Saturday, February 22, 2014

Dinosaurs

Dinosaurs, or terrible lizards, are ancient beasts that may be related to dragons. Among the traits that predatory dinosaurs share with many dragons are sharp teeth, a savage disposition, a well-developed sense of territory, and a ruthless capacity to hunt. Herbivorous dinosaurs usually are not aggressive unless wounded or defending their young, but may attack if startled or harassed.

Dinosaurs come in may sizes and shapes. Bigger varieties have drab coloration, while smaller dinosaurs have more colorful markings. Most dinosaurs have a pebbly skin texture. Dinosaurs most often live in ragged or isolated areas that humanoids seldom visit: remote mountain valleys, inaccessible plateaus, tropical islands, and deep fens.

Dinosaurs take full advantage of their size and speed. The swift carnivores stalk prey, staying hidden in cover until they can get into charge range and rush to the attack. Herbivores frequently overrun and trample their opponents. A dinosaur can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Terror Bird

Terror birds are cunning scavengers and predators. They reside at or near the top of the food chain in their territory unless another, more fearsome predator lives there. In such an instance, the terror birds' scavenger instincts become more prominent, since the birds no longer have to hunt for food to survive. Standing 8 to 9 feet tall, terror birds are flightless. Their large, hooked beaks are perfect for tearing meat, and although their claws look wicked and sharp, the birds do not use them to attack. The foliage of terror birds varies depending on a pack's claimed territory. If the birds are primarily predators, their foliage matches the terrain in which they hunt. If they act more as scavengers, their foliage might be brighter.

Terror birds are rarely encountered singly. They are efficient and cunning pack hunters. They never attack an obviously more powerful force, since they prefer to hunt prey they can carry away easily. Terror bird packs try to encircle their chosen victims. When their prey seems least aware, flanking terror birds run in to distract the creature or creatures, while the leader runs in and attempts to grab a small or smaller creature before running off to the pack's nesting ground. The others then cover for the fleeing, burdened leader. They know that if one returns with food, the rest of the pack will receive a share.

Animals

An animal is a living, nonhuman creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture.

They have low-light vision.

Animals eat, sleep, and breathe.

Phanaton

Phanatons are reclusive and gentle creatures, preferring to be left alone in their forest homes, although they have been known to harry and attack creatures that threaten their homes. They get along with dryads, treants, and elves (especially wood elves), and their only natural enemies are aranea. Phanatons have monkeylike hands with opposable thumbs. Their feet are flexible but not able to handle objects like true hands can. They have prehensile tails which they use to climb and jump.

Phanatons are omnivores, preferring plant matter but eating meat from time to time; they especially like the taste of spiders. They speak their own language, Phanaton (composed of hoots, chatters, and clicks), and Elven, and most have a passable knowledge of Sylvan. Most phanatons encountered away from their homes are warriors. Because they rarely own metal items, phanatons normally use plant-based weapons they can make themselves, such as clubs, quarterstaves, and nets. Given their elevated homes and their natural quietness, they prefer to ambush enemies from above, using hit-and-run tactics, and melting back into the foliage after a few attacks. Phanatons have an empathic awareness in forests.

Humanoids

A humanoid usually has two arms, two legs, and one head, or a humanlike torso, arms, and a head. Humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies. They usually are small or medium. Every humanoid creature also has a subtype, such as reptilian.

Humanoids breathe, eat, and sleep.

Monstrous Spider

All monstrous spiders are aggressive predators that use their poisonous bites to subdue or kill prey. Monstrous spiders come in two general types: hunters and web-spinners. Hunters rove about, while web-spinners usually attempt to trap prey. Hunting spiders can spin webs to use as lairs, but cannot use their webs as weapons the way web-spinners can. A monstrous spider has a poisonous bite. The details vary by the spider's size, but all affect the victim's strength.

Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support one spider and one creature of the same size. Web-spinners can throw a web several times per day. This is similar to an attack with a net but has a longer range, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Web-spinners often create sheets of sticky webbing, with surface area depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

A monstrous spider can detect or pinpoint any creature around it in contact with the ground, or within any range in contact with the spider's webs.

Vermin

This term includes insects, arachnids, other arthropods, worms, and similar invertebrates. Most vermin are mindless and are immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

They have darkvision.

Vermin breathe, eat, and sleep.

