Professional Documents
Culture Documents
Primeval Groves
the words of
Gubbin T urnipheed by
Frondescent Salmagundi 00
Seeds & Stems (contents) 01
Introduction 02
Ecology 04 Cobbled together by
Herbs & Useful Plants 10
Briar Golem 18
Crasperderbii 20
Dequalm 22
Fenebrea 24 Under the
Editorial Supervision of
Garraleen 26 Trellix SO
Hellazin th 28 V eegamoblis 52
Juk
"'
30 Whadyasdep 54
Kint 32 Zankledea 56
Logergeist 34 Classes 58
Lumbering Xylox 36 Druids 60
Melv 38 Druid Groves 62
Olanth 40 Druidic Monks 66
Pachu Ploto 42 Burgeonliese 67
Pewtackle 44 Frolate 68
Phoogle 46 Mutamarl 70
Syppoh 48 Hinterlander 72 Hey, You can join the
Boskite Explorer 76 Wanderers Guild too.
Xylomancer 78 Just wander over to
Magic 82 www.wanderersgulld.com
Licenses 96 and check it out.
Pronunciation Guide 97
Size Comparison Chart 97 --....-..
e Tropical
e Temperate
41t cold
e Adaptable
CD Swamp
0 Desert
@ Forest
• Subterranean
� Urban
0 Mountain
O Hill
Activity Cycle
This symbol indicates when the
organism is most active. Though this
may seem more specific to the
sentient plants, many plants bloom
and become more "active" at night,
Q Diurnal (daytime)
t) Nocturnal (nighttime)
- Crepuscular (twilight)
Diet
These symbols indicate what an
organism eats. Special Diet denotes
a parasite, or a creature that takes
nutritive sustenance from a source
other than sunlight, plants or
animals.
$ Special Diet
Season
'This symbol indicates the season in
which the plant is most likely to be
Salmagundi within the Wanderers Guild, a you can count, and found a use for more encountered. This is not to say it
won't be encountered outside of this
fancy title for a lecturer in plants, innocent plants than you've ever seen. But it has not
season, though it is highly unlikely
and dangerous, useful and deadly, intelligent been a journey alone. As I scribble my to be encountered two steps out of
and benign. We will cover all of these aspects findings in my journals, I have always had season. For example, summer
creatures are much less likely to be
in the course I teach at the Guild. Many a my companion to help me. He is Matron
encountered in the winter.
student has passed though my doors, and I Grubb, an arborial hungfastier or groob, who
hope I have helped them find a safer passage in his own "special" style has been sketching Spring
through the wilderness. the plants and creatures we find along the
Summer
way, as well as getting under my feet quite
What gives me the right to think I should often. But I love the little chap for all his
Autumn
be instructing others, you may ask? Well, foibles.
before coming to the Guild I traveled this Winter
world for as long as I can remember. I have I digress. So what do I intend to cover in
encountered more plant-based dangers than the pages of this tome... How to Use this Book
you can count, and found a use for more
Greetings, friend. Welcome to
/ ' Primeval Groves: The Wanderers
Guild Guide to Dangerous and
Unusual Plantlife. This book is the
third independent tome in the
Wanderers Guild Series, a collection
of guidebooks designed to be of
value to players and game masters
alike. The books in the Wanderers
Guild Series are unique in that they
are presented exclusively from the
viewpoint of an actual member of
the Wanderers Guild, a fantasy
league of explorers, adventurers,
artists and academics.
Game stats for the d20 game
system have been provided in
relevant sidebars for each entry.
Because the book is written from the
point of view of Gubbin Turnipheed,
no game terms have been used in the
actual body of the text, allowing the
book to be used as a prop during
play. Simply cover the sidebars with
a folded sheet of paper and the book
can be read by players without
concern that they will learn secret
game information.
If you enjoy this book, be sure to
peruse the other books in the
Wanderers Guild Series (see page
96).
Plants as
Mounts & Familiars
Encounters
I
•
Plant Ecology
The Lecture .Begins
"Okay class, be settling down naw, be settling down... Silo put that away till after the class! Your
slurping and munching can be most distracting.
"So, here you find yourselves in the class of Gubbin Tumipheed, Canopy Foliar of Frondescence
Salmagundi within the Wanderers Guild, your minds ready to absorb my teachings and my findings from
years of botanical and biological research.
"If we travel back through the passage of time, my friends, we will find a planet devoid of all life.
Nothing but the winds themselves roamed across the lands m1d seas. The world was co1nposed of mineral
and rock with surface waters and an atmosphere of gases, but no life.
'We need to sift further through the sands of time before we see evidence of the first signs of life. No one
knows why or how the gods chose to imbue us so, but it was the greatest decision our deities ever made.
These newly appearing organisms used primitive forms of solar food production that were resistant to the
toxic elements of the atmosphere.
"These ancient cells populated the vast oceans of that time till the gases in the atmosphere changed,
allowing life to leave the oceans and move onto the land, the first emergence of plant life, my ancestors.
And now plants cover our planet, in every nook and cranny, across the plains, in the oceans - everywhere,
and their uses and diversihJ range nearly as far.
"This class will explain the nature of this vast world of plants, mundane and exotic, tasty and
dangerous, sentient and docile.
"So we shall quickly cover the basic uses of plants. Let us start with what most of you associate with
plant matter: eating it! Yes, l thought that would get your attention Silo! Even those pure carnivores out
tlzere depend on vegetable matter for their diets, for the animals you feast upon themselves feast upon the
plants of tlze world. I myself have no real need to digest plant matter, taking nutrients from the sun itself. I
am, however, still partial to a tokka leaf salad from time to time... anyway, l digress.
"Many of you already know the basic rule for safehJ when eating berries, fruits and other plants: only
eat those you know to be safe, my basic philosophy being,
"There are numy other uses for tlze plants around us: decoration, nzedicines, fuel, tools, honzes... the list
goes on, but those are covered further in the course notes provided. Let nze tell you in more detail of plant
classification.
