4, '''Spot:''' +4 | |||
<blockquote>This nasty-looking creature seems to be a cross between a bat and a giant mosquito. It has membranous bat wings, a short furry body, eight jointed legs that end in sharp pincers, and a needlelike proboscis.</blockquote>When Attached deals 1d4 CON damage on start of round while attached. After 4 points of damage it flies away to digest. | |||
'''Grapple Rules:''' Every attack provokes Attack of Opportunity, Touch Attack (AC of touch), Opposed Grapple Checks (BAB + STR + Size Mod below). | |||
Attacking Stirge while attached is a -4 to player. Opposed Grapple Check more likely to succeed. If the player moves, other players get Attack of Opportunity against the attached stirge. | |||
Special Size Modifier: The special size modifier for a grapple check is as follows: Colossal +16, Gargantuan +12, Huge +8, Large +4, Medium +0, Small –4, Tiny –8, Diminutive –12, Fine –16. | |||
|- | |||
|1-60 | |||
|Lizardfolk | |||
|1 | |||
|1 creature | |||
|'''HD:''' 2d8+2, '''Init:''' +0, '''Speed:''' 30ft, '''AC:''' 15, touch 10, flat-footed 15, '''BAB/Grapple:''' +1/+2, '''Attack:''' claw +2 (1d4+1), club +2 (1d6), javelin +1 ranged (1d6+1), hold breath, '''Fort:''' +1, '''Ref:''' +3, '''Will:''' +0, '''Str:''' 13, '''Dex:''' 10 '''Con:''' 13, '''Int:''' 9, '''Wis:''' 10, '''Cha:''' 10, '''Balance:''' +4, '''Jump:''' +5, '''Swim:''' +2 | |||
'''Treasure:''' 50% coins; 50% goods; 50% items | |||
|- | |||
|61-62 | |||
|Medium viper snake | |||
|1 | |||
|1 creature, DC 21 to spot, within 5ft it strikes | |||
|'''HD:''' 2d8, '''Init:''' +7, '''Speed:''' 20ft, climb 20ft, swim 20ft, '''AC:''' 16, touch 13, flat-footed 13, '''BAB/Grapple:''' +1/0, '''Attack:''' bite +4 (1d4-1 plus poison), poison, scent, '''Fort:''' +3, '''Ref:''' +6, '''Will:''' +1, '''Str:''' 8, '''Dex:''' 17, '''Con:''' 11, '''Int:''' 1, '''Wis:''' 12, '''Cha:''' 2, '''Balance:''' +11, '''Climb:''' +11, '''Hide:''' +12, '''Listen:''' +5, '''Spot:''' +5, '''Swim:''' +7 | |||
'''Poison:''' initial and secondary damage 1d6 CON, Fort Save DC 11 both times (1 minute later) | |||
|- | |||
|63-64 | |||
|Small animated object | |||
|1 | |||
|1 creature | |||
|'''HD:''' 1d10+10, '''Init:''' +1, '''Speed:''' 30ft, 40ft with legs, rope climb 15ft, '''AC:''' 14, touch 12, flat-footed 13, '''BAB/Grapple:''' 0/-4, '''Attack:''' slam +1 (1d4), darkvision 60ft, low-light vision, '''Fort:''' +0, '''Ref:''' +1, '''Will:''' -5, '''Str:''' 10, '''Dex:''' 12 '''Con:''' -, '''Int:''' -, '''Wis:''' 1, '''Cha:''' 1, | |||
Step stool, boots, rope | |||
|- | |||
|65-66 | |||
|Ghoul | |||
|1 | |||
|1 creature | |||
|'''HD:''' 2d12, '''Init:''' +2, '''Speed:''' 30ft, '''AC:''' 14, touch 12, flat-footed 12, '''BAB/Grapple:''' +1/+2, '''Attack:''' bite +2 (1d6+1 plus paralysis) '''Full Attack''': as attack + 2xclaws +0 (1d3 plus paralysis) '''Special attack:''' Ghoul Fever, darkvision 60ft, undead traits, +2 turn resistance, '''Fort:''' +0, '''Ref:''' +2, '''Will:''' +5, '''Str:''' 13, '''Dex:''' 15 '''Con:''' -, '''Int:''' 13, '''Wis:''' 14, '''Cha:''' 12, '''Balance:''' +6, '''Climb:''' +5, '''Hide:''' +6, '''Jump:''' +5, '''Balance:''' +7, '''Climb:''' +9, '''Hide:''' +8, '''Move Silently:''' +6, '''Spot:''' +7 | |||
'''Ghoul Fever:''' Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex | |||
