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Fire On Claymore Woods

Crossbow Man looks Premium in premium print.

I’m a big fan of magical items. At their core, they are more worthy and defining than (optional) feats and class powers. You can find magic items, kill for them, steal them, create them, trade them, and sell them.

Magical items can even be cursed, intelligent, malignant, or helpful.

For D&D (the Pathfinder variant, not so much), a DM can design a campaign that does not allow magical feats but has magical items that empower the PC with the feat’s power. If the player wants his character to have that power, they go on an adventure to obtain it. Especially in a sandbox campaign, these player-directed plot points add just that right roleplaying flair.

There can never be enough magic items in a DMs story-telling arsenal as long as the DM is not twinking out the players in some “I wish I were a player” wish fulfillment. Here are three that you can add to Fire on Claymore Woods or any other module.

True North

This +1 dagger is of dwarven manufacture (stamped with a small dwarven rune from its maker) but made for either an elf maiden or a human noblewoman. It is elegant and feminine in design and very sharp.

True North has an odd property for such a beautiful weapon. If spun on a flat surface, its blade will always point north when the dagger stops moving.

The Golden Pocket Stopwatch

A pocket watch.The Golden Pocket Stopwatch is a fantastic bit of engineering and practicality. It has two hinged openings:

  • On one side is a watch that tells time in hours, minutes, and seconds. The adjustable dials on the sides of the watch can manipulate and change the hours and minutes.
  • If the other side is open, it reveals a stopwatch. Pressing one of the small dials will reset it, while another will start and stop it. It has an hour, minute, and second hands.

The magic imbued in the watch does two things. It makes it impervious to the elements (the watch even works underwater) and serves as the tiny power source. It needs no winding.

On the interior of one of the watch’s doors is a handsome, mustached man’s face engraving. The other door has an odd phrase in draconic: “Everything lost in time except my memories.”

The Weirding Mirror

The Weirding Mirror has a bad reputation, but not of its own making. It’s a pocket silver mirror and has the passive benefit of raising a PC’s Charisma attribute by 1.

If someone looks into the mirror, it activates and goes well beyond showing the wielder a reflection of themselves. It takes a week of carrying around the mirror to attune and activate its properties.

After a week, the reflection moves and speaks to the wielder (in the owner’s voice) of its own volition. It is a sophisticated psychic construct of sorts, able to hold an intelligent conversation, remember details of what someone told it, and an understanding of the current world.

The talking reflection has one goal: to dispense relationship advice. It will listen to the PC and offer advice, usually practical. It has a keen understanding of human nature and will try its very best to have the PC meet their relationship goals, gently guiding a PC into a long-term relationship.

And that’s all the mirror does. However, things frequently go wrong with the use of the mirror:

  • The reflection for other people is only a reflection. The independent speaking and movement happen in the wielder’s mind. Observers of someone using the mirror usually think the owner is talking to themselves. Thinking to the mirror doesn’t work; to communicate with it, the owner needs to speak aloud.
  • The mirror design facilitates human relationships in a feudal society. Outside of that context, it is unhelpful and will admit as much. All it can do is offer pithy advice (get a haircut, clean your robes, etc.).
  • The mirror will get angry if the PC uses the advice to “love and leave” a paramour. If the PC does this on several occasions, it causes the construct to malfunction. It will turn into a sociopath, and the only way to get back to normal is to give the mirror to someone else, which resets its magic. However, if the PC keeps following the sociopathic advice, their alignment will shift to Chaotic Evil.
  • While the mirror does improve the owner’s Charisma, it dispenses advice and nothing more. However, over the years, people have accused it of manipulating the object of the owner’s affections. Many people react negatively to being magically charmed, even if they technically were not. The mirror warns the owner of this but unfortunately hasn’t figured out that telling the owner to hide its properties makes it more suspicious, not less.

If broken, the mirror will not function, but a spell caster can quickly repair it with a simple cantrip or other low-level magic. The magical properties are associated with the mirror’s silver frame. An owner can replace the mirror glass at any time.


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Fire On Claymore Woods

Crossbow Man would love the watch. He already has a magical dagger, henceforth named “Stab-Yer-Face.”

