[PnP] Dumb Questions concerning P&P at 1 am in the morning
Choinski, Burton
Burton.Choinski at matrixone.com
Sun Oct 22 00:11:24 CEST 2006
I've always tried to play the Perilous lands in an ancient times (roman/greek/egyptian/celt) flavor instead of a medieval one.
-----Original Message-----
From: pnp-bounces at abroere.xs4all.nl on behalf of Franklin Robertson
Sent: Sat 10/21/2006 1:13 AM
To: The Powers and Perils Mailing List
Subject: [PnP] Dumb Questions concerning P&P at 1 am in the morning
As it is one in the morning here, a series of dumb questions come to my mind
...
a) considering the discussion on what mages and how many mages should be in
the party...what would be a good "party" make up for a P&P GM and a new
group that's never played the game before? Possibly using the adventure
Country Mordara as an example.
b) concerning Perilous Lands, the Dark City...there's the cutout of the
city on page 3. Is each horizontal line a level of the city or would there
be sublevels that continue downward until you reach the Eye? I've always
been intrigued by the City but not wholely sure how and what way I should
develop it beyond what is in the campaign boxset already.
c) maybe it is my mind at 1 in the morning, but (and this may be a twisted
mind set of a thought) is it just me or does the P&P world setting kind of
resemble that of John Norman's Gor novels more than, say, the Lord of the
Rings kind of worldsetting? Just me but it just seemed to have a rougher,
more Babylonian or Greek setting mixture than King Arthur's kind of world
setting.
Again, dumb questions...what do you think? lol
----- Original Message -----
From: "Scott Adams" <longshot at darktech.org>
To: "The Powers and Perils Mailing List" <pnp at abroere.xs4all.nl>
Sent: Friday, October 20, 2006 11:24 PM
Subject: [PnP] Sea / Water Creatures
>
> * Sea / Water Creatures
>
> These creatures/animals are those found mostly in the water
> world. While some are on the edges like shore or encountered
> near water areas) they are noted below as one large group. Some
> creatures are new. Some are only mentioned as here by name only.
> For details on these consult the other documents.
>
> Creature New/Old Where to Find
> A'Equin New v2 New pnp v2 monster file.
> Afanc Old v1 Standard Book 3 plus pnp v2 creature
> file
> Ahuras, Maskela Old v1 Standard Book 3 plus pnp v2 creature
> file
> Akhkharu Old v1 Standard Book 3 plus pnp v2 creature
> file
> Vampire Worm Old v1 Standard Book 3 plus pnp v2 creature
> file
> Bloodsucker New v2 This document
> Animals Old v1 Standard Book 3 plus pnp v2 creature
> file
> Anaconda New c2 This Document
> Crocodile New v2 This Document
> Crab New v2 This Document
> Deer Old v1 Standard Book 3 plus pnp v2 creature
> file
> Dolphin New v2 This Document
> Eagle Old v1 Standard Book 3 plus pnp v2 creature
> file
> Eel New v2 This Document
> Falcon Old v1 Standard Book 3 plus pnp v2 creature
> file
> Jellyfish New v2 This Document
> Leech New v2 This Document
> Leopard Old v1 Standard Book 3 plus pnp v2 creature
> file
> Penguin New v2 This Document
> Piranah New v2 This Document
> Orca New v2 This Document
> Sea/Water Birds New v2 This Document
> Seals New v2 This Document
> Shark New v2 This Document
> Swamp Buffalo Old V1 Standard Book 3 plus pnp v2 creature
> file
> Squid/Octopus New v2 This Document
> Monster Squid New v2 This Document
> Stingray New v2 This Document
> Turtle New v2 This Document
> River Turtle New v2 This Document
> Ocean Turtle New v2 This Document
> Walrus New v2 This Document
> Water Snakes New v2 This Document
> Whale New v2 This Document
> Wild Cat Old v1 Standard Book 3 plus pnp v2 creature
> file
> Zehani Wolf Old v1 Standard Book 3 plus pnp v2 creature
> file
> Asrai Old v1 Standard Book 3 plus pnp v2 creature
> file
> Asaghi Old v1 Standard Book 3 plus pnp v2 creature
> file
> Athach Old v1 Standard Book 3 plus pnp v2 creature
> file
> Baobhan Sith Old v1 Standard Book 3 plus pnp v2 creature
> file
> Beithir Old v1 Standard Book 3 plus pnp v2 creature
> file
> Besamar New v2 New pnp v2 monster file.
> Border Redcap New v2 New pnp v2 monster file.
> Bugbear New v2 New pnp v2 monster file.
> Bouba Old v1 Standard Book 3 plus pnp v2 creature
> file
> Cait Sith Old v1 Standard Book 3 plus pnp v2 creature
> file
> Centaur Old v1 Standard Book 3 plus pnp v2 creature
> file
> Chimearas Old v1 Standard Book 3 plus pnp v2 creature
> file
> Cuca New v2 New pnp v2 monster file.
> Cu Sidhe Old v1 Standard Book 3 plus pnp v2 creature
> file
> Cu Sith Old v1 Standard Book 3 plus pnp v2 creature
> file
> Daeta A'Miri Old v1 Standard Book 3 plus pnp v2 creature
> file
> Dae'ta Koti Old v1 Standard Book 3 plus pnp v2 creature
> file
> Daoine Sidhe Old v1 Standard Book 3 plus pnp v2 creature
> file
> Demons Old v1 Standard Book 3 plus pnp v2 creature
> file
> Disease Old v1 Standard Book 3 plus pnp v2 creature
> file
> Terrestial Old v1 Standard Book 3 plus pnp v2 creature
> file
> Devil New v2 New pnp v2 monster file.
> Dirailla-ta Old v1 Standard Book 3 plus pnp v2 creature
> file
> Dolaura New v2 New pnp v2 monster file.
> Dolaura Queen New v2 New pnp v2 monster file.
> Dragons / Old v1 Standard Book 3 plus pnp v2 creature
> file
> Dragon Old v1 Standard Book 3 plus pnp v2 creature
> file
> Sea Dragon New v2 New pnp v2 monster file.
> Wyrm Old v1 Standard Book 3 plus pnp v2 creature
> file
> Dwarf Old v1 Standard Book 3 plus pnp v2 creature
> file
> Rune Master New v2 New pnp v2 monster file.
> Edali New v2 New pnp v2 monster file.
> Edali Divine New v2 New pnp v2 monster file.
> Elefan New v2 New pnp v2 monster file.
> Elementals Old v1 Standard Book 3 plus pnp v2 creature
> file
> Air Elementals Old v1 Standard Book 3 plus pnp v2 creature
> file
> Water Elemental Old v1 Standard Book 3 plus pnp v2 creature
> file
> Elf Old v1 Standard Book 3 plus pnp v2 creature
> file
> Elf Magician Old v1 Standard Book 3 plus pnp v2 creature
> file
> Faerry Old v1 Standard Book 3 plus pnp v2 creature
> file
> Faerry King New v2 New pnp v2 monster file.
> Fata Shee New v2 New pnp v2 monster file.
> Fay Horses Old v1 Standard Book 3 plus pnp v2 creature
> file
> Fire Snake Old v1 Standard Book 3 plus pnp v2 creature
> file
> Garshon New v2 This Document
> Giants New v2 New pnp v2 monster file.
> Sea Giant New v2 New pnp v2 monster file.
> Storm Giant Old v1 Standard Book 3 plus pnp v2 creature
> file
> Goblin Old v1 Standard Book 3 plus pnp v2 creature
> file
> Elite Goblin New v2 New pnp v2 monster file.
> Goblin King New v2 New pnp v2 monster file.
> Great Serpent Old v1 Standard Book 3 plus pnp v2 creature
> file
> Great Spider Old v1 Standard Book 3 plus pnp v2 creature
> file
> Grundwergen Old v1 Standard Book 3 plus pnp v2 creature
> file
> Gwydi New v2 New pnp v2 monster file.
> Harboul New v2 New pnp v2 monster file.
> Hobgoblin New v2 New pnp v2 monster file.