'''Paralysis:''' Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. | |||
|- | |||
|67-68 | |||
|Homonculus | |||
|1 | |||
|1 creature | |||
|'''HD:''' 2d10, '''Init:''' +2, '''Speed:''' 20ft, fly 50ft, '''AC:''' 14, touch 14, flat-footed 12, '''BAB/Grapple:''' +1/-8, '''Attack:''' bite +2 (1d4-1 plus poison) darkvision 60ft, construct traits, low-light vision, '''Fort:''' +0, '''Ref:''' +4, '''Will:''' +1, '''Str:''' 8, '''Dex:''' 15 '''Con:''' -, '''Int:''' 10, '''Wis:''' 12, '''Cha:''' 7, '''Hide:''' +14, '''Listen:''' +4, '''Spot:''' +4 | |||
<blockquote>This creature has a vaguely humanoid form. It stands about 18 inches tall and has wings spanning about 2 feet. Its skin looks rough and warty, and it has a mouth full of needlelike teeth.</blockquote>'''Poison:''' Injury, Fortitude DC 13, initial damage sleep for 1 minute, secondary damage sleep for another 5d6 minutes. | |||
|} | |||
[[Category:Kids]] | |||
Revision as of 21:16, 30 December 2025
Each of you has left your hometown in search of challenge and adventure. With nothing more than what you can carry, your feet have taken you far. You've met many people along the way, and have found friendship with those beside you on the coastal road. As though fated, you all agree to seek adventure together. Thin lines of smoke on the horizon tell of a town in the near distance. Once the town's walls are visible, the smells of cook-fires and sounds of commerce reach out to you with eagerness.
Background
- Pirates kidnapped the lighthouse keeper and their family
- Pirates have a camp with a fake lighthouse to lure ships in
Public Background Info
Any of the townsfolk can tell the adventurers:
- Three expected ships travelling from around the other side of the peninsula haven't arrived
- Lizardfolk attacks have increased recently
- Most people can draw a rough map, but there's not much to it.
Hooks
One of these might get them to do the adventure
- Rennard Smithson will mention they should go see the Mayor. The Mayor was just discussing sending out a call for help to investigate what's happening. Rennard will see the adventurers entering town (he's on duty).
- The Mayor will tell them there's ships missing and to go investigate.
- While the adventurers are in town, a disoriented crewman will enter the town, brought in by Aeriel the Druid. He won't be much help, but Aeriel will say she found him wandering the peninsula and almost fell in a solution hole with alligators.
People
- It's likely the Captain of the Guard is the first person they meet.
- Pretty much anyone can tell them of the events taking place (see above)
- If the adventurers seem uninterested in the missing ships, the Mayor will approach and offer a reward
- If they want to cross the peninsula on foot, they can hire a guide of some sort
Captain of the Guard — Rennard Smithson
4th Level Human Warrior
Mayor — Dom Pronnegan
4th Level Human Noble
If the adventurers are uninterested in the missing ships, Mayor Dom Pronnegan will approach and offer them a 50gp reward each, and they can keep whatever treasure they find.
He will mention the lighthouse on the far side of the peninsula and the Kojar family there. Maybe something has gone wrong?
Local Guide — Kath Pronnegan
Kath is a 1st Level Human Expert who Mayor Pronnegan can suggest the adventurers utilise to investigate the swamp.