A Beacon of Warmth and Danger (dun, dun, dun, dun!)

Ah, the campfire, in modern times, it is a beacon of light for warmth or merriment in the dark, the promise of wholesome food, and the world’s original gathering place for conversation.

In D&D, a campfire is usually a giant “here’s a big snack!” for monsters or “come kill me or take my stuff ” for brigands.

In a role-playing fantasy game, the titular campfire is an Encounter, especially if the PCs did not make it.

Here are three campfire-encounters, heavy on the role-play, for a DM to use. These encounters are not skill challenges. The PCs are traveling from Point A to Point B on a trail less traveled. In the dark, they spot the flickering light of a campfire.

Campfire 1: Beware the Old Man in a Profession Where Many Die Young

Javier Lance is eighty-years-old, wrinkled, and still muscular. A survivor of many skirmishes and a few battles, Javier is a tired man. His joints hurt in the cold more than usual, he’s slowed down considerably, and worse, to him, he’s beginning to forget things.

Thus, even living with his extended family (having buried his wife several years ago), Javier kissed everyone goodbye and left for “an extended hunting trip.” Javier is not a man to die in his sleep happy. His goal is to part the mortal realm with a blade in his hand in a final kill-or-be-killed fight. Everyone knows why he left.

Campfire Description

At the campfire is a man, turning a spit with a fat, skinned rabbit roasting over the coals. He’s tall, athletically built, and old. A well-used heavy crossbow sits against a tree along with a boar spear. 

The man is armed to the teeth with a sword, warhammer, and numerous dagger sheaves on his dull-silver split armor under camouflage cloth. A battered shield with the King’s livery sits on a stump.

Javier’s Motivation

Javier came to the woods to die, knowing there are several Dire Cave Bears and Dire Boars about the woods. If approached, he will gladly share his campfire, the rabbit, and swigs of whisky from his flask.

Javier didn’t spend decades as a decorated soldier without learning a thing or two about people. He has a keen insight about people, and if he thinks the PCs are evil or wish him ill, he’ll smile at being favored by the gods in his old age and attack.

Disposition

Friendly

Javier, if treated with kindness and respect, offers to trade the PCs, either his crossbow, shield, sword, or warhammer, for one like item. Whatever the PCs have, Javier’s will be better. For example, if the cleric has a +1 shield, Javier’s will be +2.

The exchange is only for one item. If any (or all) PCs have a heroic reputation, he will ask them if they can meet him back at the camp location in three days.

If the PCs do so, they will find him dead of multiple wounds from some beast, with a smile on his face.

The PCs should bury him with his weapons or burn his body on a pyre with same. If they take his stuff, the local deity of war curses the PCs en masse, and the PCs will always fight under the curse spell’s adverse effects until they atone.

Does Javier Lance tell the PCs why he is here? Only if he senses that they would respect his choice.

Neutral

Javier tries to make friendly conversation, but if the PCs are not pleasant or say the wrong thing, it doesn’t bother him. He’s mostly immune to people’s bad manners. 

Javier will offer to share a meal, and then he desires time to be alone with his thoughts and prepare his communion with the gods of the land.

If the PCs refuse his request, his disposition changes to Hostile.

Hostile

If the PCs are evil or turn hostile, Javier will matter-of-factly don his shield, grab his crossbow, and attack the weakest PC in terms of melee ability.

No need to roll up stats of Javier: take the best melee PC’s character sheet and clone it. Javier fights with a shield, longsword, and warhammer, switching weapons when appropriate. However, the gods have blessed this old man to have a glorious battle to the end. They give him:

  • The ability to strike as many times as there are PCs
  • All his hits do maximum damage
  • He always makes a saving throw or ability check
  • He can move about the battlefield without provoking opportunity attacks
  • He will fight until he is at -10 hit points, or until only the melee PC is the last one standing, in which he will die when the melee PC lands a good blow

He uses these tactics:

  • Javier will always deliver a death-blow. He is fully aware that healers can heal fallen people with magic. He will always strike at a fallen PC until assured that the PC is dead
  • He attacks in order from the lowest hitpoint PC, controllers, healers, damage dealers, and finally knights or heavily armored fighters
  • Javier is smart enough to put himself between a tree and a ranged weapon
  • At this point, any pain Javier feels is transitory. He smiles through the entire experience, thoroughly enjoying himself

This fight is not fair, but the PCs should be wary of Old Men in a profession where men die young, especially if they are communing with the gods before a battle.

