<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
<HTML>
<HEAD>
<META HTTP-EQUIV="Content-Type" CONTENT="text/html; charset=iso-8859-1">
<META NAME="Generator" CONTENT="MS Exchange Server version 6.5.7650.28">
<TITLE>RE: [PnP] Dumb Questions concerning P&P at 1 am in the morning</TITLE>
</HEAD>
<BODY>
<!-- Converted from text/plain format -->
<BR>
<P><FONT SIZE=2>I've always tried to play the Perilous lands in an ancient times (roman/greek/egyptian/celt) flavor instead of a medieval one.<BR>
<BR>
<BR>
-----Original Message-----<BR>
From: pnp-bounces@abroere.xs4all.nl on behalf of Franklin Robertson<BR>
Sent: Sat 10/21/2006 1:13 AM<BR>
To: The Powers and Perils Mailing List<BR>
Subject: [PnP] Dumb Questions concerning P&P at 1 am in the morning<BR>
<BR>
As it is one in the morning here, a series of dumb questions come to my mind<BR>
...<BR>
a) considering the discussion on what mages and how many mages should be in<BR>
the party...what would be a good "party" make up for a P&P GM and a new<BR>
group that's never played the game before? Possibly using the adventure<BR>
Country Mordara as an example.<BR>
b) concerning Perilous Lands, the Dark City...there's the cutout of the<BR>
city on page 3. Is each horizontal line a level of the city or would there<BR>
be sublevels that continue downward until you reach the Eye? I've always<BR>
been intrigued by the City but not wholely sure how and what way I should<BR>
develop it beyond what is in the campaign boxset already.<BR>
c) maybe it is my mind at 1 in the morning, but (and this may be a twisted<BR>
mind set of a thought) is it just me or does the P&P world setting kind of<BR>
resemble that of John Norman's Gor novels more than, say, the Lord of the<BR>
Rings kind of worldsetting? Just me but it just seemed to have a rougher,<BR>
more Babylonian or Greek setting mixture than King Arthur's kind of world<BR>
setting.<BR>
<BR>
Again, dumb questions...what do you think? lol<BR>
----- Original Message -----<BR>
From: "Scott Adams" <longshot@darktech.org><BR>
To: "The Powers and Perils Mailing List" <pnp@abroere.xs4all.nl><BR>
Sent: Friday, October 20, 2006 11:24 PM<BR>
Subject: [PnP] Sea / Water Creatures<BR>
<BR>
<BR>
><BR>
> * Sea / Water Creatures<BR>
><BR>
> These creatures/animals are those found mostly in the water<BR>
> world. While some are on the edges like shore or encountered<BR>
> near water areas) they are noted below as one large group. Some<BR>
> creatures are new. Some are only mentioned as here by name only.<BR>
> For details on these consult the other documents.<BR>
><BR>
> Creature New/Old Where to Find<BR>
> A'Equin New v2 New pnp v2 monster file.<BR>
> Afanc Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Ahuras, Maskela Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Akhkharu Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Vampire Worm Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Bloodsucker New v2 This document<BR>
> Animals Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Anaconda New c2 This Document<BR>
> Crocodile New v2 This Document<BR>
> Crab New v2 This Document<BR>
> Deer Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Dolphin New v2 This Document<BR>
> Eagle Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Eel New v2 This Document<BR>
> Falcon Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Jellyfish New v2 This Document<BR>
> Leech New v2 This Document<BR>
> Leopard Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Penguin New v2 This Document<BR>
> Piranah New v2 This Document<BR>
> Orca New v2 This Document<BR>
> Sea/Water Birds New v2 This Document<BR>
> Seals New v2 This Document<BR>
> Shark New v2 This Document<BR>
> Swamp Buffalo Old V1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Squid/Octopus New v2 This Document<BR>
> Monster Squid New v2 This Document<BR>
> Stingray New v2 This Document<BR>
> Turtle New v2 This Document<BR>
> River Turtle New v2 This Document<BR>
> Ocean Turtle New v2 This Document<BR>
> Walrus New v2 This Document<BR>
> Water Snakes New v2 This Document<BR>
> Whale New v2 This Document<BR>
> Wild Cat Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Zehani Wolf Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Asrai Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Asaghi Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Athach Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Baobhan Sith Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Beithir Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Besamar New v2 New pnp v2 monster file.<BR>
> Border Redcap New v2 New pnp v2 monster file.<BR>
> Bugbear New v2 New pnp v2 monster file.<BR>
> Bouba Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Cait Sith Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Centaur Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Chimearas Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Cuca New v2 New pnp v2 monster file.<BR>
> Cu Sidhe Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Cu Sith Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Daeta A'Miri Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Dae'ta Koti Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Daoine Sidhe Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Demons Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Disease Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Terrestial Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Devil New v2 New pnp v2 monster file.<BR>
> Dirailla-ta Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Dolaura New v2 New pnp v2 monster file.<BR>
> Dolaura Queen New v2 New pnp v2 monster file.<BR>
> Dragons / Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Dragon Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Sea Dragon New v2 New pnp v2 monster file.<BR>
> Wyrm Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Dwarf Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Rune Master New v2 New pnp v2 monster file.<BR>
> Edali New v2 New pnp v2 monster file.<BR>
> Edali Divine New v2 New pnp v2 monster file.<BR>
> Elefan New v2 New pnp v2 monster file.<BR>
> Elementals Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Air Elementals Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Water Elemental Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Elf Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Elf Magician Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Faerry Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Faerry King New v2 New pnp v2 monster file.<BR>
> Fata Shee New v2 New pnp v2 monster file.<BR>
> Fay Horses Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Fire Snake Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Garshon New v2 This Document<BR>
> Giants New v2 New pnp v2 monster file.<BR>
> Sea Giant New v2 New pnp v2 monster file.<BR>
> Storm Giant Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Goblin Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Elite Goblin New v2 New pnp v2 monster file.<BR>
> Goblin King New v2 New pnp v2 monster file.<BR>
> Great Serpent Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Great Spider Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Grundwergen Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Gwydi New v2 New pnp v2 monster file.<BR>
> Harboul New v2 New pnp v2 monster file.<BR>
> Hobgoblin New v2 New pnp v2 monster file.<BR>
> Hydra Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Kraken New v2 New pnp v2 monster file.<BR>
> Leon New v2 New pnp v2 monster file.<BR>
> Lunma New v2 This Document<BR>
> Master New v2 New pnp v2 monster file.<BR>
> Mer People New v2 New pnp v2 monster file.<BR>
> Merman (Male) New v2 New pnp v2 monster file.<BR>
> Mermaid (Female) New v2 New pnp v2 monster file.<BR>
> Merman Noble New v2 New pnp v2 monster file.<BR>
> Mir New v2 New pnp v2 monster file.<BR>
> Mir Wizard New v2 New pnp v2 monster file.<BR>
> Molani Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Mushrussu Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Divine Mushrussu New v2 New pnp v2 monster file.<BR>
> Ogre Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Orchi Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Pegasus Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Peist Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Poltergeist New v2 New pnp v2 monster file.<BR>
> Red Shark New v2 New pnp v2 monster file.<BR>
> Roc Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Serpent Women Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Shachihoko New v2 New pnp v2 monster file.<BR>
> Simurgh New v2 New pnp v2 monster file.<BR>
