Thursday, October 30, 2014

Voting: The Perspective of One Anarchist



I'm still drawing up some maps and writing up descriptions for Hog's Bog, but I've been seeing a number of my friends post on Facebook talking about voting ID laws, the race for Illinois governor, and more generally about upcoming votes that November always entails.


As an anarchist, fundamentally, I don’t care if you vote or not. I don’t care what your reasons are or what your ideology is. I couldn't care less if you vote for the guy or gal with the best hair. 



The more important question is whether you believe that others have the right to disagree with you. When I say this, I mean real disagreement. Being forced to associate with or fund policies and people I oppose is not any real form of allowed disagreement. It would be just as meaningless declare the existence of a freedom of speech while allowing punishments for speaking against a societal norm or a belief held by those with power. 

If you believe that other people should be allowed to disagree with you, then you don't need to be converted or persuaded to be an anarchist* because you will not threaten anarchists into supporting your beliefs.

As you enter the voting booth, remember that votes, government policy, and politicians are all threats against those who disagree with you. These threats range from taxes and fines to imprisonment or police violence.

I will not stop you if you find government to be a necessary institution or if you find government to be the best institution for doing X, Y, or Z. I will not shoot you, attack you, steal from you, or threaten you for your choice in (justice, currency, welfare, defense, etc) service provider. The more important question, though, is this; will you afford me the same?





*Not that I'd mind more anarchists in the world. Check out my Intro to Anarchy post for some hyperlinky goodness or contact me. I'd be happy to chat and I wouldn't mind hearing your perspective on voting, government, and philosophy.

Wednesday, October 29, 2014

Hog's Bog's Bugs (Part II)

This is a continuation of my rough-ish draft for Tenkar's Landing. Go see Part I here. I will wrap up the hex with Part III where I will post the maps for the specific locations in the hex. (Edit: Just kidding, it became a four part series. Part IV)

Hog’s Bog

Named for the plentiful and large swine, this bog was once home to a thriving hamlet and a plantation known for its tobacco and hogs. It was abandoned as the bog started to expand. Large, predatory insects made the area inhospitable. It is a temperate bogland, with thick brush, tall trees, hanging lichen, and intermittent patches of drier land. The bog floods regularly during the spring but is drier in the fall.
Evil energy from both the Ruins of Azagath and the Tomb of the Damned has seeped into the bog here, trapped like flotsam and jetsam. A Thri-Kreen demi-lich is taking advantage of the foul energies to grow the bog for the benefit of insect kind and her own ego.


Random encounters. D20. Encounters get more frequent as you stir up the bog. Increase the frequency of encounter checks as the party has more encounters. Players may reset this by getting covered in mud and hiding for 1d3 hours.  The Muddy Keep is the only thing worth finding out there. Going around a hazard or monster wastes time.
1: Roll twice and combine those results.
2-5: It was just bog noises. Getting a little jumpy? It’s just splashing water, bubbles, a stench, a snapped twig, a distant howl, or a breeze.
6: Animal Exodus. Green slime. Methane fires. Madness. Heavy rains. Migration. Hungry. Players have 1 turn to diagnose and prepare.
7: Myconid Missionaries. The bog is too bad, even for these fun guys. Two Fungal Druids request help spreading their tribe’s spores to new lands, and will become allies if helped. Later, they will repeat their request if it was refused or offer some healing if it wasn’t.
8: Swamp beast! Mud Elemental, Cockatrice, Big Snake, Big Croc, Swamp monster, or a Dire Hog.
9: Insects. An insect swarm or 1d4 +1 giant insects are on the hunt. Ants, centipedes, nightshade moths, spiders, wasps, or worms.
10: Quickmuck. The first two rows of players must pass difficult perception checks (DC 18) to avoid the muck or get stuck until freed. Check for an encounter each round until all players are freed with a moderate strength check (DC 13). Announce as ‘bubbles’ from 2-5.
11: What is this doing here? A doll, dress, half whittled flute with a knife, or some other innocuous household item lies on the ground. 3/6 chance it has a ghost attached to it that haunts the first player that picks it up. Half the ghosts are helpful and will answer one question in return for being buried in the Hogstock graveyard with their family, the other half inflict a curse, -2 to all rolls, which can be removed by a remove curse spell or by burning the object in the Hogstock graveyard.
12: Plague. A few dead bodies are strewn about in a stagnant pool. There is a noticeable increase in flies and stench. Contact with the water exposes players to disease. 2/6 Bodies have minor treasure on them. Announce as ‘stench’ from result 2-5.
13: The Swarm. 1d4+1 insect swarms attack. Roll for type for each one. Ant, centipedes, nightshade moth,  spiders, or wasp.
14: Berries! Find a small patch of berries. Red-Starred, Purple-Green, White (poisonous), Pink-White, Blue, and Black-Striped-Purple (non-poisonous). Poisonous berries require a save or be poisoned for 4 hours. Red-Starred berries are also hallucinogenic, and give the player a vision. The player gives a three word phrase that the DM will have come true in some way. Non-poisonous berries are worth a single ration. One ration of Black-Striped-Purple berries also restore one HD when eaten.
15: Piranhas.  The swarm will attack any creature that enters the water. Bait them or go around. Announce as ‘splashing water’ from 2-5.
16: Demonic Dire Centipede Stalker. It waits until they are distracted  to attack. Announce as ‘a snapped twig’ from result 2-5.
17: Infested Hog. A demonic wasp swarm are using an undead hog as a mobile hive.
18: Wierd Bugs. Insects are moving in helical patterns on the next 1d6+1 dry areas of land. See result 13 if they are disturbed.
19: Chest in the Mud. It takes time to dig out, check for an encounter. 3/6 it is useless or rotten stuff; otherwise, roll for random treasure.
20: The MUDDY KEEP or 10% the party stumbles on a secret entrance to the Fell Hive.