> Hydra Old v1 Standard Book 3 plus pnp v2 creature
> file
> Kraken New v2 New pnp v2 monster file.
> Leon New v2 New pnp v2 monster file.
> Lunma New v2 This Document
> Master New v2 New pnp v2 monster file.
> Mer People New v2 New pnp v2 monster file.
> Merman (Male) New v2 New pnp v2 monster file.
> Mermaid (Female) New v2 New pnp v2 monster file.
> Merman Noble New v2 New pnp v2 monster file.
> Mir New v2 New pnp v2 monster file.
> Mir Wizard New v2 New pnp v2 monster file.
> Molani Old v1 Standard Book 3 plus pnp v2 creature
> file
> Mushrussu Old v1 Standard Book 3 plus pnp v2 creature
> file
> Divine Mushrussu New v2 New pnp v2 monster file.
> Ogre Old v1 Standard Book 3 plus pnp v2 creature
> file
> Orchi Old v1 Standard Book 3 plus pnp v2 creature
> file
> Pegasus Old v1 Standard Book 3 plus pnp v2 creature
> file
> Peist Old v1 Standard Book 3 plus pnp v2 creature
> file
> Poltergeist New v2 New pnp v2 monster file.
> Red Shark New v2 New pnp v2 monster file.
> Roc Old v1 Standard Book 3 plus pnp v2 creature
> file
> Serpent Women Old v1 Standard Book 3 plus pnp v2 creature
> file
> Shachihoko New v2 New pnp v2 monster file.
> Simurgh New v2 New pnp v2 monster file.
> Sprite Old v1 Standard Book 3 plus pnp v2 creature
> file
> Tonah Old v1 Standard Book 3 plus pnp v2 creature
> file
> Trold Folk Old v1 Standard Book 3 plus pnp v2 creature
> file
> Trold King Old v1 Standard Book 3 plus pnp v2 creature
> file
> Trolls Old v1 Standard Book 3 plus pnp v2 creature
> file
> Troll Old v1 Standard Book 3 plus pnp v2 creature
> file
> Elite Troll New v2 New pnp v2 monster file.
> Troll King New v2 New pnp v2 monster file.
> Wood Troll New v2 New pnp v2 monster file.
> True Sidhe New v2 New pnp v2 monster file.
> Sidhe Magician New v2 New pnp v2 monster file.
> Unicorn Old v1 Standard Book 3 plus pnp v2 creature
> file
> Vily, Water Old v1 Standard Book 3 plus pnp v2 creature
> file
> Water Nymph New v2 New pnp v2 monster file.
> Water Panther New v2 New pnp v2 monster file.
> White Otter New v2 New pnp v2 monster file.
> Warders New v2 New pnp v2 monster file.
>
>
>
>
> A'Equin Alignmnet - Balance
>
> These horses can fly on water. They are mentioned here since
> some intelligent creatures could use them to travel over
> short or long distance water areas. See the new version 2
> creature document.
>
> Afanc Alignment - Elder
>
> This is basically a large beaver so its home to the water world.
> For more details see the Book 3 material or the new version 2
> creature file for changes on this creature.
>
> Ahuras, Maskela Alignment - Law
>
> This intelligent creature is winged so doesn't stay in the
> water much but they are found and encountered near water.
> See the book 3 and version 2 pnp creature file for complete
> and updated information.
>
> Akhkharu
>
> Vampire Worm Alignment - None
>
> These creatures are encountered near water environments
> among others. They tend to be on land mostly but can
> be along shoreline or shallow creeks and rivers. For
> complete details on this creature see the Book 3 and
> version 2 Creature updated file.
>
> Bloodsucker Alignment - Chaos
> AHP 5 OCV 1 DCV 3 NWI +3
> S 6 St 6 D 9 A 13
> MR 12 NAV 0 MDV 4 NF 1*
> EnL 12 CDF 1 CL NA
> DTV -1 HC 6% INT 4
> C 4 PR 8% SIZE 0
> SS Nocturnal Parasite
>
> * Normally these are solitary creatures unless they are
> ready to breed. If another Bloodsucker is in the
> area they may fight since they are territorial. However,
> if prey is found they will seek prey first than fight.
>
> Appearance - These aquatic creatures are round like a puff
> fish. They have tiny fins but a fat round body that is
> the size of a human's adult head. Their eyes are dark
> red in hue but do not glow. The skin is pure black so
> they blend in well with the dark waters. Their mouth is
> round with razor sharp teeth and a pink tongue that laps
> up the blood of its victim. Around the rim of the mouth
> are suckers.
>
> Special - These are aquatic vampiric creatures. Their
> eyes can detect at a range of about 20 feet prey that
> is hot and thus full of blood. They will quietly approach
> and attach themselves to the target to feed on. They will
> have a base 50% chance of attaching to the prey on the first
> round. If they do the first bite will allow it to attach
> with strength onto its prey. The suckers on the rim of its
> mouth give a solution that further tightens the hold and
> prevents massive blood loss other than what it needs to
> feed on. The first bite will do 1D3 hit points of physical
> damage to the target. The Bloodsucker will then suck drain
> 1D6 Energy Level points per phase up to 36 Energy Level
> max if its hungry. Once it releases its contact to the target
> it will begin to float or swim away. The round body is full
> of bladders that take the blood and it can live up to 3 days
> off this blood alone. There is a 20% chance the target will
> get a Debilitating BL3 Poison. If so reduce 6 points from
> Energy Level, Strength and Stamina for 3 days. If Energy
> Level is 0 the target will die.
> This animal is distasteful to other animals that try to
> attack it. Once swallowed by large fish like sharks the
> animal will try to reject it in some way if it hasn't already
> killed the bloodsucker. In order to remove these creatures
> from a person a Strength x 2 roll must be made. One attempt
> can be made per phase. If a weapon is used that can pry the
> creature off then Strength x 3 is made. If the creature is
> killed the Bloodsucker may still be attached. In this case
> the attachment may be permanent. In this case the solution
> forms a tougher bond with the skin. It will have to be
> cut off. to cut it off will cause 1D3 more hit points to the
> target.
> These creatures tend to be found in warm oceans and rivers.
> They tend to avoid lakes, ponds and cold ocean areas. Their
> base eyesight is not that far only about 10 feet but their
> sense of heat is double that. There is a 30% chance the
> Bloodsucker is not hungry but will attach itself to the
> target for future feeding. It may stay up to 5 days like
> this until it is ready to feed. These creatures could
> attack its prey if it is attacked. In this case it will
> use its teeth in a natural weapon attack.
> The Bloodsucker is a source for a natural magic item.
> If one is caught and quickly bled out into a container
> the blood creates a poison from its natural body poison.
> It will cause the Debilitating effects above but at HALF
> the values listed. This is an unenhanced value. The
> Bloodsucker has no enhanced value.
>
> Animals
>
> (The following section lists non-fantastic creatures that can be
> encountered in a Creature Encounter. Unless specified otherwise,
> an animal has no alignment). These are animals that are typically
> found near or in the water.
>
> Anaconda Alignment - None
>
> These snakes are found mostly in river and tropical climates.
> See the version 2 creature file for details. Most of these
> animals can be fierce and territorial.
>
> Crocodile Alignment - None
>
> This creature can be found mostly in river and tropical
> areas. But they have been known to go in northern
> climates if the need is there. Alligators can be used
> for the Crocodile stats. These animals will attack humans
> with little hesitation if they can. Many humans per year
> are killed by these animals. See the version 2 creature file
> for details.
>
> Crab Alignment - None
> AHP 11 OCV 3(1) DCV 4 NWI -2
> S 11 St 10 D 47(+2) A 16(+1)
> MR 8 NAV 0 MDV 4 NF Roll 1D6
> EnL 12 CDF 1 CL Na 1-8 1
> DTV -1 HC 11% INT 3 9 1D6
> C 10 PR 1% SIZE 0 10 2D6
> SS Intermediate Carnivore
>
> Appearance - These hard shelled animals are small to the ground
> only a few inches above the ground. Most can be held in the
> palms of a hand in size. Some are twice the size of a person's
> double palms. Each has 5 walking sets of legs on its body.
