Native Camp
Gathered here on this dry hilltop under a twisting tree is a group of wyndm. Several patchwork tents are circled around a large cooking fire. Hounds stand and eye you warily as they catch sight of you.
The native population of this region has been forced to live nomadic lives. They travel in two-to-three-family groups, so they will be encountered in groups of 8-32. Feel free to include them if it is useful, otherwise you can omit them.
Creatures: Wyndm folk commoners (8d4), wyndm-wolves (1d4): these nomadic people are wary, as they live in this dangerous swamp, but if approached peacefully they are friendly. With a DC 15 diplomacy check they become helpful, and will offer travelers warm food and a place to rest if they like. They know the swamps well, and can give the characters accurate directions to Elsemere: follow the river upstream. Altogether half of the people in the camp are combatants, and have the stats below.
Wyndm-folk: CR 1, usually NG, commoner 2, AC: 13 (leather armor +2, dex +1) touch 11 flatfooted 12, HD: 2d4+2, HP: 9, Attack: +2 spear 1d8+2 or +2 shortbow 1d6, Fort +1, Ref +1, Will +0
Tactics: If attacked the men and women will fight with spears and shortbows, the wyndm-wolves will circle and flank and trip, while the children hide or flee into the swamps. If the battle goes badly for them, they will abandon the camp and attempt to flee into the swamp.
Treasure: if the camp is looted, roll for treasure for a CR 1 creature for each combatant in the camp.
Posted in Uncategorized and tagged Horror of the Old Ones, Wyndm by Adam A. Thompson with no comments yet.
Jana Telani
Jana has spent much time in the mountains around the Ettal Valley, making him perhaps the authority on the land. He knows just about every nook and cranny of the natural environs from Harlsbridge on the west to the end of the valley in the east, north into the Jaeruel, and even parts of the Ettin Lands (upcoming post) to the south. Jana trained in Kloster Finch and then set off to find adventure in the wilds. His training includes winemaking (vintner profession), as well as multiple weapon proficiencies, though he prefers unarmed combat. He has recently acquired a sling of outrageous fortune which he uses to hunt rabbit and other small game in the mountains.
He has contact with other mountain wyndm folk strewn about the mountains in hidden caves, and could offer various services if the need arises.
Jana Telani
Medium-size Male Wyndm
Druid5 Monk1
Hit Dice: (5d8)+(1d8)+6
Hit Points: 45
Initiative: +3
Speed: Walk 20 ft.
AC: 18 (flatfooted 15, touch 13)
Attacks: Shortspear +4;Shortspear (Thrown) +6;*Flurry of Blows +2/+2;*Sling of Outrageous Fortune +8; ;
Damage: Shortspear 1d6+1;Shortspear (Thrown) 1d6;*Flurry of Blows 1d6+1;*Sling of Outrageous Fortune 1d4+3; ;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Animal Companion (Ex), Flurry of Blows (Ex), Nature Sense (Ex), Resist Nature’s Lure (Ex), Trackless Step (Ex), Wild Empathy (Ex) +8, Wild Shape (Su) 1/day for 5 hours, Woodland Stride (Ex)
Saves: Fortitude: +7, Reflex: +6, Will: +9
Abilities: STR 13 (+1), DEX 16 (+3), CON 13 (+1), INT 15 (+2), WIS 16 (+3), CHA 12 (+1)
