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Monday 28 December 2015

Altanian Nomad Clans

Adapted from OSRIC pdf.

Altanian Nomads
frequency: Uncommon
no. encountered: 30d10
Size: Man-sized
move: 30 ft
armour class: Determined by armour worn
hit dice: 2 (Tribal Warrior), 3 (Altanian Warrior) or more.
lair probability: 15%
Intelligence: Mean (average to very)
alignment: neutral
level/xp: Variable

Altanian Nomad clans roam the wastes of Barbarian Altanis. They live by hunting and gathering and are closely tied to their native climate. Due to their closeness with their surroundings, they are +2 to Survival.
Altanian Nomads will always be led by higher level leaders as follows:

If under 150 nomads: (1) 15 hd leader (as Gladiator), (1) 9 hd leader, and 2d6 guards (5-9 hd).
Between 150-250 nomads: (1) 18 hd leader, (1) 15 hd leader, and 3d6 guards (5-9 hd).
Over 250 nomads: (1) 20 hd leader, (1) 18 hd leader, and 4d6 guards (5-9 hd)

There is a 15% chance per 50 nomads that a Priest or Druid will be present.
There is also a 15% chance per 50 nomads that a Cult Fanatic (Bondorr!) will be present.
Irrespective of the above, there will always be 1d3 Acolytes and a 4 hd female Psychic Defender present.

Clan Treasure: Individual 3d12 cp; Lair 1d3x1,000 cp (20%),
1d4x1,000 sp (25%), 1d4x1,000 ep (25%), 1d4x1,000 gp (30%),
1d6x500 gp (30%), 1d6x10 gems (55%), jewellery (50%), 3
magic items (50%)

If encountered in lair there will be adult noncombatants (mostly female) and young (age 1-12, m & f), each equal to 150% the number of adult male warriors. Young have 1 hd (d4, d6 or d8), Females generally have 2 hd and can fight if necessary with light weapons.

Sunday 20 December 2015

Encounter Tables

Wilderness Encounters - adapted from Basic Fantasy RPG
The Game Master should check for random encounters in the wilderness about every four hours of game time; this translates nicely to three night checks and three daytime checks. If your players choose to stand three night watches, you simply check for each watch; in the daytime, check morning, afternoon, and evening. To check for a wilderness encounter, roll 1d6; on a roll of 6, an encounter occurs. If a wilderness encounter is indicated, roll 2d8 on the appropriate table below. The Game Master should think carefully about how the encounter happens; check for surprise in advance, and if the monster is not surprised, it may be considered to have had time to set up an ambush (at the GM's option).

Die Roll Desert or Barren / Grassland / Inhabited Territories 
2 Dragon, Blue / Dragon, Green / Dragon, Gold
3 Hellhound / Troll / Ghoul
4 Giant, Fire / Fly, Giant / Bugbear
5 Purple Worm (sand) / Scorpion, Giant / Goblin
6 Fly, Giant / NPC Party: Bandit / NPC: Commoners
7 Scorpion, Giant / Lion / NPC Party: Bandit
8 Camel / Boar, Wild / NPC Party: Merchant
9 Spider, Giant Tarantula / NPC Party: Merchant / NPC Party: Pilgrim
10 NPC Party: Merchant / Wolf / NPC Party: Noble
11 Hawk / Bee, Giant / Dog
12 NPC Party: Bandit / Gnoll / Gargoyle*
13 Ogre / Goblin / Gnoll
14 Griffon / Blink Dog / Ogre
15 Gnoll / Wolf, Dire / Minotaur
16 Dragon, Red / Giant, Hill / Vampire*

Die Roll Jungle / Mountains or Hills / Ocean 
2 Dragon, Green / Dragon, White / Dragon, Sea
3 NPC Party: Bandit / Roc (1d6: 1-3 Large, 4-5 Huge, 6 Giant) / Hydra
4 Goblin / Displacer / Whale, Sperm
5 Hobgoblin / Lycanthrope, Werewolf* / Crocodile, Giant
6 Centipede, Giant / Mountain Lion / Crab, Giant
7 Snake, Giant Python / Wolf / Whale, Killer
8 Elephant / Spider, Giant / Octopus, Giant
9 Antelope / Hawk / Shark, Mako
10 Jaguar / Orc / NPC Party: Merchant
11 Stirge / Bat, Giant / NPC Party: Buccaneer (Pirate)
12 Beetle, Giant / Tiger Hawk, Giant / Shark, Bull
13 NPC: Tribal Warriors / Giant, Hill / Roc (1d8: 1-5 Huge, 6-8 Giant)
14 Shadow* / Chimera / Shark, Great White
15 NPC Party: Merchant / Wolf, Dire / Mermaid
16 Lycanthrope, Weretiger* / Dragon, Red / Sea Serpent

