Cold Iron

Cold Iron

Iron has been known as a way to trap or harm the creatures of magic and fey, but Cold Iron has been forged into weapons and armor specifically to fight magic. Cold Iron weapons have been crafted by masterwork smiths and forged with the intent to harm creatures of magic. Cold Iron armor will deflect spells of witches and warlocks, while cold iron shackles will stop even a powerful wizard from using his magic.

If casting magic, cold iron causes these effects:

Cold Iron – On skin 1d6+3 per mana, in skin 2d6+6 per mana, on body, but covered (wrapped, leather bound, etc) – 1d4.

HP: Standard

Hardness: 10

Other Bonuses: Armor gives +2 to saves vs magic (only one bonus, even if you are wearing more than one piece of cold iron)

Type of Cold Iron Item Item Cost Modifier
All x2

Combat

Combat

Character Round:

Single Actions:

Attack (characters can only attack once per round)

Cast a spell (pay attention to casting time of individual spells)

Heroic Action

Move Action (can be split with another single action)

Standard Action (open a door, kick over a table)

Stabilize

 

Action definitions

 

Attack – Using their base attack.

 

Base Attack Bonus – The bonus added to your d20 attack roll.

 

Heroic Action – When a character wants to do something out of the ordinary, such as tackle their opponent, they must succeed at a Heroic Action. A Heroic Action is a player vs. Game Master roll: each rolls a d20 and adds the appropriate ability modifier (for a roll against the environment the GM adds a default +2). The highest roll wins. Heroic actions can be used for any non-combat actions that would be contested by another creature.

 

Skill Checks – Most skill checks are against the standard DC 15. The GM can add modifiers based on different situations.

 

Move Action – The player can move up to their full movement. She can move, then perform another action, then continue moving as long as she does not move further than their full movement.

 

Spell – Casting a single spell.

 

Stabilize – A standard action to stabilize a disabled character on a DC12 Survival check.

 

Standard Action – A standard action is one action that takes a limited amount of time. Examples: Opening a door, flipping a table, unlocking a lock.

 

How to attack another creature

 

To hit:

 

D20 + BAB (Base Attack Bonus) + Ability Modifier (STR for melee, DEX for ranged) = or > Target’s Armor Class

 

Criticals and fumbles

 

Rolling a 20 is always a Critical Hit. Some weapons have a larger range, and you can choose the Expanded Critical Talent which adds 1 to your crit range.

 

Critical Hit

A roll of a natural 20 during any attack causes double damage. Roll your damage dice twice, with all applicable bonuses, and add the rolls together for the total damage inflicted.

 

Fumble

A roll of a natural 1 during any attack or action causes the character to fumble. The circumstances and consequences of a fumble are up to the GM, but we suggest it causes the character to have some negative effect, like dropping their weapon, tripping when charging, or says something incredibly offensive during a diplomatic negotiation.

 

Armor Class

 

Your Armor Class (AC) represents how hard it is for you or your opponent to strike each other. An attack roll is made on a d20, with all appropriate modifiers added, and is successful if the result is equal to or higher than the target’s AC. Your AC is equal to the following:

 

10 + armor bonus + shield bonus + Dexterity modifier + size modifier + natural armor

 

Table: AC size modifier chart

Size Size Modifier
Colossal -8
Gargantuan -4
Huge -2
Large -1
Medium 0
Small +1
Tiny +2
Diminutive +4
Fine +8

 

Concealment

If a creature is at least 50% hidden behind an object, or has the ability to duck behind cover, then attackers suffer a -2 to attack rolls to hit. If a creature is fully Concealed, but still attacking, attackers suffer a -5 to attack rolls to hit.

 

Challenge Rating (CR)

A monster’s CR is the average level of a party of adventurers for which one creature would make an encounter of moderate difficulty.

 

Death

 

When your character’s current hit points drop to -10 or lower, they’re dead. They cannot be healed, and barring some kind of miracle, they cannot return to the world.

 

Nonlethal Damage

A character can choose to use nonlethal damage during combat. Nonlethal damage accumulates with standard damage. If nonlethal damage exceeds your current hit points, you fall unconscious.

