Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
Playing the Game
Story Hour
The Gathering Storm
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Kerrick" data-source="post: 2606666" data-attributes="member: 4722"><p>Sorry for the lack of updates - we skipped a week, then stopped last week's session in the middle of the combat, so I wanted to wait until I had the whole thing to post. As a sort of consolation, I'll make a double post - the Ecology of the Seven Jewelled Isles, and the next update.</p><p></p><p><strong>The Seven Jewelled Isles.</strong></p><p></p><p> Contrary to the beliefs of many, these islands are not named after any actual jewels, but instead on the log of the ship's captain who first discovered them during the Second Age. “Like seven emeralds upon an azure cloth,” is what the long-forgotten ship’s captain wrote.</p><p></p><p> Each island is covered with thick jungle that regrows nearly as fast as it is cut down. Villages dot the islands, and travelers to the islands can hear the sounds of the jungle wildlife before they even drop anchor.</p><p></p><p> Despite its beauty, not many people come to the Seven Jewel Islands, since rumor states that the natives are fierce warriors and cannibals, soldiers left behind when the Iron Fleet destroyed a huge fortress of the Stygian Wave, soldiers who turned to barbarism and cannibalism to survive, and now prey on anyone who comes to the islands.</p><p></p><p> The many lagoons, inlets and natural harbors have a vast array of natural life, from sea anemones to manta rays to moray eels and silvershell crabs. Living in the decades-, centuries- or millennia-old ship wreckage (many of the hulks bear the signs of deliberate scuttling) is a bewildering array of sea life. Small, brightly colored fish, fire coral, and a few small sharks live in each lagoon, inlet and natural harbor, moving about the crystal clear water.</p><p></p><p> At night, when there are one or more moons present, the water glitters, and the foam of the surf shows a bright silver. This is the most dangerous time on the islands, for the blackhearted ooze moves from tidal pool to the surf, from surf to tidal pool, or from tidal pool to tidal pool, and in the moonlight, it’s fairly easy to step on one.</p><p></p><p> Each volcano (each island has one) is active, sending out plumes of smoke that can be seen for over 100 miles out to sea, and although they shake and rumble, they are not anywhere near the point of ejecting lava or ash, since Earthwrack damaged their cauldrons and lowered the level of lava to the point it will still take a score or more centuries before it reaches dangerous levels.</p><p></p><p> However, each volcano does contain many caves full of crystals, metal laced stalactites, and the bodies of villagers who have died over the years, wrapped in vines that had been pounded flat into long strips and wound all around the bodies. The older of these bodies have obsidian, and in some cases, steel swords, and some of the ancient staves being held contain some magic (up to the DM, depending upon the power level of each individual campaign. This is an excellent place to hide an important semi-artifact).</p><p></p><p> The sides of the volcano are heavily overgrown with jungle flora, nearly up to the rim, and the bowl inside is rocky and often filled with poisonous gases. Each bowl has quite a few (1d10+15) active gas vents that shoot out shrieking tongues of flame at any given time. The villagers feel that these places are the realm of evil spirits, and will not come here.</p><p></p><p> On the side of one volcano is a vast carving, depicting a burning city with ships leaving it, crossing the sea, and finding the islands. At the far right of the carving, the ships are sinking, and the tiny figures rejoicing.</p><p></p><p>The islanders: The natives of the Seven Jewel Islands are predominately human, with a few orcs, elves and dwarves who have “gone native” after being on the islands for several months. On the whole, islanders have bronze or brown skin and dark hair, wearing grass skirts (both the males and the females) while leaving the torsos bare. The natives are peaceful, interested mainly in tending their nakas and enjoying each others' company, caring nothing for the wars ravaging the rest of the world, or what evil wizard plans to take over where. Despite the legends, these islanders were present when the Stygian Wave began building the coastal fortress, and before, when the long-forgotten ship’s captain discovered the islands.</p><p></p><p> The main diet of the islanders is roast naka, silvershell crab, ruby mangos and other fruits and vegetables easily found on the islands. They often ferment naka milk and mix it with devil’s bite to make a rather powerful alcoholic drink that often causes hallucinations.