Specific Locations

The Muddy Keep: This squat, angular fort is a crumbling, lichen-and-mud-covered, simple, two-floor keep with a basement. It was built by a hedge wizard in years past and still has some leftover equipment and furniture. It is now inhabited by demonic insects.


The Fell Hive: Connecting to the surface in the Muddy Fort’s basement and to a few secret places in the nearby bog, this extensive underground hive is constructed of many long, twisting tunnels and a handful of larger caverns. The queen of the hive is a Thri-Keen Demi-Lich. The Queen is set on expanding the bog, her hive, and her own power. Insects patrol this hive regularly. The hallways are winding, confusing and often trapped.


Hog’s Bog Bestiary
Monsters are listed in a quick format.
HD: How much HP it hould have (1d8 or 5 for each HD) with the +/- following it to indicate how it attacks (HD 5+1 attacks like a 6 HD creature, i.e. it has a +1 to attack and damage but only has 5 HD).
Size
ATK: What attacks it has (it will make all of those attacks as one multi-attack unless otherwise specified).
DAM: Damage for each attack.
MOV: Movement speeds (burrow is shortened to BRW).
SAV: What the creature has saves are like (level 1 fighter, level 3 cleric, etc).
Morale: How likely it will flee when things go poorly. Roll 2d6, if over the morale number, the monster flees.


Animal Exodus: The trap-like nature of these encounters is meant to give the players some sort of warning that they can investigate and prepare for. The solutions are suggestive not exhaustive, any reasonable solution should work. If they ignore the warning signs, they won't have time to prepare.
Green slime: Green slime turns organic matter into more green slime, spreading like an oozing green wild fire in the overcast and foggy bog. Bright green slime consumes animals as they run. The party dies unless they run, get underwater, or start a big fire. (Idea shamelessly stolen from goblinpunch)

Methane fires: Gas buildup on the floor of the bog leads some areas to have continuous flames that occasionally flare up. Singed animals bring glowing sparks to the sitting methane in this part of the bog. One random party member takes a moderate amount of fire damage, DEX save for half damage.

Madness: Animals have gotten some disease or been hit with a fear spell. The animals are running in a tight group right for the players. Each player must DEX save or take a moderate amount of damage from being trampled.

Heavy rains: A rolling downpour has animals scurrying for cover. Rain soaks the players through and ruins equipment if the players don’t seek cover.

Migration: Animals are migrating out of the swamp in a loose group, with predators following them. This is a good opportunity for hunting if the players are prepared.