Campfire 2: The Folly of Youth

Before a nice tent, this campfire has a young, heavily armored knight staring at the flames of the campfire. He wears a holy symbol and religious livery. He has pale skin but a stern demeanor.

The knight is Sir Davian Kadlem, a young but proficient cavalier and paladin. He’s here on monkey business, here to meet a lover. Tragically, his lover is a vampire. She already bit him twice.

Despite his stern demeanor, Sir Kadlem will easily converse with PCs and eventually cut off any conversation by saying he is here to meet a person privately and needs the PCs to be on their way.

Sir Kadlem will lie through his teeth about his shame, but it’s all lies by omission. If pressed, he tells the PCs his meeting is of intense personal nature and not for public consumption but a family matter–all true.

Kendra the Vampire

Thoroughly evil and entirely malignant, Kendra is a user and abuser. She uses handsome young men, feeds off their essence, and kills them before moving on to a new lover.

Somewhere in her dark heart, she grew fond of Sir Kadlem, and she perversely takes pleasure in the thought of bringing a paladin to wicked ends and becoming her companion and servitor for all eternity.

If the PCs confront Kendra at any time, she turns into a bat and flies away, or, if in dire straits, her misty form.

Possible Outcomes

This campfire is not a skill encounter where the PCs roll a dice, and the DM says this, that, and the other thing. Let the players organically come to their conclusions.

The level of the vampire and Sir Kadlem is variable, as a rule of thumb, an Average Party Level +4 encounter.

Liaison Observation

If the PCs are busybodies, leave, and spy on the paladin, a woman rides up to the campfire on a horse, jumps into his arms, and the two disappear into his tent.

Somewhere in the darkest hour, she bites him, but it’s doubtful the PCs will observe that. At dawn, she will ride away, leaving behind Sir Kadlem’s corpse to rise as a vampire fledgling at night. If the PCs go into the tent, they can tell something terrible happened, and even an examination by a non-healer will find the bite marks–this time on his neck.

The Pale Man

What do people look like after a vampire feeds off them two nights in a row?

Answer: Not healthy. 

Sir Kadlem hides his malaise well, being so athletic. However, the most telling way he hides his condition is that he doesn’t know Kendra is a vampire. He thinks incorrectly, but honestly, he has a bout of food poisoning. He’ll even ask a PC if they look like an herbalist if they have some herbs to settle his stomach.

Davian’s neck is free of bite marks. They are in other places on his body, only found on a physical examination without his clothes. If a medically-inclined PC gets him out of his clothes and shows him the bite marks with a mirror, he’ll break his charm and ask the PCs for help.

Kendra won’t give up. She’ll fight the PCs for Davian but flee if the PCs do severe damage. Unless the PCs break his charm, Davian will fight for Kendra. She’ll think it’s hilarious if he falls, especially if the PCs are good.

I Read Your Thoughts

If a PC has a way to read memories and does so, those memories are disturbing. The knight has a paramour, but his memories never reveal her image. It is as if he is talking and having a liaison with an imaginary person.

Such is the power of a vampire that her image, even in memories, is not visible. If someone wants to gaze upon this vampire, they need to do it in person.

Where Is Your Horse?

Sir Kadlem came here on a horse, but his horse is not here, nor can he summon it magically. If the PCs ask about his camp contents, besides the tent is a lance and a horseman’s mace.

An inquiry about his horse is one of the few ways PCs can tell something is amiss–his horse ran off in disgust, and Sir Kadlem isn’t particularly worried about it. He’ll claim his horse was “moody” today, and before he could take off the saddle, he galloped off. “He’ll be back,” he says.

