<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:blogger='http://schemas.google.com/blogger/2008' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-1321015350998409393</id><updated>2012-12-20T00:05:34.958-10:00</updated><category term='Encounter Seeds'/><category term='Aquendo'/><category term='Humans'/><category term='Character Generator'/><category term='Veironesians'/><category term='About'/><category term='Standard Classes'/><category term='Any'/><category term='FLAILSNAILS'/><category term='HD 2'/><category term='Forest'/><category term='Ruins'/><category term='game sessions'/><category term='Overview'/><category term='Maps'/><category term='Appendix N'/><category term='Swamp'/><category term='Cleric Magic'/><category term='Faction Overview'/><category term='Animal'/><category term='Ocean'/><category term='HD8'/><category term='Clerics'/><category term='Terruizengan Island Groups'/><category term='Campaign Class'/><category term='Irthonesians'/><category term='DM Secrets'/><category term='House Kithbaend'/><category term='Monster Trait Tables'/><category term='Monsters'/><category term='Mechanics'/><category term='Faction'/><category term='Style'/><title type='text'>T E R R U I Z E N G</title><subtitle type='html'>Journey beyond the malevolent horizon, sailing through deep sea valleys and shifting mountains of waves to an oceanic realm within the eye of a cosmic storm that rages upon the shores of a great many distant other worlds.</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://terruizeng.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default'/><link rel='alternate' type='text/html' href='http://terruizeng.blogspot.com/'/><link rel='next' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default?start-index=26&amp;max-results=25'/><author><name>Mike F</name><uri>https://plus.google.com/111440701230529140897</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='//lh5.googleusercontent.com/-5yTOrZPUilM/AAAAAAAAAAI/AAAAAAAADT4/2CJeqtfrlEA/s512-c/photo.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>57</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-1321015350998409393.post-7410118954294287446</id><published>2012-12-19T21:56:00.000-10:00</published><updated>2012-12-20T00:05:35.081-10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Maps'/><title type='text'>Coastal Hex map of the Island of Nen in the Veironesian Archipelago</title><content type='html'>This graphic was fairly easy to make in photoshop, It did take&amp;nbsp;awhile to figure out a good way to key these &lt;a href="http://terruizeng.blogspot.com/2012/11/hex-scales-spotting-distances-and.html"&gt;"overland dungeon"&lt;/a&gt; island maps. Picked up the letter idea after playing in&amp;nbsp;&lt;a href="http://www.dndwithpornstars.blogspot.com/2012/12/warlords-of-vornheim-is-really-fun-to-gm.html"&gt;Warlords of Vornheim&lt;/a&gt;&amp;nbsp;the other day. It works as a sort of hybrid&amp;nbsp;&lt;a href="http://hillcantons.blogspot.com/2012/01/crawling-without-hexes-pointcrawl.html"&gt;point crawl&lt;/a&gt;/hex map.&lt;br /&gt;&lt;br /&gt;How to read it and use the map during play is described below. What isn't described is how to stock the map which looks to be intimidating at first until you realize that each keyed area is the equivalent of a dungeon room, and that the island below is large for an island being well over 60 miles across. The landmass of the island I live on for example is less than a quarter of the one found below. For now I won't describe my stocking methods as I plan to run this sooner than later and want to experiment with different methods of stocking the island.&lt;br /&gt;&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-bqt9L0KFvG0/UNKtCuYxLyI/AAAAAAAADlw/BZ6NZIKQSnk/s1600/nen+island.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" height="400" src="http://4.bp.blogspot.com/-bqt9L0KFvG0/UNKtCuYxLyI/AAAAAAAADlw/BZ6NZIKQSnk/s640/nen+island.jpg" width="640" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;&lt;span style="font-size: small;"&gt;A Coastal Hex map for the Island of Nen in the Veiranesian Archipelago.&lt;br /&gt;Terrain is listed in order from generally higher elevations to generally lower elevations.&amp;nbsp;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;b&gt;ABOUT THE KEY&lt;/b&gt;&lt;br /&gt;- &lt;b&gt;Capital letters&lt;/b&gt; are the overland equivalent of dungeon rooms; areas containing usually just one of the following: Interesting Terrain (hazards, challenges, obstacles, landmarks, something weird, or something unusual), a Lair (of some monster, beast, or human), some Ruins, the Entrance of a Cave (or Dungeon), a Fortress/Castle/Citadel, or some Natural Resource (hunting grounds, fish pond, grazing fields, quarry, good lumber, etc...).&lt;br /&gt;- &lt;b&gt;A Capital letter Offshore&lt;/b&gt; represents the overland equivalent of dungeon entrances; coastal access to the island such as beaches, bays, harbors, ports, and for the exceedingly brave sea cliffs. &lt;i&gt;There are no ports, or harbors on this map. Just a small bay and a lot of beaches and sea cliffs.&lt;/i&gt;&lt;br /&gt;- &lt;b&gt;A Squared Area&lt;/b&gt; represents a settlement which could be a: village, homestead, trading post, or a semi-permanent encampment. &lt;i&gt;On this map the settlements are mostly fortified villages and a handful of homesteads.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;WHAT CAN THEY SEE?&lt;/b&gt;&lt;br /&gt;- &lt;b&gt;From the ocean&lt;/b&gt; PCs can only see the areas in line of sight from wherever they are at. &amp;nbsp;&amp;nbsp;&lt;i&gt;Ex: PCs a few miles off shore in 15B can see 14D, 15A, 15C, 15E, and 15F. 15D is being blocked by 15A and so cannot be seen.&lt;/i&gt;&lt;br /&gt;- &lt;b&gt;On land&lt;/b&gt; PCs can see adjacent areas at lower or higher elevations. Upon the mountains a PC can see two hexes away.&lt;br /&gt;- &lt;b&gt;Mountains&lt;/b&gt;&amp;nbsp;can be seen from great distances, the heavy black lines along the mountain ranges blocks line of sight.&lt;br /&gt;- &lt;b&gt;Details&lt;/b&gt; of anything more than a 3 miles away is difficult to see and so each keyed area is described in &amp;nbsp;a short sentence of how it appears at a distance&lt;i&gt;. &amp;nbsp; Ex: 14D: A seacliff 60-80' tall with a treacherous sea cave. 15A: A grove of coconut trees. 15C: Many fish here. 15E: An active stone temple. 15F: A small coastal village. &lt;/i&gt;What can be encountered in an area is unknown until traveling there, though sometimes a description can offer clues. &amp;nbsp; &lt;i&gt;Ex: 15A: !Loud chopping can be heard for miles. 15F: !Drumming and celebration can be heard in the distance.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;HOW DO I GET FROM ONE POINT TO ANOTHER?&lt;/b&gt;&lt;br /&gt;-&lt;b&gt;&amp;nbsp;Seafaring travel times&amp;nbsp;&lt;/b&gt;are generally 6 miles/hour. Ships with sails can take advantage of favorable wind conditions. At the beginning of each hour there is a 1/4 chance that the wind conditions will change.&lt;br /&gt;- &lt;b&gt;On land travel times are as follows&lt;/b&gt;: 1 turn/mile for Agricultural and Dry lands; 2 turns/mile for Grasslands; 1d3 turns/mile for Lowland Forests; 1d4 turns/mile Upland Forests and Mountains.&amp;nbsp;&lt;i&gt;Variable times represents the type of path found between an area. Once rolled write a little number on the map between each area noting how many turns it takes to travel between both.&lt;/i&gt;&amp;nbsp;Players can use &lt;a href="https://docs.google.com/open?id=0B_VbiuLBHE30T25RWFZXeDFrZHc"&gt;this Hiking Hex Map&lt;/a&gt; scaled at 1 mile/hex if they want to track their progress.&lt;br /&gt;- &lt;b&gt;Weather adjusts overland travel times&lt;/b&gt;: Add 1 turn/mile during High Winds, or double times if it is Storming. During Floods for each mile traveled roll a d6 and multiply times/mile by the result. Weather is determined by the DM.&lt;br /&gt;- &lt;b&gt;Traveling over the Ridge of a Mountain&lt;/b&gt;: is only safely possible between areas that are on or touching Mountain terrain. Otherwise there is a 1 in 6 chance each turn that the traveler must scale the mountain or cross hazardous grounds to advance(details determined by the DM).&lt;br /&gt;- &lt;b&gt;Crossing Rivers&lt;/b&gt;: if an area is on a river there is a safe crossing that does not hinder movement. If there is a river between the two areas roll a d6, on 1-3 it takes that many extra turns to find and traverse at a safe crossing, on a 4-6 there is an immediate but hazardous crossing determined by the DM,</content><link rel='replies' type='application/atom+xml' href='http://terruizeng.blogspot.com/feeds/7410118954294287446/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://terruizeng.blogspot.com/2012/12/coastal-hex-map-of-island-of-nen-in.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/7410118954294287446'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/7410118954294287446'/><link rel='alternate' type='text/html' href='http://terruizeng.blogspot.com/2012/12/coastal-hex-map-of-island-of-nen-in.html' title='Coastal Hex map of the Island of Nen in the Veironesian Archipelago'/><author><name>Mike F</name><uri>https://plus.google.com/111440701230529140897</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='//lh5.googleusercontent.com/-5yTOrZPUilM/AAAAAAAAAAI/AAAAAAAADT4/2CJeqtfrlEA/s512-c/photo.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/-bqt9L0KFvG0/UNKtCuYxLyI/AAAAAAAADlw/BZ6NZIKQSnk/s72-c/nen+island.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1321015350998409393.post-8383835861405953808</id><published>2012-12-16T19:32:00.002-10:00</published><updated>2012-12-16T19:32:36.483-10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Veironesians'/><category scheme='http://www.blogger.com/atom/ns#' term='Humans'/><title type='text'>10 Warriors of the Veironesian Archipelago</title><content type='html'>&lt;b&gt;VEIRONESIAN WARRIORS&lt;/b&gt;&amp;nbsp;possesses 1-12 HD, each worth 1d10 hp.&lt;br /&gt;1.&lt;b&gt;&amp;nbsp;Arita&lt;/b&gt;, self appointed slayer of gods demons devils and any who would seek to subjugate the will of mankind.&amp;nbsp;&lt;b&gt;Trappings&lt;/b&gt;: Stone Adze of Flight, Feathered Cap of the Indomitable Mind, Cape of Souls&lt;br /&gt;&lt;br /&gt;2.&amp;nbsp;&lt;b&gt;Fangatua&lt;/b&gt;, long ago he dove into shark infested waters to save his brother, wrestling the predators into submission until they carried them both back to shore. He and his village has befriended the sharks since then, many have bonded becoming sharkriders.&amp;nbsp;&lt;b&gt;Trappings&lt;/b&gt;: Magical prosthetic coral hand can shift into any shape but must retain it's mass.&lt;br /&gt;&lt;br /&gt;3.&amp;nbsp;&lt;b&gt;Halulu&lt;/b&gt;, pit fighter and revolutionary, he seeks to free the people of the pit from the clutches of the bird gods.&amp;nbsp;&lt;b&gt;Trappings&lt;/b&gt;: Hands the can break stone(unarmed attacks do 2d6 dmg),&amp;nbsp;Nets made from Roots, Image of Tu'iarua&lt;br /&gt;&lt;br /&gt;4.&lt;b&gt;&amp;nbsp;Haumiaroa&lt;/b&gt;, a kupua who guards from thieves the sweet root ferns that thickly covers the valley of her village. The endemic plant is valued for it's restorative properties and the village has traditionally profited greatly from it.&amp;nbsp;&lt;b&gt;Trappings&lt;/b&gt;: In the blink of an eye can take the form of a moa or monarch bird.&lt;br /&gt;&lt;br /&gt;5.&amp;nbsp;&lt;b&gt;Eme'ru&lt;/b&gt;, an arrogant youth despised for his reputation for humiliating his foes. Nephew of a wealthy chief obsessed with besting any rumored to have achieved some feat of renown.&amp;nbsp;&lt;b&gt;Trappings&lt;/b&gt;: Always has not just the right gear, but the best gear for whatever challenge he faces, adds 1 to all rolls made.&lt;br /&gt;&lt;br /&gt;6.&amp;nbsp;&lt;b&gt;Kaufana&lt;/b&gt;, he possesses three magical arrows which never misses it's intended target, a gift from a long ago lost loved one.&amp;nbsp;&lt;b&gt;Trappings&lt;/b&gt;: Simple bow, 3 Magic Arrows.&lt;br /&gt;&lt;br /&gt;7.&amp;nbsp;&lt;b&gt;Anahira&lt;/b&gt;, an executioner from a foreign subterranean kingdom, enacts laws of his master the pit god with no respect for local customs.&amp;nbsp;&lt;b&gt;Trappings&lt;/b&gt;: Image of Tu'iarua, Obsidian Pickaxe, Darkvision.&lt;br /&gt;&lt;br /&gt;8.&lt;b&gt;&amp;nbsp;Hine&lt;/b&gt;, she lives within the desecrated temple ruins of the sky god Bahki and earth mother Babanutu. Trespassers are slain upon sight, old crushed bones thickly embed the grounds beyond ancient kapu sticks.&amp;nbsp;&lt;b&gt;Trappings&lt;/b&gt;: Stone-hard skin, Throws Boulders.&lt;br /&gt;&lt;br /&gt;9.&amp;nbsp;&lt;b&gt;Talitau&lt;/b&gt;, once was a champion swimmer and climber of her village. Since the conquering of her people she has served as a scout for the war chief Konara.&amp;nbsp;&lt;b&gt;Trappings&lt;/b&gt;: Barbed Spear&lt;br /&gt;&lt;br /&gt;10.&lt;b&gt;&amp;nbsp;Fainga&lt;/b&gt;, son of chief Ari'imaru. To pass time he organizes pit fights in which kapu breakers and slaves beat one another near death often beyond. He is known to challenge champions, offering freedom for his defeat.&amp;nbsp;&lt;b&gt;Trappings&lt;/b&gt;: Max hp and rolls twice whenever attacking taking best result.</content><link rel='replies' type='application/atom+xml' href='http://terruizeng.blogspot.com/feeds/8383835861405953808/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://terruizeng.blogspot.com/2012/12/10-warriors-of-veironesian-archipelago.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/8383835861405953808'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/8383835861405953808'/><link rel='alternate' type='text/html' href='http://terruizeng.blogspot.com/2012/12/10-warriors-of-veironesian-archipelago.html' title='10 Warriors of the Veironesian Archipelago'/><author><name>Mike F</name><uri>https://plus.google.com/111440701230529140897</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='//lh5.googleusercontent.com/-5yTOrZPUilM/AAAAAAAAAAI/AAAAAAAADT4/2CJeqtfrlEA/s512-c/photo.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1321015350998409393.post-2314142633076348399</id><published>2012-12-13T22:24:00.001-10:00</published><updated>2012-12-15T18:45:12.467-10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Veironesians'/><category scheme='http://www.blogger.com/atom/ns#' term='Humans'/><title type='text'>10 Sorcerers of the Veironesian Archipelago</title><content type='html'>&lt;b&gt;VEIRONESIAN SORCERERS&lt;/b&gt;&amp;nbsp;possess 1-12 HD, each worth 1d4 hp; true names are listed, most conceal their identities and trappings.&lt;br /&gt;1.&amp;nbsp;&lt;b&gt;Whetu&lt;/b&gt;, many powerful men seeking to escape some crime and unable to find refuge come to him. He is able to bury the body of men, hidden away from whatever trouble searches for the person, and to revive that person in a safer place sometime later.&lt;br /&gt;&lt;br /&gt;2.&amp;nbsp;&lt;b&gt;Marama&lt;/b&gt;, a fickle wanderer who can cast beams of light from the tips of his fingers to strike his foes dead. Travels during the brightest of nights, sleeps lightly in shadowy groves otherwise.&lt;br /&gt;&lt;br /&gt;3.&amp;nbsp;&lt;b&gt;Fetuao&lt;/b&gt;, a hospitable man, invites visitors to his village's extravagant eating house where they are entertained and served a hallucinatory tea while he prepares their meal with the requested aid of one of the visitors. Some time later the meal is served, a stew made from the cook's helper.&lt;br /&gt;&lt;br /&gt;4.&amp;nbsp;&lt;b&gt;Heketoro&lt;/b&gt;, cowardly trickster rarely seen, steals food animals children and sometimes the elderly. Buries bones and scraps in places that has resulted in accusations hatred and yet more innocent deaths.&lt;br /&gt;&lt;br /&gt;5.&amp;nbsp;&lt;b&gt;Hiriwa&lt;/b&gt;, a reviled guardian of her village. Shunned for being present during many tragedies. She inherited incantations of counter sorcery from her dead uncle, half brother to the chief who during his rule made many enemies.&lt;br /&gt;&lt;br /&gt;6.&amp;nbsp;&lt;b&gt;Arapai&lt;/b&gt;, collects images of gods by slaying the possessor of the image and harvesting bits and pieces from the slain body to cast dark rituals of binding upon the image's residing spirit.&lt;br /&gt;&lt;br /&gt;7.&amp;nbsp;&lt;b&gt;Irawaru&lt;/b&gt;, his hunger has preyed upon many shores, his soul ever eludes the agents of Wiru. The very sight of him invites madness, his scarred body contorted at the hands of countless men who would bring an end to this infamous undying terror.&lt;br /&gt;&lt;br /&gt;8.&amp;nbsp;&lt;b&gt;Haha'aro&lt;/b&gt;, her cult is welcome as are many like it throughout the islands, entertainers telling stories through song and dance. Herons travel with the cult, her fetchers, watchful for any who would cause harm, ready to carry such foes to the heights of their death.&lt;br /&gt;&lt;br /&gt;9.&amp;nbsp;&lt;b&gt;Konane&lt;/b&gt;, phosphorescent skinned&amp;nbsp;descendant of the demon Varua'ino. He is a hermit who speaks little but knows many obscure paths to the underworld. For a live pig he will guide the fearless there.&lt;br /&gt;&lt;br /&gt;10.&amp;nbsp;&lt;b&gt;Liliha&lt;/b&gt;, she carves life-like human heads out of fibrous wood and places them upon posts marking the edge of her territory. Those who gaze upon the image are haunted by the spirit that dwells within; most eventually take their own life.&lt;br /&gt;&lt;br /&gt;</content><link rel='replies' type='application/atom+xml' href='http://terruizeng.blogspot.com/feeds/2314142633076348399/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://terruizeng.blogspot.com/2012/12/10-sorcerers-of-veirosian-archipelago.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/2314142633076348399'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/2314142633076348399'/><link rel='alternate' type='text/html' href='http://terruizeng.blogspot.com/2012/12/10-sorcerers-of-veirosian-archipelago.html' title='10 Sorcerers of the Veironesian Archipelago'/><author><name>Mike F</name><uri>https://plus.google.com/111440701230529140897</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='//lh5.googleusercontent.com/-5yTOrZPUilM/AAAAAAAAAAI/AAAAAAAADT4/2CJeqtfrlEA/s512-c/photo.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1321015350998409393.post-4751379925153046505</id><published>2012-12-12T23:13:00.002-10:00</published><updated>2012-12-15T18:44:51.651-10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Veironesians'/><category scheme='http://www.blogger.com/atom/ns#' term='Humans'/><title type='text'>10 Priests of the Veironesian Archipelago</title><content type='html'>&lt;b&gt;VEIRONESIAN PRIESTS&lt;/b&gt;&amp;nbsp;possess 1-8 HD, each worth d6 hp; and&amp;nbsp;&lt;a href="http://terruizeng.blogspot.com/2012/11/lotfp-clerics-in-terruizeng.html"&gt;spells according to the deity worshiped&lt;/a&gt;(a more comprehensive list will be in a future post)&lt;br /&gt;1.&amp;nbsp;&lt;b&gt;Atiu&lt;/b&gt;, resides in a simple hut amid a long ago razed village. The leathery elder's guidance is sought by those seeking an audience with&amp;nbsp;&lt;i&gt;Wiru&lt;/i&gt;, ruler of the underworld.&amp;nbsp;&lt;b&gt;Trappings&lt;/b&gt;: Simple image of Wiru carefully hidden away, Orange and Purple Feathered Cape and Cap.&lt;br /&gt;&lt;br /&gt;2.&amp;nbsp;&lt;b&gt;Mahuru&lt;/b&gt;, her temple's walls encloses a small spring in the uplands of a mostly barren district. Disturbances summons the dragon goddess&amp;nbsp;&lt;i&gt;Taumahine&lt;/i&gt;&amp;nbsp;from the sacred waters.&amp;nbsp;&lt;b&gt;Trappings&lt;/b&gt;: Giant image of Taumahina prominently looks over the waters, Gourds filled with goods and water are stored within the temple grounds.&lt;br /&gt;&lt;br /&gt;3.&amp;nbsp;&lt;b&gt;Teohi&lt;/b&gt;, fervent champion of&amp;nbsp;&lt;i&gt;Tu&lt;/i&gt;, pursues peace through conquest. He has sacrificed non-humans in the thousands upon the altar of his sun-soaked temple.&amp;nbsp;&lt;b&gt;Trappings&lt;/b&gt;: Spiked Invulnerable Gourd Helmet, Orb of Power kept in a small pouch strung around his neck, Warstaff of Tu.&lt;br /&gt;&lt;br /&gt;4.&amp;nbsp;&lt;b&gt;Inoke&lt;/b&gt;, servant of the dragon goddess&amp;nbsp;&lt;i&gt;Rahimahine&lt;/i&gt;. He is deathly afraid of mermaids who keep taking over her ponds. Rather than confront them he has constructed many fishponds in order to keep his goddess well fed.&amp;nbsp;&lt;b&gt;Trappings&lt;/b&gt;: Stone adze carved with images of Rahimahine.&lt;br /&gt;&lt;br /&gt;5.&amp;nbsp;&lt;b&gt;Hahona&lt;/b&gt;, a favored student of&amp;nbsp;&lt;i&gt;Wau'iora&lt;/i&gt;&amp;nbsp;said to be able to counter any poison or disease.&amp;nbsp;His hidden temple is a garden of hundreds of plant species collected from dozens of islands.&amp;nbsp;&lt;b&gt;Trappings&lt;/b&gt;: Mortar and pestle, Pouch of herbs able to treat common ailments.&lt;br /&gt;&lt;br /&gt;6.&amp;nbsp;&lt;b&gt;Epa&lt;/b&gt;, she plots endlessly to procure humans for sacrifice&amp;nbsp;to ensure the appeasement of her island's volcano. None know of her identity or actions, her victims simply disappear.&amp;nbsp;&lt;b&gt;Trappings&lt;/b&gt;: Sleeping powder.&lt;br /&gt;&lt;br /&gt;7.&amp;nbsp;&lt;b&gt;Hahana&lt;/b&gt;, enemy of&amp;nbsp;&lt;i&gt;Tu'iarua&lt;/i&gt;&amp;nbsp;and&amp;nbsp;&lt;i&gt;Wiru&lt;/i&gt;, she has established a subterranean sanctuary to aid those who seek to purge the minions of the evil gods of the underworld.&amp;nbsp;&lt;b&gt;Trappings&lt;/b&gt;: Radiant undying lantern casts an even and eternal light for hundreds of feet that wards off ghosts and creatures of the dark.&lt;br /&gt;&lt;br /&gt;8.&amp;nbsp;&lt;b&gt;Ahorangi Heni&lt;/b&gt;, dragon warrior of&amp;nbsp;&lt;i&gt;Wo'oihahea&lt;/i&gt;, she is a teacher of the golden path of enlightenment. Where tides of chaos rise she builds sanctuaries impenetrable by such forces.&amp;nbsp;&lt;b&gt;Trappings&lt;/b&gt;: Calabash of Sustenance.&lt;br /&gt;&lt;br /&gt;9.&amp;nbsp;&lt;b&gt;Kaula&lt;/b&gt;, prophet of&amp;nbsp;&lt;i&gt;Tu&lt;/i&gt;, an emmisary whose arrival is preceded by war. A gentle old man who offers the rulers of the lands he visits the choice between tribute or death.&amp;nbsp;&lt;b&gt;Trappings&lt;/b&gt;: Shield of Sanctuary.&lt;br /&gt;&lt;br /&gt;10.&amp;nbsp;&lt;b&gt;Ahurewa&lt;/b&gt;, worshiper of&amp;nbsp;&lt;i&gt;Roho&lt;/i&gt;, appropriates the harvest of many chiefdoms as he sees fit. He refuses to perform the necessary offerings and rituals for those who accuse him as unfair, the crops of such villages and steads have suffered greatly for antagonizing him.