Hungry: Half starved predators and scavengers circle the party. They can be distracted by scattering 2d6 rations, otherwise, the entire party takes minor damage in fighting them off. 

Big Snake: HD 3+3, L, AC 14, ATK 2* (Bite, Constrict) DAM 1d8/2d6, MV 30’**, SAV F2, MORALE 7. *On a successful bite attack, the target is grappled and will take constrict damage each round until freed. **Snakes have incredible camouflage and get advantage on stealth checks.


Big Croc: HD 5+3, H, AC 18, ATK 2* (Bite, Swallow) DAM 2d6/4d6, MV 20’/Swim 60’, SAV F5, MORALE 8. *On a succesful bite attack against a Medium sized target or smaller, the Croc makes a grapple check to attempt to swallow the target. If succesful, the target takes 2d6 bludgeonging and 2d6 acid damage each round until they cut their way out by doing 15 points of damage.


Cockatrice: A creature that resembles a large rooster from a distance reveals itself to be much more monstrous up close. Along the neck and underside of the flightless bird, brown and green scales are where feathers should be. Its eyes bulge from their sockets and are bright ochre in color. It’s beak and talons are a sickly grey-green color and are covered in gravel. They hunt for living prey to turn to stone with their beaks and talons, as their diet consists entirely of petrified creatures that it pecks apart into small stones to digest. Usually lone hunters, Cockatrice may join together if sufficiently hungry or if large predators threaten multiple cockatrice.
Cockatrice: HD 2+2, S, AC 13, ATK 2 (Beak, Talon) DAM 1d6/1d4*, MV 30’, SAV F2, MORALE 7. *A cockatrices attacks carry a nasty disease that turns creatures to stone. Make an easy CON save on being hit or drop to 0 ft movement speed and be force to make a second easy CON save at the beginnning of the next turn.  or be turned to stone permanently.

Demonic: Insects instilled with demonic essence. Their normal coloration turns dark red or purple and they gain infernal symbols across their wings, thorax, or head. Demonic insects have 50% more HD than normal, have a +2 bonus to attack and damage, and have resistance to magic.
Dire Hog: Occasionally, a half-boar piglet will be born or a hog will simply become very aggressive. They are shunned by their pack and become ferocious loners. Their hide is mangy and scarred, while their tusks are long, dyed a dark red-brown.

Dire Centipede: An absolutely huge versions and monstrous centipede. They are aggressive loners and dangerously hungry at all times. They may spend their reaction to attack any creature that enters their reach. They gain an extra reaction action.

Dire Centipede: HD 9+1, H, AC 18, ATK 1 (Pinchers x2) DAM 2d8, MOV 50’/BRW 20’, SAV F8, MORALE 12

Dire Hog: HD 6+2, H, AC 16, ATK 3* (Tusk, Slam, Hoof) DAM 1d10,1d10, 1d6. MV 50’**, SAV as F5, MORALE 12 (berserk) *Trample: On a charge attack, if the Dire Hog hits with its slam attack, the target is knocked prone and subject to a hoof attack. **On its first successful trample attack in a turn, the Dire Hog gets a free move and attack as it goes into a frenzy.

Fungal Druid: Like a druid but instead of plant and animal based spells, it is all just fungus and weird fungal animal versions of normal animals. Their wild shape lets them turn into a cloud of spores, to escape, poison enemies, or heal allies. Their animal companion is replaced with fungal growths on their bodies that do cool stuff.
Fungal Druid: DRD 5, S, AC 16, ATK 1* (Quarterstaff), DAM 1d6, MV 20’, SAV CL 5, MORALE 8. *Casts spells as a 5th level druid. Prepared spells are fungus themed versions of druid spells with damage types replaced with poison damage: Fungal Growth (Spike Growth), Call Poison Cloud (Call Lightning), Inflict Wounds, Truffle (Good Berry)

Giant Ant: HD 3+1, S, AC 13, ATK 1* (Pinchers) DAM 1d6, MOV 20’/BRW 5’, SAV F1, MORALE 9. *Giant Ants get +1 to attack and damage for each other giant ant within 5 ft of the target.