> Crab also have 2 arms in front that are larger than the others.
> Each ends in a pincer which can be used to grab prey. One
> pincer is larger than the other one and is the primary one for
> combat. Most crab range in dull browns, reds or orange colors
> but some can be other colors from pure white and blue among
> other colors. They have eye stalks which allow them to see with.
> They do not swim well or fast but they stick to the bottom of
> the water. They are as home in the water as they are on a beach.
>
> Special - Crabs are a favorite food for many humans and are hunted
> by fishermen. Entire industry is built around them by capturing
> them in crab wooden cages. Crabs can clamp onto a human and hurt
> them with their pincer. They will do 1D3 points of damage each.
> Crabs tend to only defend themselves but some have been known to
> pinch a person sleeping on a beach.
>
> Deer Alignment - None
>
> Deers are common in forests and around waterways. These
> use the rivers and creeks to drink from. They do not
> enter the water beyond drinking from the edge generally.
> For complete details see the Book 3 and version 2 updated
> creature file.
>
> Dolphin Alignment - None
> AHP 30 OCV 10 DCV 6 NWI -4
> S 33(+2) St 30(+1) D 17(+1) A 21(+1)
> MR 20 NAV 0 MDV 8 NF Roll D100
> EnL 24 CDF 3 CL NA 1-50 1
> DTV -3 HC 32% INT 5 51-70 1D6
> C 13 PR 2% SIZE 2 71-100 2D6*
> SS Intermediate Carnivore
>
> * If 2D6 are found then a family of Dolphin is found at
> least 1D3 are offspring with 1 Female per offspring.
>
> Appearance - These sleek round noses animals are fast and
> agile in the water. They tend to be silver or gray in
> color. They can be as large as 6 feet in length and about
> 200 pounds on average.
>
> Special - Dolphins are friendly and social creatures. They
> have been known to help humans who are lost in sea to take
> them to shore or fend off dangerous sharks. Dolphins in
> packs are not afraid of sharks and will fight them. They
> like to jump and leap into the air in a playful dance. They
> are known to often shadow a ship for miles watching the
> ship and playing with it. They are not dangerous like sharks
> to humans.
>
> Note: If encounter says Small Dolphin use the above stats but
> at 50% of listed stats above. Stats above are for full mature
> adult of the species.
>
> Eagle Alignment - None
>
> Eagles are encountered around water when they use it to
> catch fish. They will usually dive bomb into the water
> of the river/creek and catch fish with their claws. Beyond
> this they avoid the water. For details see the Book 3 and
> version 2 updated creature file.
>
> Eel Alignment - None
> AHP 9 OCV 2 DCV 6 NWI 0
> S 9 St 7 D 27(+1) A 53(+3)
> MR 12 NAV 0 MDV 3 NF D100
> EnL 9 CDF 1 CL NA 1-20 1D6
> DTV -1 HC 8% INT 3 21-50 2D6
> C 8 PR 1% SIZE 0 51-100 D100*
> SS Intermediate Omnivore
>
> * A school of Eels is found that can be many Eels all in one
> area. These would include young and adult Eels.
>
> Appearance: These sleek grayish serpentine animals are agile
> in the water. They resemble snakes in their length and at
> times blend in with surrounding plant life. They usually
> are at 2-3 feet long but some can be as long as 6 feet in
> some cases. They can be held in a fist of a human most
> times but can be larger than a fist.
>
> Special - There are many varieties of Eels in the water. Some
> are docile while others are fierce. Some can bite with their
> teeth as a normal rule. But some Eels are electrical. These
> shoot out an electrical shock into the water through the
> skin. The shock can extend as far as 3 feet around it. This
> shock can cause 1D6 hit points in damage and possibly stun the
> person. The real danger is when a whole school of Electrical
> Eels can encounter people in the water. While the Eels may not
> intend to harm the person the sheer amount of shocks in the
> water can kill a person.
>
> Falcon Alignment - None
>
> Same as for Eagle.
>
> Jellyfish Alignment - None
> AHP 5 OCV 1 DCV 7 NWI +1
> S 6 St 6 D 55(+3) A 66(+3)
> MR 8 NAV 0 MDV 3 NF 1D10
> EnL 9 CDF 1 CL NA 1 1
> DTV -1 HC 6% INT 3 2+3 1D6
> C 7 PR SIZE 0 4-8 2D6
> SS Intermediate Omnivore 9+10 D100*
>
> * D100 Indicates a school of Jellyfish is found. This
> is a dangerous place to be if caught in the middle.
>
> Appearance - Jellyfish are floating, slightly more advanced
> than a basic cell, mass of water. Mostly of water and basic
> animal cells that do the most basic functions. They are
> transparent and you can generally see through the animals.
> They have no obvious body areas like eyes, mouth or other
> organs. The body is one part and they have long extensive
> tentacles. These tentacles can stretch out to as much as 500
> feet around the creature to capture food like floating shrimp.
> They use these tentacles to detect prey and other jellyfish.
> Generally these tentacles stretch out to 5-10 feet. To
> determine the reach of a tentacle roll on the table below:
> Roll Tentacle Roll Tentacle
> D100 length (feet) D100 Length (Feet)
> 01-16 1-3 17-32 4-6
> 33-48 7-10 49-56 11-15
> 57-60 16-20 61-64 21-50
> 65-69 51-100 70-73 101-150
> 74-78 151-200 79-83 201-250
> 84-88 251-300 89-93 301-350
> 94-98 351-400 99 401-450
> 100 451-500
> Number of Tentacles 1D10 per Jellyfish. The tentacles are
> hair thin and difficult to impossible to see in some waters
> and light. in fact jellyfish are also hard to see in some
> cases as many step on them near shore and get stung. They
> come in all shapes and colors. Some as bright colors and
> some as simple white.
>
> Special - Jellyfish simply let the water take them where they
> need to go. They don't move that much on their own unless they
> have to. They don't actively seek out humans to attack or any
> other creature. They let their prey stumble upon them. Thus
> stepping on them or coming across their tentacles is a sure way
> to get stung by them. Each tentacle has tiny hair like barbs
> that inject a poison on their prey to paralyze them. For humans
> this is a BL 2 Paralytic Burn poison. If the poison succeeds
> it will start to affect the person's nervous system. Most stings
> can be taken by some are allergic or can be killed by them. To
> shrug off the sting the person must make a Will roll. There is
> a CB% (Con Bonus) chance the person is allergic to the sting. If
> this is the case the person will go into immediate shock and
> be paralyzed. if he is not taken out of the water immediately
> he/she will drown and die as his breathing will be hard to
> control as his system shuts down. At any rate regardless of
> the sting of poison the person will take 1D2 points of burn
> damage to the skin. If not allergic and the poison succeeds
> the person will have Will/10 phases before he begins to be
> paralyzed as his nervous system shuts down. He will have to
> leave the water to have the effects wear off. They will wear
> off in 1D3+1 hours. During this time he can do no other action
> unless healed. A school of jellyfish can easily kill a human
> by the number of stings and poison attacks by tentacles.
>
> Leech Alignment - None
> AHP 5 OCV 1 DCV 6 NWI -3
> S 9 St 6 D 80(+4) A 19(+1)
> MR 8(4) NAV 0 MDV 2 NF 1D6
> EnL 6 CDF 1 CL NA
> DTV -1 HC 8% INT 2
> C 6 PR 1% SIZE 0
> SS Intermediate Parasite
>
> Appearance - These small worm like creatures tend to be black,
> gray or brownish. They tend to be finger length. They have
> a wide oval mouth that suction onto a target.
>
> Special - These creatures tend to be found in rivers. Some can
> be found in coastal areas but less frequently. These creatures
> seek out heat and movement. They will then attach onto a target
> that moves by them. Once attached it will suck blood from the
> person up to 1D6 Energy Level points will be drained per Leech.
> They have to be torn off the skin (with little difficulty) by
> hand. Salt can also tear them off automatically as they hate
> the taste.