> Sprite Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Tonah Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Trold Folk Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Trold King Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Trolls Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Troll Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Elite Troll New v2 New pnp v2 monster file.<BR>
> Troll King New v2 New pnp v2 monster file.<BR>
> Wood Troll New v2 New pnp v2 monster file.<BR>
> True Sidhe New v2 New pnp v2 monster file.<BR>
> Sidhe Magician New v2 New pnp v2 monster file.<BR>
> Unicorn Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Vily, Water Old v1 Standard Book 3 plus pnp v2 creature<BR>
> file<BR>
> Water Nymph New v2 New pnp v2 monster file.<BR>
> Water Panther New v2 New pnp v2 monster file.<BR>
> White Otter New v2 New pnp v2 monster file.<BR>
> Warders New v2 New pnp v2 monster file.<BR>
><BR>
><BR>
><BR>
><BR>
> A'Equin Alignmnet - Balance<BR>
><BR>
> These horses can fly on water. They are mentioned here since<BR>
> some intelligent creatures could use them to travel over<BR>
> short or long distance water areas. See the new version 2<BR>
> creature document.<BR>
><BR>
> Afanc Alignment - Elder<BR>
><BR>
> This is basically a large beaver so its home to the water world.<BR>
> For more details see the Book 3 material or the new version 2<BR>
> creature file for changes on this creature.<BR>
><BR>
> Ahuras, Maskela Alignment - Law<BR>
><BR>
> This intelligent creature is winged so doesn't stay in the<BR>
> water much but they are found and encountered near water.<BR>
> See the book 3 and version 2 pnp creature file for complete<BR>
> and updated information.<BR>
><BR>
> Akhkharu<BR>
><BR>
> Vampire Worm Alignment - None<BR>
><BR>
> These creatures are encountered near water environments<BR>
> among others. They tend to be on land mostly but can<BR>
> be along shoreline or shallow creeks and rivers. For<BR>
> complete details on this creature see the Book 3 and<BR>
> version 2 Creature updated file.<BR>
><BR>
> Bloodsucker Alignment - Chaos<BR>
> AHP 5 OCV 1 DCV 3 NWI +3<BR>
> S 6 St 6 D 9 A 13<BR>
> MR 12 NAV 0 MDV 4 NF 1*<BR>
> EnL 12 CDF 1 CL NA<BR>
> DTV -1 HC 6% INT 4<BR>
> C 4 PR 8% SIZE 0<BR>
> SS Nocturnal Parasite<BR>
><BR>
> * Normally these are solitary creatures unless they are<BR>
> ready to breed. If another Bloodsucker is in the<BR>
> area they may fight since they are territorial. However,<BR>
> if prey is found they will seek prey first than fight.<BR>
><BR>
> Appearance - These aquatic creatures are round like a puff<BR>
> fish. They have tiny fins but a fat round body that is<BR>
> the size of a human's adult head. Their eyes are dark<BR>
> red in hue but do not glow. The skin is pure black so<BR>
> they blend in well with the dark waters. Their mouth is<BR>
> round with razor sharp teeth and a pink tongue that laps<BR>
> up the blood of its victim. Around the rim of the mouth<BR>
> are suckers.<BR>
><BR>
> Special - These are aquatic vampiric creatures. Their<BR>
> eyes can detect at a range of about 20 feet prey that<BR>
> is hot and thus full of blood. They will quietly approach<BR>
> and attach themselves to the target to feed on. They will<BR>
> have a base 50% chance of attaching to the prey on the first<BR>
> round. If they do the first bite will allow it to attach<BR>
> with strength onto its prey. The suckers on the rim of its<BR>
> mouth give a solution that further tightens the hold and<BR>
> prevents massive blood loss other than what it needs to<BR>
> feed on. The first bite will do 1D3 hit points of physical<BR>
> damage to the target. The Bloodsucker will then suck drain<BR>
> 1D6 Energy Level points per phase up to 36 Energy Level<BR>
> max if its hungry. Once it releases its contact to the target<BR>
> it will begin to float or swim away. The round body is full<BR>
> of bladders that take the blood and it can live up to 3 days<BR>
> off this blood alone. There is a 20% chance the target will<BR>
> get a Debilitating BL3 Poison. If so reduce 6 points from<BR>
> Energy Level, Strength and Stamina for 3 days. If Energy<BR>
> Level is 0 the target will die.<BR>
> This animal is distasteful to other animals that try to<BR>
> attack it. Once swallowed by large fish like sharks the<BR>
> animal will try to reject it in some way if it hasn't already<BR>
> killed the bloodsucker. In order to remove these creatures<BR>
> from a person a Strength x 2 roll must be made. One attempt<BR>
> can be made per phase. If a weapon is used that can pry the<BR>
> creature off then Strength x 3 is made. If the creature is<BR>
> killed the Bloodsucker may still be attached. In this case<BR>
> the attachment may be permanent. In this case the solution<BR>
> forms a tougher bond with the skin. It will have to be<BR>
> cut off. to cut it off will cause 1D3 more hit points to the<BR>
> target.<BR>
> These creatures tend to be found in warm oceans and rivers.<BR>
> They tend to avoid lakes, ponds and cold ocean areas. Their<BR>
> base eyesight is not that far only about 10 feet but their<BR>
> sense of heat is double that. There is a 30% chance the<BR>
> Bloodsucker is not hungry but will attach itself to the<BR>
> target for future feeding. It may stay up to 5 days like<BR>
> this until it is ready to feed. These creatures could<BR>
> attack its prey if it is attacked. In this case it will<BR>
> use its teeth in a natural weapon attack.<BR>
> The Bloodsucker is a source for a natural magic item.<BR>
> If one is caught and quickly bled out into a container<BR>
> the blood creates a poison from its natural body poison.<BR>
> It will cause the Debilitating effects above but at HALF<BR>
> the values listed. This is an unenhanced value. The<BR>
> Bloodsucker has no enhanced value.<BR>
><BR>
> Animals<BR>
><BR>
> (The following section lists non-fantastic creatures that can be<BR>
> encountered in a Creature Encounter. Unless specified otherwise,<BR>
> an animal has no alignment). These are animals that are typically<BR>
> found near or in the water.<BR>
><BR>
> Anaconda Alignment - None<BR>
><BR>
> These snakes are found mostly in river and tropical climates.<BR>
> See the version 2 creature file for details. Most of these<BR>
> animals can be fierce and territorial.<BR>
><BR>
> Crocodile Alignment - None<BR>
><BR>
> This creature can be found mostly in river and tropical<BR>
> areas. But they have been known to go in northern<BR>
> climates if the need is there. Alligators can be used<BR>
> for the Crocodile stats. These animals will attack humans<BR>
> with little hesitation if they can. Many humans per year<BR>
> are killed by these animals. See the version 2 creature file<BR>
> for details.<BR>
><BR>
> Crab Alignment - None<BR>
> AHP 11 OCV 3(1) DCV 4 NWI -2<BR>
> S 11 St 10 D 47(+2) A 16(+1)<BR>
> MR 8 NAV 0 MDV 4 NF Roll 1D6<BR>
> EnL 12 CDF 1 CL Na 1-8 1<BR>
> DTV -1 HC 11% INT 3 9 1D6<BR>
> C 10 PR 1% SIZE 0 10 2D6<BR>
> SS Intermediate Carnivore<BR>
><BR>
> Appearance - These hard shelled animals are small to the ground<BR>
> only a few inches above the ground. Most can be held in the<BR>
> palms of a hand in size. Some are twice the size of a person's<BR>
> double palms. Each has 5 walking sets of legs on its body.<BR>
> Crab also have 2 arms in front that are larger than the others.<BR>
> Each ends in a pincer which can be used to grab prey. One<BR>
> pincer is larger than the other one and is the primary one for<BR>
> combat. Most crab range in dull browns, reds or orange colors<BR>
> but some can be other colors from pure white and blue among<BR>
> other colors. They have eye stalks which allow them to see with.<BR>
> They do not swim well or fast but they stick to the bottom of<BR>
> the water. They are as home in the water as they are on a beach.<BR>
><BR>
> Special - Crabs are a favorite food for many humans and are hunted<BR>
> by fishermen. Entire industry is built around them by capturing<BR>
> them in crab wooden cages. Crabs can clamp onto a human and hurt<BR>
> them with their pincer. They will do 1D3 points of damage each.<BR>
> Crabs tend to only defend themselves but some have been known to<BR>
> pinch a person sleeping on a beach.<BR>
><BR>
> Deer Alignment - None<BR>
><BR>
> Deers are common in forests and around waterways. These<BR>
> use the rivers and creeks to drink from. They do not<BR>
> enter the water beyond drinking from the edge generally.<BR>
> For complete details see the Book 3 and version 2 updated<BR>
> creature file.<BR>
><BR>
> Dolphin Alignment - None<BR>
> AHP 30 OCV 10 DCV 6 NWI -4<BR>
> S 33(+2) St 30(+1) D 17(+1) A 21(+1)<BR>
> MR 20 NAV 0 MDV 8 NF Roll D100<BR>
> EnL 24 CDF 3 CL NA 1-50 1<BR>
> DTV -3 HC 32% INT 5 51-70 1D6<BR>
> C 13 PR 2% SIZE 2 71-100 2D6*<BR>
> SS Intermediate Carnivore<BR>
><BR>