</p><p></p><p> The islanders live in grass huts and often can be found lying about the island, tending to one or two nakas and watching the wind move the vegetation or being amused by the ravenmonkeys screetching at one another while they fight over a pretty rock or two.</p><p></p><p> Islanders use log canoes to move from one island to the next, and are, for the most part, very friendly with one another. For the most part, they can be considered L1d4 commoners (average villagers), with each village having a shaman (L1d4+2 adept), 1d4+6 protectors (L1d4 warriors protectors), a headman (L1d6+3 warrior), and a wiseman/woman (L1d4 aristocrat). For the most part, levels do not really come into play, since the villagers will seek to avoid combat. While they may wrestle and conduct mock battles with spears, they are not really aggressive, nor do they practice cannibalism - the missing travelers are actually devoured by Umaktalatak (see below).</p><p></p><p> Marriage and fidelity are an alien concept to the islanders, who take pleasure where they find it. While some villagers have no body piercing or ritual scarring, for the most part, they all display some primitive tattooing, scarring, or body piercing, most commonly the bottom lip, septum and nipples. The standard of physical beauty differs from tribe to tribe, but gray hair is seen as a sign of virility and wisdom, while a potbelly is seen as attractive.</p><p></p><p> At the DM’s option, there may be some adventurers who have “gone native” that are not accounted for by the above formulae. These adventurers will wear the same dress, and bear the same ornamentation as the other villagers, but their equipment will be hidden inside their huts, or buried near the village itself. They defend their villages to the best of their ability, and the villagers they live with usually have no clue that these adventurers were not born and raised in the village.</p><p></p><p> On one island is the ruin of an ancient coastal fortress, on the opposite side of the island from the village; villagers will not go there, warning any travelers that the area is not safe and it is considered taboo to venture there. The ruins are made of basalt, with many of the stones having collapsed into the ocean over the centuries. There are the ruins of the great wall that guarded the harbor, but much of that has collapsed to reveal a honeycomb of ancient rooms, now overgrown with ivy and shrubbery. Two great steel spools with several windings of a vast chain (a harbor boom) around each flank the mouth of the harbor; more chain leads out into the water, mostly rusted away over the centuries. </p><p></p><p> Many centuries ago, before the First Lich King War, this coastal fortress guarded the harbor, acting as a refit and supply base for ships of the Stygian Wave, then under the command of Gor DuMay. During the war, the Iron Fleet bombarded the coastal fortress for nearly a week, reducing it to rubble and sinking the ships in the harbor. At the bottom of the rather shallow bay (150 feet down) lie roughly 20 ships, ranging in size from small message carriers to one of the Stygian Fleet's huge battleships, which was in for repair and was sunk by a lucky firebolt from a heavy ballista. </p><p></p><p> The inside of the fortress was put to the fire and sword, and the supplies inside were transferred to the victorious ships outside the harbor and taken away. Inside the fortress are moss covered skeletons, broken weaponry and pieces of armor (at the DM's discretion, some few lost magical items can be found, but these would all be of low power). </p><p></p><p> This harbor is also the home of Umaktalatak, which the natives of all the islands know of, and whom they actually seem to fear.</p><p></p><p> Umaktalatak is a colossal spider that lairs in a cave at the base of the volcano. It spends most of its time </p><p>sleeping, dreaming of the days when it was the familiar of a mage long dead. Its intelligence is still very high (Int 12, Wis 16) and it knows what would happen if it were to prey on the villagers - they would hunt it down and possibly kill it. While it might take most of them to accomplish this feat, the spider would still be dead. Instead, it keeps one eye out on the only way into the harbor, and with the other, watches for ships. If he devours strangers, nobody is really going to care.</p><p></p><p> Umaktalatak for the most part, lives off of sea serpents, small whales, and whatever else it can catch. It hates ravenmonkeys, since they often invade its cave to try to steal the baubles left by fools who have come to destroy it over the decades.</p><p></p><p>Here’s some of the ecology of the Seven Jewels Islands that doesn’t really need to be statted. You can extrapolate and use the charts in the back of the MM to figure stuff out if you're just dying to have stats on these creatures.