Giant Centipede: HD 5+1, M, AC 16, ATK 1 (Bite) DAM 2d6, MOV 60’/BRW 10’, SAV F4, MORALE 9

Giant Nightshade Moth: HD 2+1, S, AC 12, ATK 1 (Dust) DAM 0*, MOV 5’/Fly 30’, SAV F1, MORALE 6.

*Dust hits all within 10 ft. 1d6 poison damage. Make a tough CON save (DC 15) or fall asleep for 1d6 rounds.

Giant Spider: HD 2+3, S, AC 15, ATK 1 (Bite) DAM 1d6 + Poison*, MOV 40’**/Climb 40’, SAV F2, MORALE 7. *Moderate CON save (DC 14) or take ongoing 2d6 poison damage until a successful save is made. **Made jump up to twice their move speed and make a single bite attack.

Giant Wasp: HD 1+3, S, AC 13, ATK 1 (Sting) DAM 2d6 + Poison*, MOV 5’/Fly 40’, SAV F1, MORALE 12. *Make a tough CON save (DC 17) or take 2d6 poison damage. A wasp takes 5 damage when it hits with a sting attack.

Giant Worm: HD 6-1, M, AC 16, ATK 1 (Bite) DAM 1d6, MOV 10’/BRW 20’, SAV F2, MORALE 8.


Infested: A once living creature that is now being used as a mobile hive by demonic insects. Modify the original creature by doubling its hit points, giving it regeneration 5, and having it deal double damage against enemies within the swarm. The internal insects repair and rebuild the creature, crawling around under the creatures skin. It always has an accompanying swarm of insects. When the swarm is reduced to half its HP, it will return to the hive and regenerate to full hit points in one round. While the swarm is regenerating, the host loses its regeneration and takes no actions.


Mud elemental: A half-breed of earth and water elemental, the mud elemental is a creature of muck, ooze, detritus, and slime. The oozey creature strongly prefers wet and dirt, with larger elementals going so far as to dam streams or clog rivers to spread swampland. They have a strong dislike for clean places or creatures, such creatures are like nails on a chalkboard and will drive them into a frenzy. Encounter:
5% 1 Huge, 10% 1d3 Large, 25% 1 Large + 1d3 Medium, 50% 1d6+2 Medium, or 10% 2d4+1 Small.
Mud Elemental: HD 8, M, AC 15, ATK 2 (Slam, Muckball*) DAM 1d8/1d6, MV 20’/Swim 40’/BRW 20’, SAV F3,  MORALE 9.  *Thrown ball of muck and ooze. In addition to the damage, it coats the target in thick, squirming mud. Reduce their movement speed by 10ft. If a creatures movement is reduced to 0 by this attack, they begin to suffocate in the mud. Mud can be removed instantly with fire damage to dry it out or by scraping it off with a moderate STR save. **Mud elementals get +1 AC, +1 Attack, and +1 Damage against creatures standing in mud or swamp.
Small Mud Elemental: HD 4, S, AC 13, ATK 2 (Slam, Muckball*) DAM 1d6/1d4, MV 10’/Swim 20’/BRW 10’, SAV F1,  MORALE 8.

Large Mud Elemental: HD 12, L, AC 17, ATK 2 (Slam x2, Muckball x2*) DAM 1d10/1d8, MV 40’/Swim 80’/BRW 40’, SAV F5,  MORALE 10.

Huge Mud Elemental: HD 16, H, AC 19, ATK 2 (Slam x2, Muckball x2*) DAM 1d12/1d10, MV 80’/Swim 160’/BRW 80’, SAV F7,  MORALE 11. ***Mud Aura. 30ft around the Mud Elemental is turned muddy and wet in addition to being splattered with mud spraying off the elemental. It is considered difficult terrain and any creature starting their turn in the aura loses 10ft of movement speed as the Muckball attack.


Swamp Monster: Swamp grasses, mud, and moss covered logs coalesce in a large, squat humanoid shape. The headless torso splits to reveal a maw lined with algae covered, sharpened logs. With a roar the creature lurches forward to attack, thrashing with thick, muddy tentacles of swamp grass. If badly injured it will retreat, content to let its diseases weaken its prey before trying again.
Swamp Monster: HD 12-3, H, AC 15, ATK 3 (Whip x2, Bite), DAM 1d6*,2d6**, MV 30’/ Swim 60’/BRW 20’, SAV F6***, MORALE 10. Regeneration 10 when not on dry land. *20 ft. reach. Swamp muck: Target is covered in muck and grass, reducing movement by 20’ until a turn is spent removing the muck. **Fetid Fangs: Make an easy CON save or contract 1d3 diseases. ***Well insulated: Half damage from fire, electricity, and cold. Immune to poison.