>
> Leopard Alignment - None
>
> Leopards and tigers are encountered around water when they
> are stalking prey or using it as a water hole. They will
> avoid the water if they can but some can cross the water
> if they need to. See Book 3 and the updated creature file
> for information.
>
> Penguin Alignment - None
> AHP 9 OCV 2 DCV 4 NWI 0
> S 10 St 12 D 32(+2) A 17(+1)
> MR 8 NAV 0 MDV 3 NF Roll 1D6
> EnL 9 CDF 1 CL NA 1-4 1
> DTV -1 HC 11% INT 3 5-8 1D6
> C 12 PR 1% SIZE 1 9 2D6
> SS Intermediate Carnivore 10 1D100*
>
> * A colony is found. This is only for land encounters. It
> includes 20% young, 30% females and 40% adult males. At
> least 10% are eggs.
>
> Appearance - These birds have short wings but they don't
> use them to fly rather use them to swim as fins. They have
> beaks like birds. They are black with white under belly
> areas. They may have white blotches on their backside.
> They stand normally 1.5 feet tall but some adults can stand
> as much as 3 feet in some cases.
>
> Special - These are only encountered in cold climates like
> Ice and Tundra (arctic) areas. They tend to live among the
> ice fields and swim in the cold waters. They will defend
> themselves if their nests are threatened.
>
> Piranah Alignment - None
> AHP 7 OCV 1 DCV 5 NWI +3
> S 8 St 6 D 36(+2) A 29(+1)
> MR 12 NAV 0 MDV 3 NF Roll 1D10
> EnL 9 CDF 1 CL NA 1 1
> DTV -1 HC 7% INT 3 2-3 1D6
> C 3(-1) PR 1% SIZE 0 4-10 D100+20*
> SS Intermediate Carnivore
>
> * This is a hunting pack or a breeding pack that can be very
> dangerous.
>
> Appearance - These fist sized fish are found in tropical rivers.
> They tend to be brownish tan to mix in with plant growth. They
> are small but their mouth are abnormally large with razor like
> teeth that can shred flesh.
>
> Special - A single Piranah will be too scared to attack large
> prey. But once they get into packs the mob mindset takes over
> and they will attack with fierce and vicious speed. A group
> has been known to shred a cow that wades into the water within
> 3 minutes nothing but bones are left. A person unlucky to
> be surrounded by a pack of these fish is certainly doomed.
>
> Orca Alignment - None
> AHP 46 OCV 16 DCV 6 NWI -3
> S 37(+2) St 55(+3) D 20(+1) A 27(+1)
> MR 20 NAV 0 MDV 6 NF 1D3*
> EnL 18 CDF 5 CL NA
> DTV -5 HC 46% INT 4
> C 15 PR 6% SIZE 3
> SS Intermediate Carnivore
>
> * If 3 a pod is found at least 1 is a offspring and one
> of the adults may be a female.
>
> Appearance - These animals are larger than dolphins on
> average but are tiny whales. They have razor like teeth.
> They tend to be black in color with splotches of blue or
> white in color. They can average 5-6 feet in length and
> weigh at least 400 pounds.
>
> Special - Orca are small version of whales. They tend to
> eat only small fish. But once in awhile a orca can mistake
> a human for food and nip them. but they will not attack
> outright like sharks unless confused or threatened. Some
> are termed "killer orca" but most are docile and tend to
> stick to deep sea areas.
>
> Sea/Water Birds Alignment - None
> AHP 4-32 OCV 0-7 DCV 1-13 NWI -2 to -6
> S 4-7 St 4-10 D 8-63 A 8-63
> MR 12(36) NAV 0 MDV 4-7 NF D100*
> EnL 12-21 CDF 1-3 CL NA
> DTV -2 HC 4-9% INT 4
> C 8-10 PR 1-2% SIZE 0-1
> SS Intermediate Omnivore
>
> * Referee will have to determine situation. If out to see
> maybe only 1D3 is found. But on shore near a breeding
> spot D100 is found. Fishermen tend to have 30-40 flying
> around their boat.
>
> Appearance - Water and Sea birds range in diversity as do
> plants. There are thousands of varieties of varying shapes
> and sizes. Some are as small as budgies or finches that
> can fit in a fist or as large as Seagulls, Flamingos and Storks.
> They come in all colors and sizes and habitats.
>
> Special - The above stats represent average bird stats. The
> low figure is the lowest and highest is for the largest birds
> like Storks or Seagulls. The Referee can average these stats
> to determine the final result but use the above as a quick
> guideline. Majority of birds are harmless to humans. But
> they can be annoying. Seagulls are one such group which will
> dive bomb and attack fishing boats for fish on deck. So birds
> tend to be more annoying than dangerous. The listed MR is
> for land and (flying). While some may not reach this speed
> it is used as a general rule.
>
> Note: When encounter says Tiny Sea Birds use the lowest
> figures above.
>
> Seals Alignment - None
> AHP 13 OCV 4 DCV 8(7) NWI +4
> S 18(+1) St 14 D 32(+2) A 52(+3)
> MR 18(10) NAV 1* MDV 5 NF 1D10
> EnL 15 CDF 1 CL NA 1-5 1
> DTV -1 HC 16% INT 4 6-8 1D6*
> C 16(+1) PR 4% SIZE 1 9-10 2D6*
> SS Intermediate Carnivore
>
> * If 1D6 and 5-6 are found or 2D6 and 7-8 found then
> a large family group is found. At least 20% are
> pups, 30% are females and rest are adult males.
> These large groups tend to be found on land than water.
>
> Appearance - these animals are much smaller versions of the
> Walrus. They have sleek small necks and a larger rear area
> often with lots of blubber. They have fins they can use to
> walk/crawl on land as much as swim with. They tend to be black
> but some can be brown or grayish. They are often seen with
> whiskers from their mouth. They have thin fur which protects
> them from the cold climate.
>
> Special - Seals can be as boisterous as Walrus males in noise
> and threats. But most tend to be docile to humans. In fact
> they tend to be curious of humans and will playfully follow
> or approach them. Seals are not known to attack a human in
> the water unless its confused. On the land they will protect
> their young but avoid human contact if possible. Some
> entertainers have been known to tame seals to do various tricks
> in their travelling shows. They are often found on land as
> much as the water. Their fur is sometimes a natural magic
> item. For details on seal fur see the Water based Natural
> Magic item document.
>
> Note: If encounter says Small Seals use the stats above
> but at 30%. The stats above are for a mature adult.
>
> Shark Alignment - None
> AHP 32 OCV 10 DCV 3 NWI 0
> S 22(+1) St 32(+2) D 14 A 15
> MR 16 NAV 0 MDV 5 NF Roll D100
> EnL 15 CDF 3 CL NA 1-60 1
> DTV -3 HC 27% INT 4 61-80 1D6
> C 9 PR 1% SIZE 2 81-100 2D6*
> SS Intermediate Carnivore
>
> * If 2D6 are encountered they are in a feeding frenzy on a
> recent kill. this is a dangerous situation to be in.
>
> Appearance - These sleek animals are as large as 7 feet
> in length and can be as big as 800 pounds. Most tend to
> be 4-5 feet in length and about 200 pounds They are gray
> in color. They have rows of razor sharp teeth that can
> slice through bone easily.
>
> Special - These animals are the kings of the oceans in the
> normal animal world (aside from the big monsters). They
> are fierce and deadly. Some are not man eaters but sharks
> do get the taste of human flesh and stay with it. They
> live deep in the ocean but can visit coastal areas. Their
> body has a nervous system which can detect the slightest
> bit of movement in the water from some distance away. This
> is why splashing humans (or seals their favorite food) gets
> their attention. They can smell blood (even the slightest
> amounts) in water up to 3 miles away. Blood also attracts
> sharks to prey. The above stats are for the average human
> adult (4-5 feet, 200 pounds). But for Great Sharks these
> figures should be doubled. For smaller sharks like reef
> sharks that tend to be harmless half the above stats. Once
> attracted they will tend to investigate its prey by swimming
> around it or bumping up against it. It may then attack it
> to kill and devour it. While sharks have no natural magical
> item value some have been known to grind up shark bone to
> create a natural healing powder used in some areas. Those
> in Katai are known to do this. There is debate by scholars
> and healers if this has any true healing ability.