Gray Render

Bestial and savage, the gray render is a deadly predator found in remote wilderness areas. These beasts are thought to be composed of dense muscle and bone, granting them the strength and stamina of a giant. A gray render stands about 9 feet tall in spite of its hunched posture and is about 4 feet wide. It weighs about 4,000 pounds. Rangers have reported seeing renders uproot trees 3 feet in diameter with their jaws and tear them into splinters in just minutes. Gray renders are never found in groups. Each of these asexual creatures produces one offspring and carries it for some time in a pouch, but thereafter the young render must fend for itself. They have the scent special quality.

Beholderkin

Most beholders are solitary monsters that regard others of their kind as deadly enemies. Other beholders hold a different point of view, gathering in terrible hivelike cities deep underground. Long ago, powerful hive mothers and elder orbs sought to breed beholderkin slaves, others of their kind that would acknowledge their rule and give them the ability to destroy or conquer all other beholders. Creatures such as directors and overseers were the result. In other places, hive mothers altered their lesser fellows to perform specialized tasks or to invade new environments, resulting in monsters such as spectators and the dreadful eyes of the deep.

Aberrations

An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three.

Aberrations have darkvision.

Aberrations eat, sleep, and breathe.

Red Dragon

Red dragons are the most covetous of all dragons, forever seeking to increase their treasure hoards. They are exceptionally vain, which is reflected in their proud bearing and disdainful expression. The small scales of a wyrmling red dragon are a bright glossy scarlet, making the dragon easily spotted by predators and hunters, so it stays underground and does not venture outside until it is more able to take care of itself. Toward the end of young age, the scales turn a deeper red, and the glossy texture is replaced by a smooth, dull finish. As the dragon grows older, the scales become large, thick, and as strong as metal. The neck frill and wings are an ash blue or purple-gray toward the edges, becoming darker with age. The pupils of a red dragon fade as it ages; the oldest red dragons have eyes that resemble molten lava orbs.

Chromatic Dragons

Chromatic dragons are the evil branch of dragonkind. They are aggressive, greedy, vain, and nasty.

True Dragons

True dragons are winged, reptilelike creatures of ancient lineage. They are known and feared for their size, physical prowess, and magical abilities. The oldest dragons are among the most powerful creatures in the world. The known varieties of true dragons (as opposed to other creatures that have the dragon type) fall into two broad categories: chromatic and metallic. The chromatic dragons are black, blue, green, red, and white; they are all evil and extremely fierce. The metallic dragons are brass, bronze, copper, gold, and silver; they are all good, usually noble, and highly respected by the wise. All true dragons gain more abilities and greater power as they age. (Other creatures that have the dragon type do not.) They range in size from several feet upon hatching to more than 100 feet after attaining the status of great wyrm. The size of a particular dragon varies according to age and variety. Though they are fearsome predators, dragons scavenge when necessary and can eat almost anything if they are hungry enough. A dragon's metabolism operates like a highly efficient furnace and can metabolize even inorganic material. Some dragons have developed a taste for such fare.

Although goals and ideals vary among varieties, all dragons are covetous. They like to hoard wealth, collecting mounds of coins and gathering as many gems, jewels, and magic items as possible. Those with large hoards are loath to leave them for long, venturing out of their lairs only to patrol the immediate area or to get food. For dragons, there is no such thing as enough treasure. It's pleasing to look at, and they bask in its radiance. Dragons like to make bed of their hoards, shaping nooks and mounds to fit their bodies. By the time the dragon matures to the age of great wyrm, hundreds of gems and coins may be embedded in its hide. All dragons speak Draconic. A dragon attacks with its powerful claws and bite, and can also use a breath weapon and special physical attacks, depending on its size. It prefers to fight on the wing, staying out of reach until it has worn down the enemy with ranged attacks. Older, more intelligent dragons are adept at sizing up the opposition and eliminating the most dangerous foes first (or avoiding them while picking off lesser enemies). A flying or jumping dragon of at least huge size can land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only on opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents). A crush attack affects as many creatures as can fit under a dragon's body. If the dragon chooses to maintain the pin, it is treated as a normal grapple attack. Pinned opponents take damage each round from the crush if they don't escape.

Dragons

A dragon is a reptilelike creature, usually winged, with magical or unusual abilities.

They have darkvision and low-light vision.

They are immune to magic sleep effects and paralysis effects. Dragons eat, sleep, and breathe.

Friday, February 21, 2014

The Seekers

Symbol: Eight triangular plates arrayed in a star pattern around a central circle.