&amp;nbsp;&lt;b&gt;Trappings&lt;/b&gt;: Fine feathered Gem studded Cape and Crested helm, Secrets away poisons that when introduced to water weakens and destroys plant life.</content><link rel='replies' type='application/atom+xml' href='http://terruizeng.blogspot.com/feeds/4751379925153046505/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://terruizeng.blogspot.com/2012/12/10-priests-of-veirosian-archipelago.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/4751379925153046505'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/4751379925153046505'/><link rel='alternate' type='text/html' href='http://terruizeng.blogspot.com/2012/12/10-priests-of-veirosian-archipelago.html' title='10 Priests of the Veironesian Archipelago'/><author><name>Mike F</name><uri>https://plus.google.com/111440701230529140897</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='//lh5.googleusercontent.com/-5yTOrZPUilM/AAAAAAAAAAI/AAAAAAAADT4/2CJeqtfrlEA/s512-c/photo.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1321015350998409393.post-4996976626074618400</id><published>2012-12-12T11:28:00.001-10:00</published><updated>2012-12-16T19:06:06.672-10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Veironesians'/><category scheme='http://www.blogger.com/atom/ns#' term='Humans'/><title type='text'>10 Chiefs of the Veironesian Archipelago</title><content type='html'>&lt;b&gt;VEIRONESIAN CHIEFS&lt;/b&gt;&amp;nbsp;possess 3-8 HD, each worth 1d12 hp; treated as fighters for combat purposes.&lt;br /&gt;1.&amp;nbsp;&lt;b&gt;'Ahorahi&lt;/b&gt;, a lesser chief renown as a great fisherman. Sacrifices those who break kapu to&amp;nbsp;&lt;i&gt;T'kuru&lt;/i&gt;&amp;nbsp;upon a altar made of an unearthly smooth stone altar, gutting, peeling the skin, and chopping the body to pieces to use as bait.&amp;nbsp;&lt;b&gt;Trappings&lt;/b&gt;: Sharkskin Cape, Great Staff adorn in gleaming Shell Hooks.&lt;br /&gt;&lt;br /&gt;2.&lt;b&gt;&amp;nbsp;Haumea&lt;/b&gt;, an elderly chiefess revered as daughter of&amp;nbsp;&lt;i&gt;Taharoa&lt;/i&gt;. Her people has recently completed a sea temple of stacked stones, built off the shore of her ruling district.&amp;nbsp;&lt;b&gt;Trappings&lt;/b&gt;: Red chiefly garments, Sapphire amulet allows her to communicate with celaphalopods.&lt;br /&gt;&lt;br /&gt;3.&amp;nbsp;&lt;b&gt;Kolomalu&lt;/b&gt;, the mutated chief who resides over a small, difficult to reach district; a place of refuge for those cast out or sentenced to death for being affected by&amp;nbsp;&lt;i&gt;Pono'ole&lt;/i&gt;, the aberrant god.&amp;nbsp;&lt;b&gt;Trappings&lt;/b&gt;: Cloak of many colored feathers negates falling damage, Bird like Mask, Clawed Staff. Able to greatly wither an enemies strength through a sonic attack.&lt;br /&gt;&lt;br /&gt;4.&amp;nbsp;&lt;b&gt;Feilu&lt;/b&gt;, a respected chief by all, he knows all of his subjects and that of his neighbors by name. Known as a wise leader, it is difficult to find one who disagrees with him.&amp;nbsp;&lt;b&gt;Trappings&lt;/b&gt;: Brown Feathered Cape. Able to read and suggest thoughts to minds.&lt;br /&gt;&lt;br /&gt;5.&amp;nbsp;&lt;b&gt;Ari'imaru&lt;/b&gt;, the patient chief, his court is kept most busy overseeing the project of a massive temple fortress dedicated to&amp;nbsp;&lt;i&gt;Tu&lt;/i&gt;. Dozens of villages surround the structure now halfway complete after nearly two decades.&amp;nbsp;&lt;b&gt;Trappings&lt;/b&gt;: Stone Axe, Horned Skull Helmet.&lt;br /&gt;&lt;br /&gt;6.&amp;nbsp;&lt;b&gt;Konara&lt;/b&gt;, self proclaimed king, a conqueror and unparalleled warrior. His lands encompass many islands all said to be wastelands of bones and bloody shores. Eats the soul of his enemies.&amp;nbsp;&lt;b&gt;Trappings&lt;/b&gt;: Retinue of savage warriors, Scale Cape, Helm of Plated Shell, Great Spear, and Shark tooth Club.&lt;br /&gt;&lt;br /&gt;7.&amp;nbsp;&lt;b&gt;'Ano'i pua&lt;/b&gt;, beloved chiefess ruling over a mountainous district. Her home is a fortress built into the earth, her warriors are men made of stone.&amp;nbsp;&lt;b&gt;Trappings&lt;/b&gt;: Chiefly Wrappings adorn in Opals and Diamonds.&lt;br /&gt;&lt;br /&gt;8.&amp;nbsp;&lt;b&gt;Henare&lt;/b&gt;, an unremarkable chief ruling over an unremarkable people. Secretly he is a godling, child of the sorceress Taku. Within his lands are hidden caves with shrines to demons and darklings.&amp;nbsp;&lt;b&gt;Trappings&lt;/b&gt;: Dull White Feathered Cloak and Hat, Bleached Coral Staff.&lt;br /&gt;&lt;br /&gt;9.&amp;nbsp;&lt;b&gt;Etera&lt;/b&gt;, the generous chief, giant grizzled boars thrive in the uplands of his chiefdom, his hunters work hard to keep down the beast's population. All events are cause for feasting.&amp;nbsp;&lt;b&gt;Trappings&lt;/b&gt;: Boar Skull Helmet, Boar Hide Cape.&lt;br /&gt;&lt;br /&gt;10.&amp;nbsp;&lt;b&gt;Roe&lt;/b&gt;, an absentminded chief, his title inherited from his recently deceased father. Focuses on leisure and pleasures, many plot behind his back unaware of just how dangerous the seemingly idiot chief can be.&amp;nbsp;&lt;b&gt;Trappings&lt;/b&gt;: Master of poisons and deception, uses different types to instantly stun or slowly kill as though through natural causes.</content><link rel='replies' type='application/atom+xml' href='http://terruizeng.blogspot.com/feeds/4996976626074618400/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://terruizeng.blogspot.com/2012/12/10-chiefs-of-veirosian-archipelago.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/4996976626074618400'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/4996976626074618400'/><link rel='alternate' type='text/html' href='http://terruizeng.blogspot.com/2012/12/10-chiefs-of-veirosian-archipelago.html' title='10 Chiefs of the Veironesian Archipelago'/><author><name>Mike F</name><uri>https://plus.google.com/111440701230529140897</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='//lh5.googleusercontent.com/-5yTOrZPUilM/AAAAAAAAAAI/AAAAAAAADT4/2CJeqtfrlEA/s512-c/photo.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1321015350998409393.post-5777514532493767526</id><published>2012-12-03T22:48:00.000-10:00</published><updated>2012-12-15T18:47:10.110-10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Ruins'/><category scheme='http://www.blogger.com/atom/ns#' term='Swamp'/><category scheme='http://www.blogger.com/atom/ns#' term='Monsters'/><title type='text'>Mundane Beasts Wandering around Irthonesia's Marshes and Flooded Ruins</title><content type='html'>&lt;u&gt;D20- AC; HD(hp); # wandering, Name: # of Attacks(Attacks); Movement; Morale. &lt;i&gt;Notes&lt;/i&gt;.&lt;/u&gt;&lt;br /&gt;1- &lt;b&gt;14; ½&lt;/b&gt;(1hp)&lt;b&gt;;&lt;/b&gt; &lt;b&gt;d6&lt;/b&gt;&amp;nbsp;&lt;b&gt;Poisonous Frog:&lt;/b&gt;&amp;nbsp;&lt;b&gt;1&lt;/b&gt;(Contact d20 poison dmg over 1d4 turns);&lt;b&gt; 15'; 4.&lt;/b&gt;&lt;br /&gt;&lt;b&gt;&lt;br /&gt;&lt;/b&gt;2- &lt;b&gt;13; 1&lt;/b&gt;(2hp)&lt;b&gt;; 3d6&lt;/b&gt;&amp;nbsp;&lt;b&gt;Mosquitobat:&amp;nbsp;1&lt;/b&gt;(Drains blood 1 CON dmg); &lt;b&gt;Flies 40'; 10. &lt;/b&gt;&lt;i&gt;1/6 chance &lt;a href="http://terruizeng.blogspot.com/2012/10/wandering-monster-kituraorok.html"&gt;kitura'orok&lt;/a&gt;&amp;nbsp;are nearby.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;3- &lt;b&gt;12; 3&lt;/b&gt;(12hp)&lt;b&gt;; d8&lt;/b&gt;&amp;nbsp;&lt;b&gt;Giant Frog:&lt;/b&gt;&amp;nbsp;&lt;b&gt;1&lt;/b&gt;(Bite d4, automatic hit if target is grappled - or - Shoot tongue STR check 12 to grapple and drag someone up to 15' away); &lt;b&gt;40'; 6.&lt;/b&gt; &lt;i&gt;1/6 are intelligent, either a shapeshifter or cursed to this form.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;4- &lt;b&gt;13; 8&lt;/b&gt;(36hp)&lt;b&gt;;&lt;/b&gt;&amp;nbsp;&lt;b&gt;d4&lt;/b&gt;&amp;nbsp;&lt;b&gt;Giant Spider:&amp;nbsp;*&lt;/b&gt;(roll on &lt;a href="http://terruizeng.blogspot.com/2012/04/table-spider-how-it-looks-and-dangerous.html"&gt;SPIDER&lt;/a&gt; table, +3 to dmg rolls);&lt;b&gt; 40'; 2d6.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;5- &lt;b&gt;18; 1&lt;/b&gt;(3hp)&lt;b&gt;; d20&lt;/b&gt;&amp;nbsp;&lt;b&gt;Swarm of Spiders&lt;/b&gt;: &lt;b&gt;*&lt;/b&gt;(roll on &lt;a href="http://terruizeng.blogspot.com/2012/04/table-spider-how-it-looks-and-dangerous.html"&gt;SPIDER&lt;/a&gt; table, bite attacks do only 1 dmg).  &lt;i&gt;Actual no. encountered is one spider per hp. Area attacks have a +4 to hit. Regular attacks with weapons/fists does half damage, other half goes to whatever got hit. Damage may be distributed among multiple spiders, the DM must adjudicate based on situation as to how many spiders can actually be hit. Each round up to 1d8 tiny spiders will swarm and attack it’s prey until killed or shaken off. The prey may make a DEX check getting rid of a number of spiders equal to the difference of the ability score and the successful roll. &lt;/i&gt;&lt;br /&gt;&lt;br /&gt;6- &lt;b&gt;13; 2&lt;/b&gt;(15hp); &lt;b&gt;1d6&lt;/b&gt;&amp;nbsp;&lt;b&gt;Crocodile&lt;/b&gt;: &lt;b&gt;1&lt;/b&gt;(Chomp d10 and save vs. paralysis or target is automatically hit next round); &lt;b&gt;50'; 10.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;7- &lt;b&gt;14; 6&lt;/b&gt;(21hp);&lt;b&gt;&amp;nbsp;d4&lt;/b&gt;&amp;nbsp;&lt;b&gt;Giant Leech&lt;/b&gt;: &lt;b&gt;1&lt;/b&gt;(Ram d4, roll a single attack against all in path, any taking 4 dmg are trampled and are having their blood sucked taking 1 CON dmg instantly and at the beginning of each round. Escape requires a STR-5 check.); &lt;b&gt;30'; 7.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;8- &lt;b&gt;15; 2&lt;/b&gt;(9hp) &lt;b&gt;d6&lt;/b&gt;&amp;nbsp;&lt;b&gt;Swarm of Rats&lt;/b&gt;: &lt;b&gt;1&lt;/b&gt;(Each swarm has d6 bite attacks doing d4 each. -1 attack for each point of dmg the swarm has taken.); &lt;b&gt;50'; retreats once unable to attack.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;9- &lt;b&gt;14; 2&lt;/b&gt;(6hp) &lt;b&gt;d4&lt;/b&gt;&amp;nbsp;&lt;b&gt;Constrictor Snakes&lt;/b&gt;: &lt;b&gt;1&lt;/b&gt;(Strangle grapples with a STR of 12+2d6 causing d4 - or - Bite d6, automatic hit against grappled target); &lt;b&gt;30'; 9.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;10- &lt;b&gt;14; 2&lt;/b&gt;(4hp) &lt;b&gt;d4&lt;/b&gt;&amp;nbsp;&lt;b&gt;Venomous Snake&lt;/b&gt;: &lt;b&gt;1&lt;/b&gt;(Bite d3, save vs. poison or +d3 and stunned for 1 turn); &lt;b&gt;40'; 5.&amp;nbsp;&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;11- &lt;b&gt;13; 4&lt;/b&gt;(18hp) &lt;b&gt;d4&lt;/b&gt;&amp;nbsp;&lt;b&gt;Swarm of Leeches&lt;/b&gt;: &lt;b&gt;1&lt;/b&gt;(Each swarm has d12 bite attacks doing 1 CON dmg each. -1 attack for each point of dmg the swarm has taken.); &lt;b&gt;10'; 7.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;12-&amp;nbsp;&lt;b&gt;13; 8&lt;/b&gt;(40hp) &lt;b&gt;d3&lt;/b&gt;&amp;nbsp;&lt;b&gt;Giant Slug&lt;/b&gt;: &lt;b&gt;1&lt;/b&gt;(Ram, roll a single attack against all in path, d3 and save vs. paralyze or unable to move for d6 rounds and -d6 to all rolls - or - Gorge d10 acid, automatic hit against paralyzed target.); &lt;b&gt;30'; 8.&amp;nbsp;&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;13- &lt;b&gt;15; 9&lt;/b&gt;(49hp) &lt;b&gt;1&lt;/b&gt;&amp;nbsp;&lt;b&gt;Dire Crocodile&lt;/b&gt;: &lt;b&gt;1&lt;/b&gt;(Chomp 2d6, on a 8 or higher the target must make a DEX-5 check or lose a random limb.); &lt;b&gt;50; 10.&lt;/b&gt;&lt;i&gt;&amp;nbsp;Collects skulls and crystals.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;14- &lt;b&gt;13; ¼&lt;/b&gt;(1hp)&lt;b&gt;&amp;nbsp;3d6&lt;/b&gt;&amp;nbsp;&lt;b&gt;Muckduck&lt;/b&gt;: &lt;b&gt;0&lt;/b&gt;(-); &lt;b&gt;Flies 40'; 6. &lt;/b&gt;&lt;i&gt;Surprisingly flammable, poisonous if eaten -2 to hit, instead of regaining lost hp roll at beginning of each day to save vs. poison to recover.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;15- &lt;b&gt;16; 5&lt;/b&gt;(22hp)&amp;nbsp;&lt;b&gt;d6 Giant Killer Turtle&lt;/b&gt;: &lt;b&gt;2&lt;/b&gt;(Bite d8, Claw d6); &lt;b&gt;Swims 40'; 8.&lt;/b&gt;&amp;nbsp;&lt;i&gt;Maddeningly territorial but benevolent to the helpless.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;16- &lt;b&gt;13; 1&lt;/b&gt;(3hp)&amp;nbsp;&lt;b&gt;1d4 Platypus&lt;/b&gt;: &lt;b&gt;1&lt;/b&gt;(Bite 1); &lt;b&gt;40'; 9.&lt;/b&gt;&amp;nbsp;&lt;i&gt;1/6 have psychic powers able to cause 1d8 mental dmg against any one target at a time failing a save vs. magic. If causing 6 or more dmg the target is unconscious for a turn for each point of dmg taken.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;17- &lt;b&gt;14; 6&lt;/b&gt;(18hp) &lt;b&gt;1d4&lt;/b&gt;&amp;nbsp;&lt;b&gt;Giant Gecko&lt;/b&gt;: &lt;b&gt;1&lt;/b&gt;(Bite d6, automatic hit if target is grappled - or -&amp;nbsp;Shoot tongue STR check 14 to grapple and drag someone up to 20' away); &lt;b&gt;Climbs 50'; 7. &lt;/b&gt;&lt;i&gt;Communicates telepathically if friendly.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;18- &lt;b&gt;14; 3&lt;/b&gt;(5hp)&amp;nbsp;&lt;b&gt;d4&lt;/b&gt;&amp;nbsp;&lt;b&gt;Flying Frog&lt;/b&gt;: &lt;b&gt;1&lt;/b&gt;(Bite d4); &lt;b&gt;Flies 50'; 5.&lt;/b&gt;&amp;nbsp;&lt;i&gt;1/6 can speak (2d4 INT), enjoys song and dance.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;19- &lt;b&gt;15; 5&lt;/b&gt;(20hp) &lt;b&gt;d6&lt;/b&gt;&amp;nbsp;&lt;b&gt;Giant Lizard&lt;/b&gt;: &lt;b&gt;1&lt;/b&gt;(Bite d8, automatic hit if target is grappled - or - Shoot tongue STR check 14 to grapple and drag someone up to 15' away); &lt;b&gt;Climbs 50'; 7.&lt;/b&gt;&lt;i&gt;&amp;nbsp;Retreats each time it is hit, but just out of sight waiting in ambush.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;20- &lt;b&gt;18; 12&lt;/b&gt;(78hp)&amp;nbsp;&lt;b&gt;1 Land Dragon&lt;/b&gt;: &lt;b&gt;2&lt;/b&gt;(Bite 2d8, Claw d10); &lt;b&gt;Climbs/Swims 60'; 9.&lt;/b&gt;&amp;nbsp;&lt;i&gt;Peaceful so long as the ruling chief's laws are observed in it's presence.&amp;nbsp;&lt;/i&gt;</content><link rel='replies' type='application/atom+xml' href='http://terruizeng.blogspot.com/feeds/5777514532493767526/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://terruizeng.blogspot.com/2012/12/mundane-beasts-wandering-around.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/5777514532493767526'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/5777514532493767526'/><link rel='alternate' type='text/html' href='http://terruizeng.blogspot.com/2012/12/mundane-beasts-wandering-around.html' title='Mundane Beasts Wandering around Irthonesia&apos;s Marshes and Flooded Ruins'/><author><name>Mike F</name><uri>https://plus.google.com/111440701230529140897</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='//lh5.googleusercontent.com/-5yTOrZPUilM/AAAAAAAAAAI/AAAAAAAADT4/2CJeqtfrlEA/s512-c/photo.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1321015350998409393.post-3308835721356713490</id><published>2012-11-26T21:13:00.000-10:00</published><updated>2012-11-27T17:53:07.939-10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Maps'/><title type='text'>Terruizeng Blank Hex Maps</title><content type='html'>Here are some maps I made to go along with the different &lt;a href="http://terruizeng.blogspot.com/2012/11/hex-scales-spotting-distances-and.html"&gt;Hex scales&lt;/a&gt;. Click on I-IV to d/l:&lt;br /&gt;&lt;br /&gt;&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-QJS_oJVGiNE/ULRe1j8rYEI/AAAAAAAADZI/l-jo4xgk6Ck/s1600/terruizeng+hex+map+1+-+ocean+hexes.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" height="265" src="http://3.bp.blogspot.com/-QJS_oJVGiNE/ULRe1j8rYEI/AAAAAAAADZI/l-jo4xgk6Ck/s400/terruizeng+hex+map+1+-+ocean+hexes.jpg" width="400" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;&lt;span style="font-size: small; text-align: start;"&gt;&lt;a href="https://docs.google.com/open?id=0B_VbiuLBHE30b0tWRUtVZFNRX3M"&gt;I.&lt;/a&gt; Seafaring out of sight of land is measured at 24 miles/hex with play at a day/turn.&amp;nbsp;&lt;/span&gt;&lt;span style="background-color: white; font-family: 'Times New Roman', Times, FreeSerif, serif; font-size: 15.555556297302246px; line-height: 23.33333396911621px; text-align: start;"&gt;This is the oceanic map, used for voyages inter island. Keyed on this map are hexes containing an island, a group of islands. An ocean hex may also have terrain symbols indicating possible hazards(oozing ocean, glaciers, boiling seas, elemental vortex, etc. etc.). The direction of seasonal winds and currents are also indicated similar in the way roads and trails are marked on an overland map. Beyond the marked currents and winds conditions are randomly determined as normal.&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-LeHGdD3Ae0Y/ULRe4lIHatI/AAAAAAAADZQ/APHc-UKkwrY/s1600/terruizeng+hex+map+2+-++ocean+coastal.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" height="266" src="http://3.bp.blogspot.com/-LeHGdD3Ae0Y/ULRe4lIHatI/AAAAAAAADZQ/APHc-UKkwrY/s400/terruizeng+hex+map+2+-++ocean+coastal.jpg" width="400" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;&lt;span style="font-size: small; text-align: start;"&gt;&lt;a href="https://docs.google.com/open?id=0B_VbiuLBHE30NnA0ZzFHNjVSbmc"&gt;II.&lt;/a&gt; Seafaring w/in sight of land is measured at 6 miles/hex with play at an hour/turn.&amp;nbsp;&lt;/span&gt;&lt;span style="background-color: white; font-family: 'Times New Roman', Times, FreeSerif, serif; font-size: 15.555556297302246px; line-height: 23.33333396911621px; text-align: start;"&gt;This is the island/island groups map. Keyed on here are the types of coastal access for each island, and geological or man-made landmarks that can be seen at a half mile or more away. Common trade routes are also marked on this map, beyond such routes currents and weather are unpredictable and subject to rolls. A coastal hex terrain symbols represent the dominant features in that hex.&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&lt;a href="http://3.bp.blogspot.com/-Ii5ZF2NCfLY/ULWKQcCrcDI/AAAAAAAADb4/BMUwPZ6hveg/s1600/hexmap+24+6+1+mile.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" height="283" src="http://3.bp.blogspot.com/-Ii5ZF2NCfLY/ULWKQcCrcDI/AAAAAAAADb4/BMUwPZ6hveg/s320/hexmap+24+6+1+mile.jpg" width="320" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="tr-caption" style="font-size: 13.333333969116211px;"&gt;&lt;span style="font-size: small; text-align: start;"&gt;&lt;a href="https://docs.google.com/open?id=0B_VbiuLBHE30T25RWFZXeDFrZHc"&gt;III.&lt;/a&gt;&amp;nbsp;Upon making landfall, Hiking is measured at 1 mile/hex with play at 10 minutes/turn.&lt;/span&gt;&amp;nbsp;&lt;span style="background-color: white; font-family: 'Times New Roman', Times, FreeSerif, serif; font-size: 15.555556297302246px; line-height: 23.33333396911621px; text-align: start;"&gt;This is the hexcrawl map for when the PCs actually reach the shore. Keyed on here are interesting locations which have maps of their own at exploration hex scale. Hex symbols represent the dominant feature of that hex which may indicate hazards. Trails and Roads are marked on the hiking map.&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-NFXjWFTaQxY/ULRbHFGE_HI/AAAAAAAADYY/Pw5yW4cOQm4/s1600/Terruizeng+hex+map+4+-+hiking+exploration.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" height="346" src="http://2.bp.blogspot.com/-NFXjWFTaQxY/ULRbHFGE_HI/AAAAAAAADYY/Pw5yW4cOQm4/s400/Terruizeng+hex+map+4+-+hiking+exploration.jpg" width="400" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;&lt;span style="font-size: small; text-align: start;"&gt;&lt;a href="https://docs.google.com/open?id=0B_VbiuLBHE30QWpQVDRGeThPY1E"&gt;IV.&lt;/a&gt;&amp;nbsp;Exploration on land is measured at 220 ft(1/24th of a mile)/hex with play at 10 minutes/turn.&amp;nbsp;&lt;/span&gt;&lt;span style="background-color: white; font-family: 'Times New Roman', Times, FreeSerif, serif; font-size: 15.555556297302246px; line-height: 23.33333396911621px; text-align: start;"&gt;This is the exploration map aka the overland dungeon map for when PCs find a place of interest such as ruins, fortresses, settlements, lairs, hideouts, caves, and the like... Keyed on here are encounters, traps, treasure, tricks, things to be investigated...&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;</content><link rel='replies' type='application/atom+xml' href='http://terruizeng.blogspot.com/feeds/3308835721356713490/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://terruizeng.blogspot.com/2012/11/terruizeng-blank-hex-maps.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/3308835721356713490'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/3308835721356713490'/><link rel='alternate' type='text/html' href='http://terruizeng.blogspot.com/2012/11/terruizeng-blank-hex-maps.html' title='Terruizeng Blank Hex Maps'/><author><name>Mike F</name><uri>https://plus.google.com/111440701230529140897</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='//lh5.googleusercontent.com/-5yTOrZPUilM/AAAAAAAAAAI/AAAAAAAADT4/2CJeqtfrlEA/s512-c/photo.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/-QJS_oJVGiNE/ULRe1j8rYEI/AAAAAAAADZI/l-jo4xgk6Ck/s72-c/terruizeng+hex+map+1+-+ocean+hexes.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1321015350998409393.post-7585906923629947262</id><published>2012-11-19T02:58:00.002-10:00</published><updated>2012-12-16T13:14:25.606-10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Maps'/><title type='text'>Hex Scales, Spotting Distances, and Elevation</title><content type='html'>Overland movement in Terruizeng differs from traditional games in that it is treated similarly to dungeons. This is because the setting focuses heavily on exploring islands on which terrain and points of interest are densely packed and varied, as an entire island for example could easily fit within a six mile hex.&lt;br /&gt;&lt;br /&gt;In this setting&amp;nbsp;&lt;b&gt;The Islands Are The Dungeons&lt;/b&gt;, while&amp;nbsp;&lt;b&gt;The Ocean Is The Wilderness&lt;/b&gt;! To further grasp this concept consider the following analogies:&lt;br /&gt;&lt;br /&gt;* Beaches, rivers, landings, harbors, ports, bays and the like are the&lt;b&gt;&amp;nbsp;dungeon entrances&lt;/b&gt;.&lt;br /&gt;* Trails, roads, rivers, streams, and paths are the&amp;nbsp;&lt;b&gt;hallways and corridors&lt;/b&gt;.&lt;br /&gt;* Clearings, copses, ponds, lakes, falls, lookouts, fields, groves, and hills are the&lt;b&gt;&amp;nbsp;rooms&lt;/b&gt;.&lt;br /&gt;* Swift rivers, narrow cliffside trails, strong currents, heavy storms, and flooding are like&lt;b&gt;&amp;nbsp;traps&lt;/b&gt;.