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Showing posts from December, 2019

Ogrekin

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Ogrekins are giants. A giant is a humanoid creature of great strength, usually of at least Large size. Giants have low-light vision. The result of an unfortunate union between an ogre and a humanoid, the ogrekin (or half-ogre) is cursed with horrific malformations due to its tragic ancestry. Shunned by both parents, ogrekin tend to form unstable clans of their own, often resorting to inbreeding to sustain the collective. While good-natured ogrekin are not entirely unheard of, they are far and few between. Ogrekin have both beneficial and disadvantageous deformities.

Dog, Riding

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Riding dogs s are animals. An animal is a living, nonhuman creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture. Animals have low-light vision. Animals breathe, eat, and sleep. Larger dogs (known to Small races like halflings and gnomes as riding dogs) include hardier breeds such as huskies, mastiffs, and wolfhouds. A riding dog can fight while carrying a rider, but the rider cannot also attack unless he is a skilled rider. Riding dogs can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Riding dogs can identify familiar odors just as humans do familiar sights. Riding dogs can detect opponents by sense of smell. If the opponent is upwind, the range increases; if downwind, it drops. Strong scents, such as smoke or rotting garbage, can be detected at longer range. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at even longer range. When a rid

In the Hook's Shadow, Part 3 (Wednesday, Neth 27th-Sunday, Kuthona 1st, 4707 AR)

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The heroes continued their journey, encountering a band of goblins and a group of Varisian wanderers, before finally reaching Turtleback Ferry. Turtleback Ferry There wasn't much to do in Turtleback Ferry except ask around for news. Turtleback Ferry is a small township perched on the rain-drenched north shore of Claybottom Lake. Three distinctive ferries crafted from the shells of giant turtles make Turtleback Ferry the central trading town for the region. Nearly 80 miles form Ilsurian, the next town of similar size, Turtleback Ferry has nominally been under Magnimarian rule for 45 years, an arrangement the settlement agreed to in return for protection from the region's ogres and ogrekin. Turtleback Ferry remains independent in many ways, for its remote location ensures that official visits form Magnimar are few and far between. Turtleback Ferry's current mayor is an aged cleric of Erastil named Maelin Shreed, who manages the village church as both a safe haven f

Snakeskin Tunic

Aura moderate abjuration and transmutation; CL 8th Slot chest; Price 8,000 gp; Weight 2 lbs. A snakeskin tunic is a tight, form-fitting shirt crafted from the scales of a giant snake. When worn, it grants a +1 armor bonus to AC, a +2 enhancement bonus to Dexterity, and a +2 resistance bonus on saving throws against poison. Construction Requirements Craft Wondrous Item, cat's grace, delay poison ; Cost 4,000 gp

Giant Snapping Turtles

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Giant snapping turtles are animals. An animal is a living, nonhuman creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture. Animals have low-light vision. Animals breathe, eat, and sleep. Giant snapping turtles typically grow to diameters of about 35 feet and weigh 20,000 pounds. Giant snapping turtles detect approaching enemies, sniff out hidden foes, and track by sense of smell. Giant snapping turtles can identify familiar odors just as humans do familiar sights. If the opponent is upwind, the range increases; if downwind, it drops. Strong scents, such as smoke or rotting garbage, can be detected at longer ranges. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at even longer ranges. When a giant snapping turtle detects a scent, it doesn’t know the exact location of the source – only its presence somewhere within range. Giant snapping turtles can find the direction of the scent. Whe

Mosquito Swarms

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Mosquito swarms are vermin swarms. Vermin include insects, arachnids, other arthropods, worms, and similar invertebrates. They are mindless and thus immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Vermin have darkvision. They breathe, eat, and sleep. A swarm is a collection of Fine, Diminutive, or Tiny creatures that acts as a single creature. A single swarm occupies a square (if it is made up of nonflying creatures) or a cube (of flying creatures) of Large size, but it has no reach, like its component creatures. In order to attack, it moves into an opponent’s space, which provokes an attack of opportunity. It can occupy the same space as a creature of any size, since it crawls all over its prey. A swarm can move through squares occupied by enemies and vice versa without impediment, although the swarm provokes an attack of opportunity if it does so. A swarm can move through cracks or holes large enough for its

Hydras

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Hydras are magical beasts, Magical beasts are similar to animals but can be more intelligent (in which case the magical beast knows at least one language, but can’t necessarily speak). Magical beasts usually have supernatural or extraordinary abilities, but are sometimes merely bizarre in appearance or habits. Magical beasts have darkvision. Magical beasts have low-light vision. Magical beasts breathe, eat, and sleep. There are more powerful hydras, with additional heads. When a hydra’s head is destroyed, two heads regrow. A hydra cannot have more than twice its original number of heads at any one time. To prevent new heads from growing, acid or fire damage must be dealt to the stump (a touch attack to hit) before they appear. Acid and fire damage from area attacks can affect stumps and the body simultaneously. A hydra doesn’t die from losing its heads until all are cut off and the stumps seared by acid or fire. A hydra can be killed by severing all of i

In the Hook's Shadow, Part 2 (Wednesday, Neth (XI) 20th-27th, 4707 AR)

The heroes defeated the stirges and even encountered a pair of hydras on their way to Wartle. During their trip, they received a sending form the Desnan priestess in Magnimar informing them that Jakardros and others were captured by the Grauls. Tsela journeyed for more information on the Grauls. The Grauls are notorious in Kreegwood as one of the more disgusting and aggressive half-ogre families. The Grauls are ruled by a notorious female ogrekin known only as "Mammy" Graul, an accomplished cannibal, necrophile, and vile wizard. After leaving Wartle, the heroes encountered a mosquito swarm and giant snapping turtle before eventually reaching Whistledown.