Background, Goals, and Dreams: This loose-knit society of explorers, adventuring scholars, and fortune hunters scours the world for ancient secrets and lost magic. Though some members claim high-minded goals, the primary ambition of most Seekers is personal enrichment, and the order is notorious for cutting corners and damning the consequences of their insatiable curiosity and greed. For this reason they remain a secret society, working in the shadows and pooling information to benefit themselves, regardless of the moral and financial cost.

Seeker interaction is based upon the lodge, in which members meet to discuss past and upcoming adventures, share maps, or show off the spoils of the latest expeditions. Seeker lodges are often hidden behind a mundane front such as a cartography business or social club, and are renowned for their peerless libraries of Seeker journals and forgotten lore.

Enemies and Allies: Seekers benefit from anonymity, attracting the ire of only those able to follow the subtext of history or trace the wall scraping of a plundered tomb. Exploration of the southern seas and the jungles of the Amedio coast has also attracted the enmity of the Scarlet Brotherhood, who shares the Seekers' interest in ruined temples and forsaken tombs.

Members: Seekers can come from any race or character class. They must have a driving ambition to discover the lost secrets of the past, and they must be willing to share - to a point - information that could help other Seekers on the path to discovery, illumination, and enrichment. Most members consider themselves scholars of the ancient world, and fluency with languages (including those that fell out of use centuries ago) is considered a mark of pride.

Type: College

Scale: 14 (continental)

Titles, Benefits, and Duties: Members of the Seekers are supposed to support the lodges they visit with a tithe equating roughly 10% of their income. This is an informal system, so a Seeker who routinely donates rare books to a lodge library might be held in higher esteem than one who simply drops a few gold coins into the lockbox. All members are expected to keep an explorer's journal, and to turn over the journal for transcription at least once a month. Upon graduating from apprenticeship, all Seekers receive a silver ring bearing the eight-pointed star symbol of the order. The ring is worth 200 gp, and identifies the wearer as a Seeker. Members are expected not to harm others they know to be Seekers, but mistakes often happen in the field and no one spends a lot of time worrying about those who violate this stricture.


Executive Powers: Gift, Research, Trade

Tracking Vanthus (days 9-11)

This octagonal room is supported by a single large pillar with dozens of deep grooves along its sides. The seven walls of this room each bear fantastically detailed bas-relief carvings of exotic monsters in threatening poses. Starting at the wall immediately to the west of the entrance to the room and moving clockwise, the carvings depict a tentacled monster with a glaring red eye and a mouth full of teeth, a looming dragon, a fish-like creature with three eyes and four tentacles, a two-headed giant wielding a pair of immense clubs, a spherical creature with four eyestalks and a bulging central eye over a drooling maw, a gorilla-like beast with a fanged maw and six eyes, and finally a towering black spider with seven eyes. Each monster's eyes consist of a glittering red stone. The ceiling above is only ten feet high, with the now-familiar eight-pointed star pattern radiating out from the grooved pillar. The arms of this star are black, save for the one pointing south toward the entrance, which is red.

The red stone eyes sparkle nicely, yet are relatively worthless agates, as determined by Graim.

The creatures depicted (in the order described above) are an unknown monster, a red dragon, some kind of aberration, an unknown giant, some kind of beholderkin, a gray render, and a monstrous spider.

This entire room is in fact a clever combination lock designed to hide and protect the five hidden alcoves in the walls of the chamber. The grooved pillar in the room's center is an immense stone tumbler that can be rotated in both directions, as Grunk revealed.

The pillar doesn't rotate smoothly. Rather, it "clicks" in its sockets as it rotates, eight times in the course of a single revolution. As the pillar rotates, the eight-pointed star in the ceiling rotates as well, the red arm pointing to a new wall with each click. The trick to this combination lock is the number of eyes each creature on the wall possesses. Starting from the wall immediately to the west of the entrance, the eyes number 1-7.

As the Tropic Thunder realized, the scrap of paper they found with the Vanderboren signet ring actually contains the combination to this lock. As Lavinia's personal troubleshooters, it fell to the Tropic Thunder to decipher the mysterious list.

The correct combination for this immense safe is 6 right, 1 left, 2 right, 4 left, 2 right. Although the parchment lists different creatures, the code is the same: the number of eyes each creature has corresponds to the number of the combination, while the notation of "sunrise" and "sunset" indicates east and west (right and left).

Once the combination was entered, the entire room rumbled as the five alcoves rotated in place, revealing several coffers and chests.