"First of all, though, what is a plant? Long ago it was easy to classifi;: If it moved it was an animal and
if not, it was a plant. Not so now, as 1 stand before you as living proof of such. Plant life has diversified
both for the benefit of the land and the ill of it also. Studied more closely, the line between "animals" and
"plants" becomes more and more blurred; the tuio-tier system is inadequate. The group of organisms called
plants is really a mixture of ven; different organisms and needs to be divided. If you look at your course
notes you will see the breakdown in more detail."
Plant Ecology
Classification of V egetal Organisms
In my capacity as a master scientician, I
have devised the following nomenclatural
system to define and describe the various
plantlife of the worlds:
Community
Each community, such as the upland forest community, holds a group of populations of
various species that interact with each other. The upland forest community is dominated by
canopy trees, under-story shrubs and forest-floor herbs. Members of this "community" depend
on each other. Whether it be the fungi shading in the roots of the mighty janyang tree or the
mighty janyang tree depending on the fungi to break down nutrients in its fallen leaves, it is a
careful balance indeed.
Population
Each population in a community is composed of individuals of the same species that
interact and usually interbreed. In our upland forest community, there are populations of
janyang trees and their close cousins the yangjang tree, for example. But as with every
population, there are those that prey on the weak and vulnerable. Parasitic plants may destroy a
community unconsciously, or herbivorous and carnivorous sentient plants may tip the balance
when they decide to move into an area.
Symbiosis
Species always live together in communities, but some species interact in a much more
intimate way. We call these more intimate interactions a symbiosis. There are at least five
different types of direct interaction, which I will cover today.
Mutualism
Mutualism exists when two species interact to the benefit of both species. Perhaps one of the
most fascinating examples of mutualism was observed yesterday in the arboretum where we
viewed the pewtackle reg. Here the plant is able to spear its prey with its hardened vines, pulling
them back to itself for feeding, but it is the tasty-looking shrew living in the plant's roots that
attracts the creatu.re in the first place. Expecting a quick snack, it instead meets a nasty end. In
turn, the shrew eats the mites that try to eat the plant and gains protection from the plant - a
mutual relationship that benefits both parties.
Here follow the rules for
using the herbs that Gubbin will Commensalisms
be describing in pages to come. Commensalism is a symbiosis in which one partner benefits but the other gains nothing (nor
Next to each of the names in the loses anything) from the association. A simple example is from one of my favorite vines, the
following sidebars are shown grape vine. The grape vine benefits from the tree's support to grow into the canopy from the
three facts about each plant: the
forest floor. The tree gets virtually nothing out of this, nor do grape vines cause much harm to
DC for Knowledge (nature) or
the trees.
Survival skill checks to locate it
in its native terrain; the gp value
of one batch (measured in beans, Parasitism
berries, or whatever form the In this symbiosis, the parasitic partner benefits at the expense of the host partner. In the
plant comes in); and how many arboretum we observed many common parasitic pests of plants including rusts, smuts, and scab
uses are found in each batch fungal diseases.
(with a successful skill check
generally producing one batch).
A more extreme example may be observed in the lambert teng, or mongrel mushroom. This
Then there follows a detailed
sentient plant actually cannibalizes other plants to build upon itself, adding the advantages of
description of the each plant's
the other whether it be poison sacs or reaching vines. It is able to adapt the new addition to grow
benefits, and the deterioration
time, or how long it keeps fresh. with ease on its new host's body.
Once plucked or pulled from the
ground, the plants will become Herbivory
useless after this amount of time. Herbivory is often treated separately from symbioses, but it may be best thought of as an
The gp value is a rough extreme form of parasitism. Some herbivores eat just one kind of plant, so the relationship is just
guideline; plants can be double
as specific as in the case of parasites. The difference is that the herbivore literally eats the plant
or triple their usual price if out
tissue. This is not limited to plants, either; in the course notes, we will discuss some animals and
of season.
insects that offer such dangers to plants. Of course, plants can defend themselves from some
Passing the check to find a herbivores. Species with spines, thorns, or very tough bark are good examples.
plant still means you must
spend several hours locating a Camtvory
specimen, and that's after Do plants ever defend themselves by biting back? You better believe they do! Just ask my
traveling to wherever it grows. compatriot, young Matron Grubb, for his inquisitive nature has often led to my discovery of a
Failing the check means you
new predatory plant. There are both sentient and non-sentient species of carnivorous plants. It
either don't know where to find
seems the energy taken up in absorbing minerals from prey leads to the plant having quite a
it, or can't locate it once you get
there. Finding a temperate plant
voracious appetite, and an attitude to match its lust for meat.
in a tropical or cold environment
adds 15 to the Knowledge " ... and so ends our first class, students. Welcome from the Wanderers Guild, and welcome especially
(nature) or Survival DC, and from tlze Frondescence Salmngundi. I hope you shall learn many a valuable lesson in the coming months
finding a tropical plant in a cold and find the fascination in plant life that I have dedicated my life to. Hmm...would someone please wake
environment (or vice versa) adds "
Silo...
+30 to the DC. In the same way,
locating such plants out of
season is still possible by adding
10 to the DC for one season's
difference and 20 for two
seasons' difference. Locating
more plants after the first batch
may prove difficult. Each extra
crop pursued in the same area
within a 24-hour period adds 2
to the DC. You cannot take 10 or
take 20 when searching for these
plants.
Bf.LL Y JELLY
(DC 25 : 5 gp : 1 use)
When laid upon the ground
A Bountiful Abundance
and touched or observed by a
character, belly jelly conveys the
effects of tremorsense (as
detailed in the MM), allowing
Useful Herbs and Interesting Plants the detection of movement
within 60 ft. Tremors are shown
by slight ripples on the surface
This bountiful world of ours is filled with herbs and plants that can both aid and harm.
of the melon-sized fungus.
Finding them is just a matter of knowing where to look - and where not to look!