</p><p></p><p>Black-Tipped Tulip-This small flower grows at the edge of the beach and first break dune, in the tall grasses that hold the dune in place. The edges of this white tulip are an inky black, and it smells much like any other tulip. Natives of the islands often decorate the dead with a wreath of these placed around the neck. This flower is prized and gathered after its seed pods open and the flower begins to die. By steeping it in a tea and drinking the tea, the imbiber recovers one extra point of ability damage for the day.</p><p></p><p>Ruby Mango Tree-This large tree grows in abundance on the Seven Jeweled Islands, bearing fruit approximately 3 times a year in the tropical heat. It appears nowhere else. Besides the mangos being delicious, peeling off a small strip of the thin bark and chewing on it will give the chewer a +1 circumstance bonus to saves against ingested poisons. The bark is habit forming, and chewing it requires a Will save (DC10) to avoid becoming addicted. Addicts of this bark are calm and slightly listless, often with traces of bloody-appearing spittle at the corners of their mouths.</p><p></p><p>BiteUms-A small insect, roughly the size of a gnat, that bites exposed skin that is not rubbed with the juice from a morningweed (see below). The bite causes no damage, and does not hurt for approximately 6 hours. After that time, a small rash breaks out unless the victim makes a Fort save (DC 15). The rash itches fiercely, inflicting a–2 circumstance penalty to Concentration checks, and requiring a Concentration check for spellcasting. Scratching the rash causes it to spread rapidly (growing at a rate of 6 square inches per hour) until the whole body is covered (This increases the penalty to –4, and adds a –1 circumstance penalty to attacks, AC and Reflex saves due to the burning and itching). If the rash is not scratched (DC 15 Will save ) then it quickly fades in roughly 12 hours. The rash can be cured by bathing in salt water.</p><p></p><p>Morningweed-A thin, tall weed with a red tip, purple pod, gold stalk, and green roots, it is shaped much like a milkweed. By grinding up the pod and adding the sprinkles to bread dough, then making crackers from it, it reduces morning-sickness. By breaking the stalk and rubbing the milky sap on the skin, it turns the skin a deep brown (10 weeds for a Medium creature, -2 for each size category smaller, +5 for each size category larger) and prevents sunburn, as well as keeping away BiteUms.</p><p></p><p>Silvershelled Crab-Living in the corals off of the Seven Jewel Islands, these small fist-sized crabs live on microscopic creatures and the tiny rainbow colored fish around the coral. It takes approximately 4 to make a meal for a Medium creature (-2 per size category smaller than medium, 4 fine creatures or 2 diminutive creatures can eat one for the day, +8 per size category larger than Medium) and they taste pretty good. The shells, ground up and then smeared onto a blade or club after mixing it with the milk of a black tipped tulip, provides the ghost touch effect for up to 10 minutes.</p><p></p><p>Ravenmonkey-A tiny creature (use monkey stats and alter as follows) that sits in the trees and makes a loud, ravenlike squawk, this creature is viewed with amusement by the natives of the Seven Jewel Islands. This small creature is fast, but is attracted and mesmerized by glittering objects (it must make a DC 11 Will save or become dazed until attacked or distracted). The ravenmonkey steals these items as soon as it can (if it makes the save against the distraction, it will immediately steal the object and carry it off) and takes them to its nest in the trees. Ravenmonkeys also have the unique ability to jump through the ethereal plane for short distances, confounding visitors unused to them as the little creatures steal their valuables. A small tribe of savage kobolds on the island of Avikadium has the ravenmonkey as its totem.</p><p></p><p>Devil’s Bite-A waist high, bright purple bush that looks vaguely fuzzy. Touching this bush raises painful, burning welts. These welts fade after 15+5d4 minutes, and impose a –1 circumstance penalty to AC, attacks, saves and skills from the dreadful and exquisite pain the poison brings on. The natives of the islands often use these plants to ring corrals of nakas since no creature in its right mind chews on devil’s bite.</p><p></p><p>Naka-a small, stubby goat creature, both the males and females have milk giving teats, and can be milked three times a day (morning, highsun, evening) for approximately 3 liters of milk. These stubby creatures eat any organic substance but meat, and must eat rocks for their gullets to grind up hard bark and tough woods. Occasionally a small, 10 gp gem will be found in a naka's gullet, polished to a high sheen by the constant grinding of the stones. If this stone is ground up and drank with morningweed wine, the imbiber heals at double the normal rate for the next 3 days.