Most of the 20 chests in the vault are empty - at best, only a few silver coins remained scattered along the bottom of each chest. As more and more chests turned up empty, Lavinia grew increasingly distraught. Finally, in the last alcove, there was a reprieve - several of the chests here remained untouched. There were gold coins and gems left in these chests, along with a large number of ledgers and a small iron coffer containing a thick pile of documents.

Most of the ledgers list debts owed to the Vanderborens from guilds and noble families in Sasserine - it seems that Lavinia's parents made a practice of doing dangerous favors for numerous organizations in Sasserine, yet rarely bothered to collect rewards. Instead, they allowed their patrons to keep their rewards with the understanding that they could collect at any time.

The documents in the iron coffer are another story. These documents are written in her mother's handwriting but in a strange language neither Lavinia nor the Tropic Thunder recognized, although they recognized the letters as being elven. Included in the document are several maps of jungles, coastlines, and other regions that seem to represent some unknown tropical location. The document also includes dozens of sketches of strange, exotic creatures.

Between the gold and the IOUs, Lavinia now had more than enough to pay the back taxes and began setting her estate back in order. Nevertheless, the missing money concerned her greatly. It'll be a rough year, especially if her aunt and uncle in Cauldron can't help her out in the months to come, but at least she now had enough to carry on. She payed each of the Tropic Thunder (except Mary Rose) 200 gp as a reward for their aid, and asked them to come visit her as soon as possible regarding an even more important job when they get the time.

As they left Castle Teraknian, Lavinia asked the clerk if anyone else had visited the vault recently. He replied with an affirmative, saying that her brother Vanthus visited the vault several times over the past month. The clerk was shocked when he learned that Vanthus had been missing for a month and that Lavinia didn't know he'd been visiting the vault - Vanthus had a signet ring (which the Tropic Thunder assume he stole over a month ago from his mother) and the clerk recognized him as a Vanderboren. The clerk agreed to inform Lavinia if Vanthus tried to enter the vault again.

Once the vault was secured and Lavinia's immediate financial concerns were taken care of, Vanthus became her primary concern. Lavinia explained to the Tropic Thunder that the two of them were quite close growing up, since their parents were rarely around. They grew to depend on each other, and got into a fair amount of trouble together. After one particularly complex prank involving several elixirs of love being emptied into the nearby water tower, their childhoods came to an end. Lavinia was sent to the Thenalar Academy to live out the next five years of her life, and Vanthus was shipped out to work on a plantation. When they returned to live in the family manor a year ago, they had both changed. Lavinia likes to think she benefited from her time at Thenalar. Vanthus, on the other hand, spent his time away nurturing his bitterness. He no longer had time for Lavinia, slept all day, and spent the nights with what Lavinia recalls as "associates of doubtful character". Eventually, he moved out of the house entirely - Lavinia believes he took up with a lover in Azure district, but she never learned the details.

When their parents died, Vanthus returned for a week to live at the manor, but he had changed even more. Gone was the easy sense of humor she recalled fondly from heir childhood, and in its place was a biter cynicism and a morbid streak that sent chills up Lavinia's spine. After several arguments, Vanthus struck her with his fist. Lavinia was shocked, and for a moment she thinks Vanthus was shocked as well, but an instant later he was back to his new self, all scowls and menace. He gathered his belongings and left - Lavinia hasn't seen him since.

She knows something profound happened to her brother at some point to change him, but she's not sure what this was. She believes he's fallen in with a bad crowd, perhaps smugglers, or thieves or even killers. Although his attitude might speak otherwise, she hopes that it's not too late, that if he can be brought back to her side she might be able to talk some sense into him and redeem him before he passes forever out of her reach. The problem is, she doesn't know where he's gone.

Lavinia has few clues as to where Vanthus has gone. She recommended asking around about him throughout the city; she doubts he hides around in Champion's or Noble District, but even these locations may hold clues. Her suspicion that he's been living with a woman in Azure District arose from half-heard rumors, but it remains the strongest lead she has.

The Tropic Thunder tried to gather information about Vanthus and his current location in the various districts.

Graim found a few people who remember seeing Vanthus at taverns in Azure District, often in the company of a woman named Brissa Santos, a notorious pick-pocket turned semi-legitimate artist who's had her fair brushes with the law. Like Vanthus, no one's seen Brissa lately.

The Tropic Thunder find nothing in Merchant District, Cudgel District, or Noble District.