Swarms: A large swarm of small creatures moves as a group to attack enemies. Swarms reduced to 0 hit points scatter as a number of harmless insects. *Swarms take only half damage from any weapon or targeted attacks but take double damage from area attacks. **Swarms deal their damage automatically to all creatures that start their turn in one of the eight contiguous 5ft spaces or cubes they occupy (16 spaces for H swarms).


Ant Swarm HD 10, L, AC 14*, ATK 1** (Bites), DAM 2d6, MV 10’, SAV F3, MORALE 10.


Centipede Swarm HD 12, L, AC 13*, ATK 1** (Bites), DAM 3d6, MV 20’, SAV F4, MORALE 8.


Nightshade Moth Swarm: A fluttering swarm of light purple moths leaves behind a trail of soft dust glinting in the moonlight. Nightshade larvae feed off of the deadly nightshade and their adult form produces a sleeping poison of its own. A single moth produces enough dust to poison small rodents, but in a swarm, they produce enough dust to fell much larger beasts. They lay their eggs in these carcasses, which are toxic enough to prevent predation on their eggs.
Nightshade Moth Swarm HD 4, L, AC 14*, ATK 1** (Dust), DAM 0 + Dust, MV 5’/Fly 20’, SAV F1, MORALE 6. Dust: 1d6 Poison damage then make a moderate CON save (DC 13) or fall asleep for 1d6 rounds.


Piranha Swarm: Trapped in lower ponds and bogs when flood waters recede, pirahna fish become incredibly voracious and vicious during the drier months after having been trapped in smaller ponds. Any living creature that sets foot in water with piranhas will attract their attention. Their bites start out doing 1d6 damage a round, but increase as more fish join in the frenzy, doubling each round until they reach the maximum of 10d6 damage per round. During dry months, it is best to test any water that isn’t still with small bits of food and avoid any swarms. During floods, it is best to avoid the water as much as possible.
Piranha Swarm: HD 5+5, H, AC 14*, ATK 1** (Frenzy), DAM 1d6, MV 0’/Swim 50’, SAV F3, MORALE 12. Frenzy damage doubles on each successive round of attack to a maximum of 10d6.


Snake Swarm: HD 6+1, H, AC 14*, ATK 1** (Bites), DAM 1d6 + Poison, MV 20’/Swim 10’, SAV F3, MORALE 12. Easy CON save (DC 12) or take ongoing 1d6 poison damage until a succesful save is made.


Spider Swarm HD 8, L, AC 15*, ATK 1** (Bites), DAM 1d6 + Poison, MV 20’, SAV F2, MORALE 9. Moderate CON save (DC 13) or take ongoing 1d6 poison damage until a save is made.

Wasp Swarm HD 6, L, AC 16*, ATK 1** (Stings), DAM 1d6 + Poison, MV 5’/Fly 30’, SAV F1, MORALE 12. Moderate CON save (DC 13) or take 2d6 poison damage.
Worm Swarm HD 12, H, AC 10*, ATK 1** (Bites), DAM 1d6, MV 5’/BRW 10’, SAV F3, MORALE 10.

Tuesday, October 28, 2014

Hog's Bog's Bugs (Part I)

Remember that Hex I grabbed over at Tenkar's Tavern?


While I tried to keep things as system neutral as possible, I wanted to include numbers for reference. I run a D&D 5e game with houserules. Numbers in parenthesis should be replaced with an appropriate number for your game. This is a rough-ish draft, so if something doesn't make sense or needs more clarification, please let me know!