Die Roll River or Riverside Swamp Woods or Forest 
2 Dragon, Black / Dragon, Black / Dragon, Green
3 Fish, Giant Piranha / Shadow* / Alicorn (see Unicorn)
4 Stirge / Troll / Treant
5 Fish, Giant Bass / Lizard, Giant Draco / Orc
6 NPC Party: Merchant / Centipede, Giant / Boar, Wild
7 Lizardman / Leech, Giant / Bear, Black
8 Crocodile / Lizardman / Hawk, Giant
9 Frog, Giant / Crocodile / Antelope
10 Fish, Giant Catfish / Stirge / Wolf
11 NPC Party: Buccaneer / Orc / Ogre
12 Troll / Toad, Giant (see Frog, Giant) / Bear, Grizzly
13 Jaguar / Troglodyte / Wolf, Dire
14 Nixie / Blood Rose / Giant, Hill
15 Water Termite, Giant / Hangman Tree / Owlbear
16 Dragon, Green / Basilisk / Unicorn

City, Town or Village Encounters

It's important for the Game Master to remember that, unlike dungeon or wilderness environments, cities, towns and villages are busy places. During the day, most towns will have people on the streets more or less all the time; the absence of people on the streets is often an indication of something interesting. By night, much of the town will be dark and quiet, and encounters will be mostly Thieves or other unsavory types; but near popular eating (or drinking) establishments, people of all sorts are still likely to be encountered. The GM must make sure that his or her descriptions of the town environment make this clear; of course, this will also make it harder for the players to identify “real” encounters. The GM is encouraged to create his or her own encounter tables for use in each city, town or village created (or assign encounters by other means if desired); however, a set of “generic” encounter tables are provided below for those times when such preparation has not been completed. Roll 2d6 on the table below to determine what sort of encounter occurs; a description of each type of encounter appears below the table.

2d6 Die Roll Day Encounter / Night Encounter 
2 Commoner / Doppleganger
3 Noble / Shadow*
4 Thief / Press Gang
5 Bully / Beggar
6 City Watch / Thief
7 Merchant / Bully
8 Beggar / Merchant
9 Priest / Giant Rat
10 Mercenary / City Watch
11 Wizard / Wizard
12 Commoner / Lycanthrope, Wererat*

Beggar encounters will often begin with a single beggar approaching the party, but there will generally be 2d4 beggars in the area, and if any party member gives anything to the first beggar, the others will descend on the party like flies. Each beggar is 90% likely to be a Commoner, and 10% likely to be a Spy, possibly scouting for the Thieves Guild or a local gang.

Bully encounters will be with 2d4 young toughs; each is 70% likely to be a Bandit, 30% likely to be a Thug. Bullies generally appear unarmed, depending on their brawling ability in a fight (but keeping a dagger or shortsword hidden, to be used in case the fight is going against them). Bullies can be a bit unpredictable, such that the GM may want to use a reaction roll to determine the leader's mood.

City Watch encounters will be with 2d6 watchmen, typically all Guards save for the squad leader, who will be a Veteran. Larger cities such as the CSIO may have Veteran guards, commanded by a Knight (80%) or Gladiator (20%) captain, or police Constables (as Thug). They will confront “suspicious looking” characters, but generally will need a good reason before they attempt to arrest or otherwise interfere with player characters.

Doppleganger encounters will, of course, appear to be some other type of encounter; the GM should roll again to determine what the doppleganger is masquerading as. 1d6 dopplegangers will be encountered; any extra group members will be humans who do not know they are traveling in the company of shapeshifting monsters. If the party is “interesting” to the dopplegangers, one or more of the monsters will attempt to follow them and replace a party member (as described in the monster description). In many cases, player character parties will not discover the true nature of the encounter until much later.

Giant Rat encounters will generally involve alleys, the docks, or other “low” places. Rats are generally not dangerous unless provoked, but if surprised they may attack. See the monster description for details of this encounter type.