>
> Swamp Buffalo Alignment - None
>
> This is the water version of the buffalo and has adapted
> to many climates including cold ones. They tend to be
> docile but could charge people if they are threatened.
> But otherwise they avoid contact with humans. See the
> Book 3 for basic details or version 2 creature file for
> any changes to the stats.
>
> Squid/Octopus Alignment - None
> AHP 16 OCV 6 DCV 7(8)* NWI +1
> S 18(+1) St 19(+1) D 51(+3) A 19(+1)
> MR 16(22)* NAV 0 MDV 3 NF 1D3**
> EnL 6 CDF 1 CL NA
> DTV -1 HC 19% INT 3(4)***
> C 11 PR 2% SIZE 1
> SS Intermediate Carnivore
>
> * For MR the () value is when the animal is on the bottom
> of the floor or crawling over surfaces. In open water
> the speed of the animal's thrust is faster. Their
> strength in their appendages allow them to shoot from
> one place to another quickly. The OCV () is for in
> open water and 7 is for when on bottom or surface area.
> ** Number found - if 2 or more may be a mating pair
> *** Recent evidence indicates Squid are alot smarter than
> we think. The 4 is for those few smart ones while
> most tend to be Intellect 3.
>
> Appearance - These animals have a bell bubble upper body
> with a set of arms on the bottom. Their arms number from
> 4-6 depending on species but tend to be 6. Each arm is full
> of suckers that can attach to things and grasp them with
> good strength. The strength bonus applies to the strength
> of all these appendages. At the bottom of the body surrounded
> by the arms of the squid is its mouth. The mouth is a large
> beak like structure which can grasp as well for eating. The
> creature is fast in open water when it has the right bouyancy.
> The color of squid ranges from species to species. But generally
> they are brown, tan or gray. They tend to blend into the sea
> bottom or have little if any color due to depths they swim in.
> Some are as small as 3 feet from end of one arm to its top of
> the head while others can get as large as 7 feet. The arms can
> grow however up to 5 feet on their own.
>
> Special - Squids tend to ignore humans but are curious by their
> nature. They may investigate humans but rarely attack outright.
> Generally when threatened it will release a dark ink into the
> water that blinds view so it can escape. This ink also serves
> as a natural magical item (see the Water based Natural Magic
> Items file for details). Some octopus can grow abnormally
> large in deep oceans. These creatures become legend and as
> such are known to attack ships and men. If such a creature
> exists the stats might be as follows:
>
>
> Monster Squid/Octopus Alignment - None
> AHP 81 OCV 26 DCV 7(8) NWI -1
> S 81(+4) St 49(+2) D 16(+1) A 15
> MR 12(18) NAV 3* MDV 7 NF 1
> EnL 21 CDF 8 CL NA
> DTV -8 HC 65% INT 3
> C 11 PR SIZE 4
> SS Intermediate Carnivore
>
> * NAV - The 3 exists from tough skin on the main body.
> Only AV 1 is for each arm however.
>
> Note: MR, DCV () applies for normal Squid/Octopus
>
> Special: These huge monsters can be as big as 50 feet and
> weight as much as 2 tons. Their arms are as long as 15-20
> feet and as thick as a tree trunk. If these exist they
> can sink ships in some cases.
>
> Stingray Alignment - None
> AHP 12 OCV 3 DCV 8 NWI -3
> S 12 St 12 D 17(+1) A 51((+3)
> MR 20 NAV 0 MDV 4 NF 1D3*
> EnL 12 CDF 1 CL NA
> DTV -1 HC 12% INT 4
> C 16(+1) PR 2% SIZE 3
> SS Intermediate Carnivore
>
> * If 3 are found there is a 50% chance 1 is a offspring at
> half the listed values (except for MR). If no offspring
> then it could be a mating pair and another stingray in
> the area competing for breeding.
>
> Appearance - These creatures have large fins that extend
> from its solid body like wings. They can extend as much
> as 3 feet out but tend to be 1.5 feet. This gives them
> a fast moving and agile body. They use this fast speed to
> elude prey like sharks. Their bottom color is white but
> the top tends to be brown or black. They use this color
> to blend in to the bottom of the ocean where they tend to
> wait for prey. At the end of them is a long (usually a
> foot) tail that ends in a stinger. They use this to stun
> their prey for capture and eating.
>
> Special - Stingrays avoid humans if they can. The only
> time humans tend to contact them is when they swim by.
> In this case there is a 30% chance of being stung by the
> creature as it tries to warn off the human. In this case
> the sting can do 1D3 of hit points and cause a blistering
> swelt on the stung area. This area will hurt for 1D3 days
> afterwards until its healed. Most humans can take the
> poison it injects but children have been known to be killed
> by them if their immune system is low.
>
> Turtle Alignment - None
> River Turtle
> AHP 7 OCV 2 DCV 7(8) NWI 0
> S 8 St 7 D 52(+3) A 32(+2)
> MR 8(12) NAV 1 MDV 3 NF Roll 1D6
> EnL 9 CDF 1 CL NA 1-7 1
> DTV -1 HC 8% INT 3 8-9 1D3
> C 17(+1) PR SIZE 1 10 1D6
> SS Intermediate Herbivore
>
> Ocean Turtle
> AHP 23 OCV 7 DCV 4(5) NWI -2
> S 18 St 23(+1) D 21(+1) A 24(+1)
> MR 6(12) NAV 1 MDV 4 NF 1
> EnL 12 CDF 2 CL NA
> DTV -2 HC 22% INT 3
> C 18(+1) PR SIZE 2
> SS Intermediate Herbivore
>
> Note: The () MR and DCV applies when turtle is in water and
> on land. The () value applies when on land. The shell is
> the AV1 protection as its hard. In some cases an ancient
> sea turtle might have AV2 as its shell might be a foot thick.
> The body itself (head, tail, arms/feet fins) are fleshy and
> have no AV value.
>
> Appearance - River taller are small maybe as large as a person's
> palms. Ocean turtles however can be as big as 4 feet tall at
> the top of the shell and as long as 5 feet. Small river turtles
> might only wait 5-20 pounds while ocean turtles can weigh as much
> as 400 pounds. All turtles have a shell which is a mobile home
> for them. Their fleshy body can jut out from holes in the shell.
> Their head, arm and leg fins and small tail jut out. Their necks
> are long that end in a head with a toothless snout which can
> snap and break bones of a finger. The bottom belly parts also
> are covered in a shell. Most turtles tend to be green in color
> with some touches of gray. They blend in with plant groth to
> avoid predators. River turtles can be dark green shells while
> ocean turtle shells tend to be lighter green.
>
> Special - River turles are common place in many areas. A
> person that walks buy may get a foot snapped at but that's
> about it. Their bite of a river turlte if held might do
> 1D3 points and draw some blood. There is a 5% chance they
> could break a finger from their mouth strength. Ocean turtles
> are at least 4-5x larger than river turtles. They can swim
> hundreds of miles as a normal pattern. All turtles can also
> go onto the land to lay eggs (usually during a full moon).
> Sea turtles that bite can do 1D6+2 points of damage and have a
> 10% chance of breaking a bone in a finger or hand. Turtles
> avoid humans if they can but may bite if they are encountered
> stepping nearby or threatened. Some sea turtles can be one
> of the most ancient animals in the sea. They have been known
> to live up to 800 years on the average at least 200 years.
> Some find this longevity to be special and try to extract this
> special magic from them by animal by-products. But in fact
> there is nothing special or magical about them.