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 2606666, member: 4722"] Sorry for the lack of updates - we skipped a week, then stopped last week's session in the middle of the combat, so I wanted to wait until I had the whole thing to post. As a sort of consolation, I'll make a double post - the Ecology of the Seven Jewelled Isles, and the next update. [b]The Seven Jewelled Isles.[/b] Contrary to the beliefs of many, these islands are not named after any actual jewels, but instead on the log of the ship's captain who first discovered them during the Second Age. “Like seven emeralds upon an azure cloth,” is what the long-forgotten ship’s captain wrote. Each island is covered with thick jungle that regrows nearly as fast as it is cut down. Villages dot the islands, and travelers to the islands can hear the sounds of the jungle wildlife before they even drop anchor. Despite its beauty, not many people come to the Seven Jewel Islands, since rumor states that the natives are fierce warriors and cannibals, soldiers left behind when the Iron Fleet destroyed a huge fortress of the Stygian Wave, soldiers who turned to barbarism and cannibalism to survive, and now prey on anyone who comes to the islands. The many lagoons, inlets and natural harbors have a vast array of natural life, from sea anemones to manta rays to moray eels and silvershell crabs. Living in the decades-, centuries- or millennia-old ship wreckage (many of the hulks bear the signs of deliberate scuttling) is a bewildering array of sea life. Small, brightly colored fish, fire coral, and a few small sharks live in each lagoon, inlet and natural harbor, moving about the crystal clear water. At night, when there are one or more moons present, the water glitters, and the foam of the surf shows a bright silver. This is the most dangerous time on the islands, for the blackhearted ooze moves from tidal pool to the surf, from surf to tidal pool, or from tidal pool to tidal pool, and in the moonlight, it’s fairly easy to step on one. Each volcano (each island has one) is active, sending out plumes of smoke that can be seen for over 100 miles out to sea, and although they shake and rumble, they are not anywhere near the point of ejecting lava or ash, since Earthwrack damaged their cauldrons and lowered the level of lava to the point it will still take a score or more centuries before it reaches dangerous levels. However, each volcano does contain many caves full of crystals, metal laced stalactites, and the bodies of villagers who have died over the years, wrapped in vines that had been pounded flat into long strips and wound all around the bodies. The older of these bodies have obsidian, and in some cases, steel swords, and some of the ancient staves being held contain some magic (up to the DM, depending upon the power level of each individual campaign. This is an excellent place to hide an important semi-artifact). The sides of the volcano are heavily overgrown with jungle flora, nearly up to the rim, and the bowl inside is rocky and often filled with poisonous gases. Each bowl has quite a few (1d10+15) active gas vents that shoot out shrieking tongues of flame at any given time. The villagers feel that these places are the realm of evil spirits, and will not come here. On the side of one volcano is a vast carving, depicting a burning city with ships leaving it, crossing the sea, and finding the islands. At the far right of the carving, the ships are sinking, and the tiny figures rejoicing. The islanders: The natives of the Seven Jewel Islands are predominately human, with a few orcs, elves and dwarves who have “gone native” after being on the islands for several months. On the whole, islanders have bronze or brown skin and dark hair, wearing grass skirts (both the males and the females) while leaving the torsos bare. The natives are peaceful, interested mainly in tending their nakas and enjoying each others' company, caring nothing for the wars ravaging the rest of the world, or what evil wizard plans to take over where. Despite the legends, these islanders were present when the Stygian Wave began building the coastal fortress, and before, when the long-forgotten ship’s captain discovered the islands. The main diet of the islanders is roast naka, silvershell crab, ruby mangos and other fruits and vegetables easily found on the islands. They often ferment naka milk and mix it with devil’s bite to make a rather powerful alcoholic drink that often causes hallucinations. The islanders live in grass huts and often can be found