Deterioration time: must be
allowed to feed (flies) or else 1
Here I shall present you with a few of my findings, along with details to aid in their discovery. week
I will give a description of the plant and its uses along with its habitat, climate, activity cycle,
season and rarity. This is not to say many of the herbs can be found out of season, or in regions BITTEi\ SHOCK
where you may not expect to find them, but they are most likely to be seen in the areas where I (DC 25: 30 gp : 2uses)
have detailed. If broken and inhaled, these
seed pods may remove the
effects of stunning or
This is not a finite list, by any means. There are many more like these out there, and many
unconsciousness. Against
more yet to be discovered. Keep your eyes open, students, and something you yourself discover
nonmagical effects, they
may be included in future course notes from the Wanderers Guild. immediately awaken a stunned,
unconscious, or sleeping person.
Against magical effects, the
BELLY JELLY eee recipient is allowed a second
save to resist the effects, this
About the size of a large pumpkin, this plant looks very time at a +4
similar to the pumpkin, but to the touch it seems more like a circumstance bonus. Against all
effects, the status of the
water-filled bladder. Even upon my approach it shook and
recovered character is
wobbled the closer I got to it.
considered shaken for 1round
'The belly jelly placed in the light of the camp fire g{({)e an early after recovery. If applied on a
warning system to those on watch that evening." trail, bitter shock can even shake
off a creature trailing by scent
(may make another tracking
eet) e
check for every 10 minutes spent
BITTEi\. SHOCK trying to pick up the scent
again).
Deterioration time: 3months
CD·-
the effects of a vision spell as if
cast by a 10th level caster. The DEAN FLOWE!\.
details of the exact ingredients
are known only to few, being . .. This tall, soft-stemmed plant has small, hard growths
both costly and difficult to mix
along its length. I find their taste bitter, but when they are
even for those that have the
crushed and smoked along with my normal pipe tobacco I
knowledge.
Deterioration time: 1day can see in black and white only. This is pointless, yes,
(crushed & dried: 4 months) though I have heard when mixed in the right quantities it
can give insight into the future.
DELPHLOUI\ "The color spray spell seemed to have little effect on the old
(OC 15:1sp:1use) gent. He sat there smoking his pipe as if mocking us ... "
Delphlour has the effect of a
summon swarm spell, except
that it summons ordinary flies
that deal no damage. All other
DELPHLOUI\. ee@OQ
effects/ restrictions are as the
spell description. It was young Matron Grubb who introduced the del
Deterioration time: 8 weeks phlour to me, something I have since chosen to ban him
from using. When the seed cases are crushed and rubbed
DESEI\. T POUCH into the skin, they seem to attract flies and bugs that swarm
(OC 25 : 2gp : 1 use)
around the embalmed individual.
One desert pouch plant is
enough for 4 bites. Each bite will
"A good night's rest was had under the tropical canopy of trees,
delay the effects of hunger and
dehydration by 1day, though
once the effects expire, the full :f::_
\
� �
�
but only after Heldon had rubbed the delphlour into a tree neartn;,
k ing the voracious bugs from eating us in our sleep. 11
e Gt>
The dieooing vine snag must
D IEOOING VINE SNAGS (KIPPLIN ROPE) be kept coiled, as any other rope,
but where in nature it would
The dieooing vine is in essence a parasite. Growing up the normally attach to the ground, a
trunk of a tree, it will engulf the host trunk then hang down rock must be placed to avoid it
from its branches attaching to the soil, where it will drain all
snagging on any other items
carried. It may then be
goodness from around the root base of the tree. However,
employed the same manner as a
they do make exceedingly good ropes...
rope, able to support up to 400
"The kipplin rope kept the captive bound and quiet, its sticky pounds. It may also be
end plnced over his mouth to keep him silenced." employed as a slow-acting grap
pling hook by removing the
restraining rock and casting it
towards the area where a hold is
required. It will root in 3d4days.
ETHAL'S DAWN eeeo Deterioration time: 1 month
490t) 0
belch is issued.
GAS PAGS Deterioration time: 3days
@@t)O
Each pod is about one foot in
circumference and able to GELON l\ESONATOI\
"record" 15 seconds of speech.
The pods often grow together in Astounding, positively astounding - I could not believe
clumps of up 5. By opening my ears. The large seed pods of the gelon resonator has the
them in succession one can
peculiar ability to hold one's voice inside. By merely
record longer speeches - for
speaking into the pod a few of the words I spoke were held
example, a 5-pod chain can
record 65 seconds of inside till the pod was broken. Though I was assured
conversation. Usable only once, otherwise,
but may be used to store things I'm sure I didn't sound like that in reality.
such as verbal spell components. "Many a -politician would request instructions sent in a gelon
Deterioration time: 6months resonator. The message is secure and tile voice identifiable upon
receipt."
GENTLE POD
(DC 20: 10gp :1use)
When burst under the nose,
GENTLE POD eooo
these pods remove a frightened,
The gentle pod is long seed pod, light yellow with purple
panicked or shaken condition.
Against nonmagical effects, the dots along its surface. When I snapped open one end of the
pod automatically succeeds. seed pod, a dusting of pollen slowly drifted out. Its smell
Against magical effects, the relaxed me, making me feel somewhat happier and less
recipient receives another save worried about a lot of things for a while.
at a +4 circumstance bonus. "Tabban was back from his panic, ready for fighting, once the
Deterioration time:3months cleric had broken a gentle pod under his nose."
GOOBANG
(DC 15: 50 gp: 2uses)
eeoo
This plant is in effect the same
as the tanglefoot bag (see Core GOOBANG
Rules).
Deterioration time: 2weeks The goobang holds its germinating seed within a sticky
goo, which it secretes onto passing animals through its outer
GUB NUT skin. Utilized as a grenade-like weapon, this fruit will spray
(DC 20: 1gp : 2uses) its goo in a small area if it contacts the ground at speed.
The Gub nut not only "Tlze goo within the goobang is believed by the surface gnomes
provides light and smell, but
to have healing properties. Taking from one of these crops is a great
also relaxes the mind. Saves
insult to the gnome clans.11
against mind-influencing spells
and effects suffer a -1
circumstance penalty when
within 20ft. of the burning oil.