Skills: Appraise 2; Balance 1; Bluff 1; Climb -2; Concentration 10; Craft (Untrained) 2; Diplomacy 3; Disguise 1; Escape Artist 1; Forgery 2; Gather Information 1; Handle Animal 10; Heal 7; Hide 5; Intimidate 1; Jump -4; Knowledge (Nature) 13; Listen 9; Move Silently 0; Profession (Vintner) 4; Ride 6; Search 2; Sense Motive 3; Spellcraft 9; Spot 8; Survival 10; Survival (Natural environments) 12; Swim -5; Tumble 1;
Feats: Armor Proficiency (Light), Armor Proficiency (Medium), Dodge, Improved Grapple, Improved Unarmed Strike, Mobility, Natural Spell, Point Blank Shot, Shield Proficiency
Challenge Rating: 8
Alignment: Lawful Neutral
Possessions: Boots (BOOT); Shortspear; Bullets, Sling (50); Cloak of Elvenkind; Rhino Hide; Flurry of Blows; Sling of Outrageous Fortune;
Spells:
Spells per Day: (5/4/3/2/0/0/0/0/0/ DC:13+spell level)
Druid – Known:
Level 0: Create Water, Cure Minor Wounds, Deep Breath, Detect Magic, Detect Poison, Dim, Dim Illumination, Ember, Flare, Guidance, Know Direction, Light, Light My Fire, Mending, Night-Vision, Puff of Wind, Purify Food and Drink, Read Magic, Resistance, Shovel, Signal Fire, Virtue
Level 1: Calm Animals, Charm Animal, Cure Light Wounds, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Entangle, Extinguish, Faerie Fire, Goodberry, Hide from Animals, Ice Patch, Jump, Longstrider, Magic Fang, Magic Stone, Bellamy’s Monstrous Musk, Obscuring Mist, Pass without Trace, Produce Flame, Scree, Shillelagh, Solid Footing, Speak with Animals, Summon Nature’s Ally I, Swim
Level 2: Animal Messenger, Animal Trance, Barkskin, Bear’s Endurance, Bull’s Strength, Cat’s Grace, Chill Metal, Delay Poison, Fire Trap, Flame Blade, Flaming Sphere, Fog Cloud, Glass Shape, Gust of Wind, Heat Metal, Hold Animal, Owl’s Wisdom, Purge Inner Darkness, Reduce Animal, Resist Energy, Restoration, Lesser, Reveal Tracks, Share Feeding, Soften Earth and Stone, Spider Climb, Stabilize, Summon Nature’s Ally II, Summon Swarm, Tree Shape, Warp Wood, Weaken Stone, Wood Shape
Level 3: Acid Spit, Call Lightning, Clinging Steam, Contagion, Cure Moderate Wounds, Daylight, Diminish Plants, Dominate Animal, Gas Mask, Magic Fang, Greater, Meld into Stone, Neutralize Poison, Plant Growth, Poison, Protection from Energy, Quench, Remove Disease, Sleet Storm, Snare, Speak with Plants, Spike Growth, Stone Shape, Summon Nature’s Ally III, Water Breathing, Wind Wall
Jana’s wyndm-wolf companion Mana is always by his side.
Mana
Medium-size Male Wyndm-Wolf
Animal4
Hit Dice: (4d8)+8
Hit Points: 30
Initiative: +6
Speed: Walk 50 ft.
AC: 16 (flatfooted 14, touch 12)
Attacks: ;
Damage: ;
Vision: Low-light
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Animal Traits, Evasion (Ex), Link (Ex), Scent (Ex), Share Spells (Ex), Trip (Ex)
Saves: Fortitude: +6, Reflex: +8, Will: +2
Abilities: STR 13 (+1), DEX 15 (+2), CON 14 (+2), INT 2 (-4), WIS 12 (+1), CHA 6 (-2)
Skills: Appraise -4; Balance 2; Bluff -2; Climb 1; Concentration 2; Craft (Untrained) -4; Diplomacy -2; Disguise -2; Escape Artist 2; Forgery -4; Gather Information -2; Heal 1; Hide 3; Intimidate -2; Jump 9; Listen 1; Move Silently 5; Ride 2; Search -4; Sense Motive 1; Spot 3; Survival 2; Swim 1;
Feats: Improved Initiative, Lightning Reflexes, Track
Challenge Rating: 1
Alignment: Lawful Neutral
Posted in Character and tagged Wyndm by Stephen Hilderbrand with no comments yet.