| |  | | Level 2 Obstacle Hazard XP 125 Hazard: Brown mold fills one square (the square is difficult terrain). The temperature is noticeably colder within 6 squares. Perception: No check necessary. Additional Skill: Dungeoneering (DC 20 identifies it as brown mold). Trigger: A warm-blooded creature passing within one square of the mold triggers it. Attack
Standard action; close burst 1 Attack: +5 vs. Fortitude Damage: 3d6 cold damage, and 3 ongoing cold damage (only halted by leaving the adjacent square). Countermeasures
A character may move into a patch of brown mold without triggering warmth drain only by application of oil of life masking, an amulet of Carnax or use of any other masking power. Simple illusions that merely give the appearance of undead do not apply. Upgrade to Elite (XP 250)
• Increase the Dungeoneering DCs by 2.
• Increase the damage to 2d10 cold damage, and 5 ongoing cold damage.
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|  | Level 12 Brute
Large natural beast, XP 700 Initiative +6; Senses Perception +11 HP 197; bloodied 98 AC 27; Fortitude 25, Reflex 23, Will 21 Speed 4 Horn Gore (standard; at will)
+17 vs. AC; 3d6+5 damage. Trampling Charge (standard; recharge  )
When charging, a rhinoceros beetle may move through a Medium or smaller creature's space and make a horn gore attack against that creature, which is also tossed aside one square to the right or left and knocked prone. The rhinoceros beetle must end its movement on a vacant space. Alignment Unaligned Skills Athletics +7
Str 25 (+13) - Dex 10 (+6) - Wis 10 (+6)
Con 17 (+9) - Int 1 (+1) - Cha 9 (+5)
Rhinoceros beetles are massive members of the beetle family, related to the common grave scarab, that inhabit warm jungles. They are most often found in Katayinga and the forests of the Isles of the Wako.
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|  | Level 6 Brute
Large natural beast, XP 250 Initiative +3; Senses Perception +8 HP 86; bloodied 43 AC 19; Fortitude 20, Reflex 18, Will 15 Speed 8 Horn Gore (standard; at will)
+9 vs. AC; 2d8+4 damage. Goring Charge (while mounted by a friendly rider of 6th level or higher; recharge  ) • Mount
When charging, an aurochs may move through a Medium or smaller creature's space and make a horn gore attack against that creature, which is also tossed aside one square to the right or left and knocked prone. The aurochs must end its movement on a vacant space. Alignment Unaligned Skills Athletics +7
Str 18 (+7) - Dex 10 (+3) - Wis 11 (+3)
Con 16 (+6) - Int 2 (-1) - Cha 4 (+0)
Aurochs (or urus, as they are known in Goblin) are huge, savage bulls inhabiting lightly forested terrain nearly worldwide, save for the depths of Katayinga. They are oftentimes trained as mounts by goblinoids.
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|  | Level 9 Brute
Huge natural beast (aquatic), XP 400 Initiative +4; Senses Perception +9, low-light vision HP 122; bloodied 61 AC 21; Fortitude 23, Reflex 20, Will 19 Speed 3, swim 4 Bite (standard; at will)
+12 vs. AC; 2d8+5 damage. Stomp (standard; at will)
+12 vs. AC; 2d6+5 damage. Trample (standard; recharge  )
When charging, a hippopotamus may move through a Medium or smaller creature's space and make a stomp attack against that creature. The hippopotamus must end its movement on a vacant space. Alignment Unaligned Skills Athletics +16, Stealth +9
Str 25 (+11) - Dex 11 (+4) - Wis 10 (+0)
Con 22 (+10) - Int 1 (-1) - Cha 6 (+2)
A hippopotamus (plural hippopotami), or "river-horse", is a massive porcine animal which inhabits rivers and lakes throughout the Katayingan subcontinent. They are highly dangerous and excessively stupid, and are untrainable.