Deterioration time: 1year GUB NUT e@oo
HEL TOO BIND LEAVES The Gub nut is one of my more pleasant discoveries, and
(DC30:1gp :3uses)
there is a reason it gets my name. When the seeds are
If placed in an open wound (a
standard action), these leaves crushed and the oil collected from these nuts, they may be
give a +5 bonus to the Heal skill used as an alternative to lamp oil, with the secondary benefit
check to stabilize the bleeding of a very pleasant smell not unlike the vanilla pod.
person. "The calming smell of this nut oil has helped many of tlze
Deterioration time: 2weeks thieves' guilds negotiations move along a lot smootlzer."
.,,.
HENABAIN eeo properties as such, but when its
"inks" are exposed to the
The skilled tattooist I met while traveling the northern sunlight they cause the effect of
plains showed me the art of these henabain tattoos. Mainly confusion upon anyone gazing
upon them. This gives the same
used as decoration on the beautiful females of their clans,
effect as confusion cast by a 6th
there does exist one variation of the plant which produces
level sorcerer, 40 ft. range, Will
"ink" with magical properties. When inked upon the faces of negates (DC 15). The ink will dry
the warriors of their tribe, it seems to fill their enemies with in the sun becoming useless 30
dread. minutes after application.
"Many a tattooist in the big cities will pm; double the market
price to get his hands on some /ienabain, magical or otherwise." HENWOOD Al\MOl\
(DC 30 : 200 gp for complete suit
: 1/ 2 use per tree)
HENWOOD Al\MOI\ e@ The treating and fashioning
of henwood bark may only be
learned from another who is
skilled in the art. There is no risk
of arcane spell failure, no
restrictions to movement, and no
skill check penalty, and the
materials are cheap. However,
the labor is costly. Each suit is
crafted to the individual and
there is only a 10% chance that a
suit will fit another creature of
e0 0
Deterioration time:
HOISIN BEI\l\IES indefinite once treated
JINKLE BEl\l\IES
(DC 15 : 5 gp: 2 uses)
JINKLE B£1\l\1£S ee 0 0 Anyone who eats these
berries gains a temporary +2
Though maybe not the most groundbreaking in bonus to Charisma, which lasts
discoveries, these small purple berries seem to enhance the for two hours.
smile and add that certain sparkle to the eye. Deterioration time: 3 days
"Leonard the bard turned many an eye with his lute playing,
and that occasional glint to his ei;e would turn hearts also."
(OC 30 : 2 gp : 1 use)
Someone who smokes kolg
weed (which takes 10 minutes)
receives an insight modifier to
KOLG WEED TOBACCO ee 0
attack rolls and AC for the next I'm not sure whether to put the effects of this weed down
hour. However, the effects vary
to chance, or to declare with certainty that the dried leaves of
- the herb can sometime cloud
the kolg plant can in fact, under stress, allow one to see
thought as opposed to helping it.
The insight modifier is deter slightly into the future.
mined by rolling ld4-2. The "Many a shaman has claimed this weed allows them a closer
effects last for one hour, and connection to the spirits that roam this world. "
cannot be changed by resmoking
until the end of that duration.
The GM should make the roll
and keep the result secret until
LA�PE� e@ e o
the characters enter combat. The larper hangs like a sheet out to dry, dangling itself in
Deterioration time: 2 months
the upper canopies of the trees. Here it waits for animals and
insects to fly into its clutches. Though its main diet is small
LAR.PER.
(OC 25 : 5 gp : 1 use) insects, there is the rare occasion that it will capture larger
A larper may be stored safely prey. Once such a victim flies into its folds, it wraps itself
rolled up in a sack, so long as it firmly about the prey before letting go of its branch and
has sustenance equal to a rabbit plummeting to the floor, usually killing its victim. Then it
sized meal once a week. It may lies with its wrapped victim, suffocating it if need be, before
then be used just as a net is, with very slowly digesting it.
proficiency in the net being nec
"The larper is protected by the jungle pygmies of the OoOmp
essary to wield it. The rules for
wielding the larper are as the net
Jungles. Tn; removing one from their lands and you have a whole
description, exempting the nation to contend with. "
movement restrictions. A crea
e eeo
ture of Tiny or smaller must
make a Grapple check (DC 20) LUUMP �OOT
or be engulfed by the creature;
engulfed creatures are subject to Vile, I tell you! Vile! I myself could not stomach to even
suffocation. Further grapple chew on this root, though the tribe that showed it to me
checks are at DC 26.
swore it would invigorate and better one's health. Well, I'll
Deterioration time:
leave it to them; it's not for this Gubbin!
indefinite as long as food is pro
vided; 1 week thereafter "Ogre tribes actually view this root as a delicaa;, and territorial
fights over patches of tlze root are frequent and vicious. "
LUUMP R.OOT
(OC 25 : 1 gp : 1 use)
A Fort save (OC 14) is needed
to even stomach chewing on this MI CH I HUT (GOURD HOUSE)
root. Those who succeed receive (Various climates and habitats)
a +2 Con bonus for 30 minutes Every time I see a good ripe pumpkin, melon or zucchini,
as long as they continue
my thoughts wander back to my little home in Soft Cheddow.
chewing on the root Those who
We frolates are fond of building our homes from the giant
fail are nauseated for 2 rounds.