Druid — Aeriel
She's a 1st Level Elven Druid who patrols and looks after the swamp. The adventurers may find her in the town market selling some goods. Townsfolk are a little wary of her, but they tolerate her presence. Since the lizardfolk attacks have increased, the townsfolk have begun mumbling under their breath about what influence she might have.
If the adventurers want, she will guide them through the swamp at the cost of an equal share of any treasure found, same as each adventurer gets.
She will mention it is dry season, so the peninsula won't be too difficult for them to cross/investigate.
Ranger — Red Smithson
1st Level Human Ranger (bow)
She is Rennard Smithson's daughter, and quite skilled at tracking prey through the swamp, which is their hunter job.
If the adventurers want, she will guide them through the swamp at the cost of an equal share of any treasure found, same as each adventurer gets.
Lighthouse — Kojar Family
- Mirval Kojar — 4th Level Human Expert
- Stenna Kojar — 5th Level Human Commoner
- Mirval Kojar Junior — 2nd Level Human Commoner
- Kolin Kojar — 2nd Level Human Commoner
Travelling Overland
If the adventurers travel overland with or without a guide, non-standard Marsh travelling rules take place.
Dungeon Masters Guide, page 88.
It's dry season so there are occasional solution holes which the alligators dig to hold water. Otherwise there's hummocks everywhere with thick trees.
20 hours to get to the Lighthouse, which is 2.5 days of overland travel (8 hours a day).
Adventurers can Force March extra hours:
- Constitution Check of 10 + (2 per extra hour); or
- Suffer 1d6 non-lethal damage
- Non-Lethal damage and become fatigued
- No run or charge
- -2 to strength and dexterity checks
Everyone says taking mounts into the peninsula isn't a good idea. They get eaten by the panthers at night.
Every Hour:
- If players have a Map: Survival Check DC 6, no map DC 10 (Knowledge(Geography) or Knowledge(Local) gets a +2)
- If they are now lost:
- Randomly choose direction of travel every single hour
- Every hour, everyone gets a check to tell they're lost (Survival Check DC 20 -1 per hour of being lost)
- If they detect they're lost, Survival Check DC 15 +2 per hour of being lost, to find the right way
- If check fails, random direction, but whatever outcome, they're in a straight line now until they get lost again or it becomes obvious
- Find The Path spell.
- If they are now lost:
- Every hour of travel the landscape feature is determined
Random Feature Table
| d% | Feature | Details |
|---|---|---|
| 31-100 | nothing of note | roll encounter 8% chance |
| 1-10 | hummock | size 200ft + 1d6 100 ft wide, thick trees, roll encounter |
| 11-30 | solution hole | 15ft + 1d10ft wide, deep, roll encounter |
Random Encounter Table
| d% | Encounter | CR | Details | Stats Block |
|---|---|---|---|---|
| 69-72 | Rat | 1/8 | 1d4 creatures | HD: 1/4 d8, Init: +2, Speed: 15ft, climb 15ft, swim 15ft, AC: 14, BAB/Grapple: 0/-12, Attack: bite +4 (1d3-4), low-light vision, scent, Fort: +2, Ref: +4, Will: +2, Str: 2, Dex: 15, Con: 10, Int: 2, Wis: 12, Cha: 2, Balance: +10, Climb: +12, Hide: +16, Move Silently: +12, Swim: +10 |