Lycanthrope, Wererat encounters will appear to be some other type of encounter, either another sort of “normal” encounter or a giant rat encounter (depending on the circumstances). Wererats are cowardly and will not attack a party of equal or larger size.

Mercenary encounters will involve 2d6 Veteran members of a mercenary company, going about some business or other. A mercenary leader (d6: 1-3 Veteran, 4-5 Knight, 6 Gladiator) may offer a position to Fighter-classed player characters if they have any reputation at all.

Merchants are a common feature of towns, and may be encountered performing any sort of business. As with mercenary encounters, merchants may offer jobs to interesting player characters, particularly those with good reputations. See Creating an NPC Party, below, for details on this type of encounter. (A merchant in a town may not have a full entourage as described below; the GM should use his or her discretion in creating the encounter.)

Nobles encountered may also offer positions to player characters, or possibly offer a reward for some dangerous task. Player characters with bad reputations may be confronted, ordered to leave town, or even arrested if the noble is able to call for the city watch. (See Creating an NPC Party, below, for details on this type of encounter.) A noble in a town may not have a full entourage as described below; the GM should use his or her discretion in creating the encounter.

Press Gangs will consist of 2d6 Thugs, with one or two Veteran leaders. They will be armed with blunt weapons or possibly will fight with their bare hands, since their goal is to capture rather than kill player characters; however, it is likely that at least some members of a press gang will have daggers or swords on their persons in case a serious fight breaks out. A press gang will not confront a party of equal or greater size unless the party is obviously weakened, drunk, etc. If the party loses, they will awaken aboard a ship at sea or in a military camp (depending on whether sailors or soldiers captured them), unarmed and at the mercy of their captors.

Priest encounters will usually be similar to a group of pilgrims (see Creating an NPC Party, below, for details), though the group encountered will not be as large as would be encountered in the wilderness. Generally, a single priest (d6: 1-4 Acolyte, 5 Cult Fanatic, 6 Priest) will be encountered, accompanied by 1d6-2 of the faithful (Commoner or Cultist).

Shadow encounters in a town will be much like the same encounter underground; see the monster description for details.

Thief encounters will be with a group of 1d6 Thieves, generally disguised as ordinary townsmen or sometimes as beggars. One Thief in the group will be a Spy, with the others being Bandits or Thugs. They will seek to steal from the party, of course, unless watched very carefully.

Wizard encounters will involve a Mage (90%) or shapechanged Succubus/Incubus (10%), accompanied by 1d4-1 servants (d6: 1-3 Commoner, 4-5 Guard, 6 Veteran). The GM must decide on the temperament and mood of the wizard.

Creating An NPC Party 

Adventurers
A party of NPC adventurers will usually consist of 4-8 characters, as follows: 1d3 warrior types (50% Veteran, 30% Knight, 20% Gladiator), 1d2 Spies (75%) or Assassins (25%), 1d2 priestly types (30% Acolyte, 20% Cult Fanatic, 30% Druid, 20% Priest), and a 20% chance of 1 Mage.
The Game Master must choose the race(s) of the NPC adventurers to suit the region they are found in (or come from). Probably 80% or more of adventurers are Human, 10% are Dwarves, 6% are Halfling and the remaining 4% Elvish. If the NPC adventurer party is evil, the GM may choose to replace some party members with humanoid monsters such as orcs, hobgoblins, or gnolls. The party may be rivals with the player characters, vying for the same treasures, or they may actually be enemies, evil marauders that the player characters must defeat. It is, of course, possible that the NPC adventurers are allied or otherwise friendly with the player characters, but this may make things too easy for the players.

Bandits, Brigands, and Highwaymen 
A party of bandits will generally consist of 2d12 Bandits or Thugs and 1d6 Scouts, led by a Bandit Captain or Spy, or by one of each plus a Veteran (if there are 11 or more regular members total). In the wilderness, bandits will generally have horses or other steeds appropriate to the terrain (stolen, of course) as well as light armor, swords and bows or crossbows. In their lair or hideout, a party of bandits will generally have a Hoard (with magic items possessed by the leaders).