>
> Walrus Alignment - None
> AHP 35 OCV 13(10) DCV 4(3) NWI -1
> S 39(+2) St 35(+2) D 18(+1) A 18(+1)
> MR 12(6)* NAV 0 MDV 6 NF 1D6**
> EnL 18 CDF 4 CL NA
> DTV -4 HC 33% INT 4
> C 15 PR 4% SIZE 4
> SS Intermediate Omnivore
>
> * The () listed MR, OCV and DCV are used when the animal is
> out of the water.
>
> ** If 3 are found at least 1 is an adult and one is a female.
> If 6 are found a group is found on land.
>
> Appearance - These animals have large fat bodies but look
> more like large seals. From their mouth jut out two tusks
> which can be used as natural wepaons. Adult bull males can
> be dangerous if cornered or threatened. They tend to be
> loud creatures making croaking type sounds. They tend to
> be brown or tan colored but can be black as well. They
> may be as large as 600 pounds and as tall when sitting up
> on land as 5 feet.
>
> Special - These animals are found as often on the land as
> are water. They tend to feed in the water and use the land
> for sleeping, sun bathing or taking care of their young.
> Their tusks can be natural weapons and quite deadly if they
> get a lucky blow in by a adult bull. Their fins and body
> mass tend to make them slower creatures on land.
>
> Water Snakes Alignment - None
> AHP 4 OCV 0 DCV 4 NWI 0
> S 5(-1) St 6 D 22(+1) A 36(+2)
> MR 8 NAV 0 MDV 2 NF Roll 1D10
> EnL 6 CDF 1 CL NA 1-8 1
> DTV -1 HC 6% INT 1 9-10 1D6
> C 14 PR 1% SIZE 2
> SS Intermediate Carnivore
>
> Appearance - Water snakes are numerous so range from as
> small as 1 foot to 6 feet in length. They tend to average 3
> feet in length however. They vary in colors but tend to
> have colors to blend into the bottom or plant life.
>
> Special - This is a generic water snake smaller in power than
> the Anaconda. At least 80% of most water based snakes are
> harmless. But there is a 20% chance the snake has some poisonous
> effect. On a bite there is a 40% chance of being injected with
> a poison. The referee can determine the poison type or roll
> on the table below. Roll 2D6 for Poison type and D100 for
> the baseline of the Poison.
> Roll Poison Type
> 2 Immediate Death * = Reduce BLx2 from Energy Level,
> 3+4 Death Strength and Stamina. Lasts
> 5+6 Slow Death for BL days.
> 7+8 Debilitating*
> 9+10 Paralytic ** = Paralyzes victim and burns a
> 11-12 Paralytic Acid** wound with potent acid.
> Double damage scored when the
> Poison Baseline poison succeeds in affecting a
> Roll BL Roll BL Roll BL target.
> 1-5 1 41-60 5 89-95 8
> 6-12 2 61-75 6 96-99 9
> 13-25 3 76-88 7 100 10
> 26-40 4
> Most snakes will not bother humans unless they feel threatened
> or stepped on. They will attack by reflex.
>
> Whale Alignment - None
> AHP 87 OCV 32 DCV 4 NWI -7
> S 95(+4) St 95(+4) D 14 A 15
> MR 18 NAV 1 MDV 9 NF D100
> EnL 27 CDF 9 CL NA 1-80 1
> DTV -8 HC 95% INT 5 81-98 1D3
> C 12 PR 8% SIZE 5 99-100 1D6*
> SS Intermediate Parasite
>
> * If 1 is found it is an adult whale. If 1D3 there is a 20%
> chance it will have a offspring with it. If 1D6* then a pod
> of whales is found. At at least 4 are around 2 are offspring
> if less than 4 then 1 is offspring.
>
> Appearance - These immense majestic creatures are found in
> all the seas around the Perilous Lands. Most tend to be
> black or blue in color. Some have white markings on their
> tails or body. Some have been known to be brownish in color
> but more rarely. These creatures have a blow hole in the top
> near the front that allows them to inhale air when they
> surface and dive for long periods of time. On average a full
> adult can be as tall as 6-7 feet and as long as 75-80 feet.
> But there are exceptions so length can be even more. These
> creatures can weigh as much as 2 tons easily.
>
> Special - This is the average Whale attributes. Most whales
> are docile and only eat plankton from the ocean. They get
> their great strength from their sheer bulk and powerful tail
> that can crush people and boats. Their hide is thick with
> blubber which gives them the 1 NAV but in some areas they
> have 0 protection which humans have learned their weak spots.
> Whales are hunted for their blubber for many items including
> oil and food. Whale song can be heard as far as 500 miles
> away in some cases and can be haunting to hear in the water.
>
> Note: The above stats are for Medium sized Whales. For
> Large Whales use the above stats at 1.1.
>
> Wild Cat Alignment - None
>
> Wild Cats tend to be afraid to enter the water. But cats will
> use it for drinking or stalking prey along the border of the
> water. See book 3 and updated version 2 creature file for
> details.
>
> Zehani Wolf Alignment - Balance
>
> Almost identical in nature to Wild Cat and Leopard but may
> find a balance in avoiding or entering the water.
>
> Asrai Alignment - Elder
>
> Asrai are intelligent creatures that live in the water. In
> fact they can't leave the water at all. They have no boats
> or water based technology. For details on this creature see
> the Book 3 and version 2 updated creature file.
>
> Asaghi Alignment - Balance
>
> Asaghi are highly intelligent and can be found in water
> based encounters. For complete details see the book 3 and
> version 2 updated creature file.
>
> Athach Alignment - Kotothi
>
> Athach is another creature found in water based encounters.
> They tend to stay on shore though and rarely will enter
> the water unelss needed. For details see the Book 3 and
> updated version 2 creature file.
>
> Baobhan Sith Alignment - Kotothi
>
> Boabhan Sith are winged flyers so they don't need the water
> as much. But they are found in water based encounters.
> See Book 3 and updated version 2 creature file for details.
>
> Beithir Alignment - Kotothi
>
> Beithir are serpents so can be found in the waters for
> water based encounters. For complete details see the
> book 3 and updated creature file.
>
> Besamar Alignment - Elder
>
> This intelligent creature may be found in various environments
> but can be found in water based encounters. For complete
> details see the version 2 updated creature file.
>
> Border Redcap Alignment - Kotothi
>
> These creatures are kin to Troll so water is nothing new
> to these creatures. They may be found in classic troll
> locations like bridges or where creeks cross near roads.
> For details see the version 2 creature file.
>
> Bugbear Alignment - Kotothi
>
> The bear part of bugbears may still enjoy water as bears often
> do. So they could be on the edge/beach of water based
> environments. But their goblin side may prevent them from
> entering water.
>
> Bouba Alignment - Balance
>
> Bouba are encountered in water based environments. Since
> they are gorillas they tend to stick near rivers and creeks
> rather than the ocean. For details see the book 3 and
> updated version 2 creature file.
>
> Cait Sith Alignment - Elder
>
> These creatures tend to stick around the edges of water in
> water based encounters. For details see the book 3 and
> updated version 2 creature file.
>
> Centaur Alignment - Elder
>
> Centaur are mostly found in forest type areas but in water
> based encounters they can be found on the edge of water.
> For details see Book 3 and the updated version 2 creature file.
>
> Chimearas Alignment - Balance
>
> Creature found in water encounters usually tend to stick
> to the edges of the water. For details see Book 3 and
> the updated version 2 creature file.
>
> Cuca Alignment - Kotothi
>
> this vile creature lives in lakes and rivers often. They
> are commonly found underwater and surface to take their prey.
> For details on these creatures see the new version 2 creature
> file.
>
> Cu Sidhe, Alignment - Kotothi
> Cu Sith, Alignment - Elder
> Daeta A'Miri Alignment - Law
>
> These creatures are found in water based encounters as well.
> For details see Book 3 and the updated version 2 creature file.
>
> Dae'ta Koti Alignment - Kotothi
>
> These creatures may be found in the water and on land in
> water based encounters. See Book 3 and the updated version 2
> creature file for details.
>
> Daoine Sidhe Alignment - Kotothi
>
> These creatures could be found on, in or around the water
> in water based encounters. For details see Book 3 and
> the updated version 2 creature file.