| 73-76 | Tiny viper snake | 1/3 | DC 21 to spot, within 5ft it strikes | HD: 1/4 d8, Init: +7, Speed: 15ft, climb 15ft, swim 15ft, AC: 17, touch 15, flat-footed 14, BAB/Grapple: 0/-11, Attack: bite +5 (1 plus poison), poison, scent, Fort: +2, Ref: +5, Will: +1, Str: 4, Dex: 17, Con: 11, Int: 1, Wis: 12, Cha: 2, Balance: +11, Climb: +11, Hide: +15, Listen: +6, Spot: +6, Swim: +5
Poison: initial and secondary damage 1d6 CON, Fort Save DC 10 both times (1 minute later) |
| 77-80 | Dire Rat | 1/3 | 1 creatures | HD: 1d8+1, Init: +3, Speed: 40ft, climb 20ft, swim 20ft, AC: 15, touch 14, flat-footed 12, BAB/Grapple: 0/-4, Attack: bite +4 (1d4 plus disease), disease, low-light vision, scent, Fort: +3, Ref: +5, Will: +3, Str: 10, Dex: 17, Con: 12, Int: 1, Wis: 12, Cha: 4, Climb: +11, Hide: +8, Listen: +4, Move Silently: +4 Spot: +4, Swim: +11
Disease: Filth Fever, Fort Save DC 12, incubation 1d3 days, damage 1d3 DEX and 1d3 CON; 2 consecutive saving throws and cured, if Heal Check from someone else is higher, use it (must have been resting the previous 8 hours). Recovery is 1 point per day, even while disease is in progress. |
| 81-84 | Human warrior skeleton | 1/3 | 1 creatures | HD: 1d12, Init: +5, Speed: 30ft, AC: 15, touch 11, flat-footed 14, BAB/Grapple: 0/+1, Attack: sword +1 (1d6+1/18-20), claw +1 (1d4+1), damage reduction 5/bludgeoning, darkvision 60ft, immunity to cold, undead traits, Fort: +0, Ref: +1, Will: +2, Str: 13, Dex: 13, Con: -, Int: -, Wis: 10, Cha: 1 |
| 85-88 | Small viper snake | 1/2 | 1 creature, DC 21 to spot, within 5ft it strikes | HD: 1d8, Init: +7, Speed: 20ft, climb 20ft, swim 20ft, AC: 17, touch 14, flat-footed 14, BAB/Grapple: 0/-6, Attack: bite +4 (1d2-2 plus poison), poison, scent, Fort: +2, Ref: +5, Will: +1, Str: 6, Dex: 17, Con: 11, Int: 1, Wis: 12, Cha: 2, Balance: +11, Climb: +11, Hide: +11, Listen: +7, Spot: +7, Swim: +6
Poison: initial and secondary damage 1d6 CON, Fort Save DC 10 both times (1 minute later) |
| 89-92 | Tiny animated object | 1/2 | 1 creatures | HD: 1/2 d10, Init: +2, Speed: 40ft, 50ft with legs, AC: 14, touch 14, flat-footed 12, BAB/Grapple: 0/-9, Attack: slam +1 (1d3-1), darkvision 60ft, low-light vision, Fort: +0, Ref: +2, Will: -5, Str: 8, Dex: 14 Con: -, Int: -, Wis: 1, Cha: 1,
Wallet, Tiny Wooden Figure, Shoe |
| 93-96 | Human commoner zombie | 1/2 | 1 creatures | HD: 2d12+3, Init: -1, Speed: 30ft, can't run, AC: 11, touch 9, flat-footed 11, BAB/Grapple: +1/+2, Attack: slam +2 (1d6+1), club +2 (1d6+1), single actions only, damage reduction 5/slashing, darkvision 60ft, undead traits, Fort: +0, Ref: -1, Will: +3, Str: 12, Dex: 8, Con: -, Int: -, Wis: 10, Cha: 1 |
| 97-100 | Stirge | 1/2 | 1 creatures | HD: 1d10, Init: +4, Speed: 10ft, fly 40ft, AC: 16, touch 16, flat-footed 12, 12 when attached, BAB/Grapple: +1/-11 but +1 grapple when attached, Attack: touch +7 (becomes attached), attach, blood drain, darkvision 60ft, low-light vision, Fort: +2, Ref: +6, Will: +1, Str: 3, Dex: 19, Con: 10, Int: 1, Wis: 12, Cha: 6, Hide: +14, Listen: +4, Spot: +4