Buccaneers and Pirates 
The difference between buccaneers and pirates is largely a question of what they wish to be called; whatever you call them, they are waterborne equivalents of bandits, attacking other ships or raiding coastal towns for plunder. A buccaneer party will consist of 3d8 Bandits or Thugs, led by a Bandit Captain (80%) or Gladiator (20%), and 1d3 Scouts. All will be experienced at handling ships, of course. They will be unarmored or armored only in leather, and will be armed with swords and bows or crossbows. Seagoing pirates may appear in larger numbers, but the number of leader-types will be similar to that given above. A shipload of pirates or buccaneers will have a Hoard, with magic items used by the leaders; the treasure may not be aboard the ship, however, as pirates often prefer to bury their treasures on islands. In such a case, the Captain or one of his mates will have a treasure map leading to the location of the treasure.

Merchants
Merchants must often transport their wares through wilderness areas. Roughly half of the time (50%), a landbound merchant party will be led by a single wealthy merchant (as Noble); other merchant parties will consist of 1d4+1 less wealthy merchants (Commoner) who have banded together for their own safety. There will be 2d4 wagons (but at least one per merchant) drawn by horses or mules. Each wagon is driven by a teamster who is a Commoner, usually unarmored and armed with a dagger or shortsword. The caravan will employ 1d4+2 Guards and 1d4 Veterans as senior guards. If encountered at sea, a merchant party will generally consist of a single ship owned or rented by a single merchant. The ship will have a crew of 2d8+8 regular crewmen, who are Commoners or Thugs, unarmored and armed with clubs, daggers or shortswords; the ship Captain, First Mate, and other officers are as Bandit Captain. Large ships may require larger crews. 1d4+2 Guards and 1d4 Veterans will be aboard as guards, just as with a caravan. Besides the valuable but undoubtedly bulky trade goods transported by the merchant caravan or ship, such a party will also have Hoard treasure, with magic items in possession of the leaders; it may be in one chest, or spread out among the wagons.

Nobles 
A noble party will consist of a noble, possibly accompanied by a spouse (Noble) and/or one or more children. Each adult noble will have at least one Commoner or lesser Noble attendant (assistant, lady-in-waiting, etc.). Lower-ranking nobles (such as barons) will have a single wagon or carriage, drawn by fine horses; higher-ranking nobles will have two or more wagons. The noble may be mounted on a warhorse, though he or she may choose to ride in a carriage part of the time. Each carriage or wagon will have a teamster, who in this case will be a Guard in chainmail with a longsword. At least two mounted Veterans will be with the noble as guards; again, higher ranking nobles will have more guards. Veteran guards will generally be armed with longswords and possibly lances, armored in platemail, and their warhorses will usually be barded with chainmail. Determining the exact number of guards is left to the GM in this case. Nobles will have Hoard type treasure.
Nobles are usually (70%) MM Nobles or Knights; otherwise, roll 1d10: 1-3 indicates a Spy, 4 indicates a Veteran, 5 indicates a Gladiator, 6 indicates a Cult Fanatic, 7 indicates a Mage, 8 indicates an Acolyte, 9 indicates a Priest, and 10 indicates an Assassin. (Clerical “nobles” are bishops, archbishops, and the like.)

Pilgrims
A party of pilgrims is on its way to (or from) a major religious locale or activity. Such a party will be led by a 1d4 Clerics (70% Acolyte, 20% Cult Fanatic, 10% Priest). The remainder of the party is rather random in nature; most pilgrim groups include 3d6 Commoner or Cultist men (or women if the religion allows women to go on pilgrimages), 1d6 Guards (80%) or Veterans (20%) with chainmail and longsword, and 1d4 Scouts (80%) or Spies (20%) (each of whom may be a genuine devout person, or possibly just on the lam).
Pilgrims usually travel light, carrying a single bag each and walking or riding mules or horses. The pilgrim party will most likely be bringing offerings of some sort to their destination; generate a Hoard for this purpose. If magic items are indicated, they will most likely not be used by any of the NPCs as they have already been dedicated to the god or pantheon.
__________________________

Sample Encounters from http://donjon.bin.sh/

Forest (Lvl 10)
1. Gnoll Fang of Yeenoghu (mm 163, cr 4) and 2 x Gnoll (mm 163, cr 1/2); easy, 1300 xp
2. 2 x Giant Ape (mm 323, cr 7); deadly, 5800 xp
3. Yuan-ti Abomination (mm 308, cr 7) and 13 x Yuan-ti Pureblood (mm 310, cr 1); medium, 5500 xp
4. Guardian Naga (mm 234, cr 10) and 4 x Knight (mm 347, cr 3); deadly, 8700 xp
5. 2 x Werewolf (mm 211, cr 3); easy, 1400 xp
6. Guardian Naga (mm 234, cr 10) and 3 x Knight (mm 347, cr 3); hard, 8000 xp
7. Treant (mm 289, cr 9) and 8 x Druid (mm 346, cr 2); deadly, 8600 xp
8. Troll (mm 291, cr 5) and 2 x Ogre (mm 237, cr 2); medium, 2700 xp
9. 3 x Banshee (mm 23, cr 4); hard, 3300 xp
10. Hobgoblin Warlord (mm 187, cr 6) and 5 x Hobgoblin (mm 186, cr 1/2); easy, 2800 xp