Deterioration time: 6 months variants of such vegetables and fruits. Once it has hard
ened on the outside, the interior is scooped out and
MICHI HUTS rooms fashioned within. Though we spend much of our
(GOURD HOUSES) time lost in our own thoughts within these vegetable
(varies) homes, we also enjoy getting out of our gourds
As the name suggests, this is together and smoking and drinking in our social
housing made from giant varia
village centers.
tions of vegetables. Typical
thickness 10 feet; break DC 15,
"Patches of these giant vegetables are sought
harm DC 8, hp 40, climb DC 20. after by many. The location of one can bring a
Deterioration time: 15 years fair price to those interested parties. "
(when tended)
.MIL LOW .MATTI\ESS
(DC 25 : 2 gp : 1 use)
e e t>
The fruit of the millow
MILLOW MATT.f\.ESS expands with the strong winds
of fall, and so it can be expanded
Well, I wouldn't go anywhere without mine! The fruit of too by blowing into it. It takes
the millow has provided me with many a comfortable night' approximately 15 minutes to
expand it large enough for a
s sleep in the great outdoors, where I would have otherwise
man to sleep on. When deflated
had none. It easily shrinks to a portable size then inflates to a
it is easily packed in your back
size on which I can easily rest. pack, reducing to about 1ft. in
''The millow mattress is seen by many nobles as a sign of length and half a foot in width
wealth, smaller versions being snapped up for often over their price and depth.
as pillows and cushions. " Deterioration time: 2 months
eeo
course. Omp stems are also a
OMP STEMS (NATINK) good way to stop the annoying
habit of chewing the end of one'
I had often used the sap of the omp stem a s a natural ink s pens, as the ink itself tastes
for my works. It wasn't until fellow Wanderers Guild vile.
member Sade showed me how to craft the actual stern itself Deterioration time: 1 week
into a "pen" that I discovered its best use. Simply by sharp
ening the end and adjusting the pressure as to how one held
PHEN 01\B
(DC 25 : 2 gp : 1 use)
the pen, the ink could be allowed to flow onto the paper ...
When a layer is placed over
ingenious. the eye, it grants low-light vision
"With a mix ofnatural dyes, the alchemist found a way ofcre lasting 6 hours. It must be
ating colored pens - sometlzing which wizen sold helped ftmd much removed after this time, or the
ofhis researclz." wearer risks eventual blindness.
For every 30 minutes worn after
the first 6 hours, a Fort save
PHEN 01\. B e@eoo o must be made (DC 10 +1 per 30
minutes after 6hours) or the
The root of this plant sets itself up in old tree trunks.
wearer goes blind.
Bubbling and blowing up in a jelly-like substance, .......-:�:O:::::�..,.. Deterioration time: 1week
r
VEI\.LYJIGS e@ o any creature of 100 pounds or
less. They need an initial descent
Looking up the cliff face from the halfling village of of 20 ft. before the spinning
v
Dahm, I beheld a most spectacular sight. The little fellows motion gathers enough momen
tum to slow the fall. A skilled
descended, falling down, from the cliff edge above. You see,
craftsman (Craft DC: 20) is
the Dahm halflings have ingeniously managed to harness
required to convert the seed pod
the power of the verlyjig's twirling seed pods. The huge ver to carry an individual, increas
lyjig tree grows to some 100 feet in height and its seed pods ing the price to 30 gp each.
consist of a heavy fruit with what I can only describe as a \� Deterioration time: 12 months
large wing protruding from it, not too dissimilar from the
trees in the sycamore groves where I played as a child.
The halflings have found a means of attaching to
a shaft, with handholds and footholds supported
. -��!m�
below the fruit, thus allowing them to gradually
fall to the ground, the spinning fruit above
ensuring a slow decent. .....,.
"Wilen seated upon their griffin mounts, tlte halfling str'lke_ -:::· ,,:,s_...._,-.)..v
•.
force would often cam; a verlyjig in case ofa quicker decen n'fltt{z"" ).,,..;�? ��
expected. " ,;. · ' � -r.r'� '
WILLOW SOUND
(DC 25 : 2 gp : 1 use)
If a small piece of the skin
from this plant is placed over the
YUUMM PODS
eeo ear, it bestows a +2 to the Listen
checks.
Deterioration time: 2 weeks
YUUMM PODS
(DC 1 5 : 2 sp : 5 uses)
These merely sweeten drinks
or food that they are added to.
Deterioration time: 2 months
Plant
Encounters
Encounters
Encounters
Environment: Woodland "I tlten noticed what lte was digging away at. It was a fenebrea plant. Wluit on earth would he be
Organization: Solitary wanting with tire blood mother, and why did lte seem unperturbed by the seedlings that I could now see
Challenge Rating: 4 swarming over his body? Then tlte blood reserves in tlte plant burst, showering him in a red moonlit glow.
Treasure: Standard He seenied to relish tlie thick substance flowing over him ... seemed to relish the sight... seemed to be...
Alignment: Always neutral gulping down the thick cold blood. Then he turned towards me, and I tell you, my friends, my blood must
Advancement: 5-8 HD have turned as cold as that flowing from the roots of the fenebrea. There, kneeling not more than thirty feet
(Medium), 9-12 HD (Large) from me, was a vampire I tells ya, an honest-to-goodness vampire. ltfelt like hours he sat tliere looking at
me, gulping down the blood that flowedfrom the roots, then with a quick nod ofhis ltead lte disappeared
COMBAT
Fenebrea seedlets: The fene into the night, thankfully sated on his cold meal.
brea can shoot up to 20 seedlets
per round, or can release them "I stood fixed to tlte spot a while longer, before taking the fenebrea's tubes. They bring a good price you
all at once in a single swarm know... "
attack. See details below.
Plant: Immune to mind-influ - Callu m the turnip farmer, recounting his meeting
encing effects, poison, sleep, with a vampire.
paralysis, stunning, and poly
morphing. Not subject to critical
hits.
The fenebrea I have found to be the allow itself to be nipped and fed from
most curious and versatile of plants. (often not long) . The fenebrea then feeds
Fenebrea Seedlets
fine Plant Here we have a plant that nourishes itself off the blood.
on the blood of animals, storing the
Hit Dice: ld4+1 (4 hp) goodness deep in its root base, but its It will not issue forth too many seed
Initiative: +2
blood collection method is what astounds lings, so as not to alarm the creature it is
Speed: 40 ft.