&lt;br /&gt;* Caves, tunnels, sinkholes, hiddens trails, and offbeat paths are the&amp;nbsp;&lt;b&gt;secret doors&lt;/b&gt;.&lt;br /&gt;* Villages, encampments, nests, burrows, fortresses, temples, ruins, and homesteads are&lt;b&gt;&amp;nbsp;lairs&lt;/b&gt;.&lt;br /&gt;* Tribes, families, gangs, enclaves, cults, and groups of animals are the&amp;nbsp;&lt;b&gt;wandering&amp;nbsp;monsters&lt;/b&gt;.&lt;br /&gt;* Wherever trade occurs regularly and/or laws are enforced are the&amp;nbsp;&lt;b&gt;bastions of civilization&lt;/b&gt;.&lt;br /&gt;&lt;br /&gt;* Strong currents and seasonal winds upon the ocean are like&amp;nbsp;&lt;b&gt;trails in the wilderness&lt;/b&gt;.&lt;br /&gt;* Maritime trade routes, and coast lines are like&amp;nbsp;&lt;b&gt;roads connecting civilizations&lt;/b&gt;.&lt;br /&gt;* Sea creatures, trade ships, pirates, storms, and flying creatures are the&amp;nbsp;&lt;b&gt;wilderness encounters.&lt;/b&gt;&lt;br /&gt;* Uncharted islands, ships abandoned or dead in the water are like discovering&amp;nbsp;&lt;b&gt;secret dungeons.&lt;/b&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;---&lt;/div&gt;&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;b&gt;Here are the hex map scales I'm using to help track movement and the passage of time:&lt;/b&gt;&lt;br /&gt;I. Seafaring out of sight of land is measured at 24 miles per hex with play at a day per turn.&lt;br /&gt;II. Seafaring within sight of land is measured at 6 miles per hex with play at an hour per turn.&lt;br /&gt;III. Upon making landfall, &lt;b&gt;Hiking&lt;/b&gt;&amp;nbsp;is measured at a 1 mile per hex with play at 10 minutes per turn.&lt;br /&gt;IV. &lt;b&gt;Exploration&lt;/b&gt;&amp;nbsp;on land is measured at 220 ft(1/24th of a mile) per hex with play at 10 minutes per turn.&lt;br /&gt;&lt;br /&gt;Sea travel rates are the same as found in Basic DnD. Movement rates for &lt;b&gt;Hiking&lt;/b&gt;&amp;nbsp;unencumbered is at a half mile per turn, while &lt;b&gt;Exploring&lt;/b&gt; unencumbered is at 220ft per turn.&lt;br /&gt;&lt;br /&gt;The chart below shows the height that each level of elevation will be drawn at on maps with hiking or exploration sized hexes. For maps with coastal or ocean hexes each elevation level is equal to how far a character's spotting distance is in coastal or ocean hexes.&lt;i&gt; For example: on a coastal map the third elevation level would be at 215 ft. On an oceanic map the fifth elevation level would be at 9,590ft.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;A landmark is anything big enough to be spotted at a coastal hex or more away.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Elevation Level / Height - Landmark Spotting Distance on flat clear terrain&lt;/b&gt;&lt;br /&gt;- / 6ft   - 1.5 hiking hexes &amp;lt; beginning of Inhabited zones&lt;br /&gt;&lt;b&gt;1 / 10ft - 2 hiking hexes - 1d6 falling dmg&lt;/b&gt;&lt;br /&gt;- / 15ft - 2.25 hiking hexes &amp;lt; beginning of Grassland zones&lt;br /&gt;- / 20ft - 2.75 hiking hexes&lt;br /&gt;&lt;b&gt;2 / 25ft - 3 hiking hexes - 1 coastal hex - 2d6 falling dmg&lt;/b&gt;&lt;br /&gt;- / 33ft - 3.5 hiking hexes&lt;br /&gt;&lt;b&gt;3 / 43ft - 4 hiking hexes - 4d6 falling dmg&lt;/b&gt;&lt;br /&gt;- / 54ft - 4.5 hiking hexes&lt;br /&gt;&lt;b&gt;4 / 66ft - 5 hiking hexes - 6d6 falling dmg&lt;/b&gt;&lt;br /&gt;- / 80ft - 5.5 hiking hexes&lt;br /&gt;&lt;b&gt;5 / 96ft - 6 hiking hexes - 2 coastal hexes - 9d6 falling dmg&lt;/b&gt;&lt;br /&gt;- / 112ft - 6.5 hiking hexes&lt;br /&gt;&lt;b&gt;6 / 130ft - 7 hiking hexes - 13d6 falling dmg&lt;/b&gt;&lt;br /&gt;- / 170ft - 7.5 hiking hexes&lt;br /&gt;&lt;b&gt;7 / 215ft - 8 hiking hexes - 3 coastal hexes 21d6 falling dmg&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;-- / 385ft - 4 coastal hexes - 1 ocean hex&lt;br /&gt;-- / 680ft - 5 coastal hexes &amp;lt; beginning of Dry Forest zones&lt;br /&gt;-- / 960ft - 6 coastal hexes - 1.5 ocean hexes &amp;lt; Inhabited zones rarely stretches past, also beginning of Wet Forest zones&lt;br /&gt;-- / 1,175ft - 7 coastal hexes&lt;br /&gt;-- / 1,535ft - 8 coastal hexes - 2 ocean hexes&lt;br /&gt;-- / 1,940ft - 9 coastal hexes &amp;lt; Grassland zones end here&lt;br /&gt;-- / 2,400ft - 10 coastal hexes&lt;br /&gt;-- / 2,900ft - 11 coastal hexes&lt;br /&gt;-- / 3,450ft - 12 coastal hexes - 3 ocean hexes&lt;br /&gt;-- / 3,850ft - 13 coastal hexes&lt;br /&gt;-- / 4,700ft - 14 coastal hexes &amp;lt; Dry Forest zones ends here&lt;br /&gt;-- / 5,400ft - 15 coastal hexes&lt;br /&gt;-- / 6,140ft - 16 coastal hexes - 4 ocean hexes&lt;br /&gt;-- / 9,590ft - 5 ocean hexes &amp;lt; just above the beginning of Alpine zones, nearing the end of Wet forest zones&lt;br /&gt;-- / 13,800ft - 6 ocean hexes&lt;br /&gt;-- / 18,800ft - 7 ocean hexes &amp;lt; nearing the end of Alpine zones&lt;br /&gt;-- / 24,550ft - 8 ocean hexes&lt;br /&gt;-- / 31,050ft - 9 ocean hexes&lt;br /&gt;-- / 38,350ft - 10 ocean hexes&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;OTHER USEFUL INFO&lt;br /&gt;&lt;b id="internal-source-marker_0.5156739118974656" style="font-weight: normal;"&gt;&lt;span style="font-family: Garamond; font-size: 15px; font-weight: bold; vertical-align: baseline; white-space: pre-wrap;"&gt;Divisions are divided into Zones by elevation.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family: Garamond; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;"&gt;0' * coastal&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family: Garamond; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;"&gt;0' to 1000'* inhabited&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family: Garamond; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;"&gt;15' to 2000'* grasslands&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family: Garamond; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;"&gt;500' to 5000'* dry forest&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family: Garamond; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;"&gt;1000' to 10,000'* wet forest&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family: Garamond; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;"&gt;8000 to 20,000' * alpine&lt;/span&gt;&lt;/b&gt;</content><link rel='replies' type='application/atom+xml' href='http://terruizeng.blogspot.com/feeds/7585906923629947262/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://terruizeng.blogspot.com/2012/11/hex-scales-spotting-distances-and.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/7585906923629947262'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/7585906923629947262'/><link rel='alternate' type='text/html' href='http://terruizeng.blogspot.com/2012/11/hex-scales-spotting-distances-and.html' title='Hex Scales, Spotting Distances, and Elevation'/><author><name>Mike F</name><uri>https://plus.google.com/111440701230529140897</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='//lh5.googleusercontent.com/-5yTOrZPUilM/AAAAAAAAAAI/AAAAAAAADT4/2CJeqtfrlEA/s512-c/photo.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1321015350998409393.post-6660487254614692953</id><published>2012-11-18T03:00:00.000-10:00</published><updated>2012-11-19T22:13:00.326-10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='House Kithbaend'/><category scheme='http://www.blogger.com/atom/ns#' term='Encounter Seeds'/><title type='text'>House Kithbaend: Bomki'he Island</title><content type='html'>&lt;b&gt;COASTAL AREA&lt;/b&gt;&lt;br /&gt;1 - 2d6 &lt;b&gt;Ghoulish trappers&lt;/b&gt;&amp;nbsp;set up cages and traps along the rivers and reefs of the island to catch fish, green prawns, and eels. There is a 1 in 6 chance for each ghoul that they are carrying 1d3 rations worth of seafood in a basket. &lt;b&gt;HD&lt;/b&gt;&amp;nbsp;1(4hp) &lt;b&gt;AC&lt;/b&gt;&amp;nbsp;14 &lt;b&gt;Attacks&lt;/b&gt;&amp;nbsp;1(Claw 1d8) &lt;b&gt;Morale&lt;/b&gt;&amp;nbsp;7(retreats to return with 1d4 Ghoul soldiers in 1d3 hours.)&lt;br /&gt;&lt;br /&gt;2 - A couple of not horrible looking nobles getting some fresh air. The woman is Lord T'lamry's wife&amp;nbsp;&lt;b&gt;Bylynn&lt;/b&gt;, a dhampir who will sacrifice her procurement to use as a vessel for summoning a blood demon if threatened or ordered around. This takes 1d4 rounds but her aura has a stunning effect, any attempting to interrupt her must make a save vs. magic or be unable to do anything until a round after the ritual is complete. &lt;b&gt;Blood demon HD&lt;/b&gt; 6(36hp) &lt;b&gt;AC&lt;/b&gt;&amp;nbsp;12&amp;nbsp;&lt;b&gt;Attacks&lt;/b&gt;&amp;nbsp;1(Asphyxiate 1d6dmg, save vs paralyze at he beginning of each round or take 1d6dmg. A target once hit must save each round until successfull while the blood demon is free to attack other targets.)&lt;br /&gt;&lt;br /&gt;3 -&amp;nbsp;Escaped thrall pleasure slave, conceals identity, very attractive to a random PC. The thrall's master &lt;b&gt;Fenwin T'lamry&lt;/b&gt; will pay 1,000sp for his/her return. He is a despised third cousin of Lord T'lamry, always suspected of but never caught in the act of thievery.&lt;br /&gt;&lt;br /&gt;4 - 2d4 &lt;b&gt;Ghoul soldiers&lt;/b&gt;&amp;nbsp;on patrol, half the time they are in a canoe paddling up and down the coast. They have sharp eyes and will attempt to set ambushes for any intruders they spot near or on the shore.&amp;nbsp;&lt;b&gt;HD&lt;/b&gt;&amp;nbsp;3&amp;nbsp;&lt;b&gt;AC&lt;/b&gt;&amp;nbsp;15&amp;nbsp;&lt;b&gt;Attacks&lt;/b&gt;&amp;nbsp;1(Moldy green claws 1d8, save vs poison or begin to hallucinate resulting in a 2 point penalty to every roll made until resting for an hour.)&lt;br /&gt;&lt;br /&gt;5 -&amp;nbsp;Escaped thrall labor slave, terrifying strength. Quietly lairs in the nearby wilderness, stalking and murdering any human entering its domain. &lt;b&gt;HD&lt;/b&gt;&amp;nbsp;2(10hp) &lt;b&gt;AC&lt;/b&gt;&amp;nbsp;13 &lt;b&gt;Attacks&lt;/b&gt;&amp;nbsp;1(Bash 1d6, on a hit make an opposed STR check at 16 to throttle causing +1d6 dmg)&lt;br /&gt;&lt;br /&gt;6 - &lt;b&gt;Vite&lt;/b&gt;, an old bounty hunter with pointy ears and uneven eyes, wears dark stained hide armor and wields a silver axe and heavy repeating crossbow. He is looking for an escaped slave. Doesn't care about intruders, for a price.&amp;nbsp;&lt;b&gt;HD&lt;/b&gt;&amp;nbsp;5(32hp) &lt;b&gt;AC&lt;/b&gt;&amp;nbsp;16(surprisingly fast) &lt;b&gt;Attacks 1&lt;/b&gt;(Chop 1d8 - or - Launch Silver bolt 120' 1d6, six shots before needing to reload) &lt;b&gt;Morale&lt;/b&gt;&amp;nbsp;10.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;T'LAMRY ESTATES&lt;/b&gt;&lt;br /&gt;1 - 2d4 &lt;b&gt;Ghoulish guards&lt;/b&gt; patrols the grounds, orders are to capture any unknowns and intruders to throw into the dungeons below. &lt;b&gt;HD&lt;/b&gt;&amp;nbsp;2(12hp) &lt;b&gt;AC&lt;/b&gt;&amp;nbsp;14 &lt;b&gt;Attacks&lt;/b&gt;&amp;nbsp;1(Yellowed claws 1d8, save vs. paralysis or be stunned for 20-CON turns) &lt;b&gt;Move&lt;/b&gt;s a little slower than humans, but relentless and cunning.&lt;br /&gt;&lt;br /&gt;2 - 10+3d4 thralls ignores all but their current task of repairing there destroyed surroundings. Smashed furniture, blood splattered walls and crimson graffiti, splayed corpses, rotting food, broken glass, etc. etc...&lt;br /&gt;&lt;br /&gt;3 - &lt;b&gt;Lubelk Kithbaend&lt;/b&gt;, prince of the great house has recently arrived and is a well known guest here. With him he brings a harem of pleasure thralls, dozens of retainers including fine chefs valet maids and footmen, an entourage of nobles, and many chests of silver and elaborate fine gifts as tribute for his stay. His cargo ship is well guarded and crewed by over a hundred thralls, with a third being warriors.&lt;br /&gt;&lt;br /&gt;4 - 5d6 nobles coming and going, reveling and heavily intoxicated at what seems to be the height of whatever party this is. Any observers over a long period of time will soon realize that this party never ends. As quickly as the nobles thrash the place thralls are nearby cleaning up after the mess as the revelers move on to different parts of the estate after growing tired of the filth of their current location.&lt;br /&gt;&lt;br /&gt;5 - 15&lt;b&gt; Elite guard thralls&lt;/b&gt; of the head of the estate, Lord Omehi T'lamry. They protect him tirelessly. &lt;b&gt;HD&lt;/b&gt;&amp;nbsp;5(26hp)&amp;nbsp;&lt;b&gt;AC&lt;/b&gt;&amp;nbsp;16(chain) &lt;b&gt;Attacks&lt;/b&gt;&amp;nbsp;1(Longswords/Halberds 1d8 -or- Necrotic crimson claws 1d8, save vs. magic or the target's flesh begins to whither and loses 1HD, which takes 1 week to restore. At 0HD the target dies.)&lt;br /&gt;&lt;br /&gt;6 - &lt;b&gt;Lord Omehi T'lamry&lt;/b&gt;&amp;nbsp;has snuck away from his thralls, blinded in ennui and alone muttering to himself. He is immortal as per a deal with a very powerful secret demon until an heir can take his place. The demon feeds upon his misery and want for death, always plotting to take every potential heir of his away in horrid accidents for which the lord feels responsible each and every time . Visions of these deaths often haunts him as it has for the last century and sometimes he confuses it with reality and is known to re-enact some of these accidents with those unfortunate enough to be present finding themselves victims of a death relived.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;FORBIDDEN ZONES&lt;/b&gt;&lt;br /&gt;1 - 4d4 &lt;b&gt;Ghoul soldiers&lt;/b&gt; patrol the forbidden uplands of irrigated and tiered farmlands walled by dense towering evergreens.&lt;br /&gt;&lt;br /&gt;2 - Lining the stone wall of some strange crop are carved wooden images towering some 8' of &amp;nbsp;lanky demonic humanoids, horned with many toothy maws across its limbs and torso. &lt;b&gt;Demonic spirits&lt;/b&gt; reside within each and &lt;i&gt;will haunt any trespassers&lt;/i&gt; with nightmares of torture and suffering. The haunted must make a&lt;i&gt; save vs. magic whenever attempting to rest&lt;/i&gt;, on a failure they lose 1d4 points of WIS and gain no benefits from rest. At all times they will feel as if someone is behind them, but never will they be able to see anything there. &lt;i&gt;To placate these spirits&lt;/i&gt; requires that the haunted reveal to the property owner of their trespass and make amends. Barring that the spirits are also banished should their images be set ablaze, though this will attract 2d6 &lt;b&gt;Ghoul soldiers&lt;/b&gt; within 1d6 minutes, and an additional d4 every minute following.&lt;br /&gt;&lt;br /&gt;3 - 1d8&amp;nbsp;&lt;b&gt;Thrall farmers&lt;/b&gt;&amp;nbsp;tending to their fields. The majority of these are simple food crops, but there are also gardens of herbs used to make either &lt;b&gt;poisons or drugs&lt;/b&gt; which can be harvested. This takes 1 turn for every small sack filled which are &lt;b&gt;worth 1d10x100sp each&lt;/b&gt;. The thralls ignore intruders, but will not help them either should they attract the attention of Ghoul soldiers.&lt;br /&gt;&lt;br /&gt;4 - Beds of brightly green colored overly large fungi grow in patches here. Eating these causes one to instantly enter a pleasing stupor, no save. A save vs. magic must then be made every 4 hours or 1d4 points of any combination of INT, WIS, and/or CHA is lost. This happens until a successful save is made.&lt;br /&gt;&lt;br /&gt;5 - A field of flowers here all have teeth where the petals should be, and long&amp;nbsp;vine-like stems. It eats just mice and large insects, automatically causing 1dmg to any within each round.&amp;nbsp;Shrieking loudly in pain if stepped on or damaged at all, which attracts 1d4 &lt;b&gt;Ghoul soldiers&lt;/b&gt; within 1d6 minutes. If crushed and ingested causes a euphoric feeling for 1d4 hours which makes a person start to shriek with joy uncontrollably if failing a save vs. poison. It takes a turn and a DEX check to harvest a large sack full of these toothpetaledflowers which are worth 1d4x250sp each and will shriek loudly over the next 1d6 turns. The person harvesting must beat their DEX check by 5 points or take 1d4 dmg, or 1d6 on a failed check.&lt;br /&gt;&lt;br /&gt;6 - A shrubbery with ash gray flowers and black decaying leaves. If the flowers are dried, set ablaze and inhaled it blocks the pain senses so that absolutely nothing is felt. This effect lasts for at least half a day and is used by thrall masters to keep their thralls from rising up. It takes a turn to harvest a small sack full which are &lt;b&gt;worth 150sp each.&lt;/b&gt;</content><link rel='replies' type='application/atom+xml' href='http://terruizeng.blogspot.com/feeds/6660487254614692953/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://terruizeng.blogspot.com/2012/11/house-kithbaend-bomkihe-island.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/6660487254614692953'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/6660487254614692953'/><link rel='alternate' type='text/html' href='http://terruizeng.blogspot.com/2012/11/house-kithbaend-bomkihe-island.html' title='House Kithbaend: Bomki&apos;he Island'/><author><name>Mike F</name><uri>https://plus.google.com/111440701230529140897</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='//lh5.googleusercontent.com/-5yTOrZPUilM/AAAAAAAAAAI/AAAAAAAADT4/2CJeqtfrlEA/s512-c/photo.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1321015350998409393.post-7232753833367880629</id><published>2012-11-17T11:40:00.001-10:00</published><updated>2012-11-18T01:37:36.261-10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='House Kithbaend'/><category scheme='http://www.blogger.com/atom/ns#' term='Ocean'/><category scheme='http://www.blogger.com/atom/ns#' term='Humans'/><category scheme='http://www.blogger.com/atom/ns#' term='Encounter Seeds'/><title type='text'>House Kithbaend: Ocean Encounters</title><content type='html'>1 -&amp;nbsp;&lt;b&gt;Cierto Kithbaend&lt;/b&gt;, axe wielding dhampir captains a crew of 35 thralls, 8 being level 1 fighters aboard a grain ship&amp;nbsp;&lt;b&gt;Altar&lt;/b&gt;. Visits the shores of poor coastal villages that have come to rely on trading humans for common goods.&lt;br /&gt;&lt;br /&gt;2 -&amp;nbsp;&lt;b&gt;Ibaan Kithbaend the Obsidian&lt;/b&gt;, captains a crew of 437 thralls aboard a luxurious galleon&amp;nbsp;&lt;b&gt;The Emerald Shroud&lt;/b&gt;&amp;nbsp;decked with blackpowder cannons. Aboard is&amp;nbsp;&lt;b&gt;Kinifo T'lamry&lt;/b&gt;, Kithbaend ambassador and his entourage of hedonistic sorcerers protected by a retinue of 70 skeletal soldiers.&lt;br /&gt;&lt;br /&gt;3 -&amp;nbsp;&lt;b&gt;General Atlar Kithbaend&lt;/b&gt;, commands a small fleet of several galleons and dozens of smaller crafts each adequately crewed by thralls(70-80 per galleon) and necromantic overlords.&lt;b&gt;&amp;nbsp;Plague cannons&lt;/b&gt;&amp;nbsp;mounted on each galleon are feared for the pestilence and disease it is known to inflict upon enemies.&lt;br /&gt;&lt;br /&gt;4 -&amp;nbsp;&lt;b&gt;Do'chen Sklab the Unmerciful&lt;/b&gt;, a physically intimidating warrior captains a battle hardened crew of 22 &amp;nbsp;raiders aboard a slave ship. Known to cripple those he enslaves, binding them as oarsmen until they are no longer fit for anything other than flesh to be sold to&amp;nbsp;&lt;b&gt;thrall masters&lt;/b&gt;.&lt;br /&gt;&lt;br /&gt;5 -&amp;nbsp;&lt;b&gt;Tahje the Hungry&lt;/b&gt;, dhampir warlord commands a retinue of 57&amp;nbsp;&lt;b&gt;dhampir warriors&amp;nbsp;&lt;/b&gt;across 6 war canoes. Barbed primitive weaponry carried by warriors re-rolls any damage die results of a 1. An outcast scion of Kithbaend who holds allegiance to no one. Has carved a small sovereign kingdom on a hidden isle.&lt;br /&gt;&lt;br /&gt;6 -&amp;nbsp;&lt;b&gt;Tolherr Jharkin&lt;/b&gt;, a reclusive and wealthy sorcerer flies around on an acid spewing feathered pterodactyl. His tower is built on the preserved corpse of a gargantuan turtle beached upon an uninhabited atoll. Worships Pono'ole, the aberrant god who has given him the power to create domesticated&amp;nbsp;&lt;b&gt;chimeric beasts&lt;/b&gt;, sold at&amp;nbsp;exorbitant prices to Kithbaend nobles.&lt;br /&gt;&lt;br /&gt;7 -&amp;nbsp;&lt;b&gt;Hilio Hualz&lt;/b&gt;, sloven necromancer and his 2 brothers along with a dozen thralls crew a small cog. The cargo holds dregs of chemicals, parts, and pieces used in thrall making. They are jovial for scavengers, and surprisingly trustworthy.&lt;br /&gt;&lt;br /&gt;8 -&amp;nbsp;&lt;b&gt;Sarkis T'lamry&lt;/b&gt;, dhampir noble and at least half a dozen hanger-ons aboard a small lavish ship crewed and protected by 7&amp;nbsp;&lt;b&gt;warrior thralls&lt;/b&gt;. He fancies himself an explorer and connoisseur of&amp;nbsp;rare intoxicants and foreign drugs.&lt;br /&gt;&lt;br /&gt;9 -&amp;nbsp;&lt;b&gt;Yeril Glanteh&lt;/b&gt;, nerve-wracked necromancer travels discreetly in a simple canoe. He claims to be hunted by a powerful thrall of his creation that has grown to hate him.&lt;br /&gt;&lt;br /&gt;10 -&amp;nbsp;&lt;b&gt;Glanteh's Thrall&lt;/b&gt;, solemn, silent, and hooded hulking humanoid travels alone in a canoe. Hides terrifying appearance, poorly stitched from countless corpses. Reasonable but quick to take murderous offense upon any showing fear or disgust.&amp;nbsp;&amp;nbsp;&lt;b&gt;HD&amp;nbsp;&lt;/b&gt;7(56hp)&amp;nbsp;&lt;b&gt;AC&lt;/b&gt;&amp;nbsp;16(half damage against bludgeoning dmg)&amp;nbsp;&amp;nbsp;&lt;b&gt;Attacks&lt;/b&gt;&amp;nbsp;2(Thrash 2d6 dmg)&amp;nbsp;&lt;b&gt;Morale&lt;/b&gt;&amp;nbsp;9(3 against fire)&lt;br /&gt;&lt;br /&gt;11 -&amp;nbsp;&lt;b&gt;Ekkorren Sklab&lt;/b&gt;, sorcerer wielding hellfire. Outlaw of House Kithbaend and liberator of thralls.&amp;nbsp;&lt;b&gt;HD&lt;/b&gt;&amp;nbsp;5(20hp)&amp;nbsp;&lt;b&gt;AC&lt;/b&gt;&amp;nbsp;13&amp;nbsp;&lt;b&gt;Attack&lt;/b&gt;&amp;nbsp;1(Stab 1d6 dmg)&lt;b&gt;&amp;nbsp;Ability&lt;/b&gt;(Hellfire blast 30' range, burns only flesh for 1d8 dmg against target and 1d6 dmg against any within 10' of target, save vs. breath to halve dmg.)&amp;nbsp;&lt;b&gt;Morale&lt;/b&gt;&amp;nbsp;7.&lt;br /&gt;&lt;br /&gt;12 -&amp;nbsp;&lt;b&gt;Deddels&lt;/b&gt;, cadaver collector captains a cargo ship crewed by 34 well equipped thralls. A reliable buyer and supplier of corpses for thrall creators. For his more lucrative customers offers services in acquiring or making specific corpses disappear.</content><link rel='replies' type='application/atom+xml' href='http://terruizeng.blogspot.com/feeds/7232753833367880629/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://terruizeng.blogspot.com/2012/11/house-kithbaend-ocean-encounters.