Group: A conspiracy or unkindness of Ravens.
Flock is considered uneducated or mad.
10 yards/ 270 yards round flying (1/2 climbing double diving, +50% to final if "running" maximum for one round every turn.+2 to hit on dive attack) Damage: 1-2 ; sharp wide angle color vision
Raven: 1/27"; Damage: 1-2 ; sharp wide angle color vision. AC 6. There damage represents intelligent targeting for the eyes and jugular, or just extreme painful areas.
A target brought to 0 has been hit in eye (10% torn out) and the pain/bleeding causing them to fall.
RAVEN: These are large members of the
crow family. They can be found nearly
everywhere, though they tend to avoid
populated areas. They are usually gray or
black, and have the same vocal talents as
common crows. They are good mimics, and as
familiars they can convey messages of three
words or less, though they can in no way
speak coherently or understand language
without magical aid.Ravens are largely predatory,
but as omnivores, theyll eat whatever
is available. Farmers commonly accuse
them of harassing or killing livestock, and
they are well known for following armies.
(Dead soldiers make good meals.) Like
crows, ravens are never surprised in lighted
conditions, and a hit by a ravens beak has
a 10% chance of blinding an eye, on a natural 20 hit.
Care/up Keep: can self hunt, with a 1-5% chance year of being killed
during the year. during the hunt (rolled after a few hunts, on a 1% happens
immediately, then based on danger/region) In violent regions (monsters etc)
the player rolls after he sends the Raven away. On a kill roll he
saves vs death, fail killed outright otherwise the
raven takes 1d6 damage which may not actually kill it anyway.
Magical protections can bring this chance of death to zero, at least
in "safe" areas.
Food: Eats rotten food, so can eat the natural waste from a parties
non iron rations, 2 party members food waste is enough to keep it alive
but not happy. Otherwise it eats 3 extra meals a week if feed directly.
Weather: Temperate, non-winter conditions. Extra care must be taken
for the bird in cold or extreme warmth.
CROW: This category covers most of the
medium-sized birds of the genus Corvus,
including common crows, fish crows, carrion
crows, rooks, and so on but not
ravens. Crows are found in any climate
from subarctic to tropical, in all but the
most barren of wastelands. They do not fear
human habitations. They measure about
1½ feet from beak to tip of tail feathers.
Crows are black, sometimes with white
markings. They are good mimics, and as
familiars they can convey messages of three
words or less, though they can in no way
speak coherently or understand language
without magical aid. Crows do well on a
varied diet much like that of humans,
though they enjoy insects a good deal more.
They are class A fliers. During daylight
conditions, they are never surprised. If a
crows hit succeeds, it may (10% chance)
blind the opponents eye.
34 Skunk: 12; 1 pt.; good night
vision, hearing, & olfactory.
The Heart of Light
The stone at first appears to be a 3-inchdiameter
glass gem of dull color and
cheap value. Touching the gem has these
effects:
1) The gem radiates light in a 60 radius,
as a continual light spell, for one hour after
each time it is touched.
2) A good character who touches the gem
will have 2-8 HP of damage healed; an evil
character will be shocked for 2-8 points of
damage, and neutral characters will not be
affected. The healing or damage will only
affect a given character once per day.
3) After the gem is touched, detect good
will reveal the gems good alignment.
4) Any character who touches the gem
will automatically know it is the Heart of
Light; he also knows that the gem must be
removed from the mansion and taken to
Mekkari immediately.
5) And, when the glass illusion is
dispelled by a touch, the Heart of Light is
revealed as a 100,000 gp value diamond
that would make the most jaded dwarf
drool.
Spell lists
Magic-users
First level: charm person,
comprehend languages, detect magic,
feather fall, hold portal, light, magic missile,
read magic, sleep.
Second level: detect evil/good, detect invisibility invisibility
knock,levitate, web, wizard lock.
Third level: clairvoyance, dispel magic,
fireball, haste, slow, water breathing.
Fourth level: charm monster, dimension
door, fear, remove curse.
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