Thursday, February 23, 2012

The Water Shrew

Shrew, Water
Frequency:  Uncommon
NO. ENCOUNTERED:  5 - 40
SIZE:  Small
HD:  1 (d4)
MOVE:  9ft
AC:  12
ATTACK:  Bite (1d3) or by weapon type
SPECIAL:  None
SAVES:  Physical
INT:  Average
ALIGNMENT:  Neutral to Good/Evil (5%)
TYPE:  Animal
TREASURE:  1
XP:  5 + 1/hp

As adventurer:  -1 to strength/+1 to dexterity
These feisty little critters are easily identifiable by the long pointy noise, outlandish clothing, and willingness to fight! They are about the same size as a mouse and gray in color; but, unlike mice, they are only found near the water – rivers, streams, and lakes. They are excellent swimmers and divers, pursuing their favorite foods – water insects, small fish (i.e. minnows), and tadpoles. The males like to wear headbands, vests, and baggy pants (all kinds of different colors that don’t match!), and the females prefer to wear dresses. Besides being excellent swimmers, they are also very adept at handling rafts, canoes, and boats. They don’t settle in one spot, but prefer to move up and down the water system, constantly on the move looking for food. They are very suspicious of strangers and it will take some time to gain their trust. They are deathly afraid of snakes and owls.
If there are more than five water shrews in a group, one will be designated their chieftain or leader and will have 2HD. If twenty or more are present, the chieftain will have 3HD, with a lieutenant of 2HD. If forty or more, he will have 4HD and two lieutenants with 2HD. They prefer to use small rapiers, bows/arrows, and daggers.

Tuesday, February 21, 2012

Wheat Hollow: Black Tim's Prize

Just a quick little update note to let you know that I'm just about finished with the initial draft of my latest adventure, Black Tim's Prize. Still have to go through it all and make sure I don't miss anything. Once that's all done, it will be off to the Trolls. I'm not sure at this point if they will be released as seperate adventures or combined to make a larger setting-type book. With those two adventures and the Critters & Creatures book, there's definitely lots to work with.

More as it develops!

Thanks for stopping by!!

Next: Water Shrew.

Wednesday, February 1, 2012

Grizzly!!

Bear, Brown
Frequency:  Rare
NO. ENCOUNTERED:  1-2
SIZE:  Huge
HD:  10-12 HD (d12)
MOVE:  12ft
AC:  13
ATTACK: 3 (2 claws 1d8, bite 1d8) or by weapon type
SPECIAL:  Hug attack (2d8/rd. save vs. strength to break free)
SAVES: Physical
INT:  Average
ALIGNMENT:  Neutral (with evil tendencies)
TYPE:  Animal
TREASURE:  8
XP:  900 + 10/hp to 1375 + 12/hp
Brown bears, also known as the Grizzly, are larger, stockier, and stronger than his cousin, the black bear. It is also more aggressive. Its head is wider and thicker than the black bear or polar bear. It has large broad shoulders – a hulking big critter to say the least. Unlike its cousin the black bear, there is less color variation, most are brown in color. It will typically ignore using any type of armor, preferring its heavy thick fur for protection. Like his other cousins, it will either use its claws/bite or a large two-handed club/sword (3d6 + 4 (strength) in combat. If it hits with both paws in the same round, it will do an additional 2d8 points of damage per round (save versus strength to break free) until the critter is killed or subdued. They can also use their big paws and claws to dig critters out of their holes/homes in the ground.
Brown bears tend to be a bit on the nomadic side, preferring to roam the countryside for its food and to keep an eye on “his” territory. It eats small and large mammals, fish, berries and fruits. If the bear does settle down anywhere, it will build a small fort or castle, claiming the territory around it for miles as its domain. It will make all the animals in the area subjects under his control. The meaner creatures will typically be put in positions of importance (i.e. wolverines, bobcats, etc.). Lesser creatures (in his eyes) will be forced into slavery and serving his/her every need.
The statistics given above are for the adults only - for the young, start with one HD per year of age until they hit adulthood (10-12 HD).