In part I, I'll lay out the surrounding peatmoor. In Part II, I'll write up Hog's Bog itself. Finally in Part III, I'll reveal the maps of the the Muddy Fort, Hogstock Manor, and the Fell Hive. I'll be putting all of this together in a nice neat .pdf as well.  (Edit: Just kidding, it became a four part series. Part IV)

The Peatmoor

Between the surrounding lands and Hog’s Bog, there is a sizable area of low, grassy hills, small shrubbery, lichen covered stones, and the occasional pond. It floods often in these moors, but the acidic soil keeps out most foliage. The earth is very loamy and thick with peat. It has no major landmarks, so it is easier to get lost here.
Random Encounters. If wandering through the area or lost, D12; otherwise D10.
1: Insects. An insect swarm or 1d4 +1 giant insects are on the hunt. Ants, centipedes, nightshade moths, spiders, wasps, or worms.
2: Ooze. Oozes or slimes bubble up from the loam, looking for food. 2/6: Loamoeba 4/6: some other ooze or slime.
3: Lowland Weather. Low fog and light, gray drizzle. Reduced visibility and any open flames are extinguished for the next 24 hours.
4: Gnats and Mosquitos. They follow the party everywhere, -1 to all rolls. A fire, a stiff wind, or smoke will repel them.
5: The Stench. Gross smells and browning lichen are clues to danger. If approached, it is: 2/6 fetid mushrooms around a sulphuric spring: make an easy constitution save (DC 12) or be poisoned for 1d3 hours. 4/6 a sulphur pool in full algal bloom, the algae is a valuable ingredient (1d4x300 SP). To collect the algae, make a moderate constitution save (DC 15) or be poisoned for 1d4+1 hours.
6: An omen. Crows, an odd growth of brush, a dark cloud, or something similar. “GO BACK”. It’s trying to warn you about Hog’s Bog.
7: Beasts! A sounder of 2d6+2 hogs, an owl bear, 3d4 rams, 3d6 wild horses, 2d4+5 stirges, 1d4+6 coyotes, a Roc, or a snake swarn.
8: Farmers. Homesteaders looking for famous Hogstock Hogs. If encountered later, they are wounded and 1/6 have found some hogs.
9: Sam Duggher. A distant Hogstock cousin is looking for the manor for fun. If encountered later, he is 5/6 lost or 1/6 fleeing the manor.
10: Wounded adventurers. They are returning from the bog. What happened? Disease, insects, bog hazards, treachery, ghouls, or beasts.
11: Genny Bogstock’s Hut
12: Hogstock. Hogstock Manor or Hogstock, 50% chance of encountering either first.


Specific Locations:

Genny Bogstock’s Hut: Genny Bogstock is a gray haired, short, human woman who lives in a small cottage nestled up against a hill. She is amiable and kind, if a little senile. She is usually found tending her small garden of herbs and vegetables or checking her fish farms in nearby ponds. She offers to make stew if the players will catch her some rabbits. While making stew, she asks for some livestock from a nearby town. She gives copper pieces to pay with.
-If the players do bring her some livestock, she will trust the players enough to ask them explore the old Bogstock family home in the bog, doubtful there is anything left but she’s still curious. The Bogstock name was a direct jab by her grandfather, the hedge wizard, at the haughty Hogstocks.
-Genny will take a liking to one of the players and knit a scarf or hat. She checks on her friends with scrying magic.
-Secretly a good witch, she won’t reveal her powers unless she trusts the players or they are badly hurt. Clues to her secret are her herb garden, which has some rare spell ingredients or her house, which is subtly larger on the inside.
-She knows the types of environmental hazards in the bog, that there is an old keep in the bog, the types of creatures that inhabit the bog, and that the bog has been expanding but not why.

Hogstock Manor: This manor was abandoned ten years prior due to insect infestations. Hogstock once raised famous swine and grew good tobacco. Surrounding the manor are a few overgrown, former tobacco fields and swine pens. A handful of barns sit dilapidated or collapsed. A string of sturdy, stone buildings that were formerly for carpentry, smithing, and masonry now sit empty. A few small huts dot the road. The manor is a large, three story colonial style building with a groundskeeper’s hut, a small, fenced graveyard, and a gazebo. Underneath the manor is an extensive stone basement. The manor and its grounds are now infested with insects and the undead.

Hogstock: An abandoned hamlet sits right on the edge of the encroaching bog. A dozen brick homes lie empty along a dusty dirt road leading to the Hogstock Manor.  There is a small church, a town graveyard, and a few rotten barns. One of the homes is larger and used to be a general store and tavern. The wild hogs are descended from the swine from this town, and their presence nearby increases the activity here. Encounter rolls occur twice as often near the town, use the Peatbog random encounter table.


