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Showing posts with label Raiders. Show all posts
Showing posts with label Raiders. Show all posts

Sunday, 24 February 2019

Neth Canyon, Encounter Table Plus History

This is an area I haven't fully explored in game. I know it is apart of a once prosperous mining area that helped support a formerly strong military operation. The Phaetox (Lawful, Flamed Winged Humanoids that are incapable of lieing) were in wars with the miners after they realized it was a lost cause, but I haven't determined exactly why - yet. There are lots of people struggling to earn a living, they are extremely hostile to anyone trying to steal their claims. Some monsters are frozen both in Callite (think Calcium), Ice or something else.

Most times this is simply a launch-off point for adventurers, asking to ferry or protect miners either going in or going out of the canyon..

Neth Canyon

The Neth is a legendary dangerous mining region in the the Sal-Venth region within the Lower Spirelands. It was once apart of the Cortezan Empire, as one of several prosperous regions that had strong regional representation on the Corzan High Counsel. Once the wars with the Phaetorox peoples began, taxes and militarization increased to continually beef up defenses. At some point the valleys Drel mines no longer turned a profit, as the cost of patrols far exceeded what could be culled from the mining and most of the operations slowly shut down.

Individual mining groups persisted for a long while, hoping to strike a Drel vein so rich that it could be maintained but none did for long. It is a place where many believe a fortune can be made, if they are lucky enough or quick enough or can elude the patrols. But others - old soldiers and miners alike, believe the danger is never worth it, as the Phaetox are relentless, and execute anyone they find. The Phaetox state their reasons plainly without passion, having settlers in these canyons cause them problems. They certainly know the usefulness of Drel, and in the past fortunes were made but their people pay the price for the miners disturbing the lethal havar and are no longer willing to pay the high price, so they do what must be done to shut all operations down.

Yet, while large operations shut down, small groups still go into the valley looking for veins or lost stockpiles of both minerals and other stuff. Even more bizarre, because of it's long continual history of mining, this is one of the places most known by planar travelers, so it is one spot outsiders can come as it is on their (outdated) astral maps. They often come into abandoned towers for a few weeks, rest up, resupply and then head out again. All obelisks in the valley are larger, more complex with significantly more potential for arcana than average ones found in most cities. .

Multiple small towns still eke out a living, trading and supplying the carvans or traders that still go into the valley. Many are independent, run by those who reside there, they strongly avoid entanglements with larger empires or nations . No empire technically runs the land but the local Phaetox Vuvarix try to control travel what goes into and out of the valley but unless trouble happens leave well enough alone.

  %           Finding
01-02 Undead (See Table Below)
03-04 Verrik (1d3, 4-6 HD, LE or LN)
05-06 Jackalla (2d5, 4-6HD, LN)
07-09 Giant (1d3, Cloud or Ice)
10-12 Wagon (80% Derelict, 20% Damaged) 13-14 Goblinoid    (40% Bugbear, 60% Goblin; 2d6)
15-16 Tame (1-2) 17-20 Clockwork (2-4; Miner or Defender) 21-22 Elemental Wave (1d3, Medium to Large Elementals)
23 Black Spectator (Usually 4-5 eyes, # 1-2) 24-25 Chund (5-8) 26-27 Manticore (1-2) 28-30 Harpy (1-2) or Gargoyles (5-8) 31-32 Minotaur Gang (3-4) 33-34 Slassan Hunters
35-36 Ice Hag 37-39 Miner Camp (11-20, Roll on Humanoid Table) 40-46 Bandits (11-20, Roll on Humanoid Table) 47-60 Patrol (11-20, Roll on Humanoid Table) 61-62 Merchants (21-40, Roll on Humanoid Table) 63-64 Trolls (3-4);67-68 Dire Animal (Ape, Bear, Tiger, Wolf)
69-70 Lycanthrope (Bear, Boar, Tiger, Wolf) 71-72 Ter Falcanna or Griffon 73-76 Fey (1d4, Nymph, Pixie, Sprite, Oread, Sylph) 77-78 Cyclops
79-80 Wyvern or Ythrak 81-82 Harrid
83 Snow Cloakers 84-86 Displacer Beast 87-88 Ogre (3-4) 89-90 Grey Render 91-92 Ice Piercers or Other Hazard * 93-94 Psider 95-96 Callanna 97-98 Lillend or Ramadeen 99-100 Drel Mine Site, (20% Small or 80% Abandoned; Roll on Humanoid Table) 101-104 Small Village (Humanoid, 50-200, roll on humanoid table) 105-108 Patrol (Good or Neutra,l; Roll on Humanoid Table) 109-114 Bandits (Neutral or Evil; Roll on Humanoid Table) 115-120 Religious Procession (11-20; Roll on Humanoid Table)
121-130 Circus or Band (31-50; Roll on Humanoid Table)
131-140 Wizard Tower or Location (Choose Humanoid Table; Number 1-6) 140+ Abandoned Drel Mine Site; Roll on Humanoid Table;

Roll % dice, add to the last number rolled.
After you roll over 80, start again at 0 Base