Forest (Lvl 15)
1. Adult Gold Dragon (mm 114, cr 17) and 1 x Gold Dragon Wyrmling (mm 115, cr 3); hard, 18700 xp
2. 4 x Troll (mm 291, cr 5); hard, 7200 xp
3. 7 x Wereboar (mm 209, cr 4); deadly, 7700 xp
4. Yuan-ti Abomination (mm 308, cr 7) and 10 x Yuan-ti Pureblood (mm 310, cr 1); easy, 4900 xp
5. Guardian Naga (mm 234, cr 10) and 12 x Knight (mm 347, cr 3); hard, 14300 xp
6. Young Green Dragon (mm 94, cr 8) and 13 x Yuan-ti Pureblood (mm 310, cr 1); easy, 6500 xp
7. 4 x Giant Ape (mm 323, cr 7); deadly, 11600 xp
8. Werebear (mm 208, cr 5) and 2 x Brown Bear (mm 319, cr 1); easy, 2200 xp
9. 6 x Revenant (mm 259, cr 5); deadly, 10800 xp
10. 2 x Gorgon (mm 171, cr 5); easy, 3600 xp

Forest (Lvl 20)
1. 4 x Troll (mm 291, cr 5); easy, 7200 xp
2. 3 x Giant Ape (mm 323, cr 7); medium, 8700 xp
3. 7 x Displacer Beast (mm 81, cr 3); easy, 4900 xp
4. 3 x Weretiger (mm 210, cr 4) and 6 x Tiger (mm 339, cr 1); easy, 4500 xp
5. Adult Green Dragon (mm 94, cr 15) and 12 x Hobgoblin (mm 186, cr 1/2); easy, 14200 xp
6. Oni (mm 239, cr 7) and 14 x Wererat (mm 209, cr 2); hard, 9200 xp
7. Unicorn (mm 294, cr 5) and 15 x Dryad (mm 121, cr 1); medium, 4800 xp
8. 10 x Veteran (mm 350, cr 3); medium, 7000 xp
9. Guardian Naga (mm 234, cr 10) and 5 x Mage (mm 347, cr 6); hard, 17400 xp
10. 12 x Green Hag (mm 177, cr 3); medium, 8400 xp

Hill (Lvl 15)
1. Hobgoblin Captain (mm 186, cr 3) and 11 x Hobgoblin (mm 186, cr 1/2); easy, 1800 xp
2. 3 x Galeb Duhr (mm 139, cr 6); hard, 6900 xp
3. Troll (mm 291, cr 5) and 7 x Ogre (mm 237, cr 2); medium, 4950 xp
4. 2 x Wyvern (mm 303, cr 6); easy, 4600 xp
5. 7 x Wereboar (mm 209, cr 4); deadly, 7700 xp
6. 10 x Manticore (mm 213, cr 3); hard, 7000 xp
7. Adult Red Dragon (mm 98, cr 17) and 4 x Kobold (mm 195, cr 1/8); hard, 18100 xp
8. 2 x Cyclops (mm 45, cr 6); easy, 4600 xp
9. 4 x Chimera (mm 39, cr 6); hard, 9200 xp
10. Wereboar (mm 209, cr 4) and 6 x Orc (mm 246, cr 1/2); easy, 1700 xp