AC: 20 (+8 size, +2 Dex), touch me most. You see, the fenebrea is not feeding from, though should it feel itself
20, flat-footed 18 mobile as such. It does not hunt its food under a serious attack it has as its last
Base Attack/Grapple: -1/-18 itself nor trap it like those giant venus resort some special defenses. The fene
Attacks: Bite -1 (ld2-1)
flytraps. Instead, it issues forth its seed brea can unleash all of its seedlings to
Full Attack: Bite -1 (ld2-1)
Space/Reach: 2 1/2 ft./O ft. lings to do its work for it. When the fene swarm the offender, creating a mass of
Special Attacks: Blood drain, brea detects a presence nearby it will " hundreds of nipping, biting, twirling
swarm shoot" a seedling from one of its many seeds, tearing at the creature until it
Special Qualities: Plant
tubes, the little seedlings' leaves whip either flees or the poor fenebrea can no
Save: Fort +3, Ref +2, Will +1
Abilities: Str 8, Dex 15, Con 12, ping round and round to propel it longer resist the assault. This swarm
Int l, Wis 8, Cha 1 forward when it lands. Once the little attack, it seems, is a hard decision for the
Skills: - seedling latches onto the victim it will plant to make, since losing too many
Feats: -
nip the target and then roll back to the seedlings could also result in the plant's
Level Adjustment: -
mother plant, whereupon the fenebrea slow, lingering death.
COMBAT will release more seedlings. They in turn
Should the mother plant be will nip and draw blood from the target It seems the fenebrea actually circu
destroyed, the seedlets become
before returning back to deposit the lates the blood flow through its roots to
disorientated and lose all
control, aimlessly rolling off in blood within the mother plant. This will avoid it coagulating and rotting in its
all directions with no ability to continue so long as the creature will root base, very much like the circulatory
defend themselves.
Blood drain: When an indi
vidual seedlet hits its target, it
deals its damage before rapidly
sucking out a quota of blood.
Then it quickly returns to the
host plant. Should a seedlet
score a critical hit, it has hit an
artery, dealing 1 point of tempo
rary Con damage and promptly
exploding with its over gorging.
Swarm: When the fenebrea
feel its self under great threat, it
can release all its reserve of seed
lets. This is a last-resort move, as
they are her source of nutrients
and she will have no means of
creating more until the next
season. When swarming the
seedlets give no threat of
choking or nausea, but other
wise follow all rules for swarm
ing given in the MM. The swarm
initially has 5d8 HD and gains
additional HD at the rate of 5
per round until the entire swarm
has been released on the third
round (maxing at 15d8 HD). The
swarm has a face of 10 ft. and
automatically deals damage to
any creature in the area it occu
pies (though it provokes an
attack of opportunity by moving
into an area). It deals ld6
damage for every 5 HD in the
swarm, rounding up - e.g., a 2
HD swarm deals ld6 damage
and a 13 HD swarm deals 3d6
damage.
Plant: Immune to mind-influ
encing effects, poison, sleep,
paralysis, stunning, and poly
morphing. Not subject to critical
hits.
Encounters
COMBAT
Improved Grab (Ex): A
(r")
·'
swarm of Garraleen may
automatically initiate a grapple
on any creature it damages, with
up to one such attempt for each
5 ft. square of its area each
round. If successful, the
character is dragged to the floor
by vines while others continue
to lash out. Once grappled, the
victim takes an additional ld4
points of damage as long as they
are prone, as the garraleen vines
squeeze and crush.
Camouflage (Ex): The
garraleen is totally
indistinguishable from any other
grass that surrounds it. Until it
attacks, there is know way of
determining if there is a
garraleen in the area. Characters
with the Survival skill may
determine they are in a region
where garraleen grows (DC 15),
but even they cannot identify the
plant from a distance.
Plant: Immune to
mind-influencing effects, poison,
sleep, paralysis, stunning, and
polymorphing. Not subject to
critical hits.
Choking (Ex): Any grappled
creature not holding its breath is
subject to a choking hazard, as
Is it sentient? Can it reason what it only a matter of time if they have no one the garraleen tries to force its
does? I know not and we may never to aid them, for the garraleen then sends vines deep down the victim's
throat. Any character can hold
know for sure. You see, the garraleen its fronds in search of any orifices the
its breath for a number of
looks very much like any normal plains plant may enter. This will of course lead rounds equal to twice its
grass you would see swaying in the to the mouth and nose of the victim, with Constitution score. After this
breeze, but reacts unlike any other. long grasses stretching out and feeding period of time, the character
must make a Constitution check
down the throat of the victim. The stress
(DC 10) every round in order to
It seems to have an instinctive of such an attack or the rapid blocking of continue holding their breath.
response to anything larger than a small airways usually leads to rapid Each round, the DC increases by
cat moving through its area. The grass unconsciousness and in turn probable 1. A character surprised by a
swarm must make a Reflex save
will attack any such creature. I use the death.
(DC 2 0) to take a last-chance
term " attack" loosely, for whether it is gulp of air. A character who
attacking through a decision of its own or The soil around the garraleens' breathes in a swarm must make
on pure instinct cannot be determined. feeding grounds is rich and much sought a Fort save (DC 14) or be
effectively dazed and shaken.
Nonetheless, it can be a vicious foe, made after by farmers when the garraleen
This of course will continue till
all the more dangerous by its camouflage leaves an area. The supply of rotting the character can get out of the
powers, it being totally indistinguishable corpses that the garraleen pulls down
from any other grass in the areas where it and leaves to decompose seems to enrich
lurks. the soil, making it perfect for crop
Encounters
growing. Fields of grain to feed men,
The garraleen can migrate between where once men were fed upon ... how Low (1-5) DENY THE XYLO
areas should it desire to, but will rarely ironic. An evil xylomancer has
captured one of the local
do so for the obvious reason of its
village's women for a twisted
camouflage becoming useless to itself. experiment. He keeps his tree
There have been tales of rampant fort well protected with a swarm
garraleen encroaching upon farmlands of garraleen.
and in rare cases huge swarms of
Mid (6-10) IT'S A SWARM,
garraleen smothering whole villages. The JIM, NOT A PLANT!
only reason that the garraleen will resort The garraleen is getting out of
to such measures is if the soil around it control. A local druid and
worshipper of Ooburoos
has become weakened, lacking in
requires aid, as several large
nutrients, or in cases of fires that may swarms of garraleen encroach
rage across the plains from time to time and threaten to choke the fields
in high summer. in a small farming community.