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|  | With an ear-splitting sound, a hunter's horn blares out: the ghostly figure of a man leading a pack of hounds materialize from the sky and begin galloping towards you. You turn and start to run - the Wild Hunt is loose tonight! Setup: To escape Gwynn o' the Horn and his hounds of the Wild Hunt, a frenzied flight through the forest becomes necessary. Level: Equal to the level of the party Complexity: 4 (requires 10 successes before 5 failures) Primary Skills: Acrobatics, Arcana, Athletics, Stealth Acrobatics (moderate DCs): You ably dodge out of the way of an arrow shot from Gwynn's bow. Failing a check means that you have been hit, and the magic of the arrow gives you a -2 to the next Acrobatics or Athletics check. Athletics (moderate DCs): With a burst of effort, you manage to outrun the Hunt... for now. Stealth (hard DCs): Using stealth and guile, you hide behind a tree, in the brush or in a small bowl, managing to avoid the Hunt. Success: You manage to discover a hamadryad, a type of fey which is adept at hiding from the Wild Hunt. The hamadryad leads you to safety and the Hunt moves on. Failure: You're caught! Gwynn releases some of his hounds and a combat encounter is provoked at the PCs' level + 2.
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|  |
North of the Stormwall Mountains, the civilized lands of Triskelion give way to a vast, untamed wilderness of dark forests, forbidding moors, and majestic mountain peaks. This land is called Anadra by its elven inhabitants, though the men of Triskelion call it the Wilderlands. Up until two years ago, the nation of Redwyne stretched along the northern face of the Carnarvon Hills. Elvengate Ruler: Lionel Belin
The village of Elvengate lies in the shadow of the Stormwalls, shielded from the Toadfens (at least somewhat) by the River Leigh. The town gets its name from a tribe of elves that lives in the hills nearby. A pact of mutual defense exists between Belin and his former bodyguard, Jerome Steelsides of Neville. The relationship between the townsfolk and the neighboring elves is currently strained due to the town's proximity to elven ruins. Far Snows Ruler: Celia Arawn
The Arawn family is one of the oldest noble families of Redwyne. They still rule over the small hamlet of Far Snows, at least in name. In practice, Far Snows is more or less the province of the the eladrin Lady of Harlech, Ysolde Stormsea Ap'Deigh. The highlands near Far Snows are dotted with elven ruins and, if stories are true, haunted by all manner of elven and eladrin undead. Giaour Ruler: Herle Wraxall
The elderly scion of the Wraxall clan rules over this village, which is nestled in a hollow in the Skullcaps, abutting the dread realm of Carnax, home of the Partholanians. From an early age, Herle learnt as much as he could about that sect and eventually about all manner of Anadran lore. Herle was a loyal Pendoral subject, and maintains good relations with Solace. Neville Ruler: Jerome Steelsides
The quaint, yet formidably defended, town of Neville lies on the banks of the River Leigh, which makes its sluggish way through the weed-choked Toadfens. Steelsides, a descendant of the famed Cruáslios of ages past, is, like his clansmen, reputed to possess the blood of the wúdewása. Jerome was formerly chief of the guardsmen for Lionel Belin of Elvengate, and a firm bond exists between the two villages. Solace Ruler: Alexis Pendoral
In 2852, the inexperienced and politically naïve Alexis took over rulership of Redwyne. Through the manipulations of various courtiers and emissaries and an upsurge of banditry, Alexis' power waned until she controlled little more than the city. She allied herself with the Triskelions and the Horned Guard's ranks swelled. Better-trained and more numerous, they crushed the revolts and her hold on power solidified. In 2854, Alexis began a campaign against the Partholanian sect. To that end, she has begun construction on a fortress, the so-called "Raven's Roost", at the mouth of the Crow Road. Taranis Ruler: Danica Llewellyn
The city of Stormgate has fallen into ruin, but the region is claimed by Danica Llewellyn, a half-elf whose father belonged to the tribe living near Elvengate. Rechristening the land Taranis after an old elven god, Danica is currently engaged in aggressive negotiations with Lionel Belin to reclaim the ruins of Ker'Taranis, an old elven holy site.
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|  | |
The entirety of existence is often called Myndaidra, after the great world-tree upon which the universe's continued existence is dependent. This celestial tree is grown in the soils of Eden. Arden (Astral Sea)
Arden ("Higher Realm") is the highest realm of the tree. Nestled in Myndaidra's branches are a countless number of halls, cities and enclaves – the homes of the gods of unnumbered pantheons. The celestials serving these gods are also found here. Arjidan (Nine Hells/Abyss)
A vast cavern spiralling downward, Arjidan ("Iron Realm") is a gaping rent in the Veil of Paroketh and lower one gets, the more and more chaotic Arjidan becomes until eventually it opens into the Netherwells. Moreso than Arden, Arjidan also has individual layers and regions that are functionally identical to those of other Lower Planes – for example, each layer is an infernal realm, and the demonic or diabolic rulers of those realms pick and choose their own allegiance to law, chaos, or neutrality. Thus, devils and demons, dæmons and demodands, all dwell on the same plane. Cransadun
Cransadun ("World-Realm") is the plane most familiar to adventurers, as it is the world, pure and simple. Cransadun is a huge, flat world, complete with seas and oceans, but bounded by the unthinkably immense mountains called Valen's Fence. Eden (Elemental Chaos/Feywild)
Eden is a vast expanse of forests lying at the base of the World-Tree. The forested regions have the same traits as the Material Plane. From the center of the forest rise the impossible heights of Myndaidra. The forests are inhabited by the eladrin.