Hill (Lvl 20)
1. 13 x Werewolf (mm 211, cr 3); hard, 9100 xp
2. 9 x Wereboar (mm 209, cr 4); medium, 9900 xp
3. 8 x Revenant (mm 259, cr 5); hard, 14400 xp
4. Gnoll Fang of Yeenoghu (mm 163, cr 4) and 15 x Gnoll (mm 163, cr 1/2); easy, 2600 xp
5. Young Red Dragon (mm 98, cr 10) and 3 x Fire Elemental (mm 125, cr 5); medium, 11300 xp
6. 6 x Gorgon (mm 171, cr 5); medium, 10800 xp
7. 8 x Phase Spider (mm 334, cr 3); easy, 5600 xp
8. Werebear (mm 208, cr 5) and 8 x Brown Bear (mm 319, cr 1); easy, 3400 xp
9. 9 x Wereboar (mm 209, cr 4); medium, 9900 xp
10. Young Red Dragon (mm 98, cr 10) and 2 x Fire Elemental (mm 125, cr 5); medium, 9500 xp

Ruins/Dungeon (Lvl 20)
1. Grick Alpha (mm 173, cr 7) and 13 x Grick (mm 173, cr 2); hard, 8750 xp
2. Roper (mm 261, cr 5) and 15 x Piercer (mm 252, cr 1/2); easy, 3300 xp
3. 7 x Wraith (mm 302, cr 5); hard, 12600 xp
4. 2 x Stone Giant (mm 156, cr 7) and 6 x Cave Bear (mm 334, cr 2); medium, 8500 xp
5. 5 x Otyugh (mm 248, cr 5); medium, 9000 xp
6. Beholder (mm 28, cr 13) and 9 x Drow Elite Warrior (mm 128, cr 5); hard, 26200 xp
7. Dao (mm 143, cr 11) and 3 x Earth Elemental (mm 124, cr 5); medium, 12600 xp
8. Grick Alpha (mm 173, cr 7) and 14 x Grick (mm 173, cr 2); hard, 9200 xp
9. 2 x Fire Giant (mm 154, cr 9) and 1 x Red Dragon Wyrmling (mm 98, cr 4); medium, 11100 xp
10. 4 x Chimera (mm 39, cr 6); medium, 9200 xp

Urban (Lvl 1)
1. 2 x Giant Centipede (mm 323, cr 1/4); medium, 100 xp
2. 3 x Acolyte (mm 342, cr 1/4); deadly, 150 xp
3. 2 x Smoke Mephit (mm 217, cr 1/4); medium, 100 xp
4. 3 x Giant Poisonous Snake (mm 327, cr 1/4); deadly, 150 xp
5. 2 x Giant Poisonous Snake (mm 327, cr 1/4); medium, 100 xp
6. 2 x Crocodile (mm 320, cr 1/2); deadly, 200 xp
7. 3 x Swarm of Rats (mm 339, cr 1/4); deadly, 150 xp
8. 2 x Warhorse (mm 340, cr 1/2); deadly, 200 xp
9. 2 x Giant Poisonous Snake (mm 327, cr 1/4); medium, 100 xp
10. 2 x Shadow (mm 269, cr 1/2); deadly, 200 xp

Urban (Lvl 5)
1. 4 x Gargoyle (mm 140, cr 2); deadly, 1800 xp
2. 2 x Mimic (mm 220, cr 2); easy, 900 xp
3. 1 x Incubus (mm 285, cr 4); easy, 1100 xp
4. 1 x Invisible Stalker (mm 192, cr 6); hard, 2300 xp
5. Knight (mm 347, cr 3) and 14 x Commoner (mm 344, cr 0); deadly, 840 xp
6. 1 x Shield Guardian (mm 271, cr 7); hard, 2900 xp
7. Succubus (mm 285, cr 4) and 3 x Imp (mm 76, cr 1); deadly, 1700 xp
8. 4 x Will-o-wisp (mm 301, cr 2); deadly, 1800 xp
9. Cult Fanatic (mm 345, cr 2) and 10 x Cultist (mm 345, cr 1/8); medium, 700 xp
10. 4 x Gargoyle (mm 140, cr 2); deadly, 1800 xp

Urban (Lvl 10)
1. 5 x Will-o-wisp (mm 301, cr 2); medium, 2250 xp
2. 1 x Succubus (mm 285, cr 4) and 2 x Incubus (mm 285, cr 4); hard, 3300 xp
3. 3 x Mimic (mm 220, cr 2); easy, 1350 xp
4. 4 x Ghost (mm 147, cr 4); deadly, 4400 xp
5. Incubus (mm 285, cr 4) and 8 x Imp (mm 76, cr 1); hard, 2700 xp
6. 7 x Wererat (mm 209, cr 2); hard, 3150 xp
7. 8 x Wererat (mm 209, cr 2); deadly, 3600 xp
8. 2 x Shield Guardian (mm 271, cr 7); deadly, 5800 xp
9. Incubus (mm 285, cr 4) and 3 x Imp (mm 76, cr 1); easy, 1700 xp
10. 4 x Phase Spider (mm 334, cr 3); medium, 2800 xp