Sir Kadlem is not just a paladin; he’s a cavalier. His horse is the way he engages in battle and his honor. PCs can press him, and if they take a logical, systematic approach to their questioning, it becomes apparent that someone has muddled Davian’s thoughts. He alternates in bragging about his horse and his cavalier skills to an indifferent attitude on his horse’s fate.

It is now up to the PCs to figure out what comes next. In any event, the only way the paladin’s horse comes back is if he atones for his weakness. Once he has done so, his god sends him back his mighty paladin steed.

Victory (?) Conditions

The only way for the PCs to achieve some measure of victory is to get Sir Kadlem to his temple. Unless they break his charm (by dispelling it or by a protection from evil spell), he will fight them all the way. Regardless, sometime during the night, Kendra will attack the PCs on the way to the temple.

Once at his temple, the priests break his charm and heal him. However, Sir Kadlem will have to atone for his weakness–he will have to confront his nemesis and former lover and drive a stake through her evil heart. No small task, as he will not have access to any of his paladin powers until he has completed it.

He’ll need help in this quest. He won’t be able to complete it on his own.

Campfire 3: Death Head Ranger

Just what kind of people are the PCs? This encounter can put them to the test if they think they are all that and a bag of chips. This location should be at the edge of a remote, primal forest, far from civilization. The PCs may or may not be heading to a destination in the woods.

This campfire is at a permanent campsite. The fire has a windbreak that pushes heat back to a well-built lean-to. Well-placed rocks ring the flames, and a metal stewpot hanging on a metal tripod fills the campsite with the smell of savory stew.

At the camp is a middle-aged man in leather armor, a uniform of some sort–on his shoulder is a death head patch. This man is the Ranger Tamshire Roe, and he is a demi-god of sorts.

Tamshire Roe’s Motivation

The ranger forms a symbiotic relationship with an ancient green dragon, Sirlaenth, that lies deep in the forest’s center. At one time, the dragon tried to charm him, but Roe, a master ranger retiring from a harsh life of adventuring, pretended to be charmed. There was something odd about this gargantuan dragon, and Roe decided to get to the bottom of it.

Through observation and many conversations, Roe learned this particular dragon was immortal, as she set up her lair in a forest that, for reasons unknown, kept her from eventually dying of old age. Over the centuries and still thoroughly wicked, she has grown contemplative and stoic.

When Roe revealed he wasn’t charmed, the dragon laughed, thinking that was amusing and stupid on his part. Still, they quickly formed a relationship–the ranger would protect her forest from intrusion during retirement and ask nothing in return. He would even give her the considerable treasure he amassed over the years. As a ranger, he does not need material wealth.

In return, the dragon promised to “not fly off and do stupid shit to attract dragonslayers.”

Roe’s motivation is simple:

  • Protect the forest’s inner core from intrusion
  • Hold conversations with travelers to learn about the world-at-large
  • Deliver any treasure and information accumulated to Sirlaenth

What did Roe receive in return? He received peace and quiet with the occasional “turn back now there be monsters” speech. But now, he too is immortal. The same mystical properties that keep the dragon alive are keeping him from aging, also. Roe is over five-hundred-years-old.

Tamshire Roe’s Past

Before he embarked on a life of adventure, Roe was a feared hunter of men and elven criminals for a kingdom now long defunct. Lore or history savvy PCs will recognize the death head’s patch from an infamous group “widely known for tracking down men and elves for a tyrannical king,” although the real history is less dramatic. Criminals and enemies of the state would flee into the primal forest on the Kingdom’s border. Roe was a member of a company that would track them down.

If confronted about this past, Tamshire Roe will shrug his shoulders and proclaim, “I ain’t like that no more.”

Using Roe

Roe is a way for the DM to insert esoteric lore and odd help from strange places. Roe intentionally lights a campfire (see below) where the PCs can see it at night. The moment the PCs approach the fire, the ranger started judging their worth.

Low-Level PCs

Roe will heal any wounded Low-level PCs, ask for gossip, and, if prompted, he is a vast treasure trove of lore around nature and history. If asked about his patch, he will state it is a warning to the forest’s enemies that only death awaits them for defiling it.

If the PCs need to get somewhere in the forest, Roe will happily guide them and protect them from harm as long as their destination is not its core.