The swiftly-flowing River Manannan flows into Etain from under the earth (the fertile soils of Etain are functionally identical with the Elemental Plane of Earth). The river is almost impossibly deep, and the interior of the river effectively has the traits of the Elemental Plane of Water. The river makes its way into Etain at four places, and each of these wellsprings the eladrin have built a great Tir, or fortress-city. These four cities are called Findias, Murias, Gorias and Falias. Netherwells
The Netherwells are the pits of ultimate chaos and madness. The remnants of the old Ginungagap, the Netherwells' deepest reaches are inhabited by forgotten, mindless and dead gods, chief among them Ammon, father of all demons and patron of madmen. It is a true Lovecraftian nightmare – but as in some of Lovecraft's works, the madness is broken by beauty and tranquility. Extensions of the Netherwells, called Darkclaws, periodically appear within Apocrypha.
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|  | | Apepi Desecration Prerequisites: Dragonborn, level 1 only Effect: You are descended from the serpent Apep. You receive a +2 to damage inflicted to good immortals, such as angels, or good fey, such as eladrins. Cecropian Majesty Prerequisites: Dragonborn, level 1 only Effect: You are descended from the semi-divine Cecrops, the first emperor of Arkhosia. Add Diplomacy to your list of class skills. In addition, you gain a +2 racial bonus to all Diplomacy skill checks. Finally when you spend an action point to gain an extra standard action, you can immediately re-roll a failed Diplomacy skill check made in the same round. Ketosian Pastoralism Prerequisites: Dragonborn, level 1 only Effect: You are descended from the Ketos, the protector of the fisher-folk of Samarkanda. Add Nature to your list of class skills. In addition, you gain a +2 racial bonus to all Nature skill checks. Finally when you spend an action point to gain an extra standard action, you can immediately re-roll a failed Nature skill check made in the same round. Mushrushu Lawgiver Prerequisites: Dragonborn, level 1 only Effect: You are descended from the semi-divine Mushrushu, one of the draconic companions of the law-goddess Gwyneth. Your hatred of chaos causes you to receive a +2 to damage inflicted to creatures with the aberrant subtype, or other creatures tainted by chaos, such as the fomorians or their armies. Pythian Visions Prerequisites: Dragonborn, level 1 only Effect: You are descended from the semi-divine Cumæ, advisor to Cecrops. Add Religion to your list of class skills. In addition, you gain a +2 racial bonus to all Religion skill checks. Finally when you spend an action point to gain an extra standard action, you can immediately re-roll a failed Religion skill check made in the same round.
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|  | Level 10 Elite Skirmisher
Large fey magical beast (aquatic), XP 1,000 Initiative +8; Senses Perception +11, darkvision HP 244; bloodied 122 AC 26; Fortitude 36, Reflex 30, Will 29 Speed 10, swim 10 Kick (standard; at will)
+15 vs. AC; 2d6+5 damage. Double Attack (standard; at will)
The aughisky may make two kick attacks. Feast of the Rent Flesh (immediate reaction, when an enemy is killed)
The aughisky may feast upon the body of a fallen enemy, gaining a measure of its strength; the aughisky gains a number of temporary hit points equal to the level of the foe. Combat Advantage
If an aughisky has combat advantage against the target, the target is also knocked prone on a hit. Alignment chaotic evil; Languages Common, Elven Skills Athletics +17, Bluff +12, Diplomacy +12, Insight +11, Stealth +11
Str 24 (+12) - Dex 13 (+6) - Wis 13 (+6)
Con 17 (+8) - Int 10 (+5) - Cha 14 (+7) Action Point 1
An aughisky, or water horse, is a fey creature resembling a massively-built black stallion. Being a supernatural creature by its very nature, there are countless minor variations on its appearance; some have a mane tinged green with algal growths, resembling nothing so much as a mat of mere-weed, some are truly demonic in appearance and can be mistaken for evil extraplanar beings.