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/7232753833367880629'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/7232753833367880629'/><link rel='alternate' type='text/html' href='http://terruizeng.blogspot.com/2012/11/house-kithbaend-ocean-encounters.html' title='House Kithbaend: Ocean Encounters'/><author><name>Mike F</name><uri>https://plus.google.com/111440701230529140897</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='//lh5.googleusercontent.com/-5yTOrZPUilM/AAAAAAAAAAI/AAAAAAAADT4/2CJeqtfrlEA/s512-c/photo.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1321015350998409393.post-6164847637367903273</id><published>2012-11-16T21:58:00.000-10:00</published><updated>2012-11-17T23:19:44.094-10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='House Kithbaend'/><category scheme='http://www.blogger.com/atom/ns#' term='Aquendo'/><category scheme='http://www.blogger.com/atom/ns#' term='Faction Overview'/><title type='text'>House Kithbaend: Overview</title><content type='html'>&lt;b&gt;ABOUT THE DEATH LORDS AND SUBJECTS OF HOUSE KITHBAEND&lt;/b&gt;&lt;br /&gt;&lt;b&gt;Dhampir...&lt;/b&gt;&lt;br /&gt;... are humans possessing a supernatural lineage of demonic nature.&lt;br /&gt;... do not age once reaching physical maturity.&lt;br /&gt;... are sometimes cannibals, their hunger for human flesh and blood granting superhuman strength and physical resistances.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Necromancers&lt;/b&gt;&lt;br /&gt;... have the power to summon and sometimes bind the spirits of the dead, usually against their will.&lt;br /&gt;... tend to be aristocrats scholars guilders slavers and military officers.&lt;br /&gt;... often seek to someday become sorcerers.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Sorcerers&lt;/b&gt;&lt;br /&gt;... have been granted powers or forbidden knowledge by making a pact with some dark god or demonic spirit.&lt;br /&gt;... that owe their powers to Wiru serve as harbingers of death, collecting wayward souls.&lt;br /&gt;... that worship T'kuru are shunned for their lack of sanity and infectious madness.&lt;br /&gt;... that seek demons do so to secretly wrought the suffering of their enemies.&lt;br /&gt;... tend to be nobles and merchant lords.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Thralls...&lt;/b&gt;&lt;br /&gt;... are subservient and sentient flesh golems, raised and sold as property.&lt;br /&gt;... are stitched together from parts of embalmed and incomplete corpses, a spirit breathed into the body gives it life.&lt;br /&gt;... appearance is dependent on it's creator, ranging from horribly monstrous to hauntingly beautiful.&lt;br /&gt;... have a malleable intelligence, and upon creation no identity of self.&lt;br /&gt;... increasingly becomes malevolent as pain is experienced, and so most thrall masters strive to suppress pain.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;SOME HOLDINGS OF HOUSE KITHBAEND&lt;/b&gt;&lt;br /&gt;* &lt;b&gt;The T'lamry estates&lt;/b&gt;&amp;nbsp;on the island of&lt;b&gt; &lt;a href="http://terruizeng.blogspot.com/2012/11/house-kithbaend-bomkihe-island.html"&gt;Bomki'he&lt;/a&gt;&lt;/b&gt; are tended by thousands of thralls offering every known excess to the nobles of house Kithbaend and their guests. Ghoulish sentinels patrol the waters and forbidden zones where crops of intoxicants and poisons endemic to the island are grown.&lt;br /&gt;&lt;br /&gt;* The island of&amp;nbsp;&lt;b&gt;Ahiwa&lt;/b&gt;, it's abhorrent shores of tides lain low and wilderness decaying in languor is a preserve for the experiments of a coalition of sorcerers and necromancers, the elite &lt;b&gt;thrall manufacturers&lt;/b&gt; of house Kithbaend. Within the charnel towers &amp;nbsp;built upon devilmade islands of the murky inner lagoons are esoteric laboratories churning clouds of miasma and rotting fumes. Here dwells shrouded horrors and sorrowful spirits yearning for their stolen oblivion.&lt;br /&gt;&lt;br /&gt;* &lt;b&gt;Irta'bu&lt;/b&gt; is an inland fortress that lies just beyond the death moted plains of the island&amp;nbsp;&lt;b&gt;Qilho&lt;/b&gt;; where dead warriors rise at night to mock battle, their corpses now little more than dust formed apparitions locked in eternal warfare. Within the innards of still stone chambers is &lt;b&gt;the tattered lich king&amp;nbsp;Helgul&lt;/b&gt;, commanding &lt;b&gt;shadowthrall agents&lt;/b&gt; in every dark recess throughout Aquendo in service of house Kithbaend.&lt;br /&gt;&lt;br /&gt;*&amp;nbsp;&lt;b&gt;Ylesia&lt;/b&gt;, is a lone port overpopulated by &lt;b&gt;spirits seeking refuge&lt;/b&gt; from the underworld or the judgment of some wrathful god or another. Beyond the&amp;nbsp;heavily fortified waterfront is a decimated megacity now a mountain of ruins. Here&lt;b&gt; necromantic slavers &lt;/b&gt;steal ashore to wrest the remnants of the dead from their eternal rest. Here devils and darker things imprison those souls into servitude and submission. Buried beneath the abyssal rubble tombs and crumbled towers are the riches of &lt;b&gt;Old Ylesia&lt;/b&gt;, the subject of many stories told by refugee spirits to those willing to stay awhile to listen.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;UPCOMING POSTS&lt;/b&gt;&lt;br /&gt;&lt;a href="http://terruizeng.blogspot.com/2012/11/house-kithbaend-ocean-encounters.html"&gt;Ocean Encounter Seeds&lt;/a&gt; and Island Encounter Seeds...</content><link rel='replies' type='application/atom+xml' href='http://terruizeng.blogspot.com/feeds/6164847637367903273/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://terruizeng.blogspot.com/2012/11/house-kithbaend-overview.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/6164847637367903273'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/6164847637367903273'/><link rel='alternate' type='text/html' href='http://terruizeng.blogspot.com/2012/11/house-kithbaend-overview.html' title='House Kithbaend: Overview'/><author><name>Mike F</name><uri>https://plus.google.com/111440701230529140897</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='//lh5.googleusercontent.com/-5yTOrZPUilM/AAAAAAAAAAI/AAAAAAAADT4/2CJeqtfrlEA/s512-c/photo.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1321015350998409393.post-1223878986443585470</id><published>2012-11-10T03:00:00.000-10:00</published><updated>2012-11-18T01:26:05.521-10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Aquendo'/><category scheme='http://www.blogger.com/atom/ns#' term='Terruizengan Island Groups'/><category scheme='http://www.blogger.com/atom/ns#' term='Overview'/><title type='text'>Terruizeng: The Aquendoan Archipelago</title><content type='html'>&lt;b&gt;A DESCRIPTION OF THE AQUENDOAN ARCHIPELAGO&lt;/b&gt;&lt;br /&gt;Dozens upon dozens of rocky atolls cluster around thirteen larger masses where kingdoms rise and fall like the tides. The currents and winds from many edges of the storm passes through these islands carrying refugees, artifacts, and remnants of shattered lands.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Thirteen islands&lt;/b&gt;&amp;nbsp;wondrously vast with it's sea cave pocked jagged cliffs, stacks of eroded coasts towering like rocky teeth, and sprawling parkland like some verdant desert broken up only by lazy rivers gentle hills and sparse forests.&amp;nbsp;&lt;b&gt;Abundant throughout&lt;/b&gt; the main islands are metals and valuable minerals of a startling variety. The mountains here are worn down by both the elements and it's inhabitants. Quarries are commonplace, as are subterranean tunnels and halls, many flooded and sludge filled, endeavors long abandoned or tapped out of all there was to offer.&amp;nbsp;The results of this activity are plainly seen upon these islands in the form of &lt;b&gt;trade cities&lt;/b&gt; and fortresses of the &lt;b&gt;merchant lords&lt;/b&gt;; the spaces between littered with the ruins of innumerable fallen kingdoms and empires.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;THE GREAT HOUSES&lt;/b&gt;&lt;br /&gt;There are currently six merchant houses controlling the trade across the thirteen main islands of Aquendo and it's many, many atolls.&amp;nbsp;Trade in the Aquendoan Archipelagos revolves around&amp;nbsp;&lt;b&gt;goods produced from things that regularly wash ashore&lt;/b&gt;, and recovered&amp;nbsp;&lt;b&gt;artifacts of lost civilizations.&amp;nbsp;&lt;/b&gt;While each house it's own laws and trade agreements, those involved and the history they carry are complicated and so there are several factions with their own ideological pursuits within.&lt;br /&gt;&lt;br /&gt;* &lt;b&gt;&lt;a href="http://terruizeng.blogspot.com/2012/11/house-kithbaend-overview.html"&gt;House Kithbaend&lt;/a&gt; &lt;/b&gt;has made their fortune through selling tireless slaves. Dregs of the sea, unwanted refugees and the like bound to eternal unrest by Kithbaend &lt;b&gt;Deathlords&lt;/b&gt;. Rotting corpses and nearly bleached bones hang from the hull of their barges while en route to the next trade port while the nobles enjoy their spoils within the bowels of the ship.&lt;br /&gt;&lt;br /&gt;* &lt;b&gt;House Sargon&lt;/b&gt; are descended from peoples of a devastated wasteland. With the arrival of their ancestors came waves of&lt;b&gt; transmutative pollution&lt;/b&gt;. They inhabit the southwestern aberrant islands, areas poisonous to all but their own kind. While the majority of the mutations caused by the atomic energies the island now holds are deforming debilitating or plain useless, many are beneficial and have accelerated their peoples technology. They command &lt;b&gt;airships&lt;/b&gt;, and boast possession of&lt;b&gt; firearms &lt;/b&gt;that along with the natural defenses of their inhospitable homeland has made the great house powerful.&lt;br /&gt;&lt;br /&gt;* &lt;b&gt;House of Owatak&lt;/b&gt; are said to be most benevolent. Newly arrived they have constructed a &lt;b&gt;mighty citade&lt;/b&gt;l on &amp;nbsp;an eastern island's shore, tamed the surrounding landscape of warring tribes and expelled demonic creatures that plagued the area. Upon their&lt;b&gt; silvery ark&lt;/b&gt; they brought animals and plants from their distant shores and reinvigorated their environment which today is lush and abundant. They also have slain the false gods of the land in the name of their true god, toppled and burned the native temples and places of worship, and have enthralled the locals into servitude, working their fields, and carrying out projects of tremendous labor. Still, their ships are a welcome sight at places experiencing times of famine, they gift food and &lt;b&gt;miraculous medicines&lt;/b&gt; with no need for compensation. They ask only for space to construct a place from which they may worship their&lt;b&gt; one true god&lt;/b&gt;.&lt;br /&gt;&lt;br /&gt;* &lt;b&gt;House Irutas&lt;/b&gt; rules a sky borne kingdom, motes of floating earth orbiting slowly over the south sea vortexes. Tangled forests of strange vines, molds, ferns, and twisting trees link motes together forming&lt;b&gt; mote chains&lt;/b&gt; spread across miles and ranging from just above sea level to thousands of feet high. The way structures are built here, if it weren't for the ocean it would be difficult to tell which way was up or down. The rulers of Irutas are &lt;b&gt;winged folk&lt;/b&gt;, their natural abilities a suitable advantage. The sky kingdom is most know for hosting regular &lt;b&gt;martial arts tournament&lt;/b&gt;s pitting champions from throughout Terruizeng and beyond against one another. It is an ancient tradition that the kingdom is almost wholly centered upon, and every excess that can be purchased by silver and gold is to be found here.&lt;br /&gt;&lt;br /&gt;* &lt;b&gt;House Boha'e'ha'e&lt;/b&gt; have built monolithic dark temples over active volcanoes in central Aquendo. They are humanoids&lt;b&gt; born of stone&lt;/b&gt;, they spend a lot of their time in slumber or &lt;b&gt;veneration of their goddesses&lt;/b&gt; when not laboring over&lt;b&gt; esoteric constructions&lt;/b&gt; upon their fiery island. As one would suspect they are most rich in valuable metals and precious stones. They rarely sail as their incredible weight works against them. They have little need for trade from the outside, but hold interest and admiration for oddities and artifacts from the outside world. Tradeports on their islands are established by outsiders in good standings with them.&lt;br /&gt;&lt;br /&gt;*&lt;b&gt; House Qahamatu&lt;/b&gt;&amp;nbsp;are the unified descendants of the original tribal peoples of Aquendo ruled by the &lt;b&gt;king of kings Hepukabhevvl&lt;/b&gt;. They are the most widespread power with a presence on nearly every island &amp;nbsp;throughout Aquendo, and originally established the&lt;b&gt; guilds&lt;/b&gt; that have kept relative peace through trade throughout the islands. The house is unified by the laws of the king of kings, but enmities among rival tribes still holds root.</content><link rel='replies' type='application/atom+xml' href='http://terruizeng.blogspot.com/feeds/1223878986443585470/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://terruizeng.blogspot.com/2012/11/terruizeng-aquendoan-archipelago.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/1223878986443585470'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/1223878986443585470'/><link rel='alternate' type='text/html' href='http://terruizeng.blogspot.com/2012/11/terruizeng-aquendoan-archipelago.html' title='Terruizeng: The Aquendoan Archipelago'/><author><name>Mike F</name><uri>https://plus.google.com/111440701230529140897</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='//lh5.googleusercontent.com/-5yTOrZPUilM/AAAAAAAAAAI/AAAAAAAADT4/2CJeqtfrlEA/s512-c/photo.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1321015350998409393.post-3772925520103667734</id><published>2012-11-08T17:17:00.002-10:00</published><updated>2012-11-09T01:01:46.528-10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='FLAILSNAILS'/><title type='text'>Divergent Continuities for FLAILSNAILS PCs</title><content type='html'>There have been a few posts lately on how to handle items FLAILSNAILS PCs(FPCs) bring with them to different worlds(posts found &lt;a href="http://monstermanualsewnfrompants.blogspot.com/2012/11/flailsnail-out-of-town-item-side-effects.html"&gt;here&lt;/a&gt;, &lt;a href="http://zzarchov.blogspot.com/2012/11/new-diet-flailsnails-flailsnails-zero.html"&gt;here&lt;/a&gt;, &lt;a href="http://metalvsskin.blogspot.com/2012/11/interdimensional-bureau-of-standards.html"&gt;here&lt;/a&gt;, and &lt;a href="http://reynaldogamingsoap.blogspot.com/2012/11/barovania-difficulty-settings.html"&gt;here&lt;/a&gt;). I noticed a big spike especially from &lt;a href="http://wampuscountry.blogspot.com/2012/03/walking-between-worlds.html"&gt;an old post&lt;/a&gt; by Erik of Wampus Country.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;There a few of things you should expect to deal with when running a FLAILSNAILS game:&lt;/b&gt;&lt;br /&gt;* Expendable items and resources like torches, rations and the like become superfluous.&lt;br /&gt;* Hit Points are also a non-issue as FPCs that end a session alive will likely show up by the next one with full hp, possibly more than they had the previous session after leveling up in other campaigns.&lt;br /&gt;* You will always have to deal with whether or not to allow weird or high tech items in your campaign, which is really part of the fun, and not so much of an issue as a DM will come up with rulings on the spot or use a table similar to that which Erik, Scrap, and Zzarchov came up with.&lt;br /&gt;* Loot can never have any sort of relevance to the campaign beyond the immediate session, as with rotating casts of players an item that may be of interest to the PCs or an NPC in your campaign is more likely to end up in some random other FLAILSNAILS game. Which leads to the previous point. On the flipside curse items are great for this(such as Zzarchov's bundle of neverending burdens basket, heh).&lt;br /&gt;&lt;br /&gt;Because these are things that always come up, the standard FLAILSNAILS campaign really &lt;b&gt;only ever works as a picaresque campaign&lt;/b&gt; where cashing in loot for gold is the main objective. But who ever runs rules as is?&lt;br /&gt;&lt;br /&gt;For the most recent campaign I ran for Terruizeng I decided not to run a FLAILSNAILS game, but eventually I decided to allow FPCs into my campaign, in a way. My setting lends well to diverse and strange character types, but I didn't want to deal with the above points. Instead I decided to let the players know that the FPC that entered my gameworld was an alternate continuity version that could not leave that setting. They were free to play with their FPC in other worlds but would have to keep separate records of each character, FPC Prime, and FPC-Two.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Creating a divergent continuity is cool for the following reasons:&lt;/b&gt;&lt;br /&gt;* In the way that What Ifs and Infinite Earths are awesome.&lt;br /&gt;* Weird and high tech items imported to the campaign are unique, likely advantageous, and can have a longer lasting impact on the setting since it stays in the setting. For example the odd item may actually become a legendary artifact some day.&lt;br /&gt;* Expendables matter as does tracking hit points and the passage of time. This may be a pro or a con depending on what sort of campaign you're running.&lt;br /&gt;* Interesting items will be more relevant in your setting, they will not just up and disappear or be immediately cashed in for gold/xp.</content><link rel='replies' type='application/atom+xml' href='http://terruizeng.blogspot.com/feeds/3772925520103667734/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://terruizeng.blogspot.com/2012/11/divergent-continuities-for-flailsnails.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/3772925520103667734'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/3772925520103667734'/><link rel='alternate' type='text/html' href='http://terruizeng.blogspot.com/2012/11/divergent-continuities-for-flailsnails.html' title='Divergent Continuities for FLAILSNAILS PCs'/><author><name>Mike F</name><uri>https://plus.google.com/111440701230529140897</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='//lh5.googleusercontent.com/-5yTOrZPUilM/AAAAAAAAAAI/AAAAAAAADT4/2CJeqtfrlEA/s512-c/photo.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1321015350998409393.post-9096815967447711945</id><published>2012-11-08T03:00:00.000-10:00</published><updated>2012-11-13T22:10:55.377-10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Standard Classes'/><category scheme='http://www.blogger.com/atom/ns#' term='Mechanics'/><category scheme='http://www.blogger.com/atom/ns#' term='Cleric Magic'/><title type='text'>The LotFP Cleric in Terruizeng</title><content type='html'>Here is a hack for the clerical magic system in LotFP.&lt;br /&gt;&lt;br /&gt;Clerics, known as sorcerers priests and shaman in Terruizeng are everywhere.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;IN TERRUIZENG...&lt;/b&gt;&lt;br /&gt;...use of written language is only among rulers, high chiefs, and the elite merchant lords to facilitate trade between distant islands. Magic is practiced in a primal form, orated and performed through chants rituals dance and song.&lt;br /&gt;&lt;br /&gt;...magic is passed on to mortals through the&amp;nbsp;Atua; spirits and godly beings that walks among mortals and rules over physical domains.&lt;br /&gt;&lt;br /&gt;...there are no scrolls, but instead images of the Atua in which spirits or portions thereof reside, able to grant powers to their faithful worshipers.&lt;br /&gt;&lt;br /&gt;...spells are not researched but prayed for, sacrifices are made, and the Atua may grant such powers if appeased.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;A DESCRIPTION OF IMAGES&lt;/b&gt;&lt;br /&gt;Carved and bound by natural materials of wood plant and stone. Most images carried by a Cleric are small enough to be held in one hand. Greater images are statues surrounded by walls protecting unworthy eyes, and built upon altars of stone and earth, the center of many temples and shrines.&lt;br /&gt;&lt;br /&gt;The spirits that resides in these images of Atua are often ancestral, descended from the Atua the image represents. Being in possession of such an image most often means having some lineage to the Atua. This is not always the case, but those in possession of an image are only granted it's power through worship and devotion of the residing spirit. A captured Atua is likely to bring down a curse upon it's captors.&lt;br /&gt;&lt;br /&gt;Either jealously guarded or benevolently bestowed are the spells gifted by the Atua. The Cleric spells found in the LotFP rules set are common to many Atua, but not all Atua have access to the whole of magical knowledge. Each Atua however possesses unique spells and abilities it may grant to the most worthy(use the research spell rules for this). Below is a table of 20 well known Images and the first level Cleric spells commonly associated with the Atua.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;IMAGE OF... AND ASSOCIATED SPELLS&lt;/b&gt;&lt;br /&gt;&lt;b&gt;1&lt;/b&gt; - &lt;b&gt;Tu, God of peace and war&lt;/b&gt;. Head and limbs are oversized, hair like jagged symmetrical leaves covers his back to the ground, expression stoic almost tired demeanor. &lt;br /&gt;I:&amp;nbsp;&lt;i&gt;Bless,&amp;nbsp;Command,&amp;nbsp;Protection from Evil*.&lt;/i&gt;&lt;br /&gt;&lt;b&gt;2&lt;/b&gt; - &lt;b&gt;Roho, God of the harvest&lt;/b&gt;. A crest of barbed spikes arcs over a tiny head upon a thick squat body, expression hungering, mouth filled with actual teeth. &lt;br /&gt;I:&amp;nbsp;&lt;i&gt;Purify Food &amp;amp; Drink*,&amp;nbsp;Turn Undead.&lt;/i&gt;&lt;br /&gt;&lt;b&gt;3&lt;/b&gt; - &lt;b&gt;Wiru, Ruler of the Underworld&lt;/b&gt;. Fibrous hair, shells for eyes, stitched mouth, limbs missing as though faded away. &lt;br /&gt;I:&amp;nbsp;&lt;i&gt;Command,&amp;nbsp;Detect Evil*,&amp;nbsp;Invisibility to Undead*.&lt;/i&gt;&lt;br /&gt;&lt;b&gt;4&lt;/b&gt; - &lt;b&gt;Kabu Onika, Goddess of Storms&lt;/b&gt;. Feminine figure, wreathed in intricate feather work. &lt;br /&gt;I:&amp;nbsp;&lt;i&gt;Protection from Evil*,&amp;nbsp;Purify Food &amp;amp; Drink*.&lt;/i&gt;&lt;br /&gt;&lt;b&gt;5&lt;/b&gt; - &lt;b&gt;Taharoa, God of the Ocean&lt;/b&gt;.&amp;nbsp;Diminutive&amp;nbsp;body, face like a fish, and towering scaled head dress. &lt;br /&gt;I:&amp;nbsp;&lt;i&gt;Cure Light Wounds*,&amp;nbsp;Purify Food &amp;amp; Drink*.