Humanoid  
Roll 2d10 first time starting at "0", if under 11 Roll 2d10 again at "0", if over 11 then Roll 1d12
2-4.     Dwarf         (LN, # 11-20, CR 2+)
5-6.     Lizardith    (N, #2d6, CR 2+, Fighter, Rogue, Monk, Druid)
7.         Ratfolk        (CR 1+, N, # 9-16,  Small Rat like humanoids)
8.    Gnomes    (CR 2+, # 2d10; NG% Miners or Craftsmen, 3d4)
9.    Githzerai    (NG; 50% Warriors; 50% Monks, 2d4)
10-11 Elven Patrol  (CR 5+, N(G), # 12-18)
12-13 Fey Band   (NG; 50% Rogues; 25% Rangers, 25% Bards, 2d4)
14        Clockwork
15 -17 Phaetox Patrols  (LN, #5-8, Lev 2-4)
18    Tengu Traders CR 2+, N(E), # 1-10
19.  Human Traders CR 5+, N, # 11-30
20.      Orynix Hunters (CR 2+, N, # 5-8, Silver Horned Humanoids)

21.   Catfolk,         (CR 2+, N, #1d8)
22.   Shabti             CR 1+, N, #1d3 Golden Humanoids, reborn
23.   Nagaji            CR 1+, LN, #5-8 Reptillian Snake Humanoid
24+   Charr              CR 1., CN, #1d8 Ritually scarred humanoid


Undead
2 Wight
3 Wraith
4 Ghoul or Ghast
5 Shadow
6 Corpse Wraith
07-10  Cadaver *
11 Mummy (CR 4 - as Swamp Mummy)
12 Necrocraft
13 Unfinished *
14  Flesh Ghoul
15  Restless - Undead Template (Roll on Humanoid Table)
16  Jackalla  (Undead Hunters, 1d3, 4-6 HD, LN)

Tuesday, 30 January 2018

Flesh Ghoul (Living Humanoid with Transparent Skin)

Flesh Ghouls are a scourge in the Spirelands, feared for both their transparent skin and their cannibalistic tendencies. Many believe they are true undead ghouls, but this is untrue - they have twisted ghoulish tendencies but are very much alive with many bad habits and traits.

They are raiders and have little need of trading or adventurous allies. They prefer to attack trading caravans or stealing from smaller Spireland communities. When they attack, they kill what they can and then take anything they need to fill up their larder. Most prisoners are locked up in cages, and half the time they are feasted upon within weeks, the other half they die from ignorance.

Most Flesh Ghouls believe in whoever is the strongest (or smartest or fastest) can lead, but they do so only until their cupboard is bare. While there are sometimes outright revolt, that is not their typical style, most that are unhappy, just leave.

Flesh Ghouls have much the same relationship with their kin, the strongest male usually leads their household, yet some of their matings are equal and more balanced between the partners. Their children are born with some colour in their flesh, but gradually lose it before they reach ten years.

While the overwhelming majority of Flesh Ghouls have twisted habits but like most species, there are variants, but these non-evil versions have few options except to escape.


Flesh Ghoul  

CR 3
NE Humanoid Init +2
Senses detect life, low-light vision; Perception +5

DEFENSE
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 from Dodge)
hp 13 (3d8)
Fort +3, Ref +3, Will +1
Opponents gain -2 to hit them in melee, -4 to hit if using missile weapons

OFFENSE
Speed 30 ft.
Melee short sword +3 (1d6+2)
Ranged short bow +4 (1d6)
Space 5 ft.; Reach 5 ft.

STATISTICS Str 13, Dex 14, Con 10, Int 8, Wis 10, Cha 8
Base Atk +2; CMB +3; CMD 15
Feats: Dodge & Mobility
Skills Escape Artist +5, Perception +5, Stealth +7
Languages Common, Goblin

ECOLOGY
Environment Remote Locations
Organization Gangs (3-12)
Treasure Half
Advancement: By HD or class

SPECIAL ABILITIES
Transparent Skin provides significant advantage, as long as they do not wear armor, opponents gain a -2 if they attack them using melee weapons. If they are using missile weapons within 30 ft, they take a similar -2 disadvantage. If more than 30 ft away this increases to -4 disadvantage. If their opponent is more than 30 feet away, they take -6.

High Level Abilities
4 HD Gain + 2 to any 2 Ability Scores; +1 to AC; +5 skill points
5 HD Rage (1/day); +5 skill points; Gain new feat, Dmg Reduction 2 /Silver
6 HD +1 to AC; +5 skill points; Poisonous Touch
7 HD Gain + 2 to any 2 Ability Scores; +5 skill points; Gain new feat
8 HD Rage (2/day); +1 to AC; +5 skill points; Dmg Reduction 5 /+1
9 HD +5 skill points; Immunity to Poison; Poisonous Touch (DC 18)
10 HD Gain + 2 to any 3 Ability Scores; Rage (3/day); +1 to AC; +10 skill points; Dmg Red 10 /+1

Flesh Ghouls rarely deviate from this HD schedule before 11th Level. If they do take non-core HD then they cannot take further levels from this schedule. Their most often choices are: Rouge, Fighter, Ranger, Cleric & Sorcerer.

Poisonous Touch: By touching an opponent, they inflict a weakening effect, causing a -1 to physical attacks for up to one hour. The opponent must beat a DC 15 to avoid this poison. If their opponent makes this save, they are immune to further attacks for the next 24 hours. If they roll a natural one on the saving throw, the effect is doubled and lasts for six hours. They can do this three times a day.


Inspired by the Nehwonian Ghoul from Fritz Lieber's Fahrd and the Grey Mouser Series.