Mid-Level PCs

As with low-level PCs, Roe is helpful, if a bit odd, extending the PCs the same courtesies as if they were low-level. However, he will ask the PCs for a boon in return–if he helps them, the ranger would like the PCs to obtain supplies for him: Roe has a fondness for booze, wine, cheeses, and anything else he can’t make in the forest during his perpetual campout. He can pay twice the going rate for such items.

He pays in coin, usually taken from people that try to penetrate the forest interior.

High-Level PCs

Tamshire Roe is highly wary of high-level adventuring heroes, viewing them as arrogant and dangerous. However, he always judges people based on their actions, so it’s not so much what the PCs say than what they do.

Powerful PCs could know that the forest center contains an epic dragon. Roe will admit as much but warns the PCs that what they are talking about is not a dragon but a “primal force of distilled nature.”

A high-level party could be after esoteric lore or an item. Roe will exchange items for like items and folklore for a minor magical item or gems and coins but warns the PCs that it will take several days for him to fetch what they need.

Under no circumstances will Roe lead the PCs to the dragon, but the dragon, in human form, could decide to meet the PCs at the edge of the forest.

Getting Frosty

Attacking Tamshire Roe has severe consequences. Not only is he capable of running a hit-and-run battle through the forest, but also tracking PCs who manage to escape his wrath. If the PCs decide to get it on, conclude the session (letting the players think about their folly for a bit), and pick back up with a max-level ranger with the following properties:

  • Tamshire Roe is a 20th level ranger with appropriate magical items.
  • Roe can teleport at will to any of his campfire sites in the forest. There are twelve of them that dot the edges. He can do this as a reaction to being hit, stunned, grappled, or incapacitated
  • However, in the woods, PCs are unable to teleport or plane shift or go ethereal. This restriction also includes low-level spells such as misty step
  • PCs cannot scry him, and divination reveals he is “a forest creature of death” and nothing more
  • The ranger cannot have his thoughts read and is immune to psychic damage of any sort
  • He has all the powers, immunities, and resistances of a legendary ancient green dragon, including the breath weapon
  • Finally, if killed, Roe and his gear disappear for 1d4 days and reform at one of his 12 campfires. The only way to permanently kill Roe is to destroy all his campfires and kill the dragon within

Both Sirlaenth and Roe instantly know if someone attacks the other, and the dragon will come to his aid should he be pressed. Now PCs are dealing with both a quasi-deity of the forest and the oldest dragon. Neither Roe nor Sirlaenth are evil; they have transitioned well-past moral and ethical boundaries.

Companionship

Someone could offer Tamshire companionship, and while he is flattered, the shape-shifting Sirlaenth is all but his wife in name only, and not only that, jealous and protective of anything she owns, which in her mind includes Roe.


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Fire On Claymore Woods

Crossbow Man Returns, and he ain’t happy.

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Burials of Teganshire Post 31 of 30.

Harken ye to the master table of the 30-Days of Burials of Teganshire Posts.

Which one was your favorite? Leave a comment and discuss!

Index of Burials of Teganshire Marathon Posts

Post

System

Type

Link

1

RPG

Running the Game

2

RPG

World-Building

3

RPG

World-Building

4

RPG

Plotting

5

RPG

Design

6

RPG

Running the Game


7

RPG

Plotting


8

D&D 5E

Encounter & Monster


9

Pathfinder 1E

Encounter & Monster

10

RPG

Plotting


11

D&D 5E

Design


12

RPG

Humble Brag

13

RPG

Encounters


14

D&D 5E

Backgrounds

15

D&D 5E

Design

16

D&D 5E

Design

17

D&D 5E

Feats

18

RPG

World-Building

19

Pathfinder 1E

Design

20

RPG

Burials of Teganshire


21

D&D 5E

Monsters

22

Pathfinder 1E

Monsters


23

RPG

Running the Game

24

RPG

Burials of Teganshire

25

D&D 5E

Monsters


26

Pathfinder 1E

Monsters


27

RPG

World-Building

28

RPG

World-Building

29

RPG

Plotting

30

RPG

Design


31

RPG

Running the Game

This post!