&lt;/i&gt;&lt;br /&gt;&lt;b&gt;6&lt;/b&gt; - &lt;b&gt;Pono'ole, Aberrant God&lt;/b&gt;. Most varied and grotesque,extra limbs, bestial characteristics or features in wrong places. &lt;br /&gt;I:&amp;nbsp;&lt;i&gt;Command,&amp;nbsp;Invisibility to Undead*.&lt;/i&gt;&lt;br /&gt;&lt;b&gt;7&lt;/b&gt; - &lt;b&gt;Tane, God of Fertility&lt;/b&gt;. A strong digging stick ancient and weathered. &lt;br /&gt;I:&lt;i&gt;&amp;nbsp;Cure Light Wounds*,&amp;nbsp;Purify Food &amp;amp; Drink*.&lt;/i&gt;&lt;br /&gt;&lt;b&gt;8&lt;/b&gt; - &lt;b&gt;T'kuru, God of the ocean&lt;/b&gt;. &amp;nbsp;A squat monstrous body, face like an octopus, caked in dried ocean slime. &lt;br /&gt;I:&amp;nbsp;&lt;i&gt;Command,&amp;nbsp;Detect Evil*.&lt;/i&gt;&lt;br /&gt;&lt;b&gt;9&lt;/b&gt; - &lt;b&gt;Kele, Volcano Goddess&lt;/b&gt;. Lava rock carved smoothly in a feminine form, opal tear shaped eyes inset, hair of flowing plant filament. &lt;br /&gt;I:&amp;nbsp;&lt;i&gt;Protection from Evil*,&amp;nbsp;Remove Fear*.&lt;/i&gt;&lt;br /&gt;&lt;b&gt;10&lt;/b&gt; - &lt;b&gt;Naumahine, Dragon Goddess&lt;/b&gt;. Reptilian eyes covered in gold orange scales. &lt;br /&gt;I:&amp;nbsp;&lt;i&gt;Bless, Cure Light Wounds.&lt;/i&gt;&lt;br /&gt;&lt;b&gt;11&lt;/b&gt; - &lt;b&gt;Rahimahine, Dragon Goddess&lt;/b&gt;. Bloated body covered in dark green scales. &lt;br /&gt;I:&lt;i&gt;&amp;nbsp;Bless, Sanctuary.&lt;/i&gt;&lt;br /&gt;&lt;b&gt;12&lt;/b&gt; - &lt;b&gt;Taumahine, Dragon Goddess&lt;/b&gt;. Lithe form covered in turquoise scales. &lt;br /&gt;I:&amp;nbsp;&lt;i&gt;Bless, Purify Food &amp;amp; Drink*.&lt;/i&gt;&lt;br /&gt;&lt;b&gt;13&lt;/b&gt; - &lt;b&gt;Tawaku'ua, Hunting God&lt;/b&gt;. Rough, fibrous boar with tusks and claws of metal or stone. &lt;br /&gt;I:&amp;nbsp;&lt;i&gt;Bless,&amp;nbsp;Remove Fear*&lt;/i&gt;.&lt;br /&gt;&lt;b&gt;14&lt;/b&gt; - &lt;b&gt;Tawonoari'i, Outcast God&lt;/b&gt;. Algae covered coastal stone, cut in the form of a toothy maw. &lt;br /&gt;I:&amp;nbsp;&lt;i&gt;Remove Fear*,&amp;nbsp;Sanctuary.&lt;/i&gt;&lt;br /&gt;&lt;b&gt;15&lt;/b&gt; - &lt;b&gt;Wauo, Fishing God.&lt;/b&gt; Coral shaped like an eel, carefully wreathed in fine netting. &lt;br /&gt;I: &lt;i&gt;Protection from Evil*, Sanctuary.&lt;/i&gt;&lt;br /&gt;&lt;b&gt;16&lt;/b&gt; - &lt;b&gt;Wo'oihahea, Dragon God&lt;/b&gt;. Lizard like features covered in scales that shift in appearance to it's surroundings. &lt;br /&gt;I:&lt;i&gt;&amp;nbsp;Bless,&amp;nbsp;Command,&amp;nbsp;Cure Light Wounds*.&lt;/i&gt;&lt;br /&gt;&lt;b&gt;17&lt;/b&gt; - &lt;b&gt;Taku, Goddess of Sorcery&lt;/b&gt;. Figure of enemy, secreted and cloaked in thick cloth. &lt;br /&gt;I:&amp;nbsp;&lt;i&gt;Command, Remove Fear, Turn Undead.&lt;/i&gt;&lt;br /&gt;&lt;b&gt;18&lt;/b&gt; - &lt;b&gt;Tu'iarua, God of the Pits&lt;/b&gt;. Stone lantern in the shape of a horned face with sharp actual teeth which shines when lit. &lt;br /&gt;I:&amp;nbsp;&lt;i&gt;Command,&amp;nbsp;Detect Evil*,&amp;nbsp;Invisibility to Undead*.&lt;/i&gt;&lt;br /&gt;&lt;b&gt;19&lt;/b&gt; - &lt;b&gt;Tukurukuru, Canoemaker God&lt;/b&gt;. Feathers of many varied colors layers a carving of a bird. &lt;br /&gt;I:&amp;nbsp;&lt;i&gt;Detect Evil*, Protection from Evil*.&lt;/i&gt;&lt;br /&gt;&lt;b&gt;20&lt;/b&gt; - &lt;b&gt;Wau'iora, Healing God&lt;/b&gt;. Masterly carved mortar and pestle, checkered and geometric patterns. &lt;br /&gt;I:&amp;nbsp;&lt;i&gt;Bless,&amp;nbsp;Cure Light Wounds*, Purify Food &amp;amp; Drink*.&lt;/i&gt;</content><link rel='replies' type='application/atom+xml' href='http://terruizeng.blogspot.com/feeds/9096815967447711945/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://terruizeng.blogspot.com/2012/11/lotfp-clerics-in-terruizeng.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/9096815967447711945'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/9096815967447711945'/><link rel='alternate' type='text/html' href='http://terruizeng.blogspot.com/2012/11/lotfp-clerics-in-terruizeng.html' title='The LotFP Cleric in Terruizeng'/><author><name>Mike F</name><uri>https://plus.google.com/111440701230529140897</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='//lh5.googleusercontent.com/-5yTOrZPUilM/AAAAAAAAAAI/AAAAAAAADT4/2CJeqtfrlEA/s512-c/photo.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1321015350998409393.post-4482166189201189288</id><published>2012-11-06T03:00:00.000-10:00</published><updated>2012-11-13T22:08:05.388-10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Clerics'/><category scheme='http://www.blogger.com/atom/ns#' term='Humans'/><title type='text'>Those Who Worship the Atua of the Ocean between Worlds: I</title><content type='html'>Clerics, known as sorcerers priests and shamans in Terruizeng are everywhere. There are countless gods goddesses godlings demons devils and spirits throughout the oceanic realm, and the mortals refer to such beings as the &lt;b&gt;Atua&lt;/b&gt;, meaning powers or strength. Outside of the ocean between worlds these beings lived in a world separated from the mortals, but here within the ever expanding cosmic storm the line that separates the world of the Atua and the mortals is so very thin.&lt;br /&gt;&lt;br /&gt;The Atua and mortals worlds are most strongly intertwined in the ocean between worlds. The dominions from which the Atua rules are physical places, most of which are inhabited by mortals, places where these mortals could end up at the end of their lives.&lt;br /&gt;&lt;br /&gt;While the Atua rules and walks among mortals their power is commensurate with the belief of their dutiful worshipers and so most will protect those who sustain their life within this realm. Those who the Atua favor are taught spells and sometimes granted supernatural abilities. Here are some examples of such characters found throughout the ocean between worlds(note that values use the silver standard):&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Champion of Heng, the Thunder God HD3+2&lt;/b&gt;(16hp)&lt;b&gt;&amp;nbsp;AC14 Attack 1&lt;/b&gt;(Stormbow 2d4 thunder dmg) &lt;b&gt;Abilities&lt;/b&gt;(&lt;i&gt;Summon Rain -&lt;/i&gt;&amp;nbsp;ritual takes 1d4 hours during which rolling thunderous clouds will gather and let loose a torrential downpour, dissipating after 1d20 hours.) &lt;b&gt;Move&lt;/b&gt;&amp;nbsp;180'&amp;nbsp;&lt;b&gt;Trappings&lt;/b&gt;: &lt;u&gt;Headdress&lt;/u&gt;, dark gray feathers and lightning bolt symbols(20sp); &lt;u&gt;Amber jewelry&lt;/u&gt;, earrings and an amulet(300sp); &lt;u&gt;Stormbow&lt;/u&gt;, 2d4 thunder dmg(100sp); &lt;u&gt;Leather loincloth&lt;/u&gt;(3cp) &lt;b&gt;Duties&lt;/b&gt;: Agricultural, Protection of the Tribe, Sacrifices offerings of food, domesticated animals, or prized possessions&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Chosen of Hotoru, the Wind God HD2&lt;/b&gt;(7hp)&lt;b&gt;&amp;nbsp;AC18&lt;/b&gt;(moves like the wind, +1 to all saves)&lt;b&gt;&amp;nbsp;Attacks 2&lt;/b&gt;(Bolt 1d10 lightning dmg) &lt;b&gt;Abilities&lt;/b&gt;(&lt;i&gt;Grow/Wither Crops -&lt;/i&gt;&amp;nbsp;ritual requires a sacrifice of a domesticated animal of unusual breed, will cause favorable winds and weather for the season, or unfavorable conditions for the crops of an enemy.)&amp;nbsp;&lt;b&gt;Move&lt;/b&gt;&amp;nbsp;150'&amp;nbsp;&lt;b&gt;Trappings&lt;/b&gt;: &lt;u&gt;Fur cap&lt;/u&gt;(10cp); &lt;u&gt;Fur tunic&lt;/u&gt;(15cp) &lt;b&gt;Duties&lt;/b&gt;: Agricultural, Protection of the Tribe, Battle, Sacrifices the juices of berries harvested from the previous harvest&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Servant of the Snake Man HD5&lt;/b&gt;(19hp)&lt;b&gt; AC18&lt;/b&gt;(skin like rainbow colored scales)&lt;b&gt;&amp;nbsp;Abilities&lt;/b&gt;(&lt;i&gt;Control Reptile -&lt;/i&gt;&amp;nbsp;can summon and control 3d6HD worth of reptiles, each hour of summoning calls 1d4HD worth of reptiles.&lt;i&gt;&amp;nbsp;Worshiped by Reptiles -&lt;/i&gt;&amp;nbsp;will not be attacked by any reptile, even those under magical influence.)&amp;nbsp;&lt;b&gt;Move&lt;/b&gt;&amp;nbsp;150'&amp;nbsp;&lt;b&gt;Trappings&lt;/b&gt;: &lt;u&gt;Leather loincloth&lt;/u&gt;(3cp); &lt;u&gt;Emerald jewelry&lt;/u&gt;, amulet(750sp) &lt;b&gt;Duties&lt;/b&gt;: Protection of reptile territories, Battle, Sacrifices items that would cause harm or entrapment of a reptile&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Dragonrider of Anu, the Sky God HD8&lt;/b&gt;(40hp)&lt;b&gt; AC18&lt;/b&gt;(brass plate armor)&lt;b&gt;&amp;nbsp;Attacks 1&lt;/b&gt;(Brass Mace 1d10) &lt;b&gt;Abilities&lt;/b&gt;(&lt;i&gt;Commanding Presence -&lt;/i&gt;&amp;nbsp;+4 to reaction rolls.&amp;nbsp;&lt;i&gt;Favorable Wind -&lt;/i&gt;&amp;nbsp;the wind always blasts in a direction favored by the dragonrider. &lt;i&gt;Summon Dragon -&lt;/i&gt;&amp;nbsp;performing a ritual that takes 24 hours calls forth a dragon(fire, poison, lightning, ice, or thunder) with the following stats&lt;b&gt; HD10 AC18 Attacks 3&lt;/b&gt;(Bite 1d8/Claw 1d6/Claw 1d6 - or - Breath Attack d8 in a 30' blast) the dragon will fight until either reduced to half it's starting hit points, or a day has passed when it will let the rider dismount and return to it's place of slumber. &lt;b&gt;Trappings&lt;/b&gt;: &lt;u&gt;Brass Skullcap&lt;/u&gt;(10sp); &lt;u&gt;Brass plate armor&lt;/u&gt;, AC18(500sp);&amp;nbsp;&lt;u&gt;Kilt&lt;/u&gt;, white with red trimming(15cp); &lt;u&gt;Azure jewelry&lt;/u&gt;, necklace(800sp); &lt;u&gt;Brass Mace&lt;/u&gt;, 1d10dmg(15sp). &lt;b&gt;Duties&lt;/b&gt;: King, War, Sacrifices gems given as tribute&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Scion of Anshar, the Night God HD 6&lt;/b&gt;(17hp)&lt;b&gt; AC18&lt;/b&gt;(shadow shrouded)&lt;b&gt;&amp;nbsp;Abilities&lt;/b&gt;(&lt;i&gt;Shadow Step -&lt;/i&gt;&amp;nbsp;can teleport between any shadowed place, but only as fast as he can move. &lt;i&gt;Darkness Beam&lt;/i&gt;&amp;nbsp;- 1d8 cold dmg 30 yards.&amp;nbsp;&lt;i&gt;Catch Spells&lt;/i&gt;&amp;nbsp;- any spell cast on or nearby can be caught and saved to re-cast later by making a save vs. magic.)&amp;nbsp;&lt;b&gt;Move&lt;/b&gt;&amp;nbsp;90'&amp;nbsp;&lt;b&gt;Trappings&lt;/b&gt;: &lt;u&gt;Kilt&lt;/u&gt;, dark gray &lt;b&gt;Duties&lt;/b&gt;: Guard temple of Anshar, Sacrifice precious metals forgotten by it's owner&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Devotee of Ishtar, the Goddess of Love and War HD3&lt;/b&gt;(22hp) &lt;b&gt;AC16&lt;/b&gt;(bronze mail, immunity against any magical effects) &lt;b&gt;Attacks 2&lt;/b&gt;(as weapon, re-roll any dmg die once if the result is equal to half or less of it's range) &lt;b&gt;Trappings&lt;/b&gt;: &lt;u&gt;Clothing&lt;/u&gt;, fancy tunic, loin cloth, or light garbs(5sp); &lt;u&gt;Bronze mail&lt;/u&gt;, AC16(50sp); &lt;u&gt;Crowned helm&lt;/u&gt;(200sp); &lt;u&gt;Sapphire amulet&lt;/u&gt;(750sp); &lt;u&gt;Weapon&lt;/u&gt;, choose one: Long sword(d8), War mace(d8), or Great spear(d8). &lt;b&gt;Duties&lt;/b&gt;: Guard sacred site of Ishtar, Battle enemies of Ishtar, Sacrifice weapons that were worthy and dutiful&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Thrall of Nergal, God of the Underworld HD 6&lt;/b&gt;(24hp) &lt;b&gt;AC15&lt;/b&gt;(12 if shield has been thrown, never surprised, immune to spells of level equal to HD, and can never be attacked from behind) &lt;b&gt;Attacks 1&lt;/b&gt;(Shield attack 1d8 up to 120', automatically returns at the beginning of next round automatically hitting any in the way)&amp;nbsp;&lt;b&gt;Move&lt;/b&gt;&amp;nbsp;60'&amp;nbsp;&lt;b&gt;Trappings&lt;/b&gt;: &lt;u&gt;Void Shield&lt;/u&gt;, +3AC(1000sp); and&amp;nbsp;&lt;u&gt;Black Robe&lt;/u&gt;(5cp). &lt;b&gt;Duties&lt;/b&gt;: Guard Temple of Nergal, Sacrifices good creatures and enemies of Nergal.&lt;br /&gt;&lt;br /&gt;More to come!</content><link rel='replies' type='application/atom+xml' href='http://terruizeng.blogspot.com/feeds/4482166189201189288/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://terruizeng.blogspot.com/2012/11/those-who-worship-atua-of-ocean-between.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/4482166189201189288'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/4482166189201189288'/><link rel='alternate' type='text/html' href='http://terruizeng.blogspot.com/2012/11/those-who-worship-atua-of-ocean-between.html' title='Those Who Worship the Atua of the Ocean between Worlds: I'/><author><name>Mike F</name><uri>https://plus.google.com/111440701230529140897</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='//lh5.googleusercontent.com/-5yTOrZPUilM/AAAAAAAAAAI/AAAAAAAADT4/2CJeqtfrlEA/s512-c/photo.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1321015350998409393.post-3315500529963125527</id><published>2012-11-05T03:00:00.000-10:00</published><updated>2012-12-07T18:27:57.863-10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Character Generator'/><title type='text'>Generator for Terruizengan PCs living near the Storm's Edge</title><content type='html'>This was a lot of fun to write. Based it off of &lt;a href="http://hillcantons.blogspot.com/"&gt;Chris Kutalik&lt;/a&gt;'s background generator found in the Hill Cantons Compendium. Roll one up and let me know what you think in the comments!&lt;br /&gt;&lt;br /&gt;&lt;b&gt;SETTING: NEAR THE STORM'S EDGE OF TERRUIZENG...&lt;/b&gt;&lt;br /&gt;Beyond the malevolent horizon is an oceanic realm surrounded by a massive cosmic storm that rages across many worlds throughout the multiverse. Here compasses always points northwards towards the storm's edge, Terruizeng is a region of the oceanic realm that stretches for thousands of miles southwards and consists of&amp;nbsp;hundreds of islands.&lt;br /&gt;&lt;br /&gt;The campaign begins near the storm's edge on &lt;b&gt;Nen&lt;/b&gt;, a murky island of dagger sharp mountains and fog shrouded forests. The islanders have established a feudalistic society of chiefs and coastal tribes that stretches back for at least seven generations. In recent times the villages have become overpopulated, unable to sustain their numbers through their traditional means. Hunger has doomed many venturing deeper into the dark wilderness to hunt and forage for food. It is well known that the uplands are spirit haunted and ruled by beasts ancient and monstrous.&lt;br /&gt;&lt;br /&gt;Player characters are humans living in the &lt;b&gt;valley of Ho'okai&lt;/b&gt;, in contrast with the rest of the island it is an idyllic place. The valley is protected by treacherous mountains on all sides, its passes guarded by fierce warriors, its gentle slopes fertile, and its waters abundant.&amp;nbsp;It is a time of unparalleled prosperity for the valley folk of Ho'okai.&amp;nbsp;Through trade with neighboring villages this settlement has thrived and is currently in its early years of maritime exploration with its first wave of explorers bringing back rumors of new lands.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;BACKGROUND GENERATOR FOR THE NENITES OF HO'OKAI VALLEY&lt;/b&gt;&lt;br /&gt;Roll 4d20 and assign a result to each of the following tables(I-IV) in any order to generate your character's background. Each table grants the PC an additional die towards the three d6 used for rolling each of the characters starting ability scores, additional starting equipment, and/or some special ability. Note that coinage in this generator uses the silver standard.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;I. What you spent a lot of time as...&lt;/b&gt;&lt;br /&gt;&lt;u&gt;1 - Slave&lt;/u&gt;&amp;nbsp;living off unwanted lands. (+1d DEX) no starting wealth, heavy club or a dagger made of bone, and a +1 to the number of meals per day acquired on a successful Bushcraft check.&lt;br /&gt;&lt;u&gt;2 - Gardener&lt;/u&gt;&amp;nbsp;propagating endemic species of plant-life. (+1d WIS) stone hand knife, wooden pick, and some seeds, shoots, roots, or branches of a plant your family was known for.&lt;br /&gt;&lt;u&gt;3 - Farmer&lt;/u&gt;&amp;nbsp;working the land assigned them by their chief. (+1d STR) heavy digging stick, and able to dig through earth at twice the normal rate.&lt;br /&gt;&lt;u&gt;4 - Diver&lt;/u&gt;&amp;nbsp;spearing sea creatures, and foraging for shellfish and seaweed. (+1d CON) fishing spear or stone shelling knife, and a +1 in 6 chance when making Bushcraft checks along coastlines.&lt;br /&gt;&lt;u&gt;5 - Netter&lt;/u&gt;&amp;nbsp;going out to sea or upon rivers to catch sea creatures. (+1d DEX) can build fishing nets, this takes 2d4 hours for every 5' square, doubling the time if sufficient materials are not at hand.&lt;br /&gt;&lt;u&gt;6 - Trapper&lt;/u&gt;&amp;nbsp;setting traps upon waters to catch eels, fish, or prawns. (+1d INT) can build fishing traps woven from flexible stems, this takes 3 days and when complete gives a +2 in 6 chance when making Bushcraft checks along rivers.&lt;br /&gt;&lt;u&gt;7 - Hook and line fishermen&lt;/u&gt;&amp;nbsp;carving hooks and making lures&amp;nbsp;used both in shallow and deep water fishing. (+1d INT) generations old hook or lure made of bone, wood, or shell, grants +2 to rolls on meals worth of food from a successful Bushcraft checks made in shallow and deep waters.&lt;br /&gt;&lt;u&gt;8 - Clothmaker&lt;/u&gt;&amp;nbsp;pounding bark into fine cloth, and dyeing it with interesting patterns. (+1d CHA) fine loin cloth, wraparound, and cape.&lt;br /&gt;&lt;u&gt;9 - Fishpond builder&lt;/u&gt;&amp;nbsp;digging down into the earth, lining it with stones, and building sluice gates. (+1d INT or STR) with a basic knowledge of aquaculture you can build simple fishponds near sources of water which can be used to store live sea creatures.&lt;br /&gt;&lt;u&gt;10 - Animal trainer&lt;/u&gt;&amp;nbsp;domesticating, raising, and breeding animals. (+1d WIS) pet chicken, boar, or dog, and you can teach animals you've befriended simple tricks.&lt;br /&gt;&lt;u&gt;11 - Quarryfolk&lt;/u&gt;&amp;nbsp;extracting useful rocks and valuable stones from open pit mines. (+1d STR) stone picks used to perform the difficult task of extracting and cutting rocks at half the normal excavation rate of digging into earth.&lt;br /&gt;&lt;u&gt;12 - Weaver&lt;/u&gt;&amp;nbsp;collecting and weaving plant material used to make baskets, mats, sacks, bags, backpacks, &amp;nbsp;and wall panels. (+1d DEX) a sturdy backpack, and weaving new items takes a day for every 5cp the item is worth with sufficient materials at hand.&lt;br /&gt;&lt;u&gt;13 - Rope maker&lt;/u&gt;&amp;nbsp;using vines and fibrous material to make ropes, and nets. (+1d DEX) 100' of strong rope, able to make more at a rate of 5' per hour spent with sufficient materials at hand.&lt;br /&gt;&lt;u&gt;14 - Canoe maker&lt;/u&gt;&amp;nbsp;carving dugout canoes, and building outriggers. (+1d INT) stone adze, able to carve dugout canoes at a rate of 1sp per day with sufficient materials at hand.&lt;br /&gt;&lt;u&gt;15 - Chanter&lt;/u&gt;&amp;nbsp;learning the art of channeling energy through vocal energy and conveying layered messages. (+1d CHA) spending a turn chanting connects those present, you can choose to re-roll any one reaction die at the end of the chant.&lt;br /&gt;&lt;u&gt;16 - Dancer&lt;/u&gt;&amp;nbsp;learning the art of channeling energy through movement and dance. (+1d CHA) spending 1d4 turns dancing grants you a +1 on your next roll.&lt;br /&gt;&lt;u&gt;17 - Cook&lt;/u&gt;&amp;nbsp;preparing feasts, digging pit ovens, pounding poi. (+1d INT) wooden butchering knife, and when spending 1d4 hours preparing any meals at hand, eating it heals 1hp per HD possessed.&lt;br /&gt;&lt;u&gt;18 - Wood cutter&lt;/u&gt;&amp;nbsp;chopping down trees and hauling the wood to wherever it is needed. (+1d STR) stone adze, and you always ignore the first point of encumbrance.&lt;br /&gt;&lt;u&gt;19 - Astronomer&lt;/u&gt;&amp;nbsp;studying and attempting to understand heavenly phenomenons. (+1d WIS) re-roll any failed checks used to determine if you are lost so long as you can see the sky.&lt;br /&gt;&lt;u&gt;20 - Architect&lt;/u&gt;&amp;nbsp;building structures and foundations of wood and stone. (+1d INT) gain a +1 in 6 chance when making Architecture checks.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;II. Who raised you... Also roll a d12 on IIa:&lt;/b&gt;&lt;br /&gt;&lt;u&gt;1 - Grandpa&lt;/u&gt;&lt;br /&gt;&lt;u&gt;2 - Grandma&lt;/u&gt;&lt;br /&gt;&lt;u&gt;3 - Both grandparents&lt;/u&gt;&lt;br /&gt;&lt;u&gt;4 - Mom&lt;/u&gt;&lt;br /&gt;&lt;u&gt;5 - Dad&lt;/u&gt;&lt;br /&gt;&lt;u&gt;6 - Both parents&lt;/u&gt;&lt;br /&gt;&lt;u&gt;7 - Aunty&lt;/u&gt;&lt;br /&gt;&lt;u&gt;8 - Uncle&lt;/u&gt;&lt;br /&gt;&lt;u&gt;9 - Brother&lt;/u&gt;&lt;br /&gt;&lt;u&gt;10 - Sister&lt;/u&gt;&lt;br /&gt;&lt;u&gt;11 - First cousin&lt;/u&gt;&lt;br /&gt;&lt;u&gt;12 - Distant cousin&lt;/u&gt;&lt;br /&gt;&lt;u&gt;13 - Local hermit&lt;/u&gt;&lt;br /&gt;&lt;u&gt;14 - Local lesser priest&lt;/u&gt;&lt;br /&gt;&lt;u&gt;15 - Refugee from a destroyed village&lt;/u&gt;&lt;br /&gt;&lt;u&gt;16 - The whole village&lt;/u&gt;&lt;br /&gt;&lt;u&gt;17 - A wealthy family&lt;/u&gt;&lt;br /&gt;&lt;u&gt;18 - Retainer of the local chief&lt;/u&gt;&lt;br /&gt;&lt;u&gt;19 - Scion of the local chief&lt;/u&gt;&lt;br /&gt;&lt;u&gt;20 - A godling disguised as a commoner&lt;/u&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;IIa. How you were raised...&lt;/b&gt;&lt;br /&gt;&lt;u&gt;1 - Abused&lt;/u&gt;&amp;nbsp;(+1d CON)&lt;br /&gt;&lt;u&gt;2 - Neglected&lt;/u&gt;&amp;nbsp;(+1d STR)&lt;br /&gt;&lt;u&gt;3 - Orphaned&lt;/u&gt;&amp;nbsp;(+1d WIS)&lt;br /&gt;&lt;u&gt;4 - Strictly disciplined&lt;/u&gt;&amp;nbsp;(+1d INT)&lt;br /&gt;&lt;u&gt;5 - Overly protected&lt;/u&gt;&amp;nbsp;(+1d WIS)&lt;br /&gt;&lt;u&gt;6 - To be sneaky&lt;/u&gt;&amp;nbsp;(+1d DEX)&lt;br /&gt;&lt;u&gt;7 - To be a bully&lt;/u&gt;&amp;nbsp;(+1d STR)&lt;br /&gt;&lt;u&gt;8 - To stand up for the weak&lt;/u&gt;&amp;nbsp;(+1d STR)&lt;br /&gt;&lt;u&gt;9 - Picked on by others&lt;/u&gt;&amp;nbsp;(+1d CON)&lt;br /&gt;&lt;u&gt;10 - To be ambitious&lt;/u&gt;&amp;nbsp;(+1d CHA)&lt;br /&gt;&lt;u&gt;11 - To be kind&lt;/u&gt;&amp;nbsp;(+1d WIS)&lt;br /&gt;&lt;u&gt;12 -&amp;nbsp;&lt;/u&gt;&lt;u&gt;Given a leisurely life&lt;/u&gt;&amp;nbsp;(+1d CHA)&lt;br /&gt;&lt;br /&gt;&lt;b&gt;III. Thinking about when were a little kid, this memory comes up often...&lt;/b&gt;&lt;br /&gt;&lt;u&gt;1 - Whoever was raising you died&lt;/u&gt;&amp;nbsp;(+1d ANY)&lt;br /&gt;&lt;u&gt;2 - Being hungry during a long drought&lt;/u&gt;&amp;nbsp;(+1d CON)&lt;br /&gt;&lt;u&gt;3 - Learning how to fight&lt;/u&gt;&amp;nbsp;(+1d STR)&lt;br /&gt;&lt;u&gt;4 - Getting beat up, a lot&lt;/u&gt;&amp;nbsp;(+1d CON)&lt;br /&gt;&lt;u&gt;5 - Being lost at sea&lt;/u&gt;&amp;nbsp;(+1d WIS)&lt;br /&gt;&lt;u&gt;6 - Mauled by a monster and survived&lt;/u&gt;&amp;nbsp;(+1d CON) Roll a d6 on IIIa for a description.