> * If 2D6 are found then a family of Dolphin is found at<BR>
> least 1D3 are offspring with 1 Female per offspring.<BR>
><BR>
> Appearance - These sleek round noses animals are fast and<BR>
> agile in the water. They tend to be silver or gray in<BR>
> color. They can be as large as 6 feet in length and about<BR>
> 200 pounds on average.<BR>
><BR>
> Special - Dolphins are friendly and social creatures. They<BR>
> have been known to help humans who are lost in sea to take<BR>
> them to shore or fend off dangerous sharks. Dolphins in<BR>
> packs are not afraid of sharks and will fight them. They<BR>
> like to jump and leap into the air in a playful dance. They<BR>
> are known to often shadow a ship for miles watching the<BR>
> ship and playing with it. They are not dangerous like sharks<BR>
> to humans.<BR>
><BR>
> Note: If encounter says Small Dolphin use the above stats but<BR>
> at 50% of listed stats above. Stats above are for full mature<BR>
> adult of the species.<BR>
><BR>
> Eagle Alignment - None<BR>
><BR>
> Eagles are encountered around water when they use it to<BR>
> catch fish. They will usually dive bomb into the water<BR>
> of the river/creek and catch fish with their claws. Beyond<BR>
> this they avoid the water. For details see the Book 3 and<BR>
> version 2 updated creature file.<BR>
><BR>
> Eel Alignment - None<BR>
> AHP 9 OCV 2 DCV 6 NWI 0<BR>
> S 9 St 7 D 27(+1) A 53(+3)<BR>
> MR 12 NAV 0 MDV 3 NF D100<BR>
> EnL 9 CDF 1 CL NA 1-20 1D6<BR>
> DTV -1 HC 8% INT 3 21-50 2D6<BR>
> C 8 PR 1% SIZE 0 51-100 D100*<BR>
> SS Intermediate Omnivore<BR>
><BR>
> * A school of Eels is found that can be many Eels all in one<BR>
> area. These would include young and adult Eels.<BR>
><BR>
> Appearance: These sleek grayish serpentine animals are agile<BR>
> in the water. They resemble snakes in their length and at<BR>
> times blend in with surrounding plant life. They usually<BR>
> are at 2-3 feet long but some can be as long as 6 feet in<BR>
> some cases. They can be held in a fist of a human most<BR>
> times but can be larger than a fist.<BR>
><BR>
> Special - There are many varieties of Eels in the water. Some<BR>
> are docile while others are fierce. Some can bite with their<BR>
> teeth as a normal rule. But some Eels are electrical. These<BR>
> shoot out an electrical shock into the water through the<BR>
> skin. The shock can extend as far as 3 feet around it. This<BR>
> shock can cause 1D6 hit points in damage and possibly stun the<BR>
> person. The real danger is when a whole school of Electrical<BR>
> Eels can encounter people in the water. While the Eels may not<BR>
> intend to harm the person the sheer amount of shocks in the<BR>
> water can kill a person.<BR>
><BR>
> Falcon Alignment - None<BR>
><BR>
> Same as for Eagle.<BR>
><BR>
> Jellyfish Alignment - None<BR>
> AHP 5 OCV 1 DCV 7 NWI +1<BR>
> S 6 St 6 D 55(+3) A 66(+3)<BR>
> MR 8 NAV 0 MDV 3 NF 1D10<BR>
> EnL 9 CDF 1 CL NA 1 1<BR>
> DTV -1 HC 6% INT 3 2+3 1D6<BR>
> C 7 PR SIZE 0 4-8 2D6<BR>
> SS Intermediate Omnivore 9+10 D100*<BR>
><BR>
> * D100 Indicates a school of Jellyfish is found. This<BR>
> is a dangerous place to be if caught in the middle.<BR>
><BR>
> Appearance - Jellyfish are floating, slightly more advanced<BR>
> than a basic cell, mass of water. Mostly of water and basic<BR>
> animal cells that do the most basic functions. They are<BR>
> transparent and you can generally see through the animals.<BR>
> They have no obvious body areas like eyes, mouth or other<BR>
> organs. The body is one part and they have long extensive<BR>
> tentacles. These tentacles can stretch out to as much as 500<BR>
> feet around the creature to capture food like floating shrimp.<BR>
> They use these tentacles to detect prey and other jellyfish.<BR>
> Generally these tentacles stretch out to 5-10 feet. To<BR>
> determine the reach of a tentacle roll on the table below:<BR>
> Roll Tentacle Roll Tentacle<BR>
> D100 length (feet) D100 Length (Feet)<BR>
> 01-16 1-3 17-32 4-6<BR>
> 33-48 7-10 49-56 11-15<BR>
> 57-60 16-20 61-64 21-50<BR>
> 65-69 51-100 70-73 101-150<BR>
> 74-78 151-200 79-83 201-250<BR>
> 84-88 251-300 89-93 301-350<BR>
> 94-98 351-400 99 401-450<BR>
> 100 451-500<BR>
> Number of Tentacles 1D10 per Jellyfish. The tentacles are<BR>
> hair thin and difficult to impossible to see in some waters<BR>
> and light. in fact jellyfish are also hard to see in some<BR>
> cases as many step on them near shore and get stung. They<BR>
> come in all shapes and colors. Some as bright colors and<BR>
> some as simple white.<BR>
><BR>
> Special - Jellyfish simply let the water take them where they<BR>
> need to go. They don't move that much on their own unless they<BR>
> have to. They don't actively seek out humans to attack or any<BR>
> other creature. They let their prey stumble upon them. Thus<BR>
> stepping on them or coming across their tentacles is a sure way<BR>
> to get stung by them. Each tentacle has tiny hair like barbs<BR>
> that inject a poison on their prey to paralyze them. For humans<BR>
> this is a BL 2 Paralytic Burn poison. If the poison succeeds<BR>
> it will start to affect the person's nervous system. Most stings<BR>
> can be taken by some are allergic or can be killed by them. To<BR>
> shrug off the sting the person must make a Will roll. There is<BR>
> a CB% (Con Bonus) chance the person is allergic to the sting. If<BR>
> this is the case the person will go into immediate shock and<BR>
> be paralyzed. if he is not taken out of the water immediately<BR>
> he/she will drown and die as his breathing will be hard to<BR>
> control as his system shuts down. At any rate regardless of<BR>
> the sting of poison the person will take 1D2 points of burn<BR>
> damage to the skin. If not allergic and the poison succeeds<BR>
> the person will have Will/10 phases before he begins to be<BR>
> paralyzed as his nervous system shuts down. He will have to<BR>
> leave the water to have the effects wear off. They will wear<BR>
> off in 1D3+1 hours. During this time he can do no other action<BR>
> unless healed. A school of jellyfish can easily kill a human<BR>
> by the number of stings and poison attacks by tentacles.<BR>
><BR>
> Leech Alignment - None<BR>
> AHP 5 OCV 1 DCV 6 NWI -3<BR>
> S 9 St 6 D 80(+4) A 19(+1)<BR>
> MR 8(4) NAV 0 MDV 2 NF 1D6<BR>
> EnL 6 CDF 1 CL NA<BR>
> DTV -1 HC 8% INT 2<BR>
> C 6 PR 1% SIZE 0<BR>
> SS Intermediate Parasite<BR>
><BR>
> Appearance - These small worm like creatures tend to be black,<BR>
> gray or brownish. They tend to be finger length. They have<BR>
> a wide oval mouth that suction onto a target.<BR>
><BR>
> Special - These creatures tend to be found in rivers. Some can<BR>
> be found in coastal areas but less frequently. These creatures<BR>
> seek out heat and movement. They will then attach onto a target<BR>
> that moves by them. Once attached it will suck blood from the<BR>
> person up to 1D6 Energy Level points will be drained per Leech.<BR>
> They have to be torn off the skin (with little difficulty) by<BR>
> hand. Salt can also tear them off automatically as they hate<BR>
> the taste.<BR>
><BR>
> Leopard Alignment - None<BR>
><BR>
> Leopards and tigers are encountered around water when they<BR>
> are stalking prey or using it as a water hole. They will<BR>
> avoid the water if they can but some can cross the water<BR>
> if they need to. See Book 3 and the updated creature file<BR>
> for information.<BR>
><BR>
> Penguin Alignment - None<BR>
> AHP 9 OCV 2 DCV 4 NWI 0<BR>
> S 10 St 12 D 32(+2) A 17(+1)<BR>
> MR 8 NAV 0 MDV 3 NF Roll 1D6<BR>
> EnL 9 CDF 1 CL NA 1-4 1<BR>
> DTV -1 HC 11% INT 3 5-8 1D6<BR>
> C 12 PR 1% SIZE 1 9 2D6<BR>
> SS Intermediate Carnivore 10 1D100*<BR>
><BR>
> * A colony is found. This is only for land encounters. It<BR>
> includes 20% young, 30% females and 40% adult males. At<BR>
> least 10% are eggs.<BR>
><BR>
> Appearance - These birds have short wings but they don't<BR>
> use them to fly rather use them to swim as fins. They have<BR>
> beaks like birds. They are black with white under belly<BR>
> areas. They may have white blotches on their backside.<BR>
> They stand normally 1.5 feet tall but some adults can stand<BR>
> as much as 3 feet in some cases.<BR>
><BR>
> Special - These are only encountered in cold climates like<BR>
> Ice and Tundra (arctic) areas. They tend to live among the<BR>
> ice fields and swim in the cold waters. They will defend<BR>
> themselves if their nests are threatened.<BR>
><BR>
> Piranah Alignment - None<BR>
> AHP 7 OCV 1 DCV 5 NWI +3<BR>
> S 8 St 6 D 36(+2) A 29(+1)<BR>
> MR 12 NAV 0 MDV 3 NF Roll 1D10<BR>
> EnL 9 CDF 1 CL NA 1 1<BR>
> DTV -1 HC 7% INT 3 2-3 1D6<BR>
> C 3(-1) PR 1% SIZE 0 4-10 D100+20*<BR>
> SS Intermediate Carnivore<BR>
><BR>
> * This is a hunting pack or a breeding pack that can be very<BR>