The Peatmoor Bestiary

Coyote: HD 1+2, T, AC 12, ATK 1* (Bite) DAM 1d4, MV 30’, SAV F1, MORALE 6. *Coyotes recieve +1 attack and damage for each other coyote within 5 ft of their target.


Giant Ant: HD 3+1, S, AC 13, ATK 1* (Pinchers) DAM 1d6, MOV 20’/BRW 5’, SAV F1, MORALE 9. *Giant Ants get +1 to attack and damage for each other giant ant within 5 ft of the target.


Giant Centipede: HD 5+1, M, AC 16, ATK 1 (Bite) DAM 2d6, MOV 60’/BRW 10’, SAV F4, MORALE 9

Giant Nightshade Moth: HD 2+1, S, AC 12, ATK 1 (Dust) DAM 0*, MOV 5’/Fly 30’, SAV F1, MORALE 6.
*Dust hits all within 10 ft. 1d6 poison damage. Make a tough CON save (DC 15) or fall asleep for 1d6 rounds.
Giant Spider: HD 2+3, S, AC 15, ATK 1 (Bite) DAM 1d6 + Poison*, MOV 40’**/Climb 40’, SAV F2, MORALE 7. *Moderate CON save (DC 14) or take ongoing 2d6 poison damage until a successful save is made. **Made jump up to twice their move speed and make a single bite attack.
Giant Wasp: HD 1+3, S, AC 13, ATK 1 (Sting) DAM 2d6 + Poison*, MOV 5’/Fly 40’, SAV F1, MORALE 12. *Make a tough CON save (DC 17) or take 2d6 poison damage. A wasp takes 5 damage when it hits with a sting attack.
Giant Worm: HD 6-1, M, AC 16, ATK 1 (Bite) DAM 1d6, MOV 10’/BRW 20’, SAV F2, MORALE 8.
Hogstock Hogs: Huge hogs rooting through the loam, while a few keep watch. Growing up to be as large as ponies, these black hogs bear swirling marks of brown on their lush, furry coat. These intelligent beasts are gentle giants when approached with food or soft spoken words, but still carry the aggressive nature of their boorish ancestors. If attacked or threatened, their large size, stampedes, and pack tactics make them quite dangerous. If encountered in the spring, there is also one piglet for every three adults. The piglets eat voraciously and will be fully grown by the end of the summer.
Adult Hog: HD 4 -1*, L, AC 14, ATK 2** (Tusk,Hoof) DAM 1d8,1d6*, MV 40’, SAV as F3, MORALE 10 *Pack tactics: +1 attack and damage for each hog within 10 ft. **Stampede: Make a charge with at least two other Hogs, and gain a hoof attack. If it hits, the target is knocked prone. Prone targets take max damage from further hoof attacks.

They don't stay cute and little for long...
Piglet: HD 2-3, S, AC 12, ATK 1 (Tusk) DAM 1d4, MV 30’, SAV F1, MORALE 6

Loamoeba: A mindless, stringy, brown-green, lichen encrusted ooze bubbles up from the earthy loam. It probes forth with long pseudopods, looking for food by sensing the vibrations of the soil. It eats dead matter, and enjoys freshly dead matter the most. It enjoys a temporary symbiotic relationship with living creatures in which is oozes over their flesh, rubbing off and eating dead skin or loose fur. This has the effect of healing a creature for 1d6 hit points for each HD. A creature only builds up enough dead skin and hair to entice a Loamoeba once a week. The process leaves the creature smelling of earth. Loamoeba are particularly active during molting season. Every 20 hp healed in this way is enough food to grow the Loameba by one HD. Upon gaining a its 9th HD, the amoeba buds into 9, 1 HD oozes. They are highly nutritious, if runny and bitter, worth 1 ration for every 2 HD, each ration also heals 1hp.   Their defense against hostile creatures are retreating to the loam and releasing a foul cloud of clinging odor that attracts other predators.
Loamoeba: HD (1 to 8), S, AC 10, ATK 2 (Feed* Spray**)  DAM 0/0, MV 10’/BRW 20’, SAV F1, MORALE 4. *Will attempt to feed on the dead skin and hair of a living creature within 60’, the symbiotic feeding heals the creature for 1d6 HP per HD **Any hostile actions or loud noises will cause the Loamoeba to release a 20’ radius cloud of clinging gas that smells of blood and gore, attracting predators. Double random encounters, and increase predator encounter difficulty for 12 hours or until players coat themselves in mud.