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A Demon Crocodile

Burials of Teganshire Post 26 of 30

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Is there an evil obelisk or demon in your swamp? Well, eventually, a demon crocodile will appear, and low-level PCs are in for a swim. A SWIM OF DOOOOOOOOM!


This demonic reptile lunges out of the placid water with shocking speed. Its jaw gapes open in a roar, its powerful tail lashing behind, eyes glowing red.

Pathfinder 1E Demon Crocodile

CR 2 | XP 600 | Male fiendish crocodile | CE | Large animal

Init +1; Senses darkvision 60 ft., low-light vision; Perception +8

Defense

AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 size) | hp 22 (3d8+9)

Fort +6, Ref +4, Will +2

DR 5/cold iron or magic; Resist cold 5, fire 5; SR 7

Weaknesses vulnerability to positive energy

Offense

Speed 30 ft., swim 30 ft.; sprint

Melee bite +5 (1d8+4 plus grab), tail slap +0 (1d12+2)

Space 10 ft.; Reach 5 ft.

Special Attacks death roll (1d8+6 plus trip), smite good (+3 damage once a day)

Statistics

Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2

Base Atk +2; CMB +7 (+11 grapple); CMD 18 (22 vs. trip)

Feats Skill Focus (Perception), Skill Focus (Stealth)

Skills Perception +8, Stealth +5 (+13 in water), Swim +12; Racial Modifiers +8 Stealth in water

SQ hold breath

Tracked Resources

Smite Good (1/day) (Su) – 0/1

Ecology

Environment warm rivers and marshes

Organization solitary, pair, or colony (3-12)

Treasure none

Special Abilities

Death Roll (Ex) If Demon crocodile grapples a target, it can roll to inflict bite damage and knock the creature prone.

Grab: Bite (Large) (Ex) Demon crocodile can start a grapple as a free action if it hits with a bite.

Spell Resistance (7) Demon crocodile has Spell Resistance.

Smite Good (1/day) (Su) +0 to hit, +3 to damage when used.

Trip: Death Roll (Ex) Demon crocodile can make a trip attempt on a successful attack.

Damage Reduction (5/cold iron or 5/magic) Demon crocodile has Damage Reduction against all except Cold Iron or Magic attacks.

Vulnerability to Positive Energy Demon crocodile is vulnerable (+50% damage) to Positive Energy damage.

Darkvision (60 feet) Demon crocodile can see in the dark (black and white only).

Energy Resistance, Cold (5) and Fire (5) Demon crocodile has the specified Energy Resistance against Cold and Fire attacks.

Hold Breath (x4) (Ex) Demon crocodile can stay under water longer than normal.

Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Sprint (×2, 1/minute) (Ex) Double land speed once a minute.

Swim (30 feet) Demon crocodile can Swim.

Description

Described by a ranger as “a jaw of doom attached to a body composed of hate and malice,” the demon crocodile is a manifestation of demonic corruption in a swamp or wetland.

Purely evil, the demon crocodile exists only to kill and will do so not only to feed itself but out of spite and enjoyment. Usually found in pairs, one demon croc will try to pull a victim underwater while the other croc lies in wait, hiding, to attack any swimming rescuers. The pair is not above surfacing a grappled victim to show any onlookers the horror of the attack. Once satisfied others have seen the display, they pull the victim underwater again.

Demon crocodiles are fast land runners, and will tirelessly run fleeing victims down. They will attack anything except a demon and innately target clerics or paladins wearing a holy symbol first, regardless of tactical significance. Smiting and then drowning a good-aligned ranger is one of their favorite pastimes.


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Noice!
Stat blocks!
Bouncing Mutt tavern lady.
Mohr statblocks!

What a great layout!


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Burials of Teganshire Post 22 of 30

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This red fox gives you an impish grin and snickers with a hehehehehe.

Island Red FoxIsland Red Fox

CR 2 | XP 600

CN Medium magical beast

Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +5

Defense

AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)

hp 22 (3d10+6)

Fort +5, Ref +5, Will +2

DR 10/adamantine

Offense

Speed 40 ft.