&lt;br /&gt;&lt;u&gt;7 - Going fishing, a lot&lt;/u&gt;&amp;nbsp;(+1d INT)&lt;br /&gt;&lt;u&gt;8 - Being on your own for a long while&lt;/u&gt;&amp;nbsp;(+1d WIS)&lt;br /&gt;&lt;u&gt;9 - Running around with a gang of other kids&lt;/u&gt;&amp;nbsp;(+1d CHA)&lt;br /&gt;&lt;u&gt;10 - Diving from a steep cliff into that deep spot off the coast&lt;/u&gt;&amp;nbsp;(+1d DEX)&lt;br /&gt;&lt;u&gt;11 - Climbing the highest tree in the valley&lt;/u&gt;&amp;nbsp;(+1d STR)&lt;br /&gt;&lt;u&gt;12 - Escaping from a monster in the forest&lt;/u&gt;&amp;nbsp;(+1d ANY) Roll a d6 on IIIa for a description.&lt;br /&gt;&lt;u&gt;13 - Being haunted by the ghost of a dead relative&lt;/u&gt;&amp;nbsp;(+1d WIS) Roll a d12 on II to determine who.&lt;br /&gt;&lt;u&gt;14 - Getting swept a mile out to sea and having to swim back to shore&lt;/u&gt;&amp;nbsp;(+1d STR)&lt;br /&gt;&lt;u&gt;15 - Losing your home to flooding to a heavy storm&lt;/u&gt;&amp;nbsp;(+1d CON)&lt;br /&gt;&lt;u&gt;16 - Being robbed by bandits&lt;/u&gt;&amp;nbsp;(+1d WIS)&lt;br /&gt;&lt;u&gt;17 - Loved one killed by a monster&lt;/u&gt;&amp;nbsp;(+1d ANY) Roll a d6 on IIIa for a description.&lt;br /&gt;&lt;u&gt;18 -&amp;nbsp;&lt;/u&gt;&lt;u&gt;Stealing food from a neighboring village&lt;/u&gt;&amp;nbsp;(+1d DEX)&lt;br /&gt;&lt;u&gt;19 - Avoiding being seen by a monster&lt;/u&gt;&amp;nbsp;(+1d DEX) Roll a d6 on IIIa for a description.&lt;br /&gt;&lt;u&gt;20 - Whoever was raising you being killed for a crime&lt;/u&gt;&amp;nbsp;(+1d ANY) Roll a d6 on IIIb for the crime.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;IIIa. Local monsters&lt;/b&gt;&lt;br /&gt;&lt;u&gt;1 - Boua'ai&lt;/u&gt;&amp;nbsp;carrion eating bird tall as a giant man, crimson tinted gray feathers, serrated beak and claws&lt;br /&gt;&lt;u&gt;2 - Tuwi&lt;/u&gt;&amp;nbsp;reptiles the size of boars, known to snatch children and kill livestock&lt;br /&gt;&lt;u&gt;3 - Toreha noroha&lt;/u&gt;&amp;nbsp;a rock-like land lizard the size of a canoe with fins and rows of razor sharp teeth.&lt;br /&gt;&lt;u&gt;4 - Ha'au bu'eo&lt;/u&gt;&amp;nbsp;a lanky flightless owl with clawed hands beneath wings, covered in feather-like scales.&lt;br /&gt;&lt;u&gt;5 - Wahaia&lt;/u&gt;&amp;nbsp;a scaly humanoid with elongated torso and limbs, feathers for hair, and powerful wings.&lt;br /&gt;&lt;u&gt;6 - Kaiwohi bua'a&lt;/u&gt;&amp;nbsp;a giant hairy talking boar with a nightmarish voice, and who can walk like a man.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;IIIb. Crimes that were punishable by death&lt;/b&gt;&lt;br /&gt;&lt;u&gt;1 - Murder or conspiring to&lt;/u&gt;&lt;br /&gt;&lt;u&gt;2 - Entering forbidden grounds&lt;/u&gt;&amp;nbsp;such as temples and holdings of a chief&lt;br /&gt;&lt;u&gt;3 - Stealing from a chief or priest's holdings&lt;/u&gt;&lt;br /&gt;&lt;u&gt;4 - Fishing, Harvesting, or Hunting on certain grounds during forbidden times&lt;/u&gt;&lt;br /&gt;&lt;u&gt;5 - Proselytizing or worship of foreign gods&lt;/u&gt;&lt;br /&gt;&lt;u&gt;6 - Stepping in the shadow of a chief&lt;/u&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;IV. Something you had to deal with growing up...&lt;/b&gt;&lt;br /&gt;&lt;u&gt;1 - Someones life depending on you&lt;/u&gt;&amp;nbsp;(+1d ANY) Roll a d12 on II to determine who.&lt;br /&gt;&lt;u&gt;2 - Betrayed by a loved one&lt;/u&gt;&amp;nbsp;(+1d WIS) Roll a d12 on II to determine who.&lt;br /&gt;&lt;u&gt;3 - Covering up a crime&lt;/u&gt;&amp;nbsp;(+1d CHA) Roll a d6 on IIIb for the crime.&lt;br /&gt;&lt;u&gt;4 - Rebuilding a destroyed home&lt;/u&gt;&amp;nbsp;(+1d CON)&lt;br /&gt;&lt;u&gt;5 - Catching a thief that's been stalking your home&lt;/u&gt;&amp;nbsp;(+1d INT)&lt;br /&gt;&lt;u&gt;6 - Responsible a loved one being killed by a monster&lt;/u&gt;&amp;nbsp;(+1d WIS) Roll a d12 on II for who, and a d6 on IIIa for what.&lt;br /&gt;&lt;u&gt;7 - Entangled in a love affair&lt;/u&gt;&amp;nbsp;(+1d CHA)&lt;br /&gt;&lt;u&gt;8 - Repelling bandits who have been harassing your home&lt;/u&gt;&amp;nbsp;(+1d STR)&lt;br /&gt;&lt;u&gt;9 - Living in an area that flooded constantly&lt;/u&gt;&amp;nbsp;(+1d WIS)&lt;br /&gt;&lt;u&gt;10 - Rebuilding your life after losing everything&lt;/u&gt;&amp;nbsp;(+1d INT)&lt;br /&gt;&lt;u&gt;11 - Constant brawling&lt;/u&gt;&amp;nbsp;(+1d STR)&lt;br /&gt;&lt;u&gt;12 - Catching a disease from some foreigner&lt;/u&gt;&amp;nbsp;(+1d CON)&lt;br /&gt;&lt;u&gt;13 - Gambling away your home&lt;/u&gt;&amp;nbsp;(+1d WIS)&lt;br /&gt;&lt;u&gt;14 - Being heavily demanded by the local chief because of your trade&lt;/u&gt;&amp;nbsp;(+1d CHA)&lt;br /&gt;&lt;u&gt;15 - Having to regularly travel across hazardous grounds due to your trade&lt;/u&gt;&amp;nbsp;(+1d DEX)&lt;br /&gt;&lt;u&gt;16 - Getting severely beaten for being unable to pay a debt&lt;/u&gt;&amp;nbsp;(+1d CON)&lt;br /&gt;&lt;u&gt;17 - Reoccurring dreams of your ancestor&lt;/u&gt;&amp;nbsp;(+1d INT)&lt;br /&gt;&lt;u&gt;18 - Taking on a refugee under your trade&lt;/u&gt;&amp;nbsp;(+1d WIS)&lt;br /&gt;&lt;u&gt;19 - Blackmailed by a relative&lt;/u&gt;&amp;nbsp;(+1d CHA) Roll a d12 on II to determine who, and a d6 on IIIb for why.&lt;br /&gt;&lt;u&gt;20 -&amp;nbsp;&lt;/u&gt;&lt;u&gt;Escaping to a temple of refuge after committing a crime&lt;/u&gt;&amp;nbsp;(+1d ANY) Roll a d6 on IIIb for the crime.&lt;br /&gt;&lt;br /&gt;For each of the following ability scores: Charisma, Constitution, Dexterity, Intelligence, Strength, and Wisdom; roll 3d6 plus any background dice that came up for each ability. Keep and total the highest 3 dice to determine your final ability score.&lt;br /&gt;&lt;br /&gt;Next, choose your character's class.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;CLASSES&lt;/b&gt;&lt;br /&gt;Players have a choice of three classes from the &lt;a href="http://www.lotfp.com/RPG/uploads/downloads/GrindhouseRulesMagicFree.zip"&gt;LotFP:WFRP rules set&lt;/a&gt;: Fighter, Specialist, and Cleric.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Fighters &lt;/b&gt;are warriors, mercenaries, raiders, soldiers and bodyguards. Upon leveling up they simply get better at fighting as their to hit bonus is equal to their class level. Here are &lt;a href="http://terruizeng.blogspot.com/2012/07/warriors.html"&gt;some examples of Fighters&lt;/a&gt;&amp;nbsp;living near the storm's edge.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Specialists&lt;/b&gt; are guilders, alchemists, wayfinders, healers, and thieves. Upon leveling up they gain points to spend on improving their specialized skill sets. There are three additional skills not found in the LotFP rules set: &lt;a href="http://terruizeng.blogspot.com/2012/11/the-lotfp-specialist-in-terruizeng.html"&gt;Alchemy, Herbalism, and Wayfinding&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Clerics&lt;/b&gt; are sorcerers, priests, and shamans. Upon leveling up they become increasingly capable of casting more often and more powerful spells. They learn spells through worship of Atua, the spirits and gods of Terruizeng.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;A PC can have multiple classes&lt;/b&gt;. XP is spent to level up a PC's class. The number of XP needed to level up a class is determined by taking the XP required for the next level of the class, and subtracting the XP required for the current level of the class. If the class is not the PCs starting class, the XP required for the next level is doubled.&lt;br /&gt;&lt;br /&gt;PCs that multiclass into a Cleric will have to first find an Atua that will teach them spells.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;OTHER CLASSES&lt;/b&gt;&lt;br /&gt;Magic Users are unique characters as written language is rare, reserved mainly for communication between high chiefs and merchant lords. Those Magic Users found throughout Terruizeng are however known to take on apprentices.&lt;br /&gt;&lt;br /&gt;Classes for demihuman, humanoids, and other odd intelligent folks both civilized and savage are not available for starting players. Instead such characters can be allied with during play, some may even serve as henchmen during the course of a character's adventuring career. In the case of a henchperson inheriting a dead or lost PCs wealth, the player can then take control of the henchperson as their PC.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;STARTING ADVENTURING GEAR&lt;/b&gt;&lt;br /&gt;Your class determines how many rolls you get on any of the tables below:&amp;nbsp;Fighters have 5d4;&amp;nbsp;Specialists have 3d4;&amp;nbsp;Clerics have 2d4.&lt;br /&gt;&lt;br /&gt;A character may not do any more damage than the highest result of their hit die and so a fighter can normally do 8 dmg at most, a specialist 6 dmg max, and a magic user 4 dmg max. For a multiclassed PC use the highest HD. Strength bonuses raises a characters maximum damage. All starting weapons are made of either &lt;a href="http://terruizeng.blogspot.com/2012/11/stone-and-wooden-weapons.html"&gt;wood or stone and can be damaged&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Minor Weapons do d4 dmg...&lt;/b&gt;&lt;br /&gt;1 - Simple club;&amp;nbsp;2 - Stone dagger; 3 - Bludgeon dagger; 4 - Wooden shield*&lt;br /&gt;* increases AC by 1 against melee attacks, and 2 against ranged attacks&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Small weapons do d6 dmg...&lt;/b&gt;&lt;br /&gt;1 - Stone hand axe;&amp;nbsp;2 - Long blade wooden dagger;&amp;nbsp;3 - Stone mace;&amp;nbsp;4 - Wooden javelin&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Medium weapon do d8 dmg...&lt;/b&gt;&lt;br /&gt;1 - Stone mace;&amp;nbsp;2 - Stone flail;&amp;nbsp;3 - Spiked club;&amp;nbsp;4 - Fanged wooden sword&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Great weapons do d10 dmg...&lt;/b&gt;&lt;br /&gt;1 - Stone warhammer;&amp;nbsp;2 - Heavy two-handed club;&amp;nbsp;3 - Wooden trident;&amp;nbsp;4 - Stone battleaxe&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Ranged weapons...&lt;/b&gt;&lt;br /&gt;1 - Stone throwing hammer d6 dmg(10'/20'/30')&lt;br /&gt;2 - Longbow d6 dmg(50'/600'/900')&lt;br /&gt;3 - Short bow d6 dmg(50'/300'/450')&lt;br /&gt;4 - Sling d4 dmg(50'/300'/450')&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Armors...&lt;/b&gt;&lt;br /&gt;1 - None AC 12&lt;br /&gt;2 - Leather armor AC 14&lt;br /&gt;3 - Hide armor AC 15&lt;br /&gt;4 - Scaled hide armor AC 16&lt;br /&gt;&lt;br /&gt;&lt;b&gt;BEGINNING SPELLS FOR CLERICS&lt;/b&gt;&lt;br /&gt;&lt;a href="http://terruizeng.blogspot.com/2012/11/lotfp-clerics-in-terruizeng.html"&gt;Go here to generate beginning spells.&lt;/a&gt;</content><link rel='replies' type='application/atom+xml' href='http://terruizeng.blogspot.com/feeds/3315500529963125527/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://terruizeng.blogspot.com/2012/11/generator-for-terruizengan-pcs-living.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/3315500529963125527'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/3315500529963125527'/><link rel='alternate' type='text/html' href='http://terruizeng.blogspot.com/2012/11/generator-for-terruizengan-pcs-living.html' title='Generator for Terruizengan PCs living near the Storm&apos;s Edge'/><author><name>Mike F</name><uri>https://plus.google.com/111440701230529140897</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='//lh5.googleusercontent.com/-5yTOrZPUilM/AAAAAAAAAAI/AAAAAAAADT4/2CJeqtfrlEA/s512-c/photo.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1321015350998409393.post-5613379085310984804</id><published>2012-11-04T03:00:00.000-10:00</published><updated>2012-11-04T13:00:14.140-10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mechanics'/><title type='text'>Stone and Wooden Weapons</title><content type='html'>The most common weapons in Terruizeng are made of stone and wood mainly. Standard iron weapons in D&amp;amp;D do exist, but mainly in certain island groups that are abundant in metals. I've been uncertain how to handle the prevalence of wooden and stone weapons mechanically for awhile until I read Brendan's post on &lt;a href="http://untimately.blogspot.com/2012/11/silvered-weapons.html"&gt;Silvered Weapons&lt;/a&gt;&amp;nbsp;which proposes that silver weapons are prone to becoming damage with each hit, with a 1 in 6 chance(a separate d6 being rolled along with the to-hit roll), that the weapon becomes ineffective as a silvered weapon until repaired.&lt;br /&gt;&lt;br /&gt;I don't care much for the idea of rolling an extra die for each attack, but I do like the idea of weapons being subject to damage:&lt;br /&gt;&lt;br /&gt;&lt;b&gt;REPAIRING DAMAGED STONE AND WOODEN WEAPONS&lt;/b&gt;&lt;br /&gt;* Wooden weapons used against an AC of chain or higher takes a point of damage on an attack roll of 1 or 20.&lt;br /&gt;* Stone weapons used against an AC of chain or higher takes a point of damage on an attack roll equal to the targets AC.&lt;br /&gt;* The standard iron weapons of D&amp;amp;D are treated normally.&lt;br /&gt;&lt;br /&gt;Each point of damage imposes a equal penalty to the weapons damage rolls. When the total damage points equals half the damage dies maximum result, the weapon breaks and is useless.&amp;nbsp;It takes a turn and a successful Tinkering check to repair a point of damage.&amp;nbsp;If broken, all damage points must be repaired before the weapon becomes useful again.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;---&lt;/div&gt;&lt;br /&gt;What will likely happen is that PCs will be carrying backup weapons a lot which makes henchmen and hirelings all the more useful. Finding safe places to rest and repair items will also be crucial. I'm hoping the abundance of stone and wooden weapons and rarity of iron weapons will have a sort of post apocalyptic vibe to it. Here are &lt;a href="http://terruizeng.blogspot.com/2012/07/weapons.html"&gt;some examples of weapons made of stone and wood&lt;/a&gt; for Terruizeng.&lt;br /&gt;&lt;br /&gt;What do you all think?</content><link rel='replies' type='application/atom+xml' href='http://terruizeng.blogspot.com/feeds/5613379085310984804/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://terruizeng.blogspot.com/2012/11/stone-and-wooden-weapons.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/5613379085310984804'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/5613379085310984804'/><link rel='alternate' type='text/html' href='http://terruizeng.blogspot.com/2012/11/stone-and-wooden-weapons.html' title='Stone and Wooden Weapons'/><author><name>Mike F</name><uri>https://plus.google.com/111440701230529140897</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='//lh5.googleusercontent.com/-5yTOrZPUilM/AAAAAAAAAAI/AAAAAAAADT4/2CJeqtfrlEA/s512-c/photo.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1321015350998409393.post-6545320931725176849</id><published>2012-11-03T03:00:00.001-10:00</published><updated>2012-12-13T00:44:48.577-10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Mechanics'/><title type='text'>The LotFP Specialist in Terruizeng</title><content type='html'>Here is a hack of the LotFP skill list for Terruizeng.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;ADDITIONAL SKILL RULINGS&lt;/b&gt;&lt;br /&gt;&lt;b&gt;Architecture&lt;/b&gt; and &lt;b&gt;Climbing&lt;/b&gt;: see LGe pg 30. Architecture is also used to build both temporary and permanent structures. Build times and costs will be described in a future post.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Open Doors&lt;/b&gt;: see LGe pg 30. Also used to chop down trees, dig pits, and carve stone.&amp;nbsp;The number of successful checks needed to accomplish these activities, along with how many turns each check takes is determined by the DM.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Languages&lt;/b&gt;: see LGe pg 36. Terruizengans share a common language with dialects that are close enough that the various peoples can communicate with one another most effectively. Written language is rare, a thing reserved to facilitate trade between merchant lords and high chiefs.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Searching&lt;/b&gt;,&amp;nbsp;&lt;b&gt;Sleight of Hand&lt;/b&gt;, and&lt;b&gt; Stealth&lt;/b&gt;: see LGe pg. 41.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Sneak Attack&lt;/b&gt;: works as described.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Tinkering&lt;/b&gt;: see LGe pg. 42. Also used to build or repair simple tools and weapons such as &lt;a href="http://terruizeng.blogspot.com/2012/11/stone-and-wooden-weapons.html"&gt;Stone and Wooden Weapons&lt;/a&gt;. The number of successful checks needed to accomplish the task, along with the how many turns each check takes is determined by the DM.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;NEW SKILLS&lt;/b&gt;&lt;br /&gt;&lt;b&gt;Alchemy&lt;/b&gt;: All classes begin with a 0 in 6 chance of using this skill. Used to identify&amp;nbsp;any unusual or extraordinary creature, plant, or mineral encountered as a source of alchemical components. A character with any skill points in Alchemy can also identify the properties of alchemical components found, and use identified components to prepare alchemical items as will be described in a future post.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Herbalism&lt;/b&gt;:&amp;nbsp;All classes have a 1 in 6 chance to do identify and harvest herbal components from a plant with either Healing or Harmful properties. These herbal components are used to make medicines and poisons as will be described in a future post.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Wayfinding&lt;/b&gt;:  All classes begin with a 0 in 6 chance of using this skill. While at sea studying the waves, and current position of the stars a character with skill points in Wayfinding can determine a number of things:&lt;br /&gt;* the location of landmasses up to the character’s level times a hundred miles away;&lt;br /&gt;* any underwater activity within the character’s level times five miles;&lt;br /&gt;* and also any seafaring activity within the character’s level times ten miles away.&lt;br /&gt;&lt;br /&gt;The wayfinder must spend an entire day attuning to the environment before using this skill. Checks are made just once per day. Engaging in any other activity penalizes the roll by a point for each hour spent, and if that roll is failed an entire day must once again be spent attuning before using the skill again.&lt;br /&gt;&lt;br /&gt;On a success the wayfinder is also never surprised by any ocean based encounter for that day, in addition to knowing the approximate distance and direction of nearby things.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;HEAVILY MODIFIED SKILL&lt;/b&gt;&lt;br /&gt;&lt;b&gt;Bushcraft skill works on a different scale.&lt;/b&gt;&amp;nbsp;All classes begin with a 1 in 6 chance of using this skill. This skill is used to butcher things for meat or parts. It is also used to successfully fish, trap, net, spear, gather, and forage for food in an area.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Butchering meat&lt;/b&gt;&amp;nbsp;takes&amp;nbsp;&lt;b&gt;1d4+2 turns for every 3HD&lt;/b&gt;&amp;nbsp;the creature possesses resulting in&amp;nbsp;&lt;b&gt;1d4 rations per HD&lt;/b&gt;.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Gathering and foraging&lt;/b&gt;&amp;nbsp;for food is simple enough, in general a PC can gather&amp;nbsp;&lt;b&gt;1d3 to 1d10 rations&lt;/b&gt;&amp;nbsp;worth of food over&lt;b&gt;&amp;nbsp;1d4+2 turns&lt;/b&gt;, depending on how abundant the area is.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;For ease of play food units are always counted as rations per day and it is assumed the player characters are either in possession of or able to scavenge enough materials to properly stow their food for transportation.&lt;br /&gt;&lt;br /&gt;Every 3 rations weighs as much as a standard item.&lt;br /&gt;&lt;br /&gt;Each day there is a 1 in 6 chance that a quarter of rations carried will become spoiled. If stowed away properly the chance of spoilage is a 1 in 12.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;---&lt;/div&gt;&lt;br /&gt;There are several places where I am promising to post further rules in the future. It'll likely appear in the following order: building structures, preparing healing items, poisons, and alchemical items.&lt;br /&gt;&lt;br /&gt;I have the structure done and most of these posts drafted up, but I'm not running this anytime soon so I plan to just let it sit for awhile and to take a look at it later to improve on it before sharing. I promise it will be up by Christmas at the very latest.</content><link rel='replies' type='application/atom+xml' href='http://terruizeng.blogspot.com/feeds/6545320931725176849/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://terruizeng.blogspot.com/2012/11/the-lotfp-specialist-in-terruizeng.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/6545320931725176849'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/6545320931725176849'/><link rel='alternate' type='text/html' href='http://terruizeng.blogspot.com/2012/11/the-lotfp-specialist-in-terruizeng.html' title='The LotFP Specialist in Terruizeng'/><author><name>Mike F</name><uri>https://plus.google.com/111440701230529140897</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='//lh5.googleusercontent.com/-5yTOrZPUilM/AAAAAAAAAAI/AAAAAAAADT4/2CJeqtfrlEA/s512-c/photo.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1321015350998409393.post-1989440104092042677</id><published>2012-11-02T05:00:00.000-10:00</published><updated>2012-12-15T18:48:52.611-10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='About'/><title type='text'>Beyond the Malevolent Horizon</title><content type='html'>&lt;b&gt;Not sure what this whole Terruizeng thing is all about? Read on!:&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;From across the multiverse worlds converge, consumed by a cosmic storm. The survivors of lands blasted, scorched, and drowned emerge to discover an ever expanding oceanic realm inhabited by remnants of civilizations from throughout time and space. How many lands, mortals, gods, demons, and devils have been stranded within this ocean between worlds is as unknown as how vast or ancient or whether the realm has any end.