 

Stabilizing a Disabled Character

When a hero drops to or below 0, they become disabled. They must succeed at a DC12 Fortitude check to stabilize. If a hero is disabled they can not move, attack, communicate, or cast spells. Once they have successfully stabilized, they may try to succeed at a DC14 CON check to see if they become mobile. If they become mobile, they may do one limited action per round, such as move at 1/2 speed, cast a spell, use a skill, or attack an adjacent creature at – 5 to hit and damage. A hero keeps these disadvantages until they are healed or they naturally gain back enough HP to put them over 0 HP.

During combat, they may make a single CON check each round on their turn. Out of combat, they may make a check each in game hour at a +5 bonus.

Optional: If a character goes below 0 HP, they lose 1 HP per round until they stabilize.

Companions

Called a thieves guild by some in Kowal, the companions see themselves as a specialized workforce for hire. Sure, they may be hired to relieve someone of a valuable item, but they also provide spying and infiltration for the nobility and governing body of Kowal. They are allowed to exist because they are beneficial to those with money and power.

The above-board side of the guild is run out of a large building in the Oldtown district. All services offered through this building are legal, such as protection, finding buyers, or research. This guild is run by a single president and has several contract groups for hire. 

In truth, the Companions is run by a three-person council, and the identities of those individuals are kept secret. They go by the titles of Hand, Eye, and Hood. This higher-tier service system provides services beyond the law. To gain access to these services, one must be vetted and trusted.

While decisions are made for the whole guild by the council of three, each is in charge of their own company. The Hand is in charge of the thieves. They are not your common pickpockets or cutpurses; these are highly skilled cat burglars and thieves. The Eye is in charge of the spies of the Companions. For a fee, they will infiltrate and report back on any confidential information you can imagine. The Hood specializes in those who want a new life or smuggle in goods with no records. 

The Companions House is a sprawling mansion found on Bulwark Lane. The large four-story manse is a maze of rooms, studies, offices, and halls. Those who visit often leave from a different door than they entered, leaving them disoriented. Across the street is the towering Friend and Foe Inn, a business linked to the Companions

Conditions

Conditions

 