When Attached deals 1d4 CON damage on start of round while attached. After 4 points of damage it flies away to digest. Grapple Rules: Every attack provokes Attack of Opportunity, Touch Attack (AC of touch), Opposed Grapple Checks (BAB + STR + Size Mod below). Attacking Stirge while attached is a -4 to player. Opposed Grapple Check more likely to succeed. If the player moves, other players get Attack of Opportunity against the attached stirge. Special Size Modifier: The special size modifier for a grapple check is as follows: Colossal +16, Gargantuan +12, Huge +8, Large +4, Medium +0, Small –4, Tiny –8, Diminutive –12, Fine –16. |
| 1-60 | Lizardfolk | 1 | 1 creature | HD: 2d8+2, Init: +0, Speed: 30ft, AC: 15, touch 10, flat-footed 15, BAB/Grapple: +1/+2, Attack: claw +2 (1d4+1), club +2 (1d6), javelin +1 ranged (1d6+1), hold breath, Fort: +1, Ref: +3, Will: +0, Str: 13, Dex: 10 Con: 13, Int: 9, Wis: 10, Cha: 10, Balance: +4, Jump: +5, Swim: +2
Treasure: 50% coins; 50% goods; 50% items |
| 61-62 | Medium viper snake | 1 | 1 creature, DC 21 to spot, within 5ft it strikes | HD: 2d8, Init: +7, Speed: 20ft, climb 20ft, swim 20ft, AC: 16, touch 13, flat-footed 13, BAB/Grapple: +1/0, Attack: bite +4 (1d4-1 plus poison), poison, scent, Fort: +3, Ref: +6, Will: +1, Str: 8, Dex: 17, Con: 11, Int: 1, Wis: 12, Cha: 2, Balance: +11, Climb: +11, Hide: +12, Listen: +5, Spot: +5, Swim: +7
Poison: initial and secondary damage 1d6 CON, Fort Save DC 11 both times (1 minute later) |
| 63-64 | Small animated object | 1 | 1 creature | HD: 1d10+10, Init: +1, Speed: 30ft, 40ft with legs, rope climb 15ft, AC: 14, touch 12, flat-footed 13, BAB/Grapple: 0/-4, Attack: slam +1 (1d4), darkvision 60ft, low-light vision, Fort: +0, Ref: +1, Will: -5, Str: 10, Dex: 12 Con: -, Int: -, Wis: 1, Cha: 1,
Step stool, boots, rope |
| 65-66 | Ghoul | 1 | 1 creature | HD: 2d12, Init: +2, Speed: 30ft, AC: 14, touch 12, flat-footed 12, BAB/Grapple: +1/+2, Attack: bite +2 (1d6+1 plus paralysis) Full Attack: as attack + 2xclaws +0 (1d3 plus paralysis) Special attack: Ghoul Fever, darkvision 60ft, undead traits, +2 turn resistance, Fort: +0, Ref: +2, Will: +5, Str: 13, Dex: 15 Con: -, Int: 13, Wis: 14, Cha: 12, Balance: +6, Climb: +5, Hide: +6, Jump: +5, Balance: +7, Climb: +9, Hide: +8, Move Silently: +6, Spot: +7
Ghoul Fever: Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex Paralysis: Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. |
| 67-68 | Homonculus | 1 | 1 creature | HD: 2d10, Init: +2, Speed: 20ft, fly 50ft, AC: 14, touch 14, flat-footed 12, BAB/Grapple: +1/-8, Attack: bite +2 (1d4-1 plus poison) darkvision 60ft, construct traits, low-light vision, Fort: +0, Ref: +4, Will: +1, Str: 8, Dex: 15 Con: -, Int: 10, Wis: 12, Cha: 7, Hide: +14, Listen: +4, Spot: +4
Poison: Injury, Fortitude DC 13, initial damage sleep for 1 minute, secondary damage sleep for another 5d6 minutes. |