Dworven Drone

First you hear the clacking, as if metal spears are being jabbed into stone and the sound reverberates down the hallway. Then you see it. A metal monstrosity, looking to be half spider, and half furnace turns its empty glowing eyes your way. Tubes and claws swing towards you, and its metal legs clank into the floor as it approaches.

Dworven Drone

Challenge Rating: 3

Size: Large

Type: Construct

Initiative: 1

Defense

Hit Points: 28 (4d8+10) DR2

Armor Class: 16 (DEX +1, Size -1, +6 Natural)

Saves: Fort +3 Ref +2 Will +3

Weaknesses: Commands (optional)

Offense

Speed: 30’

Base Attack: +3

Melee: (Choose 2)  Leg Piercing +7 (1d6+7), Claw +7 (1d6+7 with a chance to grapple)

Ranged: Flame throw 1d6+1 in 15’ cone

Special Attacks: Grease spray, self destruct

Statistics

Abilities: STR 18, DEX 13, CON 12, INT 3, WIS 10, CHA 3

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

Talents: None

Special Qualities: Damage Reduction 2

Ecology

Environment: Any

Organization: Single

Treasure: None

Grease spray

As Grease Spell, but in 15’ cone in front of the drone.

Self destruct

If the drone is defeated, it will begin to tick. In 20 seconds the internal magical crystal which powers it will explode doing 1d8+1 fire damage to all within 10’ and 1d6+2 shrapnel damage to all within 20’.

Commands

The drone follows these commands if spoken in the Dwarven language, though it gets a Will save vs. DC12 to resist.

Stop – The drone stops and awaits orders

Clean – The drone leaves the intruders and begins its maintenance pattern.

Sleep – The drone sits down and “powers down”

The drone will not accept any other commands,

Dworvtown

When Kowal was built, the rulers hired dworvs to help design the town. These dworvs were recently expelled from the Kingdom of Greyhelm for their “heretical beliefs” (they would later be known as the Free Dworvs as they had escaped the strict religious culture of Greyhelm).

When they set up their construction camp for Kowal, the speicfically built it in a chaotic fashion as a complete rejection of the Greyhelm organizational building style. As the tents became shacks, and shacks became buildings, Dworvtown stayed one of the most randomly designed wards of Kowal.

These days, Dworvtown is compromised of many squat square buildings, mostly one or two stories. The people here are of varied heritage, but the dworvs still make up the highest population in this area.

Dwygar

Dwygar the Maker – dworven blacksmith, tinkerer, and mechanic. One of the most skilled craftsmen in Kowal. He owns a shop in the middle of  Dworv Town, the small district of homes and businesses owned by the local Kowalish dworvs.

Dwygar’s Forge

Dwygar’s Forge

Dwygar is one of the best craftsmen in Kowal. Sadly, due to a recent rash of racism, most dwarves of Dwarf Town are looked down upon. Dwygar still makes his money, but often not making the crafted items he wants. His shop is in the center of Dwarf Town, just a small workshop with a bed in it.

The buildings of dwarf town are different for any others in Kowal. They are all squat one story stone structures with flat roofs. You travel down the wide streets until you see the sign of Dwygar, an anvil with an eye above it.

Inside the small shop has a forge, a large work table and a bed. A short dwarf shouts from the grinding wheel.

“Yeah?”

NPC’s:

Dwygar
Stats: Dwygar: STR 14, DEX 12, Con 15, INT 14, WIS 12, CHA 8

Earth Wraith

Earth Wraith

Challenge Rating: 3

Size: Medium

Type: Elemental

Initiative: -1

 

Defense

Hit Points: 30 (4d8+12)

Armor Class: 18 (-1 Dex, +9 natural), touch 9, flat-footed 18

Saves: Fort +7 Ref +0 Will +1

Weaknesses: —

 

Offense

Speed: 20’

Base Attack: +2

Melee: Slam +7 melee (1d8+5) or Bite +7 (1d6+5 and chance to chomp)

Ranged: n/a

Special Attacks: Push

Sanity Effects: —

 

Statistics

Abilities: STR 21, DEX 8, CON 17, INT 4, WIS 11, CHA 11

Skills: -1 Acrobatics,+5 Athletics,  +5 Awareness, +3 Endurance, 0 Knowledge, 0 Persuasion, 0 Spellcraft, 0 Survival, -1 Thievery

Talents: Cleave

Special Qualities: Darkvision 60’,  

 

Ecology

Environment: Any (conjured)

Organization: Solitary

 

Treasure: None

 

Push: An earth wraith can push a foe with enough force to knock them back 2d10 feet and do 1d6 damage. A successful heroic action using STR must be made for the wraith to push an enemy. The target can be pushed in any direction away from the earth wraith.