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://terruizeng.blogspot.com/2012/11/generator-for-terruizengan-pcs-living.html"&gt;Upon the storm's edge&lt;/a&gt; are many shattered continents now mostly barren islands in a primordial sea, broken and drifting as the storm sweeps outwards and the realm continues to grow. Debris and detritus here are caught by strong currents of the chaotic sea eventually washing upon some shore of a remnant island that survived generations before.&amp;nbsp;Some of these islands may be just as much of a wasteland as those upon the storm's edge. But there are others that flourish, verdant and abundant with wildlife strange and possibly intelligent life.&lt;br /&gt;&lt;br /&gt;Compasses here always points north towards the storm's edge. A god named Watari'i once journeyed for a thousand years south to discover the origin of the cosmic storm, returning to his homeland unsuccessful after two millennia with only stories and no clear answer.&lt;br /&gt;&lt;br /&gt;Watari'i told tales of his run ins with the Uldaran raiders, gilled savage tribes that plagued many islands. Further south he became embroiled in the affairs of the giant folk of Irthonesia, whose bloody tides of war stained the shores of their paradise kingdoms. Around the same time he encountered the &lt;a href="http://terruizeng.blogspot.com/2012/11/terruizeng-aquendoan-archipelago.html"&gt;merchant lords of Aquendo&lt;/a&gt;, who claimed their nation of kingdoms to the southwest to be the center of the realm. &amp;nbsp;Traveling much further still a massive snow blasted island, devoid of any signs of life. The ocean beyond the icy drifts felt endless from then on. Watari'i claimed to have sailed for perhaps centuries before returning home to his people...&lt;br /&gt;&lt;br /&gt;During his journey he befriended many native islanders along the way and shared his story of the various island groups separated hundreds and thousands of miles apart. Everywhere he went followers joined him on his generational journey, many leaving his service to settle upon new shores. Those who followed Watari'i throughout the realm came to identify themselves as a people and took the name of the great ship that brought them there: Terruizeng.</content><link rel='replies' type='application/atom+xml' href='http://terruizeng.blogspot.com/feeds/1989440104092042677/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://terruizeng.blogspot.com/2012/11/beyond-malevolent-horizon.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/1989440104092042677'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/1989440104092042677'/><link rel='alternate' type='text/html' href='http://terruizeng.blogspot.com/2012/11/beyond-malevolent-horizon.html' title='Beyond the Malevolent Horizon'/><author><name>Mike F</name><uri>https://plus.google.com/111440701230529140897</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='//lh5.googleusercontent.com/-5yTOrZPUilM/AAAAAAAAAAI/AAAAAAAADT4/2CJeqtfrlEA/s512-c/photo.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1321015350998409393.post-704788988888949591</id><published>2012-11-01T19:40:00.001-10:00</published><updated>2012-11-01T20:34:30.841-10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='game sessions'/><title type='text'>Merchant Lords of Aquendo Sessions 1 through 10</title><content type='html'>Running games on g+ is great. I've really come to prefer it to face to face games for simple convenience reasons. I don't need to drive, I can run and find games at odd times, and I get to game with cool people living hundreds of miles away.&lt;br /&gt;&lt;br /&gt;I ran a &lt;a href="https://docs.google.com/document/d/1Ia8IoKTSQteQDbmowAja0gX46l-1JKsalhPlBSxPKWQ/edit"&gt;Gamma World/Mutant Future/FLAILSNAILSbutnotreally hybrid&lt;/a&gt; for this, the system of which had it's ups and downs in my eyes. The thing I disliked off the bat grew on me, which was the weapons class vs. armor class table. In the end the inflated hit points and disparity of damage output by characters from various editions was too swingy for me and for future games I'll be running the LotFP hack I ran for the last campaign.&lt;br /&gt;&lt;br /&gt;As cool as some of the apps some gamers are working on for g+ hangouts, the only one I really use other than the chat window is the screenshare feature. With it I can draw stuff as I DM, which I'm used to doing in face to face games. This post briefly recaps the first 10 sessions of the Merchant Lords of Aquendo campaign. I didn't bribe the players with xp for sessions reports this time around. Wish I did though as I like reading those old session reports and I loathe doing them myself and did a real half assed job of it as can be seen in the copied and pasted reports I added to the first few screenshared sketches below:&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-M-srpKNM5ZM/UJNGcu9u3YI/AAAAAAAADOg/3JLUDAIUbG8/s1600/shipwreck.png"&gt;&lt;img border="0" height="246" src="http://2.bp.blogspot.com/-M-srpKNM5ZM/UJNGcu9u3YI/AAAAAAAADOg/3JLUDAIUbG8/s400/shipwreck.png" width="400" /&gt;&lt;/a&gt; &lt;/div&gt;&lt;div style="text-align: center;"&gt;Session 1 began off the coast off the coast of To'itu. From the exploration ship the Watari'i set out two adventurers of the great house Sargon along with their retainers during a heavy downpour. Their destination, a metal shipwreck upon the eastern shore of Tauaia, in the district of To'itu.  Needle shelled silver slimes, giant silver slugs, flying beaked radioactive fish with deadly poisonous tendrils killed one of the retainers.&amp;nbsp;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-NzV3BuGWW4M/UJNGNmxHwFI/AAAAAAAADOI/3gSsAjoXHvw/s1600/session2.png"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/-NzV3BuGWW4M/UJNGNmxHwFI/AAAAAAAADOI/3gSsAjoXHvw/s400/session2.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;Session 2 the destination this time around was an idyllic valley of seemingly abandoned colonial ruins on the northshore of Tauaia, in the district of Taroa. Upon the shore they meet a sixth adventurer, a subject of Chief Tekaru. Ag droids and guardbots with giant pistols for heads were destroyed and stripped for parts. Were sharks were encountered many times with the session ending in a chase as the party made a bee line straight for their ship with a half dozen were sharks in pursuit. Luckily there were gunners aboard.&amp;nbsp;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-0Aq5AzERsHM/UJNGZzvoMfI/AAAAAAAADOQ/8wYFGZtVIAk/s1600/session3.png"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-0Aq5AzERsHM/UJNGZzvoMfI/AAAAAAAADOQ/8wYFGZtVIAk/s400/session3.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;Session 3 SHARK ATTACK! canoe gets capsized on the way to the shore, party catches some cracks, kills wereshark brings body aboard ship to make a sharktooth club out of later. back to shore they need a good piece of wood for their club. they encounter a roboscarecrow while chopping wood who they free, it runs off after thanking the party, they chase, roboscarecrow gets weirded out from them following, lets party know he is headed to his masters cabin up in the woods for repairs,&amp;nbsp;they let him go but stalks roboscarecrow who after stalking for several hours runs into another wereshark and gets head ripped off. theydispose of were shark but roboscarecrows head is separated, they carry him and seekout the masters cabin, which they find after a few hours, but it is abandoned.&amp;nbsp;theyraid it for parts and supplies, and head back to shore(dice were nice and no encounters the rest of the way back), they return to ship successfully with several robotparts, the roboscarecrwo, and a roborepairkit. ittakes a few days but Qwyldas repairs the robot who is bummed to hear of the disappearance of its master, but now it has new masters and is totally stoked on that!&amp;nbsp;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-bvGj5N2ncSM/UJNGCtd_0AI/AAAAAAAADOA/lqE-Q_1SzvA/s1600/makosketch.png"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-bvGj5N2ncSM/UJNGCtd_0AI/AAAAAAAADOA/lqE-Q_1SzvA/s320/makosketch.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-LSN3Fd_f5pk/UJNFvlX9xsI/AAAAAAAADNY/8HxMm4s5pZ8/s1600/Mako.jpg"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/-LSN3Fd_f5pk/UJNFvlX9xsI/AAAAAAAADNY/8HxMm4s5pZ8/s320/Mako.jpg" /&gt;&lt;/a&gt; &lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://thegrandtapestry.blogspot.com/"&gt;Kyrinn&lt;/a&gt; one of my players took one of the quick scrawls I made during session 3 and made this awesome pic!&amp;nbsp;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-WiUl8X9mhHI/UJNFybXxT2I/AAAAAAAADNg/NVjEU3G-4_0/s1600/Session+4.png"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/-WiUl8X9mhHI/UJNFybXxT2I/AAAAAAAADNg/NVjEU3G-4_0/s400/Session+4.png" /&gt;&lt;/a&gt; &lt;/div&gt;&lt;div style="text-align: center;"&gt;Session 4 It was around here when I got lazy with my game reports. From memory the players explored the strange forest further inland of the To'itu district. The forest had many zones of darkness along with strange glowing plants that pulsed various colors like neon chrismas lights. Strange creatures encountered, a sorta guineapig-like elephant in the zones of darkness, a group of shambling and curious peles hair covered skeletons, a feathered orange mongoose the size of a great dane, it breathed orange poisonous gas and fought wildly, also a portion of the forest several hours in where the trees were like coral and insects like sea creatures flourished, they were attacked by schools of tiny brain hungry fish.&amp;nbsp;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-UVmcDvG3vd0/UJNF7HAiFZI/AAAAAAAADNo/8PF8rHMooDc/s1600/Session+5.png"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/-UVmcDvG3vd0/UJNF7HAiFZI/AAAAAAAADNo/8PF8rHMooDc/s400/Session+5.png" /&gt;&lt;/a&gt; &lt;/div&gt;&lt;div style="text-align: center;"&gt;Session  5-6 Further upland there was this ruined temple being laired by bandits who through sling stones that set ablaze upon being thrown. They looted the temple but the sense of anger they got from the wooden idol of a boar with iron tusks and toes made them turn tail before looting thoroughly. They raised one of the bandits who later took one for the team when they made their way back to the ship. At the coast they also met a friendly hobo who relayed some story bits about the shipwreck to the party. They also avoided some large creature in the waters. which the party attacked I think in the sixth session. Turned out it was a friendly giant turtle who "was only trying to help" as the turtle put it while fleeing slowly back into the ocean after rescuing one of their fallen friends&amp;nbsp;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-1qO89_iXbxA/UJNF-vMgPEI/AAAAAAAADNw/uxoyN_pRZNI/s1600/Session+6.png"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-1qO89_iXbxA/UJNF-vMgPEI/AAAAAAAADNw/uxoyN_pRZNI/s400/Session+6.png" /&gt;&lt;/a&gt; &lt;/div&gt;&lt;div style="text-align: center;"&gt;Session 7 and 8 brought a couple of hirelings. much time was spent trying to clear out the needle shelled silver slimes for a substantial reward. They also fought more of those fire slinging bandits, and freed a godling named Ohiaturo from being trapped in some spider grass for so long he lost all track of time. They were given the blessings of the sky goddess Kabu Onika, and upon one of the characters requesting to be taken in for training was told to find  the godling's hidden village in Mo'iti'i and he would train him.&amp;nbsp;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-xs5oJ4D0zZ4/UJNGbU0xMKI/AAAAAAAADOY/GJIzHBsvkgU/s1600/session8.png"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/-xs5oJ4D0zZ4/UJNGbU0xMKI/AAAAAAAADOY/GJIzHBsvkgU/s400/session8.png" /&gt;&lt;/a&gt; &lt;/div&gt;&lt;div style="text-align: center;"&gt;Session 9 took place in Mo'iti'i , the players needed to gather some food for the ship.  Strange things seen and encountered included the delicious flesh like spiky demon fruit, weird tracks like someone stabbing a sharp post into the ground, a very irate tiny smoky white colored bug that shot paralytic goo, and several large lizards bodies twice as long as a boar, hide like rocks, fins, and rows upon rows of teeth. The creatures laired in a ruined tower visible from the coast filled with all sorts of alchemical goods and gear.&amp;nbsp;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-2vdAVdvwaVU/UJNGAwhnU3I/AAAAAAAADN4/BPfVPdXiePs/s1600/Session+9.png"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-2vdAVdvwaVU/UJNGAwhnU3I/AAAAAAAADN4/BPfVPdXiePs/s400/Session+9.png" /&gt;&lt;/a&gt; &lt;/div&gt;&lt;div style="text-align: center;"&gt;Session 10 Featured a mad hermit, coconut bombs, and many many many explosions needle shelled slimes, and more of those fire slinging bandits. There was also that friendly hobo they met several sessions ago who they finally agreed to bring them aboard. The hobo had been living in this secret shelter with a redhead with a lot of luggage guarded by some sort of rock creature who accepted metals and the like as rent(coins were favored) Note: Save point was just where the session last ended. Might be awhile before I get back to running games again.&amp;nbsp;&lt;/div&gt;&lt;br /&gt;</content><link rel='replies' type='application/atom+xml' href='http://terruizeng.blogspot.com/feeds/704788988888949591/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://terruizeng.blogspot.com/2012/11/merchant-lords-of-aquendo-sessions-1.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/704788988888949591'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/704788988888949591'/><link rel='alternate' type='text/html' href='http://terruizeng.blogspot.com/2012/11/merchant-lords-of-aquendo-sessions-1.html' title='Merchant Lords of Aquendo Sessions 1 through 10'/><author><name>Mike F</name><uri>https://plus.google.com/111440701230529140897</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='//lh5.googleusercontent.com/-5yTOrZPUilM/AAAAAAAAAAI/AAAAAAAADT4/2CJeqtfrlEA/s512-c/photo.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/-M-srpKNM5ZM/UJNGcu9u3YI/AAAAAAAADOg/3JLUDAIUbG8/s72-c/shipwreck.png' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1321015350998409393.post-3268959675823375069</id><published>2012-10-31T14:12:00.000-10:00</published><updated>2012-11-03T23:44:57.112-10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Ruins'/><category scheme='http://www.blogger.com/atom/ns#' term='Swamp'/><category scheme='http://www.blogger.com/atom/ns#' term='Monsters'/><category scheme='http://www.blogger.com/atom/ns#' term='HD 2'/><category scheme='http://www.blogger.com/atom/ns#' term='Forest'/><title type='text'>Monster: Kitura'orok</title><content type='html'>&lt;b&gt;HD 2&lt;/b&gt;(5hp);&lt;b&gt;&amp;nbsp;AC 10; Attacks 1d6&lt;/b&gt;(Draining bite d3dmg, for every point of dmg a character takes, there is a 5% chance of becoming diseased. At the end of an extended rest make a save vs. disease or take a point of dmg in STR, DEX, and CON that cannot be healed until a successful save against this disease is made.)&amp;nbsp;&lt;b&gt;Flies&lt;/b&gt;&amp;nbsp;50'&lt;br /&gt;&lt;br /&gt;A translucent reptilian fly, head insectile with a long fanged snout, it's striped scaly abdomen the size of a fat rat, fly wings twice as long, six long legs like many thin snakes tiny fanged mouths on the end. It flies unpredictably, wobbling while hovering and because it is see through surprises on a 2 in 6.&lt;br /&gt;&lt;br /&gt;Found in windless mosquitobat infested areas, and is horribly diseased. The infected are stricken with fatigue and a light fever that intensifies during rest. Should the disease prevail the infected will become increasingly physically debilitated as heart rates slows, muscles stiffen, and chronic pain throughout hinders movement.&lt;br /&gt;&lt;br /&gt;Attacks only those it surprises for a round, otherwise will attempt to escape. If surprising it will&amp;nbsp;stalk the party for at least an hour, waiting for a chance to surprise any stray warm-blooded meals.&amp;nbsp;Attacks until it rolling a maximum result on any damage die meaning it is sated and will leave the party alone, never to return.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Wandering Monster encounters: Kitura'orok&lt;/b&gt;&lt;br /&gt;1 - 1d6 mosquitobats. If attacked there is a 1/6 chance 1d4 monsters will attempt to surprise both sides.&lt;br /&gt;2 - 1d4 dead mosquitobats. 1d4 monsters 2d6x10ft away, minus a monster for each mosquitobat corpse.&lt;br /&gt;3 -&amp;nbsp;Corpse of some NPC covered in bite marks, nearly bloodless. 1/6 chance of 1d4 monsters showing up.&lt;br /&gt;4 -&amp;nbsp;Some disease stricken NPC covered in bite marks. Pale shocked and barely able to walk.&lt;br /&gt;5 - 1d4 monsters 2d6x5 ft away, gorged a dark crimson brown about their own business.&lt;br /&gt;6 - 2d4 monsters 3d6x10ft away, hungry and surprising on a 3 in 6.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Mosquitobats&lt;/b&gt;&amp;nbsp;&lt;b&gt;HD 1&lt;/b&gt;(2hp);&amp;nbsp;&lt;b&gt;AC 13; Attacks 1&lt;/b&gt;(Drain blood 1 CON dmg);&amp;nbsp;&lt;b&gt;Flies&amp;nbsp;&lt;/b&gt;40'&amp;nbsp;&lt;b&gt;Morale&amp;nbsp;&lt;/b&gt;10</content><link rel='replies' type='application/atom+xml' href='http://terruizeng.blogspot.com/feeds/3268959675823375069/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://terruizeng.blogspot.com/2012/10/wandering-monster-kituraorok.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/3268959675823375069'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/3268959675823375069'/><link rel='alternate' type='text/html' href='http://terruizeng.blogspot.com/2012/10/wandering-monster-kituraorok.html' title='Monster: Kitura&apos;orok'/><author><name>Mike F</name><uri>https://plus.google.com/111440701230529140897</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='//lh5.googleusercontent.com/-5yTOrZPUilM/AAAAAAAAAAI/AAAAAAAADT4/2CJeqtfrlEA/s512-c/photo.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1321015350998409393.post-8067250962115573786</id><published>2012-10-17T09:50:00.002-10:00</published><updated>2012-12-15T18:46:13.187-10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Faction'/><category scheme='http://www.blogger.com/atom/ns#' term='Irthonesians'/><category scheme='http://www.blogger.com/atom/ns#' term='Faction Overview'/><category scheme='http://www.blogger.com/atom/ns#' term='Humans'/><title type='text'>The Court of Chief Tekaru</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-JzJ3OrUhBBc/UH8L5ZOIYfI/AAAAAAAADHM/kEbE_goTkAE/s1600/chief+tekaru.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="400" src="http://1.bp.blogspot.com/-JzJ3OrUhBBc/UH8L5ZOIYfI/AAAAAAAADHM/kEbE_goTkAE/s400/chief+tekaru.png" width="333" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;Before the merchant lords, before the aberrant plague,&amp;nbsp;&lt;b&gt;Tekaru Ekualo IV&lt;/b&gt;&amp;nbsp;ruled as&amp;nbsp;&lt;b&gt;high chief of Tauaia&lt;/b&gt;&amp;nbsp;for well over a generation. Two decades later he holds his title, but it no longer holds the same power it once did over the island. Rarely does he leave his vog shrouded stone palace, statue still throughout time upon his throne.&amp;nbsp;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;Over the past two decades Tekaru's once extensive house has been shattered. They once were only concerned with passing on their ancient traditions of the arts,&amp;nbsp;dance, chanting, and storytelling. Today&amp;nbsp;&lt;b&gt;the remnants of the chief's house&lt;/b&gt;&amp;nbsp;spend their days as little more than entertainment and pleasure slaves to the newly risen class of guilders in Gartanu.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;His lands are dying, the majority of his people have long been supplanted by outsiders, and his court today is a mix of puppet &lt;b&gt;Lesser Chiefs&lt;/b&gt;, scions of his own possessing foreign lineage serving the court as &lt;b&gt;High Priests&lt;/b&gt; of the island overseeing the &lt;b&gt;Lesser Priests&lt;/b&gt;, and a trio of &lt;b&gt;Sorcerers&lt;/b&gt; feared more by commoners than the enemies of the court:&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;b&gt;Tekaru Ekualo IV; High Chief of Tauaia. HD 12&lt;/b&gt;(52hp) &lt;b&gt;AC 14&lt;/b&gt;(Purple feather cape, invulnerable against fire and lava dmg) &lt;b&gt;Attacks 2&lt;/b&gt;(Ancestral staff of Kitari, 2d6/2d6 -or- Mind Blast, must have eye contact with target who is stunned for 1d4 round and must save vs. magic or take 4d6 dmg) &lt;b&gt;Trappings&lt;/b&gt;: &lt;u&gt;Chiefly garment&lt;/u&gt; of purple and yellow, silk waist and shoulder wrappings, patterns like sharp teeth(150gp); &lt;u&gt;Chief's feathered cape&lt;/u&gt;, purple(????gp); &lt;u&gt;Chief's crested feathered helm&lt;/u&gt;, purple (100gp); and&amp;nbsp;&lt;u&gt;Ancestral staff of Kitari&lt;/u&gt;, inhabited by an ancestral warrior whose fighting spirit grants its possessor 2 attacks per round each dealing 2d6 dmg(????gp).&amp;nbsp;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;b&gt;Lesser Chiefs of House Ekualo. HD 2 to 5 AC 13 Attacks 1&lt;/b&gt;(as weapon) &lt;b&gt;Trappings&lt;/b&gt;: &lt;u&gt;Fine silk clothing&lt;/u&gt;, purple and red(???gp); &lt;u&gt;Sandals&lt;/u&gt;(5gp); &lt;u&gt;1 weapon&lt;/u&gt;: War Club d8, Great Spear d10, Long Sword d8.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;/div&gt;&lt;br /&gt;&lt;b&gt;Some of the more common characteristics related to the House of Ekualo&lt;/b&gt;&lt;br /&gt;*&amp;nbsp;&lt;b&gt;Surnames&lt;/b&gt;: Ekualo, Keli'i'aka, Ike'hanu, and Arata'i.&lt;br /&gt;*&amp;nbsp;&lt;b&gt;Appearance&lt;/b&gt;: emaciated yet graceful, and poised; generally 6-8' tall, emerald eyes and dark wavy hair.&lt;br /&gt;*&amp;nbsp;&lt;b&gt;Trappings&lt;/b&gt;: fine feathered cloaks, capes, and crested helms of reds, purples, and blues. elaborate costumes and headdresses of leaves, flowers, and fine foreign silks.&lt;br /&gt;*&amp;nbsp;&lt;b&gt;Personality:&lt;/b&gt;&amp;nbsp;stoic, sullen, placated, in a haze, ambitious, and greedy.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;---&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;There are two &lt;b&gt;High Priests&lt;/b&gt;&amp;nbsp;serving as counselors of the high chief and overseer of the lesser priests, both noble youths with ties to the great houses of Aquendo: The&amp;nbsp;&lt;b&gt;dhampir Zatebu Kithbaend&lt;/b&gt;, son of Count Baldraith of House Kithbaend and Haoa, niece of Tekaru; and&lt;b&gt;&amp;nbsp;Kipiri Sargon&lt;/b&gt;, son of Prince Kioro of House Sargon and Dorotea, daughter of Tekaru:&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;b&gt;Zatebu Kithbaend, Dhampir.