  • Bleed – A creature that is bleeding takes the amount of damage listed at the beginning of its turn. Bleeding can be stopped by a DC 10 Survival check or through the application of any spell that cures hit point damage
  • Blinded – The character cannot see. They take a -2 penalty to Armor Class, lose their Dexterity bonus to AC (if any), and moves at half speed. Any target they attack gets a 50% chance to dodge the attack.
  • Confused – A Confused character’s actions are determined by rolling d% at the beginning of his turn: 01-10, attack caster with melee or ranged weapons (or close with caster if attacking is not possible); 11-20, act normally; 21-50, do nothing but babble incoherently; 51-70, flee away from caster at top possible speed; 71-100, attack nearest creature (for this purpose, a familiar counts as part of the subject’s self). A Confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a Confused character. Any Confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still Confused when its turn comes.
  • Cower – The character is frozen in fear and can take no actions. A Cowering character takes a -2 penalty to Armor Class and loses their Dexterity bonus (if any).
  • Dazed – The character or creature loses one action.
  • Dead – A character or creature below -10 hit points.
  • Deafened – A Deafened character cannot hear. They take a -4 penalty on initiative checks, have a 50% chance of failure of Awareness checks, and a 20% chance of spell failure when casting spells. Characters who remain Deafened for a long time grow accustomed to these drawbacks and can overcome some of them.
  • Disabled – A character or creature at or below zero (0) hit points. No actions, communication, or movement allowed.
  • Distracted – The character’s focus is so intent that they are unaware of other actions around them.
  • Energy-Drained – The character gains one or more negative levels, which might permanently drain the character’s levels. If the subject has at least as many negative levels as Hit Dice, they die. Each negative level gives a creature the following penalties: -1 penalty on attack rolls, saving throws, skill checks, ability checks; loss of 5 hit points; and -1 to effective level (for determining the power, duration, DC, and other details of spells or special abilities).
  • Entangled – Being Entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An Entangled creature moves at half speed, cannot run or charge, and takes a -2 penalty on all attack rolls and a -4 penalty to Dexterity. An Entangled character who attempts to cast a spell must make a Concentration check (DC 15 + the spell’s level) or lose the spell.
  • Exhausted – An Exhausted character moves at half speed and takes a -3 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes Fatigued. A Fatigued character becomes Exhausted by doing something else that would normally cause fatigue.
  • Fatigued – A Fatigued character can neither run nor charge and takes a -1 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the Fatigued character to become Exhausted. After 8 hours of complete rest, characters are no longer Fatigued.
  • Flanked – A Flanked character has two enemies on opposite sides threatening them. They lose their DEX bonus to AC (Armor Class).
  • Flat-footed – A character who has not yet acted during a combat is Flat-footed, not yet reacting normally to the situation. A Flat-footed character loses their Dexterity bonus to AC (if any).
  • Frightened – A Frightened creature flees from the source of its fear as best it can. If unable to flee, it will fight. A Frightened creature takes a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A Frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
  • Helpless – A Helpless character is Paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A Helpless target is treated as having a Dexterity of 0 (-5 modifier). Melee attacks against a Helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks gets no special bonus against helpless targets. Rogues can Sneak Attack Helpless targets. As a full-round action, an enemy can use a melee weapon to deliver a killing blow to a Helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. A rogue also gets their sneak attack damage bonus against a helpless foe when delivering a killing blow. If the damage inflicted is not enough to to kill the defender, they must still make a Fortitude save (DC 10 + damage dealt) or die; multiple attacks require multiple saves.
  • Immobilized – The character or creature cannot move, but can perform any other action.
  • Incorporeal – The character or creature has no physical body. Incorporeal creatures are immune to all nonmagical attack forms. They can be harmed only by other Incorporeal creatures, +1 or better magic weapons, legacy weapons, spells, spell-like effects, or supernatural effects.
  • Nauseated – The character or creature experiences gastric distress, and may also vomit up the contents of their stomach. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.
  • Panicked – A Panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. If cornered, a Panicked creature is also considered to be Cowering.
  • Paralyzed – A Paralyzed character is frozen in place and unable to move or act. A Paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes Paralyzed cannot flap its wings and falls. A Paralyzed swimmer can’t swim and will drown. A creature can move through a space occupied by a Paralyzed creature, regardless of whether it is an ally or an opponent..
  • Prone – A character knocked down is considered Flat-footed and does not get their DEX bonus. Standing up from being Prone is a standard movement action.
  • Scared – The character or creature tries to flee the source of the fear.
  • Shaken – The character or creature takes a -2 penalty to all rolls.
  • Sickened – The character takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
  • Stunned – Unable to take any actions.

Unconscious – Knocked out and helpless. Unconsciousness can result from having current hit points between -1 and -9, or from nonlethal damage in excess of current hit points.

Crane Company

Crane Company Mercantile is a trading companies that trades up and down the Weron River. They have a lot of funding and a wide trade network. 

They are also well known for the collection of ancient art and artifacts. They often sell and trade these goods to the rich and powerful of Uteria.

Craven’s Hollow

Craven’s Hollow is home to outcasts, thieves, and the unwanted. The home of those who want to escape notice. Many did not choose this residence, but the small group of ramshackle buildings welcome any who do not have any other place.

Once it was Tower Five, the last defensive line of the Kowal barony. It got its nickname as it was the most dangerous post, so often the soldiers stationed here would desert their posts. After they would be found, they were brought back to serve the rest of their days in the dark and gloomy outpost. Even hundreds of years later, as the tower fell into disuse and disrepair, the area never lost its nickname.