 

Chomp: An earth wraith can try to bite down and hold an opponent with a successful bite attack. They must succeed at a heroic action to successfully restrain its opponent. It must succeed at a heroic action for each round after that to keep the opponent in its mouth. Each successive round the opponent is held the earth wraith causes an additional (1d6) damage as a free action.

 

Earth Mastery:

If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

 

Eastland Tables

Weather

The weather in the Eastlands is erratic and dangerous. One day the sun can bake the lands , leaving behind dust and cracked mud. The next a raging acid rain storm moves through burning the characters and any animals caught out in it.

Spring/Summer

  • 1-50: Clear
  • 51-70: Overcast, Slight chance of rain.
  • 71- 85: Rain
  • 86-95: Heavy Thunderstorm
  • 96: Dust Storm
  • 97: Tornado
  • 98-99: Acid Rain Storm – 1d6 damage per hour in the rain.
  • 100: Acid Rain electric storm – 1d6 damage per hour in the rain, massive lighting.

Fall/Winter

  • 1-25: Clear Moderate
  • 26-50: Clear Cold
  • 51-59: Overcast, Slight chance of rain. Cold but tolerable.
  • 60-70: Overcast, Slight chance of freezing rain. Cold. Biting Wind.
  • 71- 85: Rain
  • 86-95: Thundersnow
  • 96: Blizzard
  • 97: Tornado
  • 98-99: Acid Snow Storm – 1d6 damage per hour in the rain.
  • 100: Freezing Acid Rain electric storm – 1d6 damage per hour in the rain, massive lighting.

Random Encounter Tables

Daytime

Encounter Chance

  • 1-65: No Encounter
  • 66-75: Traveler; wary, defensive.
  • 76-89 – Merchant
  • 80-85: Bandits – 2d3 Bandits (level appropriate)
  • 86-89: Unmen – 1d4 Unmen
  • 90-94: Feral Elfling hunting group. 2d4 Hunters. 50% of being hostile.
  • 95-98: Orovari Elves: 1d4 Scouts from the North
  • 99: Demon
  • 100: Northern Wyvere

NightTime

Encounter Chance

  • 1-70: No Encounter
  • 70-75: Goblins
  • 76-89 – Small Demon band
  • 80-85: Bandits – 2d3 Bandits (level appropriate)
  • 86-89: Unmen – 2d4 Unmen
  • 90-94: Hostile dreams, connected to the Navirim, no one gets full rest.
  • 95-99: Demon
  • 100: Northern Wyvere

Eldar Skeleton

Skeleton, Eldar

 

Skeleton, Eldar

Challenge Rating: 1

Size: M

Type: Undead

Initiative: +5

 

Defense

Hit Points: 33

Armor Class: 15  touch 13, flat-footed 12(+2 DEX, +2 Natural, +1 Dodge )

Saves: Fort +0 Ref +3 Will +3

 

Offense

Speed: 35

Base Attack: +1

Melee: +2 Long Sword (1d8+1) or 2 Claws +2 (1d4+1)

Ranged: +3 Longbow (1d8)

Special Attacks: –

Sanity Effects: First encounter 0/1d2

 

Statistics

Abilities: STR 13, DEX 15, CON 0, INT 0, WIS 10, CHA  1

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

Talents: 2 points or recommended: Dodge, Improved Initiative

Special Qualities: DR 5/Bludgeoning, Darkvision 60’, immune to cold

 

Ecology

Environment: Any ruins

Organization: Any

 

Treasure: Standard

 

Stunning Scream

As a free action, the skeleton unnaturally bellows, which sends a sonic scream at a single opponent and causes them to become dazed. A DC13 will save to negate.