> dangerous.<BR>
><BR>
> Appearance - These fist sized fish are found in tropical rivers.<BR>
> They tend to be brownish tan to mix in with plant growth. They<BR>
> are small but their mouth are abnormally large with razor like<BR>
> teeth that can shred flesh.<BR>
><BR>
> Special - A single Piranah will be too scared to attack large<BR>
> prey. But once they get into packs the mob mindset takes over<BR>
> and they will attack with fierce and vicious speed. A group<BR>
> has been known to shred a cow that wades into the water within<BR>
> 3 minutes nothing but bones are left. A person unlucky to<BR>
> be surrounded by a pack of these fish is certainly doomed.<BR>
><BR>
> Orca Alignment - None<BR>
> AHP 46 OCV 16 DCV 6 NWI -3<BR>
> S 37(+2) St 55(+3) D 20(+1) A 27(+1)<BR>
> MR 20 NAV 0 MDV 6 NF 1D3*<BR>
> EnL 18 CDF 5 CL NA<BR>
> DTV -5 HC 46% INT 4<BR>
> C 15 PR 6% SIZE 3<BR>
> SS Intermediate Carnivore<BR>
><BR>
> * If 3 a pod is found at least 1 is a offspring and one<BR>
> of the adults may be a female.<BR>
><BR>
> Appearance - These animals are larger than dolphins on<BR>
> average but are tiny whales. They have razor like teeth.<BR>
> They tend to be black in color with splotches of blue or<BR>
> white in color. They can average 5-6 feet in length and<BR>
> weigh at least 400 pounds.<BR>
><BR>
> Special - Orca are small version of whales. They tend to<BR>
> eat only small fish. But once in awhile a orca can mistake<BR>
> a human for food and nip them. but they will not attack<BR>
> outright like sharks unless confused or threatened. Some<BR>
> are termed "killer orca" but most are docile and tend to<BR>
> stick to deep sea areas.<BR>
><BR>
> Sea/Water Birds Alignment - None<BR>
> AHP 4-32 OCV 0-7 DCV 1-13 NWI -2 to -6<BR>
> S 4-7 St 4-10 D 8-63 A 8-63<BR>
> MR 12(36) NAV 0 MDV 4-7 NF D100*<BR>
> EnL 12-21 CDF 1-3 CL NA<BR>
> DTV -2 HC 4-9% INT 4<BR>
> C 8-10 PR 1-2% SIZE 0-1<BR>
> SS Intermediate Omnivore<BR>
><BR>
> * Referee will have to determine situation. If out to see<BR>
> maybe only 1D3 is found. But on shore near a breeding<BR>
> spot D100 is found. Fishermen tend to have 30-40 flying<BR>
> around their boat.<BR>
><BR>
> Appearance - Water and Sea birds range in diversity as do<BR>
> plants. There are thousands of varieties of varying shapes<BR>
> and sizes. Some are as small as budgies or finches that<BR>
> can fit in a fist or as large as Seagulls, Flamingos and Storks.<BR>
> They come in all colors and sizes and habitats.<BR>
><BR>
> Special - The above stats represent average bird stats. The<BR>
> low figure is the lowest and highest is for the largest birds<BR>
> like Storks or Seagulls. The Referee can average these stats<BR>
> to determine the final result but use the above as a quick<BR>
> guideline. Majority of birds are harmless to humans. But<BR>
> they can be annoying. Seagulls are one such group which will<BR>
> dive bomb and attack fishing boats for fish on deck. So birds<BR>
> tend to be more annoying than dangerous. The listed MR is<BR>
> for land and (flying). While some may not reach this speed<BR>
> it is used as a general rule.<BR>
><BR>
> Note: When encounter says Tiny Sea Birds use the lowest<BR>
> figures above.<BR>
><BR>
> Seals Alignment - None<BR>
> AHP 13 OCV 4 DCV 8(7) NWI +4<BR>
> S 18(+1) St 14 D 32(+2) A 52(+3)<BR>
> MR 18(10) NAV 1* MDV 5 NF 1D10<BR>
> EnL 15 CDF 1 CL NA 1-5 1<BR>
> DTV -1 HC 16% INT 4 6-8 1D6*<BR>
> C 16(+1) PR 4% SIZE 1 9-10 2D6*<BR>
> SS Intermediate Carnivore<BR>
><BR>
> * If 1D6 and 5-6 are found or 2D6 and 7-8 found then<BR>
> a large family group is found. At least 20% are<BR>
> pups, 30% are females and rest are adult males.<BR>
> These large groups tend to be found on land than water.<BR>
><BR>
> Appearance - these animals are much smaller versions of the<BR>
> Walrus. They have sleek small necks and a larger rear area<BR>
> often with lots of blubber. They have fins they can use to<BR>
> walk/crawl on land as much as swim with. They tend to be black<BR>
> but some can be brown or grayish. They are often seen with<BR>
> whiskers from their mouth. They have thin fur which protects<BR>
> them from the cold climate.<BR>
><BR>
> Special - Seals can be as boisterous as Walrus males in noise<BR>
> and threats. But most tend to be docile to humans. In fact<BR>
> they tend to be curious of humans and will playfully follow<BR>
> or approach them. Seals are not known to attack a human in<BR>
> the water unless its confused. On the land they will protect<BR>
> their young but avoid human contact if possible. Some<BR>
> entertainers have been known to tame seals to do various tricks<BR>
> in their travelling shows. They are often found on land as<BR>
> much as the water. Their fur is sometimes a natural magic<BR>
> item. For details on seal fur see the Water based Natural<BR>
> Magic item document.<BR>
><BR>
> Note: If encounter says Small Seals use the stats above<BR>
> but at 30%. The stats above are for a mature adult.<BR>
><BR>
> Shark Alignment - None<BR>
> AHP 32 OCV 10 DCV 3 NWI 0<BR>
> S 22(+1) St 32(+2) D 14 A 15<BR>
> MR 16 NAV 0 MDV 5 NF Roll D100<BR>
> EnL 15 CDF 3 CL NA 1-60 1<BR>
> DTV -3 HC 27% INT 4 61-80 1D6<BR>
> C 9 PR 1% SIZE 2 81-100 2D6*<BR>
> SS Intermediate Carnivore<BR>
><BR>
> * If 2D6 are encountered they are in a feeding frenzy on a<BR>
> recent kill. this is a dangerous situation to be in.<BR>
><BR>
> Appearance - These sleek animals are as large as 7 feet<BR>
> in length and can be as big as 800 pounds. Most tend to<BR>
> be 4-5 feet in length and about 200 pounds They are gray<BR>
> in color. They have rows of razor sharp teeth that can<BR>
> slice through bone easily.<BR>
><BR>
> Special - These animals are the kings of the oceans in the<BR>
> normal animal world (aside from the big monsters). They<BR>
> are fierce and deadly. Some are not man eaters but sharks<BR>
> do get the taste of human flesh and stay with it. They<BR>
> live deep in the ocean but can visit coastal areas. Their<BR>
> body has a nervous system which can detect the slightest<BR>
> bit of movement in the water from some distance away. This<BR>
> is why splashing humans (or seals their favorite food) gets<BR>
> their attention. They can smell blood (even the slightest<BR>
> amounts) in water up to 3 miles away. Blood also attracts<BR>
> sharks to prey. The above stats are for the average human<BR>
> adult (4-5 feet, 200 pounds). But for Great Sharks these<BR>
> figures should be doubled. For smaller sharks like reef<BR>
> sharks that tend to be harmless half the above stats. Once<BR>
> attracted they will tend to investigate its prey by swimming<BR>
> around it or bumping up against it. It may then attack it<BR>
> to kill and devour it. While sharks have no natural magical<BR>
> item value some have been known to grind up shark bone to<BR>
> create a natural healing powder used in some areas. Those<BR>
> in Katai are known to do this. There is debate by scholars<BR>
> and healers if this has any true healing ability.<BR>
><BR>
> Swamp Buffalo Alignment - None<BR>
><BR>
> This is the water version of the buffalo and has adapted<BR>
> to many climates including cold ones. They tend to be<BR>
> docile but could charge people if they are threatened.<BR>
> But otherwise they avoid contact with humans. See the<BR>
> Book 3 for basic details or version 2 creature file for<BR>
> any changes to the stats.<BR>
><BR>
> Squid/Octopus Alignment - None<BR>
> AHP 16 OCV 6 DCV 7(8)* NWI +1<BR>
> S 18(+1) St 19(+1) D 51(+3) A 19(+1)<BR>
> MR 16(22)* NAV 0 MDV 3 NF 1D3**<BR>
> EnL 6 CDF 1 CL NA<BR>
> DTV -1 HC 19% INT 3(4)***<BR>
> C 11 PR 2% SIZE 1<BR>
> SS Intermediate Carnivore<BR>
><BR>
> * For MR the () value is when the animal is on the bottom<BR>
> of the floor or crawling over surfaces. In open water<BR>
> the speed of the animal's thrust is faster. Their<BR>
> strength in their appendages allow them to shoot from<BR>
> one place to another quickly. The OCV () is for in<BR>
> open water and 7 is for when on bottom or surface area.<BR>
> ** Number found - if 2 or more may be a mating pair<BR>
> *** Recent evidence indicates Squid are alot smarter than<BR>
> we think. The 4 is for those few smart ones while<BR>
> most tend to be Intellect 3.<BR>
><BR>
> Appearance - These animals have a bell bubble upper body<BR>
> with a set of arms on the bottom. Their arms number from<BR>
> 4-6 depending on species but tend to be 6. Each arm is full<BR>
> of suckers that can attach to things and grasp them with<BR>
> good strength. The strength bonus applies to the strength<BR>
> of all these appendages. At the bottom of the body surrounded<BR>
> by the arms of the squid is its mouth. The mouth is a large<BR>
> beak like structure which can grasp as well for eating. The<BR>