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|  | |
Long ago, in the days when the magi'ashin kingdoms of Theen ruled the lands of Materia, an empire was flourishing on the other side of the world. The empire was ruled by the reptilian humanoids known as the dragonborn. Bound by honor and law, united under the worship of the law-goddess Gwyneth, Arkhosia flourished for over a thousand years. Then came the mighty cataclysm precipitated by the mage, Khan.
The Arkhosian Empire sent many of its hoplites to fight in the one war, and many dragonborn sympathized with the Sanhedrin mages. In the aftermath of the war, after the dragonborn witnessed firsthand the fury and power of the true dragons, and the world of Materia was shattered and broken. The pieces of the world floated throughout the Netherwells, and just as Materia was shattered, so to was Arkhosia broken. While most dragonborn soldiers in Theen were drowned, some made their way to the shores where they founded the city-states of Samarkanda.
Others were stranded in Arkhosia. The empire in shambles, many soldiers gone and resources now unavailable, the then-emperor, Ophis IX, consolidated his power and restructured his lands as New Arkhosia. The new kingdom was harsher, more severe, with near-oppressive laws.
Centuries later the lands of New Arkhosia persist but do not truly thrive. The kings of the dragonborn homeland have become decadent, powerhungry, eager for conquest of other lands.
Many of the dragonborn adventurers found throughout the worlds are descended from survivors of the fallen kingdoms of Samarkanda, from hoplites battling in other lands, or are refugees from the oppressive homeland of New Arkhosia.
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|  | Level 14 Elite Brute
Huge fey humanoid, XP 2,000 Initiative +8; Senses Perception +13, darkvision HP 384, bloodied 192 AC 28, Fortitude 43, Reflex 34, Will 34 Speed 7 Morningstar (standard; at will) ♦ Weapon
Reach 2; +17 vs. AC; 2d6+15 damage. Triple Attack (standard; at will)
The athach may attack with three morningstars, or with two morningstars and a thrown rock. Bite (standard; at will) ♦ Poison
+15 vs. Fortitude; 1d10+6 damage, and ongoing 15 poison damage. Hurl Rock (standard; at will)
Ranged 12; +17 vs. AC; 3d6+6 damage. Alignment chaotic evil; Languages giant Skills Athletics +20
Str 26 (+15) - Dex 13 (+8) - Wis 12 (+8)
Con 21 (+13) - Int 7 (+5) - Cha 6 (+5) Equipment hide armor, large morningstar Action Point 1
Athach are hulking giants with greenish-yellow skin. Tusked, with a humanoid face and small, piggish eyes, the athach has three arms, two in the normal humanoid position and one sprouting from the center of its chest. It has an uncertain relationship with the fomorians, and athach are often found in the armies of those misshapen beings. Some sages speculate that it is fomorian-bred.
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|  | Level 6 Lurker
Medium natural humanoid; XP 250 Initiative +7; Senses Perception +4, darkvision HP 54, bloodied 27 AC 20, Fortitude 21, Reflex 22, Will 21 Speed 6, swim 12, climb 8 (spider climb) Tentacle Claw (standard; at will)
Reach 3; +11 vs. AC; 1d10+4 damage and the target is grabbed. Choke (standard; at will)
Grabbed target only, +9 vs. Fortitude; 1d10+4 damage. Body Shield (immediate interrupt, when targeted by a melee or ranged attack vs. Reflex or AC; recharge with a successful tentacle claw attack or choke)
The grindylow makes its grabbed victim the target instead. The grindylow cannot use this power to redirect attacks made by a creature it is currently grabbing. Chameleon Hide (minor; at will)
The grindylow gains concealment until the start of its next turn. It can't use this power while grabbing a creature or while grabbed. Drown (standard; at will)
Grabbed target only; the grindylow may pull the target creature into the water in which it lairs, causing it to drown. Alignment evil; Languages primordial
Str 19 (+7) - Dex 18 (+7) - Wis 13 (+4)
Con 12 (+4) - Int 10 (+3) - Cha 6 (+1) Skills Stealth +12
Grindylow, are repulsively eel-like creatures with a perpetually damp, black skin. Their long arms sport equally long fingers, which have a fearful strength. They are a scourge and the subject of many a warning by cautious mothers.
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