Urban (Lvl 20)
1. 8 x Incubus (mm 285, cr 4); medium, 8800 xp
2. 4 x Assassin (mm 343, cr 8); hard, 15600 xp
3. 7 x Phase Spider (mm 334, cr 3); easy, 4900 xp
4. 2 x Shield Guardian (mm 271, cr 7); easy, 5800 xp
5. 1 x Archmage (mm 342, cr 12) and 2 x Shield Guardian (mm 271, cr 7); hard, 14200 xp
6. 9 x Vampire Spawn (mm 298, cr 5); deadly, 16200 xp
7. 6 x Revenant (mm 259, cr 5); medium, 10800 xp
8. 1 x Archmage (mm 342, cr 12) and 2 x Shield Guardian (mm 271, cr 7); hard, 14200 xp
9. Adult Silver Dragon (mm 117, cr 16) and 9 x Silver Dragon Wyrmling (mm 118, cr 2); medium, 19050 xp
10. Incubus (mm 285, cr 4) and 11 x Hell Hound (mm 182, cr 3); hard, 8800 xp


Saturday 19 December 2015

Feani, Elf Scout hd 4



Feani, Elf Scout of Onhir
Medium humanoid
Armor Class: 13 (+3 DEX)
Hit Points: 22 (4d8+4)
Proficiency +2
Speed: 40 ft unarmoured (30 ft. standard)
Strength 8 (-1), Dexterity 16 (+3), Constitution 12 (+1), Intelligence 13 (+1), Wisdom 14 (+2), Charisma 10 (+0)
Skills: Survival +6 (Expertise), Perception +4, Kno (Nature) +3
Passive perception: 14
Challenge Rating: 3/4 (150 XP)

Actions
Feani can make 2 longbow attacks or 1 dagger attack per attack action.

Longbow ATT +5 dam: 1d8+3 (2 attacks)
Dagger ATT +5 dam: 1d4+3 (1 attack)

Monday 14 December 2015

Dwarves - Clan Guard hd 5, Dwarf Warrior hd 2



Dwarven Elite Clan Guard hd 5
Medium humanoid
Armor Class: 20 (plate & shield)
Hit Points: 32 (5d8+10)
Proficiency +2
Speed: 25 ft.
Strength 16 (+3), Dexterity 10 (+0), Constitution 14 (+2), Intelligence 10 (0), Wisdom 11 (+0), Charisma 10 (0)
Skills: Intimidation +2, Insight +2, Perception +2
Passive perception: 12
Challenge Rating: 2 (450 XP)

Actions
Attack - the Clan Guard makes two attacks per attack action.

Reactions
The Clan Guard can make an Opportunity Attack with axe against any foe entering its reach.

Weapon: Dwarf Axe Attack +5 damage: 1d8+3

DWARF WARRIOR - including EXPLORERS BOLFI & CO
Armor Class: 16 (chain mail, 18 with shield)
Hit Points: 15 (2d8 +6)
Speed: 25ft (7,5m / 5 sqr)
Proficiency: +2

STR
12 (+1)
DEX
10 (+0)
CON
14 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
8 (-1)


Racial Features

Ability Modifiers: +2 Con, +1 Wis
Dwarven Resilience: advantage on saving throws agains poison and resistance against poison damage.
Stonecunning: proficiency on History checks related on stoneworks and add double proficiency on it.
Tools Proficiency: smith's tools, brewer's supplies or mason's tools
Dwarven Combat Training: proficiency with the battleaxe, handaxe, throwing hammer, and warhammer. (not considered for template)
Dwarven Toughness: 1 extra hit point for each level
Darkvision: 60ft (18m / 12sqr)
Languages: speaks Common and Dwarvish

Actions

Warhammer or Battleaxe. Melee Weapon Attack +3 to hit, reach 5 ft, one target. Hit: 5 (1d8 +1 ) bludgeoning damage.

Heavy Crossbow. Ranged Weapon Attack +2 to hit, range 80/320, one target. Hit: 2d10/1d10 piercing damage.

Properties: Ammunition: range 80/320, Loading, Two-handed,