Melee bite +4 (1d6+1)

Range point-blank and precise produce flame +6 (1d6+1)

Spell-Like Abilities (CL 3rd; uninterruptable)

At will—produce flame, quickened dimension door (self only)

1/day—teleport (without error)

Statistics

Str 12, Dex 14, Con 14, Int 8, Wis 8, Cha 10

Base Atk +3; CMB +4; CMD 16 (20 vs. trip)

Feats Point-Blank Shot, Precise Shot

Skills Acrobatics +6 (+10 to jump), Climb +6, Perception +5, Stealth +6, Survival +1 (+5 when tracking by scent), Swim +5; Racial Modifiers +4 Survival when tracking by scent

Languages Can understand Common but not speak it

Ecology

Environment temperate island chain

Organization solitary or pack (3)

Treasure incidental

Special Abilities

Island Red Fox Immortality If the Island Red Fox is slain in combat, it reforms 1d6 days later in a different location no worse for the wear. The Island Red Fox does not age

Island Red Fox Telepathy The red fox can convey feelings and what they see to any other Island Red Fox via an unlimited distance telepathy.

Trickster Teleport The Island Red Fox unerringly teleports if it takes damage to anywhere on its island territories (even if it had previously teleported)

Darkvision (120 feet) Island Red Fox can see in the dark (black and white only).

Low-Light Vision See twice as far as a human in dim light, distinguishing color, and detail.

Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.

Precise Shot Island Red Fox doesn’t get -4 to hit when shooting or throwing into melee.

Scent (Ex) Detect opponents within 15+ ft. by a sense of smell.

Description

Island Red Foxes, of which only three are known to exist, long has been an enigma to the inhabitants of the island chain they inhabit. Benign but annoying, the island red fox will occasionally steal a chicken from a farmer, clothing from bathers, and even toys from children. If it’s food, they’ll proceed to eat it, but other items they play with until bored. “Chase the fox” is their favorite game.

Usually (but not always) found together, the island red foxes are clever and bright (for an “animal”) and can understand the Common language. They will perform tricks for food (sit, roll-over, play dead, shake hands, heel, leave it, and even more complex tasks such as “go to Port Lance and give this to a town guard”), but never stays with a particular person longer than a couple of hours. Sometimes they will sleep next to a campfire, but snap at anyone trying to get them to move.

Several hundred years ago, Garranthe the Sage formally studied the foxes but didn’t find anything people already didn’t know, except for one tidbit: they have a fondness for smoked elk sausage, an oddity as there are no elk on the island chain they inhabit. Garranthe, however, did not study the foxes for long, saying he “had no interest in revealing any secrets from what appears to be a figment of a long-dead trickster god.”

He did, however, confirm they were not fey.

Currently, if island natives see an island red fox, they believe it is a sign of good luck and coming prosperity.

Combat

If they think it’s funny, an island red fox will use their produce flame eye beams to light something on fire, including adult people who are trying to harm them. They have a sharp bite, but an island red fox avoids combat with their innate quickened dimension door or teleport. Damage to the Island Red Fox results in it engaging the trickster teleport ability.


Burials of Teganshire on Indiegogo

Crossbow Man would never shoot a fox. They’re just too dang cute!


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Burials of Teganshire on Indiegogo

Gruesome deaths, arcane wards, ancient rituals, and an old bridge: a 5E & Pathfinder 1E adventure.

Here we are across the finish line!

Thanks, everyone! We appreciate your business–Tales of Lothmar is going to be a great line of products.

Those on the fence can still back, as the campaign has moved into InDemand mode.

Fulfillment Timeline

We are going to move quickly to fulfillment. As soon as Indiegogo sends us the cash and emails, we’ll send out the PDFs’ coupon. We do digital fulfillment through our store website at https://griffonloregames.com/.

Print copies are moving along, too. Theoretically (it’s always a bit unsure in the COVID-19 shipping world), we should get the printed proofs today and approve them. We’re still optimistic the printed versions will go out in September, too. 

Our support alias is support@griffonloregames.com.

Best Regards,
Anthony, Christophe, Anna, and Etta