&lt;/b&gt; &lt;b&gt;HD 8&lt;/b&gt;(40hp)&lt;b&gt; AC 15&lt;/b&gt;(blessed, holy, and divine attacks does double dmg) &lt;b&gt;Attacks 3&lt;/b&gt;(Fang 1d6+2/Claw 1d6+2/Claw 1d6+2) &lt;b&gt;Abilities&lt;/b&gt;(&lt;i&gt;Feed&lt;/i&gt;, consumes the blood of a living creature who loses 1HD while the dhampir gains that HD for the next 1d4 weeks.)&amp;nbsp;&lt;b&gt;Trappings&lt;/b&gt;: Black and red feathered cape(???gp); &lt;u&gt;Priestly garb&lt;/u&gt;, white silk loincloth, shoulder wrapping, and wooden sandals(???gp); &lt;u&gt;Sacrificial club&lt;/u&gt;, thick koa cub, carved with images of Tu.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;b&gt;Kipiri Sargon, Sargonian Noble.&lt;/b&gt; &lt;b&gt;HD 3&lt;/b&gt;(15hp) &lt;b&gt;AC 16&lt;/b&gt;(Force field, +2 AC vs. ranged attacks)&lt;b&gt;&amp;nbsp;Attacks 1&lt;/b&gt;(Spray lead, save vs, dragons breath or target takes 2d4dmg, any near the target must also save or take half dmg) &lt;b&gt;Trappings&lt;/b&gt;: &lt;u&gt;Snazzy explorer's outfit&lt;/u&gt;(???gp); &lt;u&gt;Force field generator belt&lt;/u&gt;, grants an AC of 16(18 vs. ranged attacks), the battery gives 12 charges, a charge is used up each time the wearer takes more than 3 dmg(???gp); &lt;u&gt;Ancestral Shotgun&lt;/u&gt;&amp;nbsp;shots before reloading, 1 round to load 2 shots(???gp);&amp;nbsp;&lt;u&gt;Hunting knife&lt;/u&gt;, 1d6 dmg(???gp);&amp;nbsp;and &lt;u&gt;Leather hiking boots&lt;/u&gt;(???gp).&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;---&lt;/div&gt;&lt;br /&gt;There are dozens of&lt;b&gt;&amp;nbsp;Lesser Priests&lt;/b&gt;, each able to recognize &lt;b&gt;Atua(Gods and Spirits)&lt;/b&gt; both good and evil in the natural world, binding spirits by carving their images out of inhabited wood and stone. It is they who keep at bay the invasive and corrupting influence of Pono'ole whose spirit befell the rest of the island. Each lesser priest claims that their lineage can be traced to Wiru, ruler of the underworld.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Some common characteristics of Lesser Priests:&lt;/b&gt;&lt;br /&gt;*&amp;nbsp;&lt;b&gt;Surnames&lt;/b&gt;: Kea'aka, La'aka, Kapu'aka&lt;br /&gt;*&amp;nbsp;&lt;b&gt;Appearance&lt;/b&gt;: weary/darting/shifty eyes; dark/graying bushy hair, wild beard, circular tattoos of concentric broken layers down the center of body.&lt;br /&gt;*&amp;nbsp;&lt;b&gt;Trappings&lt;/b&gt;: dark feathered capes, crested helms, dark loin cloths, calabash, stone adze, iron carving tools.&lt;br /&gt;*&amp;nbsp;&lt;b&gt;Personality:&lt;/b&gt;&amp;nbsp;ranges from eerie calm to barely caged anger. Intimidating or threatening demeanor.&lt;br /&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;b&gt;Some Images of the Tauaian Atua&lt;/b&gt;. Materials used varies. Spirits usually appear with characteristics commonly associated with the major:&lt;br /&gt;1 - Image of Tu, head and limbs are oversized, hair like jagged symmetrical leaves covers his back to the ground, expression stoic almost tired demeanor.&lt;br /&gt;2 - Image of Roho, a crest of barbed spikes arcs over a tiny head upon a thick squat body, expression hungering, mouth filled with actual teeth&lt;br /&gt;3 - Image of Wiru, fibrous hair, shells for eyes, stitched mouth, limbs missing as though faded away.&lt;br /&gt;4 - Image of Kabu Onika, feminine figure, wreathed in intricate feather work.&lt;br /&gt;5 - Image of Taharoa, diminuitive body, face like a fish, and towering scaled head dress.&lt;br /&gt;6 - Image of Pono'ole, most varied and grotesque with extra limbs, bestial characteristics or features in the wrong places.&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;br class="Apple-interchange-newline" /&gt;---&lt;/div&gt;&lt;br /&gt;There are&amp;nbsp;&lt;b&gt;caretakers of these images who have no known names&lt;/b&gt;, their face masked when summoned along with their identities. They are both guardians and keepers of the Atua manifestations in the mortal realm. They live within stone walls and dark pits, protecting the images of the Atua. Their appearance compliments that of the image they possess, and heralds a ceremony or ritual of great importance to take place.&lt;br /&gt;&lt;br /&gt;&lt;div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;---&lt;/div&gt;&lt;div class="separator" style="clear: both;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both;"&gt;&lt;/div&gt;There are known to be three&lt;b&gt;&amp;nbsp;Sorcerers&lt;/b&gt;:&amp;nbsp;&lt;b&gt;Rulu Ahali, Ihade Polo&lt;/b&gt;, and&amp;nbsp;&lt;b&gt;Mudi Rahua&lt;/b&gt;&amp;nbsp;who pray to death any who oppose the great chief, wards off bad spirits, and breaks any curses that befalls the court and land. Rapacious and tyrannical elders they are, placated only by regular tribute from the commoners of the kingdom.&lt;br /&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both;"&gt;&lt;b&gt;Rulu(X13), Ihade(X8), and Mudi(X5); Irthonesian Sorcerers.&lt;/b&gt;&amp;nbsp;&lt;b&gt;HD 6&lt;/b&gt;(22hp)&lt;b&gt;&amp;nbsp;AC 12&lt;/b&gt;(&lt;i&gt;Warded Mind&lt;/i&gt;, +4 to saves vs. magic)&amp;nbsp;&lt;b&gt;Attacks 1&lt;/b&gt;(Giant serrated tooth dagger 1d4+1)&amp;nbsp;&lt;b&gt;Abilities&lt;/b&gt;(&lt;i&gt;Pray to Death&lt;/i&gt;, takes a turn to send a fiery ball of spirit fire a number of miles away equal to the sorcerers charisma score(X), against a target's family. Each family member must take turns making a save vs. magic or become deathly ill and lose 1HD. A successful save dispels the prayer's effects;&amp;nbsp;&lt;i&gt;Divine Killer's Identity&lt;/i&gt;, revealed to the sorcerer by burning a piece of the victims body and making a Save vs. Magic;&amp;nbsp;&lt;i&gt;Servant of the Poison God&lt;/i&gt;, knowledge of making a poisonous powder which whoever were to ingest it must save vs. poison or die. This takes an hour and the poison must be used within a day;&amp;nbsp;&lt;i&gt;Ward Evil Spirits&lt;/i&gt;, ritual used to prevent ethereal creatures of evil alignment from crossing a line. Takes a turn for every 100' long the line is. Lasts a number of days equal to the warders charisma score(X). An evil spirit can only cross the line if invited.)&amp;nbsp;&lt;b&gt;Trappings&lt;/b&gt;:&amp;nbsp;&lt;u&gt;Sorcerer's feathered cloak&lt;/u&gt;, gray(???gp);&amp;nbsp;&lt;u&gt;Giant serrated tooth dagger&lt;/u&gt;, +1 dmg(???); and&amp;nbsp;&lt;u&gt;Image of the Poison God&lt;/u&gt;, used to make a poison(???gp).&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://terruizeng.blogspot.com/feeds/8067250962115573786/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://terruizeng.blogspot.com/2012/10/the-court-of-chief-tekaru.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/8067250962115573786'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/8067250962115573786'/><link rel='alternate' type='text/html' href='http://terruizeng.blogspot.com/2012/10/the-court-of-chief-tekaru.html' title='The Court of Chief Tekaru'/><author><name>Mike F</name><uri>https://plus.google.com/111440701230529140897</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='//lh5.googleusercontent.com/-5yTOrZPUilM/AAAAAAAAAAI/AAAAAAAADT4/2CJeqtfrlEA/s512-c/photo.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/-JzJ3OrUhBBc/UH8L5ZOIYfI/AAAAAAAADHM/kEbE_goTkAE/s72-c/chief+tekaru.png' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1321015350998409393.post-7700864693929294272</id><published>2012-10-13T14:29:00.004-10:00</published><updated>2012-11-26T21:15:21.475-10:00</updated><title type='text'>Rumors on the District of Mo'iti'i</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;b&gt;Things that can be seen from off &lt;a href="http://terruizeng.blogspot.com/2012/09/tauaia-island-map-key.html"&gt;Tauaia's south coast&lt;/a&gt;:&amp;nbsp;&lt;/b&gt;&lt;br /&gt;* Stone warrior statues along the western mountain's ridge&lt;br /&gt;* Ruined tower a halfmile inland at the shore of the beach&lt;br /&gt;* Seaside cliff trails along the east mountain&lt;br /&gt;* Spires of stone all along the cave pocked south shoreline to the west of the beach.&lt;br /&gt;* A stone altar on the southern tip of the east mountain&lt;br /&gt;* The dense forest reaches anywhere from 30-50' throughout the district.&lt;br /&gt;* Along the red brown mountains the wilderness thins out greatly, mostly boulders and dry brush.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;12 Rumors of the District of Mo'iti'i&lt;/b&gt;&lt;br /&gt;1-Even during times of famine, the &lt;b&gt;highly contested&lt;/b&gt; verdant valley is always abundant with fruit.&lt;br /&gt;2-&lt;b&gt;Ancient tunnels&lt;/b&gt; connect the &lt;b&gt;southern sea caves&lt;/b&gt; to the caves of northern Makalua ridge.&lt;br /&gt;3-A strange plant that pulses bright colors has taken over the central area along the districts main road. This has locals worried, as the &lt;b&gt;old lilqui'i patch&lt;/b&gt; which it grew within has rotted since then.&lt;br /&gt;4-Just a generation ago a village flourished near Makalua. Today it is nowhere to be found, the only trace of it's existence lie in the stories and songs passed on from the local elders to youths.&lt;br /&gt;5-The warpriests of Gartanu have claimed &lt;b&gt;Tawaru, the ancient road of Mo'iti'i&lt;/b&gt; as their territory. It is lined with kapu signs, stone altars, and statues of wooden warriors.&lt;br /&gt;6-If you reach into the very bottom of a dark green pond near Makalua you can pull yourself into the underworld near &lt;b&gt;Wiru's shadowy palace&lt;/b&gt;.&lt;br /&gt;7-The Ku'uwaki mountain trails, along the gaze of &lt;b&gt;the stone warriors&lt;/b&gt; are kapu. Death comes to those who break kapu.&lt;br /&gt;8-Dozens of stone altars throughout the valley no longer in use have been taken over by the wilderness.&lt;br /&gt;9-There is an &lt;b&gt;old legend of the demon fruit&lt;/b&gt;, a fibrous, thick, fleshy and sweet fruit found only in this district. During a time of famine long pass, in order to save his starving family a man traded his soul to a demon in exchange for the seeds of this sharp spined fruit which dominates the valley.&lt;br /&gt;10-Gartanuans call Mo'iti'i&lt;b&gt; the Bloodlands&lt;/b&gt;. They say you cannot walk very far without finding some evidence of recent battle, or more commonly a bloody trail leading to a random corpse there.&lt;br /&gt;11-The crumbling tower overlooking the south shore is a recent construction. Some foreigner and his retinue tried settling upon the land. Chief Tekaru and his warriors slew them down to the last man before the tower was ever completed.&lt;br /&gt;12-Dozens of small streams vein the valley, thickly protected by trees and undergrowth. It is good luck to drink from these waters which is said to bestow the &lt;b&gt;blessings of Taharoa&lt;/b&gt; to those worthy.</content><link rel='replies' type='application/atom+xml' href='http://terruizeng.blogspot.com/feeds/7700864693929294272/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://terruizeng.blogspot.com/2012/10/moitii-district-on-island-of-tauaia.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/7700864693929294272'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/7700864693929294272'/><link rel='alternate' type='text/html' href='http://terruizeng.blogspot.com/2012/10/moitii-district-on-island-of-tauaia.html' title='Rumors on the District of Mo&apos;iti&apos;i'/><author><name>Mike F</name><uri>https://plus.google.com/111440701230529140897</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='//lh5.googleusercontent.com/-5yTOrZPUilM/AAAAAAAAAAI/AAAAAAAADT4/2CJeqtfrlEA/s512-c/photo.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1321015350998409393.post-63399062869242804</id><published>2012-09-29T20:00:00.000-10:00</published><updated>2012-12-04T22:49:30.778-10:00</updated><title type='text'>A Description of Tauaia Island</title><content type='html'>&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-XdOwYiO-BOk/UGffyxm7GuI/AAAAAAAAC3c/XT3cprubFAg/s1600/tauaia+1+mile+hexes.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" height="640" src="http://1.bp.blogspot.com/-XdOwYiO-BOk/UGffyxm7GuI/AAAAAAAAC3c/XT3cprubFAg/s640/tauaia+1+mile+hexes.png" width="612" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;&lt;span style="font-size: small; text-align: start;"&gt;Organized by district, the boundaries of which stretch from mountain to the sea:&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;b&gt;Noboruru on the north side&lt;/b&gt;&lt;br /&gt;* Polluted Harbor: ancient abandoned harbor; plankless pillars off sludged shores; wrecked rusted hulls&lt;br /&gt;* Obake Woods: silently still; light underbrush of ferns; dense copse of thin trees; uneven grounds&lt;br /&gt;* Ho’omaunauna Aina: towering remnants of stone and corroded metal; broken roads; wild grasslands&lt;br /&gt;* Po’apo’ai Falls: hilly swamplands; ancient muddy rubbled roads, flooded at sections&lt;br /&gt;* Po’apo’ai Mountain: 2,000’ sheer cliffed; holes along peaks facing many directions, hanging falls(N/W/S)&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Kohato to the northwest&lt;/b&gt;&lt;br /&gt;* Make Pali: rocky coast, 90’ sea cliff, manmade tunnels accessed by paths and lookout points from above&lt;br /&gt;* Forested Ruins: murky canals, lagoons; dense growth, palm trees; winding paths, rotted wood buildings&lt;br /&gt;* Ho’olilo Waters: dams, fish ponds; fortified farmsteads along mandmade streams; ancient tiered ag lands&lt;br /&gt;* Ho’olilo Ridge: 1,000’, throne shaped peak; large evergreen hardwood forest; cascading falls(N)&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Raha’i on the west side&lt;/b&gt;&lt;br /&gt;* Zengdalan Beach: broken sea wall paths hundreds of feet off coast; rock foundations; dark sea shrines&lt;br /&gt;* &lt;a href="http://terruizeng.blogspot.com/2012/08/the-citadel-of-gartanu.html"&gt;Gartanu&lt;/a&gt;: towering basalt stone walls; giant wooden warrior statues; busy trading port; haze of industry&lt;br /&gt;* Zengdalan River: powerful; treacherous; many falls; along the banks are dozens of crude stone statues&lt;br /&gt;* Mahi’ai Fields: tiered ag lands, stonewall boundaries; hundreds of primitive huts; many streams and dams&lt;br /&gt;* Uplands of the Ali’i: large evergreen hardwood forest, ancient fenced trails, fortified lodges, garden groves&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Tanuruk to the southwest&lt;/b&gt;&lt;br /&gt;* Weuweu: coastal fortress, massive tiered sea wall, artillery lined walls, towering central lighthouse&lt;br /&gt;* Ku uwaki Ridge: stone warrior statues along passes and upon peaks face east into a verdant canyon&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;a href="http://terruizeng.blogspot.com/2012/10/moitii-district-on-island-of-tauaia.html"&gt;Mo’iti’i across the south side&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;* The Bloodlands: wide canyon; many treacherous cliffside trails; dense, abundant tropical forest&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Mairua to the southeast&lt;/b&gt;&lt;br /&gt;* Honu Hills: thorny shrublands, sinkholes, hills upon hills like tiered slopes up the mountain&lt;br /&gt;* Hahai Kahua: humanoid skeletons tied to trees; thin lowland forest; little underbrush, sea breeze&lt;br /&gt;* Tapu Stream: ancient fishponds; thriving wildlife; blood stained altars along overgrown stone paths&lt;br /&gt;* Tapu Valley: massive banyans hundreds of feet tall; bird songs and rapid waters echo throughout&lt;br /&gt;&lt;br /&gt;&lt;b&gt;To’itu on the east side&lt;/b&gt;&lt;br /&gt;* Panoa Coast: islands of scrubland; expanse of red dirt and boulders; gulches; dry rocky creeks&lt;br /&gt;* Kupahana Stream: glows faintly oranges and greens at night, lazy stream, sheer jagged banks&lt;br /&gt;* Kupahana Forest: some plants pulse bright lights; coral like trees, zones of darkness; grass fields&lt;br /&gt;* Kupahana Uplands: mist shrouded massive evergreen hardwood forest; pools of ooze&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Toha to the northeast&lt;/b&gt;&lt;br /&gt;* Po’opai Fields: lava streams; dark stone fortresses; dozens of geysers along shore; &lt;br /&gt;* A’a’a Nui Mountain: dozens of cave entrances; ancient mountain trails; smashed stone temples&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Taroa upon the north shore&lt;/b&gt;&lt;br /&gt;* Nihoniho Pali: trails wind along steep seacliffs; pillars of eroded land, rocky shores, stone temples&lt;br /&gt;* Puka Rock: small islet, rocky deep shores; lightly forested; several sea caves; sinkholes&lt;br /&gt;* Plantation Ruins: gentle beach; quiet hilly valley; farmsteads; buildings line a central road upland&lt;br /&gt;* Uhiwai Stream: banks wide apart, uneasy slope, rushing waters barely diverts into farmstead channels&lt;br /&gt;* Uhiwai Forest: thick, viney canopy; roots are like steps on trails; bamboo groves; intertwined branches;&lt;br /&gt;* Uhiwai Uplands: swamplands; stepping stone trails; tall brush; mangrove islands; huts on stilts</content><link rel='replies' type='application/atom+xml' href='http://terruizeng.blogspot.com/feeds/63399062869242804/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://terruizeng.blogspot.com/2012/09/tauaia-island-map-key.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/63399062869242804'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/63399062869242804'/><link rel='alternate' type='text/html' href='http://terruizeng.blogspot.com/2012/09/tauaia-island-map-key.html' title='A Description of Tauaia Island'/><author><name>Mike F</name><uri>https://plus.google.com/111440701230529140897</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='//lh5.googleusercontent.com/-5yTOrZPUilM/AAAAAAAAAAI/AAAAAAAADT4/2CJeqtfrlEA/s512-c/photo.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/-XdOwYiO-BOk/UGffyxm7GuI/AAAAAAAAC3c/XT3cprubFAg/s72-c/tauaia+1+mile+hexes.png' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1321015350998409393.post-8102470918979852470</id><published>2012-09-22T14:38:00.001-10:00</published><updated>2012-12-13T00:51:46.556-10:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Ruins'/><category scheme='http://www.blogger.com/atom/ns#' term='HD8'/><category scheme='http://www.blogger.com/atom/ns#' term='Monsters'/><category scheme='http://www.blogger.com/atom/ns#' term='Forest'/><title type='text'>Monster: Ha'au bu'eo</title><content type='html'>&lt;b&gt;No. 1; HD 8&lt;/b&gt;(32hp)&lt;b&gt;; AC as chain&lt;/b&gt;(16,&amp;nbsp;Any sort of mental attack heals an equivalent amount of damage)&lt;b&gt;, Attacks 3&lt;/b&gt;(Bite d6, Claw d8, Claw d8)&lt;b&gt; – or – 1&lt;/b&gt;(10' Mental drain, save vs. magic or take 1d6 INT or WIS dmg &amp;nbsp;must have eye contact, defender loses use of any magical abilities and spells possessed for a number of turns equal to the ability score loss which it gains until then)&lt;b&gt; - or - 1&lt;/b&gt;(Use a stolen spell or magical power)&lt;b&gt; Stalks&lt;/b&gt;(60')&lt;b&gt;; Morale&lt;/b&gt;&amp;nbsp;11&lt;br /&gt;&lt;br /&gt;Feather like scales cover a flightless bird the size of a child; small beak and large inquisitive reptilian eyes.&amp;nbsp;A ha'au bu'eo has an unstable magical aura easily tracked through use of a Detect Magic spell.&amp;nbsp;&amp;nbsp;Surprises on a 3 in 6.&amp;nbsp;Reactions will never be friendly as a ha'au bu'eo is intensely proud and arrogant.&lt;br /&gt;&lt;br /&gt;Able to mentally communicate surpassing language barriers.&amp;nbsp;Hungers for mental energy feeding upon thoughts and memories.&amp;nbsp;Uses it's mental powers to mimick voices and divide the party.&amp;nbsp;Will kidnap and imprison magic users, mentally draining the captive once per day.&lt;br /&gt;&lt;br /&gt;Knows 2d6 random spells of any level.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;If eaten:&lt;/b&gt;&amp;nbsp;Blood and meat must be freshly consumed over an hour. There is only enough meat/blood for one person eating to have any effect. Re-roll INT stat with 4d6, dropping the lowest die result, and keeping the new score if higher than the current score. Also gain knowledge of and ability to cast all spells the ha'au bu'eo knew before it's demise.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Wandering Monster encounters: Ha'au Bu'eo&lt;/b&gt;&lt;br /&gt;1 - Random magic user or PC carrying a magic item hears someone nearby in distress.&lt;br /&gt;2 - Random magic user or PC carrying a magic item distantly hears a familiar voice away from the group.&lt;br /&gt;3 - Random magic user or PC carrying a magic item hears panicked voices in opposing directions.&lt;br /&gt;4 - Monster makes presence known 3d6x10ft away from the party.&lt;br /&gt;5 - Monster is caught unaware 1d6x5ft away from the party.&lt;br /&gt;6 -&amp;nbsp;Pile of feather shaped shedded scales.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Treasure type&lt;/b&gt;: Some incidental treasure from magical prey. Has a lot of mundane items drained of magic.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-EeaSCpztabI/UF5Z4GkE_MI/AAAAAAAACuY/V9uc6T8zMSA/s1600/Monsters+-+Dragon+Owl+magic2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="400" src="http://3.bp.blogspot.com/-EeaSCpztabI/UF5Z4GkE_MI/AAAAAAAACuY/V9uc6T8zMSA/s400/Monsters+-+Dragon+Owl+magic2.png" width="376" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;</content><link rel='replies' type='application/atom+xml' href='http://terruizeng.blogspot.com/feeds/8102470918979852470/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://terruizeng.blogspot.com/2012/09/dragonowl.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/8102470918979852470'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1321015350998409393/posts/default/8102470918979852470'/><link rel='alternate' type='text/html' href='http://terruizeng.blogspot.com/2012/09/dragonowl.html' title='Monster: Ha&apos;au bu&apos;eo'/><author><name>Mike F</name><uri>https://plus.google.com/111440701230529140897</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='//lh5.googleusercontent.com/-5yTOrZPUilM/AAAAAAAAAAI/AAAAAAAADT4/2CJeqtfrlEA/s512-c/photo.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/-EeaSCpztabI/UF5Z4GkE_MI/AAAAAAAACuY/V9uc6T8zMSA/s72-c/Monsters+-+Dragon+Owl+magic2.png' height='72' width='72'/><thr:total>0</thr:total></entry></feed>