>
> Demons
> Disease Alignment - Chaos
> Terrestial Alignment - Chaos
> Devil Alignment - Chaos
>
> These demons are found in water based encounters. But they
> tend to stick along the edges of water. For details see Book 3
> and the updated version 2 creature file.
>
> Dirailla-ta Alignment - Kotothi
>
> These deadly serpents can be found in the water and along
> the edges of the water in some water based encounters.
> For details see Book 3 and version 2 updated creature file.
>
> Dolaura Alignment - Law
> Dolaura Queen Alignment - Law
>
> These unique form of dolphins are only encountered in the
> sea or ocean. For more details see the version 2 updated
> creature file.
>
> Dragons / True Dragons
> Dragon / True Dragon Alignment - Varies
> Sea Dragon Alignmnet - Varies
> Wyrm Alignment - Chaos
>
> Dragons can be found in water based encounters as well.
> The basic dragon might have a nearby cave where its lair
> is. This could be on a mountain cliff or nearby the water.
> The Wyrm might have be found on the edge of water as well.
> But Sea Dragons are found purely in the water. For details
> on the new Sea Dragon see the version 2 updated creature file
> for all 3 and book 3 as well for Dragon and Wyrm.
>
> Dwarf Alignment - Elder
> Dwarf Rune Master Alignment - Elder
>
> While Dwarves are better suited in other environments theres
> no reason they can't be found in water based encounters as
> well. See book 3 and the updated version 2 creature file
> for details.
>
> Edali Alignment - Law
> Edali Divine Alignment - Law
>
> These are similiar to dwarfs as such they could be encountered
> in water based areas. See the new version 2 creature file
> for their details.
>
> Elefan Alignment - Neutral
>
> These creatures are found in the river near Port Doman so they
> can be found in water based environments. For details on
> these creatures see the new version 2 creature file.
>
> Elementals
> Air Elementals Alignment - Elder
> Water Elementals Alignment - Elder
>
> Air elementals are part of a possible water based encounters.
> While they would not likely enter water they would be around
> the edge of the water. Water Elementals however are found
> in the water naturally. For details see book 3 and the updated
> version 2 creature file.
>
> Elf Alignment - Elder
> Elf Magician Alignment - Elder
>
> Elves are found in virtually all terrains so they can be
> easily found in water based encounters. For details see
> book 3 and the updated version 2 creature file.
>
> Faerry Alignment - Elder
> Faerry King or Queen Alignment - Elder
>
> Faerry avoid the water if they can but can be found in
> water based encounters. See book 3 and the updated version
> 2 creature file.
>
> Fata Shee (Warrior) Alignment - Elder
> Fata Shee (Magician) Alignment - Elder
>
> These might be found in water based encounters on or around
> the water. See the new version 2 creature file for details.
>
> Fay Horses Alignment - Elder
>
> Fay Horses are found on the edge and shoreline of water in
> water terrain encounters. For details see book 3 and
> the new version 2 updated creature file.
>
> Fire Snake Alignment - Law
>
> Fire Snakes are found in water based encounters along the
> side of the water. They may fly over the water to catch
> food but tend not to enter the water. For details see book 3
> and the updated version 2 creature file.
>
> Garshon Alignment - Balance
> AHP 5 OCV 1 DCV 5 NWI 0
> S 6 St 7 D 20(+1) A 52(+3)
> MR 4 NAV 0 MDV 4 NF 1D10
> EnL 12 CDF 2 CL NA 1-3 1
> DTV 0 HC 7% INT 2 4-6 1D6
> C 6 PR 2% SIZE 0 7-9 3D6
> SS Diurnal Carnivore 10 D100*
>
> * A grove of these are found underwater usually within
> 1D6+2 feet of each other.
>
> Appearance - These creatures are half plant and half
> animal. They are gray in color with slight hues of
> green or browns at time. They look like any standard
> water plant about a foot tall and as wide as 1.5 feet.
> Their limbs have sharp razor like barbs which can shred
> flesh but very slowly. They are mainly used to attach
> and capture prey. Hidden in the center of the plant by
> plant growth is a small mouth which takes in parts of the
> flesh of its prey.
>
> Special - These creatures can't swim or move on their own
> aside from slight subtle limb movements which are hard to
> notice. These animals have a special sense of Clairvoyance
> which allows them to detect danger up to a minute in advance.
> If they detect danger or harm to them they will use their
> secondary special ability which is their main defense. This
> ability is a MEL2/EL1 ability to Teleport itself from one
> place to another. It does this randomly but never exits the
> water. When it teleports the roots are still in the dirt
> floor as if they never moved when they get to their new place.
> These plans inject a BL 5 draining poison on their prey.
> This will do 1D6 decrease in Strength and Stamina immediately.
> It will then do 1D3 more points to both every 2 phases until
> either Strength or Stamina is 0. At that point the animal is
> powerless and will be held by the plant. As the plan remains
> in the plant the limbs attach to the body. But the animal is
> not eaten immediately. It will begin to decay slowly. At
> this point the body breaks down. Then the limbs will actually
> move to separate flesh and move it to the mouth.
> These plans were first discovered by a Ticasi Scholar named
> Garshon exploring the seas off Fomoria. He found them interesting
> so much he spent the next 5 years studying them. The problem
> he discovered is that these plants create havoc for fishing
> villages when they enter the harbor. Swimmers and fish alike
> are sometimes attacked by these plants which causes problems
> for the local people. Once there these plants are very
> difficult to get rid of without some magic.
> These creatures have a natural magic value. If a person is
> lucky to obtain one (very hard with the teleport ability) they
> can be taken out of the water. At this point they die and begin
> to shrink in size. If the person can tear off the razor sharp
> limbs and he must keep the core body. There it can be dried.
> Once dried it should be opened to locate a small organ the size
> of a marble which is yellow in color. This organ gives it the
> teleport ability. This organ can be enhanced magically to give
> a person who wears it 2D10 Mana points for Teleport per day.
> This creature was first created by a wizard who tried to
> create evil plans as minions for his home. It backfired and
> this plant was created over 200 years ago. Since then this
> creature reproduces and has spread into all but the Northern
> cold ocean. It prefers warm waters. It was tied to the
> Balance alignment through this wizard but rituals failed and
> the gods did not favor the wizard.
>
> Giants
> Sea Giant Alignmnet - Kotothi
> Storm Giant Alignment - Kotothi
>
> Sea Giants are found in the water and travel through it
> commonly. Storm Giants however are encountered above the
> water usually seen in their castles in the sky. For details
> on these creatures see book 3 and the new version 2 creature
> file.
>
> Goblin Alignment - Kotothi
> Elite Goblin Alignment - Kotothi
> Goblin King Alignment - Kotothi
>
> Goblins are encountered in some water based encounters. Some
> might even use small boats for war operations. See the new
> version 2 updated creature file for details.
>
> Great Serpent Alignment - Kotothi
> Great Spider Alignment - Kotothi
>
> These 2 creatures tend to stay on the edge of the water in
> water encounters. Great Spiders however may leap onto logs
> to cross small creeks or rivers or to pursue their prey. For
> details see book 3 and the new version 2 updated creature file.
>
> Grundwergen Alignment - Kotothi
>
> These creatures might be found on the edge or in the water in
> some water terrains. For details see book 3 and updated version
> 2 creature file.
>
> Gwydi Alignment - Elder
>
> These creatures may be found in some water based encounters
> if their needs desire it. For details see the new version 2
> updated creature file.
>
> Harboul Alignment: Elder
>
> These frogs are found in the water like rivers and creeks or
> along their banks. For details see the new version 2
> updated creature file.
>
> Hobgoblin Alignment: Kotothi
> Hobgoblin Magician Alignment: Kotothi
> Hobgoblin King Alignment: Kotothi
>
> These are like the Goblins. They may be encountered even
> using boats or along the edge of water. For details see
> the version 2 updated creature file.
>
> Hydra Alignment: Kotothi
>
> The fierce hydra are found in water based encounters usually
> along the side of rivers and creeks. Usuaully they are more
> inland but are nearby. For details see book 3 and the updated
> version 2 creature file.