lying about the island, tending to one or two nakas and watching the wind move the vegetation or being amused by the ravenmonkeys screetching at one another while they fight over a pretty rock or two. Islanders use log canoes to move from one island to the next, and are, for the most part, very friendly with one another. For the most part, they can be considered L1d4 commoners (average villagers), with each village having a shaman (L1d4+2 adept), 1d4+6 protectors (L1d4 warriors protectors), a headman (L1d6+3 warrior), and a wiseman/woman (L1d4 aristocrat). For the most part, levels do not really come into play, since the villagers will seek to avoid combat. While they may wrestle and conduct mock battles with spears, they are not really aggressive, nor do they practice cannibalism - the missing travelers are actually devoured by Umaktalatak (see below). Marriage and fidelity are an alien concept to the islanders, who take pleasure where they find it. While some villagers have no body piercing or ritual scarring, for the most part, they all display some primitive tattooing, scarring, or body piercing, most commonly the bottom lip, septum and nipples. The standard of physical beauty differs from tribe to tribe, but gray hair is seen as a sign of virility and wisdom, while a potbelly is seen as attractive. At the DM’s option, there may be some adventurers who have “gone native” that are not accounted for by the above formulae. These adventurers will wear the same dress, and bear the same ornamentation as the other villagers, but their equipment will be hidden inside their huts, or buried near the village itself. They defend their villages to the best of their ability, and the villagers they live with usually have no clue that these adventurers were not born and raised in the village. On one island is the ruin of an ancient coastal fortress, on the opposite side of the island from the village; villagers will not go there, warning any travelers that the area is not safe and it is considered taboo to venture there. The ruins are made of basalt, with many of the stones having collapsed into the ocean over the centuries. There are the ruins of the great wall that guarded the harbor, but much of that has collapsed to reveal a honeycomb of ancient rooms, now overgrown with ivy and shrubbery. Two great steel spools with several windings of a vast chain (a harbor boom) around each flank the mouth of the harbor; more chain leads out into the water, mostly rusted away over the centuries. Many centuries ago, before the First Lich King War, this coastal fortress guarded the harbor, acting as a refit and supply base for ships of the Stygian Wave, then under the command of Gor DuMay. During the war, the Iron Fleet bombarded the coastal fortress for nearly a week, reducing it to rubble and sinking the ships in the harbor. At the bottom of the rather shallow bay (150 feet down) lie roughly 20 ships, ranging in size from small message carriers to one of the Stygian Fleet's huge battleships, which was in for repair and was sunk by a lucky firebolt from a heavy ballista. The inside of the fortress was put to the fire and sword, and the supplies inside were transferred to the victorious ships outside the harbor and taken away. Inside the fortress are moss covered skeletons, broken weaponry and pieces of armor (at the DM's discretion, some few lost magical items can be found, but these would all be of low power). This harbor is also the home of Umaktalatak, which the natives of all the islands know of, and whom they actually seem to fear. Umaktalatak is a colossal spider that lairs in a cave at the base of the volcano. It spends most of its time sleeping, dreaming of the days when it was the familiar of a mage long dead. Its intelligence is still very high (Int 12, Wis 16) and it knows what would happen if it were to prey on the villagers - they would hunt it down and possibly kill it. While it might take most of them to accomplish this feat, the spider would still be dead. Instead, it keeps one eye out on the only way into the harbor, and with the other, watches for ships. If he devours strangers, nobody is really going to care. Umaktalatak for the most part, lives off of sea serpents, small whales, and whatever else it can catch. It hates ravenmonkeys, since they often invade its cave to try to steal the baubles left by fools who have come to destroy it over the decades. Here’s some of the ecology of the Seven Jewels Islands that doesn’t really need to be statted. You can extrapolate and use the charts in the back of the MM to figure stuff out if you're just dying to have stats on these creatures. Black-Tipped Tulip-This small flower grows at the edge of the beach and first break dune, in the tall grasses that hold the dune in place. The edges