Moor Owl Bear: HD 10, L, AC 17, ATK 2 (Bite, Claw x2*) DAM 2d6/1d8, MV 30’, SAV F10, MORALE 11. *If the owl bear hits with both claws, it rends the target, dealing an additional 2d6 damage.


Ram: HD 2+2, S, AC 12, ATK 1 (Gore) DAM 1d6, MV 50’, SAV F2, MORALE 10. *If the ram moves at least half its speed before it attacks, its gore attack deals an additional 1d6 damage. Rams get +1 attack and damage for each other ram within 5ft of the target.


Roc: HD 12, H, AC 18, ATK 3* (Bite, Claws, Wing) DAM 3d6/1d8/1d8, MV 10’/Fly 80’, SAV F10, MORALE 10. *A Roc that hits with its claws attack will attempt to grapple the target in order to lift them up and drop them.

Stirge: HD 1+2, T, AC 13, ATK 1* (Stab) DAM 1, MV 20’/Swim 60’, SAV F5, MORALE 8. *On a succesful stab attack, the stirge attaches and drains 1d6 HP per round until removed with a moderate STR check (DC 15) or it flees.

Swarms: A large swarm of small creatures moves as a group to attack enemies. Swarms reduced to 0 hit points scatter as a number of harmless insects. *Swarms take only half damage from any weapon or targeted attacks but take double damage from area attacks. **Swarms deal their damage automatically to all creatures that start their turn in one of the eight contiguous 5ft spaces or cubes they occupy (16 spaces for H swarms).

Ant Swarm HD 10, L, AC 14*, ATK 1** (Bites), DAM 2d6, MV 10’, SAV F3, MORALE 10.

Centipede Swarm HD 12, L, AC 13*, ATK 1** (Bites), DAM 3d6, MV 20’, SAV F4, MORALE 8.

Nightshade Moth Swarm: A fluttering swarm of light purple moths leaves behind a trail of soft dust glinting in the moonlight. Nightshade larvae feed off of the deadly nightshade and their adult form produces a sleeping poison of its own. A single moth produces enough dust to poison small rodents, but in a swarm, they produce enough dust to fell much larger beasts. They lay their eggs in these carcasses, which are toxic enough to prevent predation on their eggs.
Nightshade Moth Swarm HD 4, L, AC 14*, ATK 1** (Dust), DAM 0 + Dust, MV 5’/Fly 20’, SAV F1, MORALE 6. Dust: 1d6 Poison damage then make a moderate CON save (DC 13) or fall asleep for 1d6 rounds.

Snake Swarm: HD 6+1, H, AC 14*, ATK 1** (Bites), DAM 1d6 + Poison, MV 20’/Swim 10’, SAV F3, MORALE 12. Easy CON save (DC 12) or take ongoing 1d6 poison damage until a succesful save is made.

Spider Swarm HD 8, L, AC 15*, ATK 1** (Bites), DAM 1d6 + Poison, MV 20’, SAV F2, MORALE 9. Moderate CON save (DC 13) or take ongoing 1d6 poison damage until a save is made.

Wasp Swarm HD 6, L, AC 16*, ATK 1** (Stings), DAM 1d6 + Poison, MV 5’/Fly 30’, SAV F1, MORALE 12. Moderate CON save (DC 13) or take 2d6 poison damage.
Worm Swarm HD 12, H, AC 10*, ATK 1** (Bites), DAM 1d6, MV 5’/BRW 10’, SAV F3, MORALE 10.
Wild Horse: HD 2, L, AC 13, ATK 1 (Bite or Kick) DAM 1d4/1d6, MV 60’, SAV F1, MORALE 4*. *Roll morale on taking damage. If failed, the horse starts a stampede with other horses. Each round they double move to escape. Any creatures Medium sized or smaller in their path receive two kick attacks.