> creature is fast in open water when it has the right bouyancy.<BR>
> The color of squid ranges from species to species. But generally<BR>
> they are brown, tan or gray. They tend to blend into the sea<BR>
> bottom or have little if any color due to depths they swim in.<BR>
> Some are as small as 3 feet from end of one arm to its top of<BR>
> the head while others can get as large as 7 feet. The arms can<BR>
> grow however up to 5 feet on their own.<BR>
><BR>
> Special - Squids tend to ignore humans but are curious by their<BR>
> nature. They may investigate humans but rarely attack outright.<BR>
> Generally when threatened it will release a dark ink into the<BR>
> water that blinds view so it can escape. This ink also serves<BR>
> as a natural magical item (see the Water based Natural Magic<BR>
> Items file for details). Some octopus can grow abnormally<BR>
> large in deep oceans. These creatures become legend and as<BR>
> such are known to attack ships and men. If such a creature<BR>
> exists the stats might be as follows:<BR>
><BR>
><BR>
> Monster Squid/Octopus Alignment - None<BR>
> AHP 81 OCV 26 DCV 7(8) NWI -1<BR>
> S 81(+4) St 49(+2) D 16(+1) A 15<BR>
> MR 12(18) NAV 3* MDV 7 NF 1<BR>
> EnL 21 CDF 8 CL NA<BR>
> DTV -8 HC 65% INT 3<BR>
> C 11 PR SIZE 4<BR>
> SS Intermediate Carnivore<BR>
><BR>
> * NAV - The 3 exists from tough skin on the main body.<BR>
> Only AV 1 is for each arm however.<BR>
><BR>
> Note: MR, DCV () applies for normal Squid/Octopus<BR>
><BR>
> Special: These huge monsters can be as big as 50 feet and<BR>
> weight as much as 2 tons. Their arms are as long as 15-20<BR>
> feet and as thick as a tree trunk. If these exist they<BR>
> can sink ships in some cases.<BR>
><BR>
> Stingray Alignment - None<BR>
> AHP 12 OCV 3 DCV 8 NWI -3<BR>
> S 12 St 12 D 17(+1) A 51((+3)<BR>
> MR 20 NAV 0 MDV 4 NF 1D3*<BR>
> EnL 12 CDF 1 CL NA<BR>
> DTV -1 HC 12% INT 4<BR>
> C 16(+1) PR 2% SIZE 3<BR>
> SS Intermediate Carnivore<BR>
><BR>
> * If 3 are found there is a 50% chance 1 is a offspring at<BR>
> half the listed values (except for MR). If no offspring<BR>
> then it could be a mating pair and another stingray in<BR>
> the area competing for breeding.<BR>
><BR>
> Appearance - These creatures have large fins that extend<BR>
> from its solid body like wings. They can extend as much<BR>
> as 3 feet out but tend to be 1.5 feet. This gives them<BR>
> a fast moving and agile body. They use this fast speed to<BR>
> elude prey like sharks. Their bottom color is white but<BR>
> the top tends to be brown or black. They use this color<BR>
> to blend in to the bottom of the ocean where they tend to<BR>
> wait for prey. At the end of them is a long (usually a<BR>
> foot) tail that ends in a stinger. They use this to stun<BR>
> their prey for capture and eating.<BR>
><BR>
> Special - Stingrays avoid humans if they can. The only<BR>
> time humans tend to contact them is when they swim by.<BR>
> In this case there is a 30% chance of being stung by the<BR>
> creature as it tries to warn off the human. In this case<BR>
> the sting can do 1D3 of hit points and cause a blistering<BR>
> swelt on the stung area. This area will hurt for 1D3 days<BR>
> afterwards until its healed. Most humans can take the<BR>
> poison it injects but children have been known to be killed<BR>
> by them if their immune system is low.<BR>
><BR>
> Turtle Alignment - None<BR>
> River Turtle<BR>
> AHP 7 OCV 2 DCV 7(8) NWI 0<BR>
> S 8 St 7 D 52(+3) A 32(+2)<BR>
> MR 8(12) NAV 1 MDV 3 NF Roll 1D6<BR>
> EnL 9 CDF 1 CL NA 1-7 1<BR>
> DTV -1 HC 8% INT 3 8-9 1D3<BR>
> C 17(+1) PR SIZE 1 10 1D6<BR>
> SS Intermediate Herbivore<BR>
><BR>
> Ocean Turtle<BR>
> AHP 23 OCV 7 DCV 4(5) NWI -2<BR>
> S 18 St 23(+1) D 21(+1) A 24(+1)<BR>
> MR 6(12) NAV 1 MDV 4 NF 1<BR>
> EnL 12 CDF 2 CL NA<BR>
> DTV -2 HC 22% INT 3<BR>
> C 18(+1) PR SIZE 2<BR>
> SS Intermediate Herbivore<BR>
><BR>
> Note: The () MR and DCV applies when turtle is in water and<BR>
> on land. The () value applies when on land. The shell is<BR>
> the AV1 protection as its hard. In some cases an ancient<BR>
> sea turtle might have AV2 as its shell might be a foot thick.<BR>
> The body itself (head, tail, arms/feet fins) are fleshy and<BR>
> have no AV value.<BR>
><BR>
> Appearance - River taller are small maybe as large as a person's<BR>
> palms. Ocean turtles however can be as big as 4 feet tall at<BR>
> the top of the shell and as long as 5 feet. Small river turtles<BR>
> might only wait 5-20 pounds while ocean turtles can weigh as much<BR>
> as 400 pounds. All turtles have a shell which is a mobile home<BR>
> for them. Their fleshy body can jut out from holes in the shell.<BR>
> Their head, arm and leg fins and small tail jut out. Their necks<BR>
> are long that end in a head with a toothless snout which can<BR>
> snap and break bones of a finger. The bottom belly parts also<BR>
> are covered in a shell. Most turtles tend to be green in color<BR>
> with some touches of gray. They blend in with plant groth to<BR>
> avoid predators. River turtles can be dark green shells while<BR>
> ocean turtle shells tend to be lighter green.<BR>
><BR>
> Special - River turles are common place in many areas. A<BR>
> person that walks buy may get a foot snapped at but that's<BR>
> about it. Their bite of a river turlte if held might do<BR>
> 1D3 points and draw some blood. There is a 5% chance they<BR>
> could break a finger from their mouth strength. Ocean turtles<BR>
> are at least 4-5x larger than river turtles. They can swim<BR>
> hundreds of miles as a normal pattern. All turtles can also<BR>
> go onto the land to lay eggs (usually during a full moon).<BR>
> Sea turtles that bite can do 1D6+2 points of damage and have a<BR>
> 10% chance of breaking a bone in a finger or hand. Turtles<BR>
> avoid humans if they can but may bite if they are encountered<BR>
> stepping nearby or threatened. Some sea turtles can be one<BR>
> of the most ancient animals in the sea. They have been known<BR>
> to live up to 800 years on the average at least 200 years.<BR>
> Some find this longevity to be special and try to extract this<BR>
> special magic from them by animal by-products. But in fact<BR>
> there is nothing special or magical about them.<BR>
><BR>
> Walrus Alignment - None<BR>
> AHP 35 OCV 13(10) DCV 4(3) NWI -1<BR>
> S 39(+2) St 35(+2) D 18(+1) A 18(+1)<BR>
> MR 12(6)* NAV 0 MDV 6 NF 1D6**<BR>
> EnL 18 CDF 4 CL NA<BR>
> DTV -4 HC 33% INT 4<BR>
> C 15 PR 4% SIZE 4<BR>
> SS Intermediate Omnivore<BR>
><BR>
> * The () listed MR, OCV and DCV are used when the animal is<BR>
> out of the water.<BR>
><BR>
> ** If 3 are found at least 1 is an adult and one is a female.<BR>
> If 6 are found a group is found on land.<BR>
><BR>
> Appearance - These animals have large fat bodies but look<BR>
> more like large seals. From their mouth jut out two tusks<BR>
> which can be used as natural wepaons. Adult bull males can<BR>
> be dangerous if cornered or threatened. They tend to be<BR>
> loud creatures making croaking type sounds. They tend to<BR>
> be brown or tan colored but can be black as well. They<BR>
> may be as large as 600 pounds and as tall when sitting up<BR>
> on land as 5 feet.<BR>
><BR>
> Special - These animals are found as often on the land as<BR>
> are water. They tend to feed in the water and use the land<BR>
> for sleeping, sun bathing or taking care of their young.<BR>
> Their tusks can be natural weapons and quite deadly if they<BR>
> get a lucky blow in by a adult bull. Their fins and body<BR>
> mass tend to make them slower creatures on land.<BR>
><BR>
> Water Snakes Alignment - None<BR>
> AHP 4 OCV 0 DCV 4 NWI 0<BR>
> S 5(-1) St 6 D 22(+1) A 36(+2)<BR>
> MR 8 NAV 0 MDV 2 NF Roll 1D10<BR>
> EnL 6 CDF 1 CL NA 1-8 1<BR>
> DTV -1 HC 6% INT 1 9-10 1D6<BR>
> C 14 PR 1% SIZE 2<BR>
> SS Intermediate Carnivore<BR>
><BR>
> Appearance - Water snakes are numerous so range from as<BR>
> small as 1 foot to 6 feet in length. They tend to average 3<BR>
> feet in length however. They vary in colors but tend to<BR>
> have colors to blend into the bottom or plant life.<BR>
><BR>
> Special - This is a generic water snake smaller in power than<BR>
> the Anaconda. At least 80% of most water based snakes are<BR>
> harmless. But there is a 20% chance the snake has some poisonous<BR>
> effect. On a bite there is a 40% chance of being injected with<BR>
> a poison. The referee can determine the poison type or roll<BR>
> on the table below. Roll 2D6 for Poison type and D100 for<BR>
> the baseline of the Poison.<BR>
> Roll Poison Type<BR>
> 2 Immediate Death * = Reduce BLx2 from Energy Level,<BR>
> 3+4 Death Strength and Stamina. Lasts<BR>
> 5+6 Slow Death for BL days.<BR>
> 7+8 Debilitating*<BR>
> 9+10 Paralytic ** = Paralyzes victim and burns a<BR>