of this white tulip are an inky black, and it smells much like any other tulip. Natives of the islands often decorate the dead with a wreath of these placed around the neck. This flower is prized and gathered after its seed pods open and the flower begins to die. By steeping it in a tea and drinking the tea, the imbiber recovers one extra point of ability damage for the day. Ruby Mango Tree-This large tree grows in abundance on the Seven Jeweled Islands, bearing fruit approximately 3 times a year in the tropical heat. It appears nowhere else. Besides the mangos being delicious, peeling off a small strip of the thin bark and chewing on it will give the chewer a +1 circumstance bonus to saves against ingested poisons. The bark is habit forming, and chewing it requires a Will save (DC10) to avoid becoming addicted. Addicts of this bark are calm and slightly listless, often with traces of bloody-appearing spittle at the corners of their mouths. BiteUms-A small insect, roughly the size of a gnat, that bites exposed skin that is not rubbed with the juice from a morningweed (see below). The bite causes no damage, and does not hurt for approximately 6 hours. After that time, a small rash breaks out unless the victim makes a Fort save (DC 15). The rash itches fiercely, inflicting a–2 circumstance penalty to Concentration checks, and requiring a Concentration check for spellcasting. Scratching the rash causes it to spread rapidly (growing at a rate of 6 square inches per hour) until the whole body is covered (This increases the penalty to –4, and adds a –1 circumstance penalty to attacks, AC and Reflex saves due to the burning and itching). If the rash is not scratched (DC 15 Will save ) then it quickly fades in roughly 12 hours. The rash can be cured by bathing in salt water. Morningweed-A thin, tall weed with a red tip, purple pod, gold stalk, and green roots, it is shaped much like a milkweed. By grinding up the pod and adding the sprinkles to bread dough, then making crackers from it, it reduces morning-sickness. By breaking the stalk and rubbing the milky sap on the skin, it turns the skin a deep brown (10 weeds for a Medium creature, -2 for each size category smaller, +5 for each size category larger) and prevents sunburn, as well as keeping away BiteUms. Silvershelled Crab-Living in the corals off of the Seven Jewel Islands, these small fist-sized crabs live on microscopic creatures and the tiny rainbow colored fish around the coral. It takes approximately 4 to make a meal for a Medium creature (-2 per size category smaller than medium, 4 fine creatures or 2 diminutive creatures can eat one for the day, +8 per size category larger than Medium) and they taste pretty good. The shells, ground up and then smeared onto a blade or club after mixing it with the milk of a black tipped tulip, provides the ghost touch effect for up to 10 minutes. Ravenmonkey-A tiny creature (use monkey stats and alter as follows) that sits in the trees and makes a loud, ravenlike squawk, this creature is viewed with amusement by the natives of the Seven Jewel Islands. This small creature is fast, but is attracted and mesmerized by glittering objects (it must make a DC 11 Will save or become dazed until attacked or distracted). The ravenmonkey steals these items as soon as it can (if it makes the save against the distraction, it will immediately steal the object and carry it off) and takes them to its nest in the trees. Ravenmonkeys also have the unique ability to jump through the ethereal plane for short distances, confounding visitors unused to them as the little creatures steal their valuables. A small tribe of savage kobolds on the island of Avikadium has the ravenmonkey as its totem. Devil’s Bite-A waist high, bright purple bush that looks vaguely fuzzy. Touching this bush raises painful, burning welts. These welts fade after 15+5d4 minutes, and impose a –1 circumstance penalty to AC, attacks, saves and skills from the dreadful and exquisite pain the poison brings on. The natives of the islands often use these plants to ring corrals of nakas since no creature in its right mind chews on devil’s bite. Naka-a small, stubby goat creature, both the males and females have milk giving teats, and can be milked three times a day (morning, highsun, evening) for approximately 3 liters of milk. These stubby creatures eat any organic substance but meat, and must eat rocks for their gullets to grind up hard bark and tough woods. Occasionally a small, 10 gp gem will be found in a naka's gullet, polished to a high sheen by the constant grinding of the stones. If this stone is ground up and drank with morningweed wine, the imbiber heals at double the normal rate for the next 3 days. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Story Hour
The Gathering Storm
Top