Vorg

A dog like creature, it looks to be a mix between a dog, a rat and a monkey.

 

Vorg

 

Challenge Rating: 1

Size: Medium

Type: Animal

Initiative: +2

 

Defense

Hit Points: 14 (2d8+5)

Armor Class: 14 (+2 Dex, +2 natural), Touch 12, Flat footed 12

Saves: Fort +5 Ref +5 Will +1

Weakness: –

 

Offense

Speed: 50’

Base Attack: +1

Melee: Bite +3 (1d6+1)

Ranged: n/a

Special Attacks: Pin

Sanity Effects: –

 

Statistics

Abilities: STR 13, DEX 15, CON 15, INT 2, WIS12 , CHA 6

Skills: Acrobatics +2, Athletics +1,  Awareness +3, Endurance +2, Knowledge –, Persuasion –, Spellcraft -, Survival +3, Thievery +4

Talents: Track, Weapon Specialty

Special Qualities: Low Light Vision 60’, Scent

 

Ecology

Environment: Forest, Mountains, Plains

Organization: Solitary, Pair, Pack (7-12)

 

Treasure: Standard

 

Scent

This ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.

 

A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk, can be detected at three times these ranges.

 

The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source.

 

Pin

With a successful Heroic Action the vorg can pin an opponent. The Vorg can keep them pinned with a successful heroic action each round. A pinned character is considered prone.

 

Track

Using the Survival skill, a ranger can try to track anything that has passed nearby.

Wanderers

The Wanderers

About 500 years ago, while the world was yet reeling from the Great War, the Wanderers were formed in the city of Borden to help bring the people together again. They became known as saviors and heroes as they brought news, recovered old technology, and comforted people with hope for a greater good in a dark time. Now, the Wanderers still do much of the same, but as the lands have become less dangerous, they have started exploring deeper and deeper into the darker places of Uteria, bringing back horrifying tales and strange magical artifacts.

The Wanderer’s Coin

The Wanderer’s Coin

 

The Wanderer’s Coin

When a person is accepted into the Wanderers they receive the Wanderer’s Coin. This is shown at any Wanderer Guildhouse to gain access to a warm meal and a place to sleep.

Watchers

The Watchers are Archeons who work with Eredar to watch over the Otari of the Tower. 

From the tome of the Arts:

The magic users of Uteria are watched over by the Archeons, or more commonly called; the Watchers. After the war against the Warlock King, Olaekin Baleband, the last of the wizards who served the United Kingdoms (Aradan, Norhand, and Endamas) formed the Council and began to put forth rules to try and stop the wide use of ruinous magic. The formed the Archeons and trained them in ways to stop magic. Over the 700 years since the end of that war, the Archeons have become quite powerful, not just traveling the lands, but also keeping an eye over all the tower to make sure none begin to use forbidden magic. There are many different factions of Archeons, those who travel the lands hunting Nulthari (The Hunters, called witch hunters by commoners), those who keep an eye over those in Eredar (the Order of the Tower), and those who pair up with an Otari wizard as a guardian and partner (The Keepers).

They have the ability to nullify magic, as well as cut a person off from the energies around them. This takes a great amount of power, and often it takes many Archeons to take down a powerful Nulthari, and even more to permanently pacify a Nulthari.

 

Waystones

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Wight

Wight

Challenge Rating: 3

Size: Medium

Type: Undead

Initiative: +1

 

Defense

Hit Points: 26 (4HD)

Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14

Saves: Fort +1 Ref +2 Will +5

Weaknesses:

Offense

Speed: 30ft

Base Attack: +2

Melee: Slam +3 melee (1d4+1 plus energy drain)

Special Attacks: Create spawn, energy drain

Sanity Effects: First Encounter 1/1d4, energy drain 0/1d3

 

Statistics

Abilities: STR 12, DEX 12, CON –, INT 11, WIS 13, CHA 15

Skills: Acrobatics +4, Athletics +4,  Awareness +1, Endurance –, Knowledge +0, Persuasion +2, Spellcraft +2, Survival +1, Thievery +1

Talents: Alertness, Blind-Fight

Special Qualities: Darkvision 60 ft.

 

Ecology

Environment: Any

Organization: Solitary, pair, gang (3-5), or pack (6-11)

Treasure: None

 

Create Spawn

Any humanoid slain by a wight becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

 

Energy Drain

Living creatures hit by a wight’s slam attack gain one negative level and must roll a Sanity check. The DC is 14 for the Fortitude save to remove a negative level. For each such negative level bestowed, the wight gains 5 temporary hit points.

 

Willem Godowsky

Willem Godowsky is a citizen and hero of Kowal.

 

History

Father was an acquaintance of Martyn. Family killed by a wild mage. Joined the Red Guard to make a difference. He recently saw a wizard heal a person hurt by a horse cart, and saw questionable stuff within the Red Guard making him reevaluate his views.

5606 – Joined with the heroes of Dwarftown and became un understudy of Roe. During the Catastrophe of the Greystone, Willem evacuated and saved many Kowal citizens. He does not remember the exact events, but he knows Roe is gone and hopes to one day reunite with his mentor.

Wolf

Wolf

A wolf is a canine animal know for its cunning. They have gray fur, pointed ears, and a long snout.

Wolf

Challenge Rating: 1

Size: Medium

Type: Animal

Initiative: +2

 

Defense

Hit Points: 14 (2d8+4)

Armor Class: 14 (+2 DEX, +2 natural), Touch 12, Flat-footed 12

Saves: Fort 5 Ref 5 Will 1

 

Offense

Speed: 50 ft.

Base Attack: +1

Melee: Bite +3 melee (1d6+1)

Ranged: –

Special Attacks: Trip

Sanity effects: –

 

Statistics

Abilities: STR 13, DEX15, CON 15, INT 2, WIS 12, CHA 6

Skills: Acrobatics +3, Athletics +1,  Awareness +3, Endurance +2, Knowledge –, Persuasion –, Spellcraft -, Survival +3, Thievery +5

Talents: Track, Weapon Focus Bite

Special Qualities: Low light vision, scent

 

Ecology

Environment: Forests

Organization: Solitary, pair, pack (3-16)

 

Treasure: Standard

 

Scent

This ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.

 

A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk, can be detected at three times these ranges.

 

The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source.

 

Track

Using the Survival skill, a wolf can try to track anything that has passed nearby.

 

Trip

With a successful Heroic Action (DEX) the wolf will trip its opponent as a free action. When tripped, the opponent ends up prone on the ground.