> 11-12 Paralytic Acid** wound with potent acid.<BR>
> Double damage scored when the<BR>
> Poison Baseline poison succeeds in affecting a<BR>
> Roll BL Roll BL Roll BL target.<BR>
> 1-5 1 41-60 5 89-95 8<BR>
> 6-12 2 61-75 6 96-99 9<BR>
> 13-25 3 76-88 7 100 10<BR>
> 26-40 4<BR>
> Most snakes will not bother humans unless they feel threatened<BR>
> or stepped on. They will attack by reflex.<BR>
><BR>
> Whale Alignment - None<BR>
> AHP 87 OCV 32 DCV 4 NWI -7<BR>
> S 95(+4) St 95(+4) D 14 A 15<BR>
> MR 18 NAV 1 MDV 9 NF D100<BR>
> EnL 27 CDF 9 CL NA 1-80 1<BR>
> DTV -8 HC 95% INT 5 81-98 1D3<BR>
> C 12 PR 8% SIZE 5 99-100 1D6*<BR>
> SS Intermediate Parasite<BR>
><BR>
> * If 1 is found it is an adult whale. If 1D3 there is a 20%<BR>
> chance it will have a offspring with it. If 1D6* then a pod<BR>
> of whales is found. At at least 4 are around 2 are offspring<BR>
> if less than 4 then 1 is offspring.<BR>
><BR>
> Appearance - These immense majestic creatures are found in<BR>
> all the seas around the Perilous Lands. Most tend to be<BR>
> black or blue in color. Some have white markings on their<BR>
> tails or body. Some have been known to be brownish in color<BR>
> but more rarely. These creatures have a blow hole in the top<BR>
> near the front that allows them to inhale air when they<BR>
> surface and dive for long periods of time. On average a full<BR>
> adult can be as tall as 6-7 feet and as long as 75-80 feet.<BR>
> But there are exceptions so length can be even more. These<BR>
> creatures can weigh as much as 2 tons easily.<BR>
><BR>
> Special - This is the average Whale attributes. Most whales<BR>
> are docile and only eat plankton from the ocean. They get<BR>
> their great strength from their sheer bulk and powerful tail<BR>
> that can crush people and boats. Their hide is thick with<BR>
> blubber which gives them the 1 NAV but in some areas they<BR>
> have 0 protection which humans have learned their weak spots.<BR>
> Whales are hunted for their blubber for many items including<BR>
> oil and food. Whale song can be heard as far as 500 miles<BR>
> away in some cases and can be haunting to hear in the water.<BR>
><BR>
> Note: The above stats are for Medium sized Whales. For<BR>
> Large Whales use the above stats at 1.1.<BR>
><BR>
> Wild Cat Alignment - None<BR>
><BR>
> Wild Cats tend to be afraid to enter the water. But cats will<BR>
> use it for drinking or stalking prey along the border of the<BR>
> water. See book 3 and updated version 2 creature file for<BR>
> details.<BR>
><BR>
> Zehani Wolf Alignment - Balance<BR>
><BR>
> Almost identical in nature to Wild Cat and Leopard but may<BR>
> find a balance in avoiding or entering the water.<BR>
><BR>
> Asrai Alignment - Elder<BR>
><BR>
> Asrai are intelligent creatures that live in the water. In<BR>
> fact they can't leave the water at all. They have no boats<BR>
> or water based technology. For details on this creature see<BR>
> the Book 3 and version 2 updated creature file.<BR>
><BR>
> Asaghi Alignment - Balance<BR>
><BR>
> Asaghi are highly intelligent and can be found in water<BR>
> based encounters. For complete details see the book 3 and<BR>
> version 2 updated creature file.<BR>
><BR>
> Athach Alignment - Kotothi<BR>
><BR>
> Athach is another creature found in water based encounters.<BR>
> They tend to stay on shore though and rarely will enter<BR>
> the water unelss needed. For details see the Book 3 and<BR>
> updated version 2 creature file.<BR>
><BR>
> Baobhan Sith Alignment - Kotothi<BR>
><BR>
> Boabhan Sith are winged flyers so they don't need the water<BR>
> as much. But they are found in water based encounters.<BR>
> See Book 3 and updated version 2 creature file for details.<BR>
><BR>
> Beithir Alignment - Kotothi<BR>
><BR>
> Beithir are serpents so can be found in the waters for<BR>
> water based encounters. For complete details see the<BR>
> book 3 and updated creature file.<BR>
><BR>
> Besamar Alignment - Elder<BR>
><BR>
> This intelligent creature may be found in various environments<BR>
> but can be found in water based encounters. For complete<BR>
> details see the version 2 updated creature file.<BR>
><BR>
> Border Redcap Alignment - Kotothi<BR>
><BR>
> These creatures are kin to Troll so water is nothing new<BR>
> to these creatures. They may be found in classic troll<BR>
> locations like bridges or where creeks cross near roads.<BR>
> For details see the version 2 creature file.<BR>
><BR>
> Bugbear Alignment - Kotothi<BR>
><BR>
> The bear part of bugbears may still enjoy water as bears often<BR>
> do. So they could be on the edge/beach of water based<BR>
> environments. But their goblin side may prevent them from<BR>
> entering water.<BR>
><BR>
> Bouba Alignment - Balance<BR>
><BR>
> Bouba are encountered in water based environments. Since<BR>
> they are gorillas they tend to stick near rivers and creeks<BR>
> rather than the ocean. For details see the book 3 and<BR>
> updated version 2 creature file.<BR>
><BR>
> Cait Sith Alignment - Elder<BR>
><BR>
> These creatures tend to stick around the edges of water in<BR>
> water based encounters. For details see the book 3 and<BR>
> updated version 2 creature file.<BR>
><BR>
> Centaur Alignment - Elder<BR>
><BR>
> Centaur are mostly found in forest type areas but in water<BR>
> based encounters they can be found on the edge of water.<BR>
> For details see Book 3 and the updated version 2 creature file.<BR>
><BR>
> Chimearas Alignment - Balance<BR>
><BR>
> Creature found in water encounters usually tend to stick<BR>
> to the edges of the water. For details see Book 3 and<BR>
> the updated version 2 creature file.<BR>
><BR>
> Cuca Alignment - Kotothi<BR>
><BR>
> this vile creature lives in lakes and rivers often. They<BR>
> are commonly found underwater and surface to take their prey.<BR>
> For details on these creatures see the new version 2 creature<BR>
> file.<BR>
><BR>
> Cu Sidhe, Alignment - Kotothi<BR>
> Cu Sith, Alignment - Elder<BR>
> Daeta A'Miri Alignment - Law<BR>
><BR>
> These creatures are found in water based encounters as well.<BR>
> For details see Book 3 and the updated version 2 creature file.<BR>
><BR>
> Dae'ta Koti Alignment - Kotothi<BR>
><BR>
> These creatures may be found in the water and on land in<BR>
> water based encounters. See Book 3 and the updated version 2<BR>
> creature file for details.<BR>
><BR>
> Daoine Sidhe Alignment - Kotothi<BR>
><BR>
> These creatures could be found on, in or around the water<BR>
> in water based encounters. For details see Book 3 and<BR>
> the updated version 2 creature file.<BR>
><BR>
> Demons<BR>
> Disease Alignment - Chaos<BR>
> Terrestial Alignment - Chaos<BR>
> Devil Alignment - Chaos<BR>
><BR>
> These demons are found in water based encounters. But they<BR>
> tend to stick along the edges of water. For details see Book 3<BR>
> and the updated version 2 creature file.<BR>
><BR>
> Dirailla-ta Alignment - Kotothi<BR>
><BR>
> These deadly serpents can be found in the water and along<BR>
> the edges of the water in some water based encounters.<BR>
> For details see Book 3 and version 2 updated creature file.<BR>
><BR>
> Dolaura Alignment - Law<BR>
> Dolaura Queen Alignment - Law<BR>
><BR>
> These unique form of dolphins are only encountered in the<BR>
> sea or ocean. For more details see the version 2 updated<BR>
> creature file.<BR>
><BR>
> Dragons / True Dragons<BR>
> Dragon / True Dragon Alignment - Varies<BR>
> Sea Dragon Alignmnet - Varies<BR>
> Wyrm Alignment - Chaos<BR>
><BR>
> Dragons can be found in water based encounters as well.<BR>
> The basic dragon might have a nearby cave where its lair<BR>
> is. This could be on a mountain cliff or nearby the water.<BR>
> The Wyrm might have be found on the edge of water as well.<BR>
> But Sea Dragons are found purely in the water. For details<BR>
> on the new Sea Dragon see the version 2 updated creature file<BR>
> for all 3 and book 3 as well for Dragon and Wyrm.<BR>
><BR>
> Dwarf Alignment - Elder<BR>
> Dwarf Rune Master Alignment - Elder<BR>
><BR>
> While Dwarves are better suited in other environments theres<BR>
> no reason they can't be found in water based encounters as<BR>
> well. See book 3 and the updated version 2 creature file<BR>
> for details.<BR>
><BR>
> Edali Alignment - Law<BR>
> Edali Divine Alignment - Law<BR>
><BR>
> These are similiar to dwarfs as such they could be encountered<BR>
> in water based areas. See the new version 2 creature file<BR>
> for their details.<BR>
><BR>
> Elefan Alignment - Neutral<BR>
><BR>
> These creatures are found in the river near Port Doman so they<BR>
> can be found in water based environments. For details on<BR>
> these creatures see the new version 2 creature file.<BR>
><BR>
> Elementals<BR>
> Air Elementals Alignment - Elder<BR>