>
> Kraken Alignment - Chaos
>
> These huge beasts are found in the water and are devastating
> in water encounters. For details see the new version 2
> updated creature file.
>
> Note: For Small Kraken encounters use the Kraken attributes
> but at 50% of the listed values.
>
> Leon Alignment: Neutral
>
> These creatures can be found in or around water. For complete
> details see the new version 2 updated creature file.
>
> Lunma Alignment - None
> AHP 38 OCV 13 DCV 4(5) NWI -5
> S 27(+2) St 38(+2) D 17(+2) A 10
> MR 8(12) NAV 1 MDV 5 NF 1
> EnL 15 CDF 4 CL NA
> DTV -4 HC 33% INT 3
> C 13 PR 4% SIZE 1
> SS Intermediate Carnivore
>
> Appearance - This water creature looks like a spider that
> can be as large as 3 feet tall and 3 feet wide. But tends
> to stick to about 1 feet tall and 1 feet wide. They have
> 8 legs and a mouth with pinchers. They are flesh colored
> but spots of brown or white. While this color attracks others
> to them most animals avoid them. Inside the squat body are
> bubble like membranes that can take in water or relase it.
> This gives the animal bouyancy. These animals can go as far
> down as 300 feet before any pressure problems affect them.
> These have no fins for swimming but they use their strong legs
> to propel themselves like squid through the water. For MR
> the () value is for open water but the other figure is when
> they are on the bottom of the water or on surfaces. Same
> applies for OCV. Strong bones create a natural body armor
> on their main body but their legs have no natural armor value.
> The legs may stretch out as far as 3 feet (1D3). Their bite
> gives them the strong strength bonus.
>
> Special - These animals only stay in the water and never exit.
> They can be found in rivers, lakes and the ocean. Salt and
> temperature does not seem to affect them. The main prey of
> these animals are shell fish. They will attack any shell
> fish they see with swift and fierce speed. Their favorite
> food are turtles. These creatures have learned to get beyond
> the shell by placing a strong acid through a organ on the bottom
> of the animal onto the shell. this strong acid attaches to
> the shell and eats clean through it. It will eat through 1
> inch of shell in just 10 minutes. So a large sea turtle with
> a six inch shell takes only 1 hour. It creates a hole just
> big enough for the animal to enter the shell and eat from. In
> some cases like turtle it then enters and eats the prey. There
> is little defense for the shelled animal unless they can escape
> the shell itself. If this creature mistakes a person for
> prey it will sue its acid and bite attack. The acid can damage
> unprotected flesh by 2D6 points of damage each time the animal
> injects the acid. The animal can do create this acid 1D3 times
> a day. Once created it will continue on its own to eat through
> flesh and bone. The spider has another method to stop the acid
> from eating flesh by another body fluid it sends out to negate
> the acid. If taken out of water a person with this acid will
> gain an additional 1D3 points per phase as oxygen mixes with it
> to make it stronger. To get rid of this acid Castor D'fay is
> one of the best things to use. If none exists purified and
> blessed water mixed with some healing herbs will do it as well.
> There may be other methods not covered here. If a person is
> wearing armor or clothing it will do 1D6 points per phase
> to the damage resistance of the item.
> These creatures are dangerous due to their acid. But they
> tend to be found deep in the ocean. There is a 30% chance they
> may be found in rivers or lakes. They prefer to hunt sea turtles.
> These creatures may encounter ships and mistake them for prey.
> In this case they will attach to the hull and the acid will burn
> through it 1D6 points per phase. Once a hole is created the
> creature will enter the ship to find its prey which could end
> up to be humans. This hole may also create water breaches which
> can sink a ship as well.
>
> Master Alignment - Law
>
> These enlightened beings are found in many environments and
> may be encountered on the water or near it. For complete
> details see the new version 2 updated creature file.
>
> Mer People
> Merman (Male) Alignment - Chaos
> Mermaid (Female) Alignment - Chaos
> Merman Noble Alignment - Chaos
>
> These crreatures are naturals for the water. For details
> see the new version 2 updated creature file.
>
> Mir Alignment: Neutral
> Mir Wizard Alignment: Neutral
>
> These creatures may be encountered in some water based areas.
> For details see the new version 2 updated creature file.
>
> Molani Alignment: Balance
>
> Molani are found along water edges in some water based
> encounters. See book 3 and the updated version 2 creature
> file for details.
>
>
> Mushrussu Alignment: Law
> Divine Mushrussu Alignment: Law
>
> These creatures are often wards in some waterways. For
> details on these see book 3 and the updated version 2
> creature file.
>
> Ogre Alignment: Kotothi
> Orchi Alignment: Chaos
>
> These beasts may be found on the edge of water based areas like
> rivers and creeks. For details see book 3 and the updated
> version 2 creature file.
>
> Pegasus Alignment: Elder
>
> This flying horse may be encountered in water base settings
> usually on the shore or flying over the water. For details
> see book 3 and the updated version 2 creature file.
>
> Peist Alignment: Elder
>
> These water serpents are natural creatures for water based
> encounters. For details see book 3 and the updated version
> 2 creature file.
>
> Poltergeist Alignment: Chaos
>
> While rare some Poltergeist could lock into a water area
> like a bridge or river/creek to haunt or be troublesome. For
> details on these see the new updated version 2 creature file.
>
> Red Shark Alignment - Chaos
>
> These are found in the water off the western edge of Clima.
> They are a creature I defined for a campaign. For details
> on these see the new version 2 udpated creature file.
>
> Roc Alignment: Balance
>
> These are found flying over or on the shore of water based
> encounters. For details see book 3 and the updated creature
> file.
>
> Serpent Women Alignment: Chaos
>
> These women are often found near rivers and along their
> banks to prey on various things. See Book 3 and the
> new version 2 updated creature file for details.
>
> Shachihoko Alignment: Chaos
>
> These monsters are found in the sea. For the new details
> on these see the new version 2 updated creature file.
>
> Simurgh Alignment: Elder
>
> These intelligent creatures are found in many waterways.
> For details see the new version 2 updated creature file.
>
> Sprite Alignment - Kotothi
>
> These creatures are often found near waterways to create
> havoc with thsoe that travel down the water. For details
> see book 3 and the updated version 2 creature file.
>
> Tonah Alignment - Neutral
>
> Where the creature is (on land or in the water) depends on
> the type of creature. For details and stats see book 3
> and the updated version 2 creature file.
>
> Trold Folk Alignment - Kotothi
> Trold King Alignment - Kotothi
>
> These creatures are found in and around the water. For
> complete details see book 3 and the updated version 2
> creature file.
>
> Trolls [Mallen Trow]
> Troll Alignmnet - Kotothi
> Elite Troll (Middle World) Alignmnet - Kotothi
> Troll King (Middle World) Alignmnet - Kotothi
> Wood Troll Alignmnet - Kotothi
>
> Trolls are historically found near waterways. This might
> include under bridges or along creeks. The Wood troll may
> be found along rivers. For details see book 3 and the
> updated version 2 creature file.
>
> True Sidhe Alignment - Neutral
> True Sidhe Magician Alignment - Neutral
>
> These Sidh may be found in the same areas as Daoine and Baobhan
> sidh. For details see the new version 2 updated creature file.
>
> Unicorn Alignment - Elder
>
> These creatures are found along the edges of water if at all
> in water encounters. For details see book 3 and the new
> updated version 2 creature file.
>
> Vily, Water Alignment - Neutral
>
> the Water Vily is found around rivers, lakes and wells. They
> may be in the water but generally are out of it on the edge.
> for details see book 3 and the updated version 2 creature file.
>
> Water Nymph Alignment - Elder
> Water Panther Alignment - Chaos
>
> These are encountered in the water like rivers and lakes. For
> details see the version 2 updated creature file.
>
> White Otter Alignment - Law
> Warders Alignment - Law
>
> These creatures are found in the water. For details on these
> creatures see the version 2 updated creature file.
>
>
>
>
>
>
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