these plants that animals are attracted, or l d4 acid damage every round,
Inside the "belly," the hellazinth pools
until it dies and is digested.
maybe to the objects ejected from the acid from the sacs located at the entrance
Plant Immune to mind-influ
plant's stomach. Once an animal or to the stomach, the entrance to which is encing effects, poison, sleep,
unwary traveler steps upon the circular shut tight along the whole length of the " paralysis, stunning, and poly
morphing. Not subject to criti
extension, the plant readies itself in an throat" by the same strong muscular
cal hits.
attempt to suck in the victim, its "mouth" reaction that pulls prey into the belly.
taking up half of its total diameter. The Once the victim is inside, the hellazinth
mouth rapidly expands and grabs its starts to drip acid on it, feeding off the Encounters
target; it is then fed down through the " vapors released and in turn feeding
Any Level: OUT THERE
throat" and into the belly of the plant, nutrients to the soil above, promoting
The heroes must investigate the
where things only get worse. A caution growth and aiding its camouflage disappearance of a herd of cattle
ary note to those attempting to dig out further. If the unfortunate creature has from a lord's territory. The
entire herd seems to have just
this plant: the upper area of the "belly" is survived the suffocation from inside the
been lifted from the face of the
lined with its acid sacks. When I dug throat and then the acid slowly eating
earth. Below the ground lies a
down I hit one such sack. I felt the hel them at away, air is surely limited within Gargantuan hellazinth that has
lazinth convulse and attempt to regurgi the belly as the throat above closes swallowed the whole herd at
once and now sits quietly resting
tate again. Luckily its acid reserves were tightly shut, meaning there is also no
from its feast - that is, until it
still empty - otherwise it would have way for anyone outside to hear any senses a snack above ground ...
Hit Dice: 4d8+4 (22 hp)
Initiative: +8
Speed: 30 ft., Fly 20 ft. (poor)
AC: 19 (+l size, +4 Dex, +4
natural) , touch 15, flat-footed 15
Base Attack/Grapple: +3/-1
The Slime Fey
Attack: Stiletto +8 melee (ld3)
Full Attack: Stiletto +8 melee A chill wind maved through the valley that night but still tire lord of the land demanded his windaw be
(ld3) left open. Tire fever had struck him that day. Yesterday he was attacked by an unknown assailant. It left a
Space/Reach: 5 ft./ 5 ft. minor wound but it seemed an infection had set in; his brow was cold to the touch, yet he felt as ifhe were
Special Attacks: Diseased slime,
burning around tire injun;, which was a knife wound to his lower back. He had posted guards on the door
sneak attack
Special Qualities: Low-light and one sat by his bedside watching over him, ready to call the physician should the need arise.
vision, plant
Save: Fort +2, Ref +8, Will +1 A nd still the chill wind blew across the valley.
Abilities: Str 10, Dex 19, Con 12,
Int 14, Wis 10, Cha 1 1 The curtains raised bi; tlte wind seemed to reach into the room, awakening tlze guardfrom his slumber.
Skills: Climb +5, Disable Device He stood to find some way of calming them before thei; awoke the lord. It was quick - a knife to the spine,
+6, Hide +12, Listen +6, Move one to throat, several to the legs and arms; he fell withou t ever making a sound.
Silently +8, Open Lock +IO,
Sleight of Hand +8
Feats: Improved Initiative, The juk had entered the lord's keep, and found him naw, slumbering and prone. They didn't want to kill
Weapon Finesse him outright; that would be too easy. 11iei; wanted to simulate the suffering lte had put upon their kin by
driving them further and further out of their ancestral homes with his farming and irrigation. His would
Environment: Forest or swamp be a slow, lingering death.
Organization: Solitary or pack
(3-8) Several small cuts awoke him to the sight of the slime fey gathered around him, rubbing their knives on
Challenge Rating: 3 their moist, gray bodies. As lie screamed with both surprise and terror each again cut him, not enough to
Treasure: Standard
wound badly but sufficient to let their ichors flow into his veins. Then they were gone, flying out through
Alignment: Usually chaotic
(any) the window thei; had entered, leaving the guards to find their lord's panic stricken form, soon to be nothing
Advancement: By character more than the slime the j11k call home...
class (usually rogue)
Level Adjustment: +1 - The penaltt; for deceiving the juk
COMBAT
Plant: Immune to
mind-influencing effects, poison, You know, I've never really got on be left alone in their slime ponds to pass
sleep, paralysis, stunning, and with the slime fey, or juk as they're the days as they see fit, playing, chasing,
polymorphing. Not subject to called. I've been to few of their parties sleeping, and generally relaxing as the
critical hits.
and helped them out on the odd days pass them by. However, the juks'
Diseased Slime (Ex): The juk
coats his wooden stiletto occasion, but you never know where chaotic nature is always present. Get on
daggers with the slime that you stand with them. the wrong side of even a good juk and
constantly drips from his skin. they shall see fit to plague you with
Anyone struck by this weapon
The juk are fun-loving and practical jokes.
must make a Fort save (DC 14)
or contract slime rot. Each frolicsome fey, though not particularly
individual hit from a pleasant to look at. They have big, The bad juk, however, seem to be the
slime-coated dagger releases a wide eyes with small pin-pricks for incarnation of pure evil, from practical
separate slime, forcing a new
pupils at their center. They are jokes to hired assassinations. The dark
save with each hit. A character
could become inflicted with humanoid in shape, though the entire juk should not be trusted in any way.
slime rot several times in the surface of their skin is covered in a
same combat as the slimes thick, viscous slime, which seems to I have lost a dear friend to a juk attack;
works their way through his
constantly drip wherever they go. we still do not know why poor old
body, working independently of
other slimes that may be present. Stick-thin, transparent gray wings Chegger was singled out for the attack.