> Water Elementals Alignment - Elder<BR>
><BR>
> Air elementals are part of a possible water based encounters.<BR>
> While they would not likely enter water they would be around<BR>
> the edge of the water. Water Elementals however are found<BR>
> in the water naturally. For details see book 3 and the updated<BR>
> version 2 creature file.<BR>
><BR>
> Elf Alignment - Elder<BR>
> Elf Magician Alignment - Elder<BR>
><BR>
> Elves are found in virtually all terrains so they can be<BR>
> easily found in water based encounters. For details see<BR>
> book 3 and the updated version 2 creature file.<BR>
><BR>
> Faerry Alignment - Elder<BR>
> Faerry King or Queen Alignment - Elder<BR>
><BR>
> Faerry avoid the water if they can but can be found in<BR>
> water based encounters. See book 3 and the updated version<BR>
> 2 creature file.<BR>
><BR>
> Fata Shee (Warrior) Alignment - Elder<BR>
> Fata Shee (Magician) Alignment - Elder<BR>
><BR>
> These might be found in water based encounters on or around<BR>
> the water. See the new version 2 creature file for details.<BR>
><BR>
> Fay Horses Alignment - Elder<BR>
><BR>
> Fay Horses are found on the edge and shoreline of water in<BR>
> water terrain encounters. For details see book 3 and<BR>
> the new version 2 updated creature file.<BR>
><BR>
> Fire Snake Alignment - Law<BR>
><BR>
> Fire Snakes are found in water based encounters along the<BR>
> side of the water. They may fly over the water to catch<BR>
> food but tend not to enter the water. For details see book 3<BR>
> and the updated version 2 creature file.<BR>
><BR>
> Garshon Alignment - Balance<BR>
> AHP 5 OCV 1 DCV 5 NWI 0<BR>
> S 6 St 7 D 20(+1) A 52(+3)<BR>
> MR 4 NAV 0 MDV 4 NF 1D10<BR>
> EnL 12 CDF 2 CL NA 1-3 1<BR>
> DTV 0 HC 7% INT 2 4-6 1D6<BR>
> C 6 PR 2% SIZE 0 7-9 3D6<BR>
> SS Diurnal Carnivore 10 D100*<BR>
><BR>
> * A grove of these are found underwater usually within<BR>
> 1D6+2 feet of each other.<BR>
><BR>
> Appearance - These creatures are half plant and half<BR>
> animal. They are gray in color with slight hues of<BR>
> green or browns at time. They look like any standard<BR>
> water plant about a foot tall and as wide as 1.5 feet.<BR>
> Their limbs have sharp razor like barbs which can shred<BR>
> flesh but very slowly. They are mainly used to attach<BR>
> and capture prey. Hidden in the center of the plant by<BR>
> plant growth is a small mouth which takes in parts of the<BR>
> flesh of its prey.<BR>
><BR>
> Special - These creatures can't swim or move on their own<BR>
> aside from slight subtle limb movements which are hard to<BR>
> notice. These animals have a special sense of Clairvoyance<BR>
> which allows them to detect danger up to a minute in advance.<BR>
> If they detect danger or harm to them they will use their<BR>
> secondary special ability which is their main defense. This<BR>
> ability is a MEL2/EL1 ability to Teleport itself from one<BR>
> place to another. It does this randomly but never exits the<BR>
> water. When it teleports the roots are still in the dirt<BR>
> floor as if they never moved when they get to their new place.<BR>
> These plans inject a BL 5 draining poison on their prey.<BR>
> This will do 1D6 decrease in Strength and Stamina immediately.<BR>
> It will then do 1D3 more points to both every 2 phases until<BR>
> either Strength or Stamina is 0. At that point the animal is<BR>
> powerless and will be held by the plant. As the plan remains<BR>
> in the plant the limbs attach to the body. But the animal is<BR>
> not eaten immediately. It will begin to decay slowly. At<BR>
> this point the body breaks down. Then the limbs will actually<BR>
> move to separate flesh and move it to the mouth.<BR>
> These plans were first discovered by a Ticasi Scholar named<BR>
> Garshon exploring the seas off Fomoria. He found them interesting<BR>
> so much he spent the next 5 years studying them. The problem<BR>
> he discovered is that these plants create havoc for fishing<BR>
> villages when they enter the harbor. Swimmers and fish alike<BR>
> are sometimes attacked by these plants which causes problems<BR>
> for the local people. Once there these plants are very<BR>
> difficult to get rid of without some magic.<BR>
> These creatures have a natural magic value. If a person is<BR>
> lucky to obtain one (very hard with the teleport ability) they<BR>
> can be taken out of the water. At this point they die and begin<BR>
> to shrink in size. If the person can tear off the razor sharp<BR>
> limbs and he must keep the core body. There it can be dried.<BR>
> Once dried it should be opened to locate a small organ the size<BR>
> of a marble which is yellow in color. This organ gives it the<BR>
> teleport ability. This organ can be enhanced magically to give<BR>
> a person who wears it 2D10 Mana points for Teleport per day.<BR>
> This creature was first created by a wizard who tried to<BR>
> create evil plans as minions for his home. It backfired and<BR>
> this plant was created over 200 years ago. Since then this<BR>
> creature reproduces and has spread into all but the Northern<BR>
> cold ocean. It prefers warm waters. It was tied to the<BR>
> Balance alignment through this wizard but rituals failed and<BR>
> the gods did not favor the wizard.<BR>
><BR>
> Giants<BR>
> Sea Giant Alignmnet - Kotothi<BR>
> Storm Giant Alignment - Kotothi<BR>
><BR>
> Sea Giants are found in the water and travel through it<BR>
> commonly. Storm Giants however are encountered above the<BR>
> water usually seen in their castles in the sky. For details<BR>
> on these creatures see book 3 and the new version 2 creature<BR>
> file.<BR>
><BR>
> Goblin Alignment - Kotothi<BR>
> Elite Goblin Alignment - Kotothi<BR>
> Goblin King Alignment - Kotothi<BR>
><BR>
> Goblins are encountered in some water based encounters. Some<BR>
> might even use small boats for war operations. See the new<BR>
> version 2 updated creature file for details.<BR>
><BR>
> Great Serpent Alignment - Kotothi<BR>
> Great Spider Alignment - Kotothi<BR>
><BR>
> These 2 creatures tend to stay on the edge of the water in<BR>
> water encounters. Great Spiders however may leap onto logs<BR>
> to cross small creeks or rivers or to pursue their prey. For<BR>
> details see book 3 and the new version 2 updated creature file.<BR>
><BR>
> Grundwergen Alignment - Kotothi<BR>
><BR>
> These creatures might be found on the edge or in the water in<BR>
> some water terrains. For details see book 3 and updated version<BR>
> 2 creature file.<BR>
><BR>
> Gwydi Alignment - Elder<BR>
><BR>
> These creatures may be found in some water based encounters<BR>
> if their needs desire it. For details see the new version 2<BR>
> updated creature file.<BR>
><BR>
> Harboul Alignment: Elder<BR>
><BR>
> These frogs are found in the water like rivers and creeks or<BR>
> along their banks. For details see the new version 2<BR>
> updated creature file.<BR>
><BR>
> Hobgoblin Alignment: Kotothi<BR>
> Hobgoblin Magician Alignment: Kotothi<BR>
> Hobgoblin King Alignment: Kotothi<BR>
><BR>
> These are like the Goblins. They may be encountered even<BR>
> using boats or along the edge of water. For details see<BR>
> the version 2 updated creature file.<BR>
><BR>
> Hydra Alignment: Kotothi<BR>
><BR>
> The fierce hydra are found in water based encounters usually<BR>
> along the side of rivers and creeks. Usuaully they are more<BR>
> inland but are nearby. For details see book 3 and the updated<BR>
> version 2 creature file.<BR>
><BR>
> Kraken Alignment - Chaos<BR>
><BR>
> These huge beasts are found in the water and are devastating<BR>
> in water encounters. For details see the new version 2<BR>
> updated creature file.<BR>
><BR>
> Note: For Small Kraken encounters use the Kraken attributes<BR>
> but at 50% of the listed values.<BR>
><BR>
> Leon Alignment: Neutral<BR>
><BR>
> These creatures can be found in or around water. For complete<BR>
> details see the new version 2 updated creature file.<BR>
><BR>
> Lunma Alignment - None<BR>
> AHP 38 OCV 13 DCV 4(5) NWI -5<BR>
> S 27(+2) St 38(+2) D 17(+2) A 10<BR>
> MR 8(12) NAV 1 MDV 5 NF 1<BR>
> EnL 15 CDF 4 CL NA<BR>
> DTV -4 HC 33% INT 3<BR>
> C 13 PR 4% SIZE 1<BR>
> SS Intermediate Carnivore<BR>
><BR>
> Appearance - This water creature looks like a spider that<BR>
> can be as large as 3 feet tall and 3 feet wide. But tends<BR>
> to stick to about 1 feet tall and 1 feet wide. They have<BR>
> 8 legs and a mouth with pinchers. They are flesh colored<BR>
> but spots of brown or white. While this color attracks others<BR>
> to them most animals avoid them. Inside the squat body are<BR>
> bubble like membranes that can take in water or relase it.<BR>
> This gives the animal bouyancy. These animals can go as far<BR>
> down as 300 feet before any pressure problems affect them.<BR>