Statistics: Crime 7; Danger 8; Economy 2; Law 1; Knowledge 3; Magic 5

Highest Stat is 10, lowest 1 

Size: Tiny

Government: Anarchy

Economic System: Capitalist

Population: 37 (Diversity: 97% Human, 3% other)

Notable NPC’s:

  • Vrede: An old Ishian man who lives in the Tower. He is knowledgeable and helpful. He is badly scarred and missing his right leg.
  • Vesson: a middle aged man who owns the Quick Trader. He is generally grumpy and unpleasant to be around. But he runs a fair establishment for trade.
  • Di: A secretive person who lives on the edge of the forest. They are never seen without their hood and oversized scarf on.
  • Face: A newcomer, he and his band of followers live in the Tents. It is rumored that they are bandits using the Hollow as a base.
  • Grogrem: A dweran who lives in town. He is handy with a hammer, and is known as a general handyman.
  • Wez: An ex-guardsman who was exiled owal
  • Raine: An elfling who lives out in the woods.
  • Dagmara: An older woman who lives out in the forest somewhere. She comes to Town to trade poltices, black rock, and other alchemical items.
  • Tolin: A teenage boy who is very charismatic. He is a minstrel who is quite good at the lute.

Notable Places:

  • Quick Trader: A small general store run by Vesson, a human from Tiren. Rumor is he is a disgraced merchant wanted by the city guard. There are also a few tables and chairs set up and Vesson brews his own vodka. 
  • Tower: The old guard tower. Considered haunted by many, so most stay clear.
  • The Tents: A tent city where inhabitants come and go. 
  • Junkpile: The trash pile of the community. It’s free to take anything left in the pile.
  • Town: when the inhabitants refer to “town”, it is the small gathering of buildings that surround the Quick Trader.

Creature Compendium

Creature Compendium Hardbound Book

Creature Compendium: A Guide to Hunting the Monsters and Creatures of Atheles

by Etahn Belbane and Delgon

Monsters have invaded our lands. People are scared. And it is our job to help them.

I have compiled many notes throughout my years of hunting, and now I will share these with you, so you can hunt as well. And hopefully make this world safe again.

— Etahn Belbane, Hunter

Creatures by Name

Creature by Challenge Rating (CR):

CR<1

CR1

CR2

CR3

CR4

CR5

CR6

CR7

CR9

CR10

CR11

CR12

CR13

Cult of the Crimson King

A rumored cult of religious followers who seek the knowledge of Nithiel, a long-dead eldar king who sought to bring order to Uteria.

They are gaining power in Kowal, especially now that they are being led by a mysterious figure named Holloweye.

Cutlass Tavern

A seedy bar located by the Seagull Bay, where most of the docks of Ferryport are located. This is a hole in the wall drinking spot with an assorted patronage of mostly villains and cutthroats.

Dael

Dael is a very old blind man. He is weak, and has never adventured until now—this is his very first. He is out of shape and suffers from myriad aches and pains, though he does move around well enough.

He was born without vision, though his hearing is exceptional, and he feels a deep connection with music, particularly rhythm. When he was a child, he would beat rhythmically on items around the house, until his parents bought him a drum. Using his drum, and beating varying rhythms, he learned that he could control the moods of the people around him. He could help them sleep. He could give them and himself surges of energy. It was a subtle gift, but he found it to be powerful as he learned to give small nudges to himself and the people around him as necessary. For this reason, though he never became a man of means, he always survived handily. He is resourceful, and knows how to shift people’s psychological states to help get them through their rough periods.

 

His parents died of plague when he was a child. When he became an adult, he married, then had a son. A decade ago, his son died in a hunting accident. Then, several months ago, his wife died of natural causes, as she, like him, had grown quite old. It was too late for him to start a new family, and he could not just sit around an empty house, singing along with his drum to no other ears but his own. So he left and began to wander until he found a group of people on an important quest. They recognized his resourcefulness and asked him to join them. They warned him of the danger, but he had nothing to lose, and hoped that if he were to die, it would be while helping others, and preferably with some excitement.

Dael hums to find his way around places, it slows him down, but less than you would imagine. The hum is quiet, most people don’t even notice he is doing it.

Disadvantage: Deaf – Slows speed to 20?, -3 to melee attack.
Advantage: Darkvision 30?, Immune to darkness and blindness magic.