Friday, January 27, 2012

The Mischievious Raccoon


Raccoons
FREQUENCY: Uncommon
NO. ENCOUNTERED: 1-4
SIZE: Medium
HD:  1-3 (d8)
MOVE:  9ft
AC: 11 or by armor type
ATTACKS: 1 (bite 1d6) or by weapon type
SPECIAL: None
SAVES: Physical
INT: Average
ALIGNMENT: Neutral (evil)
TYPE: Animal
TREASURE: 2
XP: 5+1/hp to 20 + 3/hp

These animals are easily identifiable by their facemasks and striped tails. Their body fur can range from a light brown to a dark gray. Raccoons are often seen in the company of foxes. Because of their nimbleness of fingers, they are often hired by foxes for thieving (i.e. lock-picking, pick-pocketing). Like most thieves, they prefer to use short swords and daggers for fighting and leather/studded leather for protection. It is possible for raccoons to reach the fifth level in thievery. They are also hired as thugs or body guards and can be trained as fighters which they can reach up to sixth level. Unless they are exceptionally gifted, most will never reach that level due to the vigilance of law and order.

Red Fox

Fox, Red
FREQUENCY: Uncommon
NO. ENCOUNTERED: 1-2
SIZE: Medium
HD:  2 (d8)
MOVE:  12ft.
AC:  11 (or by armor type)
ATTACKS:  1 bite (1d6) or by weapon type
SPECIAL: None
SAVES: Physical
INT: High
ALIGNMENT: Neutral (evil)
TYPE: Animal
TREASURE: 3
XP:  10+1
To know a fox is to not trust it. Wherever a fox shows up, it doesn’t matter where, they are more than likely trying to scheme or pull a fast one. Although they are typically adventurers, they are drawn to the thieving, fighting, or the shaman lines of work. They can reach up the seventh level in each. They tend
to be rovers and move from town-to-town - not staying long lest they draw the ire of the local constable.
Foxes are known for their red fur and their sly talking. They should be avoided at all costs. To join up with them is to likely end up in jail or at the end of a rope. Most foxes prefer to use either short swords or daggers. Armor is either leather or chainmail. Shamans/clerics will have the necessary items for their station.

A couple of changes...

As with most things in life, there is always the possibility of things changing - which I have done with a couple of critters that were originally posted in the Harvesters adventure (foxes and raccoons) and one that I somehow missed when it was first released (weasel). The weasel has already been posted (Wed. the 25th) and the other two will be done shortly. After looking through all the animals from the Harvesters, I just thought the fox and raccoon were a little under-powered - nothing drastic, but they should be a little stronger than when originally written.

Enjoy and let me know if I missed anything. Why, oh why, did I ever start this??!! :o)

Wednesday, January 25, 2012

Da Weasel

Weasel
Frequency:  Uncommon
NO. ENCOUNTERED:   2 - 8
SIZE:  Small/Medium
HD:  1+1 (d8)
MOVE:  12ft
AC:  14 (or by armor type)
ATTACK:  1 (Bite 1d4) or by weapon type
SPECIAL:   Speed (2 attacks/round) - hand held weapons
SAVES:  Physical
INT:  Low to Average
ALIGNMENT:  Evil
TYPE:  Animal
TREASURE:  1
XP:  7 + 1/hp
These little creatures are sneaky and dangerous. Even for their small size, they can take on and defeat creatures many times their own size. They are small, thin and wiry with small ears and dark beady eyes. They are reddish-brown in the summer that will change to white in the winter. They favorite prey is mice and voles. If they should come upon them at any time, they will try and find a way to kill them for food.
They will mostly be found in the woods and forests, but it is possible to run into them just about anywhere.  Although they have a nasty bite, they prefer to use small weapons (i.e. daggers, short swords, slings). They will use armor if they can get their hands on it. They will often join up with other bands of low-life vermin (i.e. rats, mink, etc) to bully, steal, and cause problems wherever they go