> These have no fins for swimming but they use their strong legs<BR>
> to propel themselves like squid through the water. For MR<BR>
> the () value is for open water but the other figure is when<BR>
> they are on the bottom of the water or on surfaces. Same<BR>
> applies for OCV. Strong bones create a natural body armor<BR>
> on their main body but their legs have no natural armor value.<BR>
> The legs may stretch out as far as 3 feet (1D3). Their bite<BR>
> gives them the strong strength bonus.<BR>
><BR>
> Special - These animals only stay in the water and never exit.<BR>
> They can be found in rivers, lakes and the ocean. Salt and<BR>
> temperature does not seem to affect them. The main prey of<BR>
> these animals are shell fish. They will attack any shell<BR>
> fish they see with swift and fierce speed. Their favorite<BR>
> food are turtles. These creatures have learned to get beyond<BR>
> the shell by placing a strong acid through a organ on the bottom<BR>
> of the animal onto the shell. this strong acid attaches to<BR>
> the shell and eats clean through it. It will eat through 1<BR>
> inch of shell in just 10 minutes. So a large sea turtle with<BR>
> a six inch shell takes only 1 hour. It creates a hole just<BR>
> big enough for the animal to enter the shell and eat from. In<BR>
> some cases like turtle it then enters and eats the prey. There<BR>
> is little defense for the shelled animal unless they can escape<BR>
> the shell itself. If this creature mistakes a person for<BR>
> prey it will sue its acid and bite attack. The acid can damage<BR>
> unprotected flesh by 2D6 points of damage each time the animal<BR>
> injects the acid. The animal can do create this acid 1D3 times<BR>
> a day. Once created it will continue on its own to eat through<BR>
> flesh and bone. The spider has another method to stop the acid<BR>
> from eating flesh by another body fluid it sends out to negate<BR>
> the acid. If taken out of water a person with this acid will<BR>
> gain an additional 1D3 points per phase as oxygen mixes with it<BR>
> to make it stronger. To get rid of this acid Castor D'fay is<BR>
> one of the best things to use. If none exists purified and<BR>
> blessed water mixed with some healing herbs will do it as well.<BR>
> There may be other methods not covered here. If a person is<BR>
> wearing armor or clothing it will do 1D6 points per phase<BR>
> to the damage resistance of the item.<BR>
> These creatures are dangerous due to their acid. But they<BR>
> tend to be found deep in the ocean. There is a 30% chance they<BR>
> may be found in rivers or lakes. They prefer to hunt sea turtles.<BR>
> These creatures may encounter ships and mistake them for prey.<BR>
> In this case they will attach to the hull and the acid will burn<BR>
> through it 1D6 points per phase. Once a hole is created the<BR>
> creature will enter the ship to find its prey which could end<BR>
> up to be humans. This hole may also create water breaches which<BR>
> can sink a ship as well.<BR>
><BR>
> Master Alignment - Law<BR>
><BR>
> These enlightened beings are found in many environments and<BR>
> may be encountered on the water or near it. For complete<BR>
> details see the new version 2 updated creature file.<BR>
><BR>
> Mer People<BR>
> Merman (Male) Alignment - Chaos<BR>
> Mermaid (Female) Alignment - Chaos<BR>
> Merman Noble Alignment - Chaos<BR>
><BR>
> These crreatures are naturals for the water. For details<BR>
> see the new version 2 updated creature file.<BR>
><BR>
> Mir Alignment: Neutral<BR>
> Mir Wizard Alignment: Neutral<BR>
><BR>
> These creatures may be encountered in some water based areas.<BR>
> For details see the new version 2 updated creature file.<BR>
><BR>
> Molani Alignment: Balance<BR>
><BR>
> Molani are found along water edges in some water based<BR>
> encounters. See book 3 and the updated version 2 creature<BR>
> file for details.<BR>
><BR>
><BR>
> Mushrussu Alignment: Law<BR>
> Divine Mushrussu Alignment: Law<BR>
><BR>
> These creatures are often wards in some waterways. For<BR>
> details on these see book 3 and the updated version 2<BR>
> creature file.<BR>
><BR>
> Ogre Alignment: Kotothi<BR>
> Orchi Alignment: Chaos<BR>
><BR>
> These beasts may be found on the edge of water based areas like<BR>
> rivers and creeks. For details see book 3 and the updated<BR>
> version 2 creature file.<BR>
><BR>
> Pegasus Alignment: Elder<BR>
><BR>
> This flying horse may be encountered in water base settings<BR>
> usually on the shore or flying over the water. For details<BR>
> see book 3 and the updated version 2 creature file.<BR>
><BR>
> Peist Alignment: Elder<BR>
><BR>
> These water serpents are natural creatures for water based<BR>
> encounters. For details see book 3 and the updated version<BR>
> 2 creature file.<BR>
><BR>
> Poltergeist Alignment: Chaos<BR>
><BR>
> While rare some Poltergeist could lock into a water area<BR>
> like a bridge or river/creek to haunt or be troublesome. For<BR>
> details on these see the new updated version 2 creature file.<BR>
><BR>
> Red Shark Alignment - Chaos<BR>
><BR>
> These are found in the water off the western edge of Clima.<BR>
> They are a creature I defined for a campaign. For details<BR>
> on these see the new version 2 udpated creature file.<BR>
><BR>
> Roc Alignment: Balance<BR>
><BR>
> These are found flying over or on the shore of water based<BR>
> encounters. For details see book 3 and the updated creature<BR>
> file.<BR>
><BR>
> Serpent Women Alignment: Chaos<BR>
><BR>
> These women are often found near rivers and along their<BR>
> banks to prey on various things. See Book 3 and the<BR>
> new version 2 updated creature file for details.<BR>
><BR>
> Shachihoko Alignment: Chaos<BR>
><BR>
> These monsters are found in the sea. For the new details<BR>
> on these see the new version 2 updated creature file.<BR>
><BR>
> Simurgh Alignment: Elder<BR>
><BR>
> These intelligent creatures are found in many waterways.<BR>
> For details see the new version 2 updated creature file.<BR>
><BR>
> Sprite Alignment - Kotothi<BR>
><BR>
> These creatures are often found near waterways to create<BR>
> havoc with thsoe that travel down the water. For details<BR>
> see book 3 and the updated version 2 creature file.<BR>
><BR>
> Tonah Alignment - Neutral<BR>
><BR>
> Where the creature is (on land or in the water) depends on<BR>
> the type of creature. For details and stats see book 3<BR>
> and the updated version 2 creature file.<BR>
><BR>
> Trold Folk Alignment - Kotothi<BR>
> Trold King Alignment - Kotothi<BR>
><BR>
> These creatures are found in and around the water. For<BR>
> complete details see book 3 and the updated version 2<BR>
> creature file.<BR>
><BR>
> Trolls [Mallen Trow]<BR>
> Troll Alignmnet - Kotothi<BR>
> Elite Troll (Middle World) Alignmnet - Kotothi<BR>
> Troll King (Middle World) Alignmnet - Kotothi<BR>
> Wood Troll Alignmnet - Kotothi<BR>
><BR>
> Trolls are historically found near waterways. This might<BR>
> include under bridges or along creeks. The Wood troll may<BR>
> be found along rivers. For details see book 3 and the<BR>
> updated version 2 creature file.<BR>
><BR>
> True Sidhe Alignment - Neutral<BR>
> True Sidhe Magician Alignment - Neutral<BR>
><BR>
> These Sidh may be found in the same areas as Daoine and Baobhan<BR>
> sidh. For details see the new version 2 updated creature file.<BR>
><BR>
> Unicorn Alignment - Elder<BR>
><BR>
> These creatures are found along the edges of water if at all<BR>
> in water encounters. For details see book 3 and the new<BR>
> updated version 2 creature file.<BR>
><BR>
> Vily, Water Alignment - Neutral<BR>
><BR>
> the Water Vily is found around rivers, lakes and wells. They<BR>
> may be in the water but generally are out of it on the edge.<BR>
> for details see book 3 and the updated version 2 creature file.<BR>
><BR>
> Water Nymph Alignment - Elder<BR>
> Water Panther Alignment - Chaos<BR>
><BR>
> These are encountered in the water like rivers and lakes. For<BR>
> details see the version 2 updated creature file.<BR>
><BR>
> White Otter Alignment - Law<BR>
> Warders Alignment - Law<BR>
><BR>
> These creatures are found in the water. For details on these<BR>
> creatures see the version 2 updated creature file.<BR>
><BR>
><BR>
><BR>
><BR>
><BR>
><BR>
> _______________________________________________<BR>
> pnp mailing list<BR>
> pnp@abroere.xs4all.nl<BR>
> <A HREF="http://abroere.xs4all.nl/cgi-bin/mailman/listinfo/pnp">http://abroere.xs4all.nl/cgi-bin/mailman/listinfo/pnp</A><BR>
><BR>
<BR>
<BR>
_______________________________________________<BR>
pnp mailing list<BR>
pnp@abroere.xs4all.nl<BR>
<A HREF="http://abroere.xs4all.nl/cgi-bin/mailman/listinfo/pnp">http://abroere.xs4all.nl/cgi-bin/mailman/listinfo/pnp</A><BR>
<BR>
</FONT>
</P>
</BODY>
</HTML>