It takes a juk 1 move action to unfold from their backs, which power Six of them came to him in the night as
coat his weapon with slime. their somewhat clumsy flight motions. we sat by a campfire drinking and
Slime rot: Injury, Infection
singing. They stuck the old man six times
DC 14, Incubation 1 day,
Damage ld4 Con. When Like all creatures, there are good around the legs then took off into the
damaged, a character must make and bad within them. The good juk are night before even one of them could be
another save or one point of the generally peaceful folk only wishing to caught. The wounds were not serious but
Con damage is permanent.
be left alone in their slime ponds to it soon became apparent that their blades
Anyone reduced to 5 Con by this
is considered exhausted (half
Low (1-5): DRIED JUI<,
ANYONE?
A recent forest fire has dried
out the pools of a small
population of good-aligned juk.
They come to the adventurers,
begging for help through the
woods to find a new home. Does
the party trust the good, though
always chaotic, juk?
Climate(ferrain: Swamp
It has always been a desire of mine Then it happened, seemingly all at
Organization: Solitary or pack
(2-20) to view the molting of the kints, just as once. All of the kints started to glow
Challenge Rating: 2 Fredrick Salms had done. So, position slightly, the ground around them illumi
Treasure: None ing myself on a hilltop overlooking the nated softly, the water sprayed like stars
Alignment: Always neutral
very marsh where Fredric had seated drifting amongst them. Their outer mem
Advancement: 3-6 HD (Large),
7-1 2 HD Huge himself, I unpacked my snack of rad brane seemed to slide from their forms
Level Adjustment: - ishes and mellum leaves and waited and as quickly as it had started it was
for dusk to arrive. over. Admittedly, it was quite short, con
COMBAT
sidering it had taken me seven days to
Engulf (Ex): With a successful
touch attack, the kint can engulf Sure enough, the kints came bound get here, but nonetheless marvelous in its
any creature of its size or ing across the marshes as soon as the entirety.
smaller. The target creature skies turned their winter red. Their
receives a Reflex save (DC 16) to
body is that of a semi-solid membrane
avoid being engulfed. The kint
may move up to half speed with filled with a clear viscous sap. Large
a creature inside it. swirling "patterns" on their exterior
Once engulfed, the target membranes contract and expand as the
takes ld4 points of constriction
creature pushes itself off the ground or
damage each round, and begins
drowning on the juices held seems to inflate itself as it comes into
within a kint's membrane unless land. The sight was spectacular as they
it holds its breath. See the DMG gathered together in a huge bouncing
for details on holding one's
cacophony, ricocheting off each other
breath and drowning.
Escaping from within the kint as the spray of marsh water flew all
is hard, but not impossible. The around.
thick jelly-like sap inside makes
it very hard to brandish a
weapon, cast spells, or exert any
real force from the inside. With a
successful Strength check
opposed by the kint, a character
may push outward, dealing non
lethal damage equal to his Str
bonus. (Note that the kint's
damage reduction is only appli
cable to attacks on its exterior
skin. From the inside, there is no
damage resistance.) Should a
kint be reduced to one-third hit
points, it will eject its meal and
make a rapid escape.
encing effects, poison, sleep,
paralysis, stunning, and poly
morphing. Not subject to critical
hits.
Blindsight: A kint can "see"
by sensing vibrations on its
outer layer. This allows it to
ascertain objects and creatures
within 90 feet. Remaining
motionless, or succeeding in a
Move Silently check against DC
20, negates this and effectively
blinds the kint to the player's
presence.
Poisonous Sap: There is a
10% chance per kint encoun
tered that the sap inside is mold
ering. The kint s getting ready to
shed its membrane. This means
the juices inside are quite poi
sonous. Anyone engulfed by the
kint must make a Reflex save
(DC 15) or ingest the poison.
Poisonous sap: Ingested, DC 11,
Primary 1d4 Dex, Secondary 1d4
Dex.
Encounters
Encounters
Encounters
�
Diminutive Plant (Swarm)
\� Initiative: + 2
Speed: 5 ft., fly 40 ft. (clumsy)
AC: 16 (+4 size, +2 Dex), touch
'"' 16, flat-footed 14
Base Attackf¥'Grapple: +I/
.I Attack: Swarm (ld6)
Full Attack: Swarm (ld6)
� SpacejReach: 10 ft./O ft.
? Special Attacks: Distraction,
wounding
Special Qualities: Blindsight
�
v=- 20 ft., half damage from slash
ing, piercing and bludgeoning,
swarm traits
r
Save: Fort +2, Ref +2, Will +3
,
o, '\ Abilities: Str 3, Dex 15, Con 10,
�
�
Int 1, Wis 12, Cha -
,J Skills: -
..
Climate/ferrain: Attached to the
melv
Organization: Solitary, flight (2-
5 swarms), or colony (6-10
swarms)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: -
Encounters
Environment: Any land - Popular skipping rhyme home within. The leaves of these outer
Organization: Solitary or herd layers are also quite edible, with a sweet
(4-30), or domesticated and succulent taste to them. No one
Challenge Rating: 2 seems to have been able to pinpoint a
Oh, the hegalophamuss! It is a plant
Treasure: None
Alignment: Always neutral beast very near and dear to my heart, lifespan for these creatures. Communities
Advancement: 5-10 HD (Huge), as many, many moons ago, after I left live on the larger ones through many
11-14 HD (Gargantuan), 14+ my mother and father, it was upon a generations, or until something foul
(Colossal)
gigantic hegalophamuss that I spent befalls the hegalophamuss, such as rot or
Level Adjustment: -
my time. attack, but never it seems to die of old
age.
Pacho Ploto (Wild Bull) You see, the hegalophamuss is used
Colossal Plant as a riding animal by many of those Be careful, though, for when I used the
that can capture and train such an phrase "placid and calm" above ... well, I
Hit Dice: 15d8+120 (188 hp)
Initiative: -1 enormous beast. Despite their size, wish this not to be misleading in any
Speed: 60 ft. they are placid and calm, with enough way. For a bull hegalophamuss in the
AC: 18 (-8 size, -1 Dex, +17 self-awareness to work for anyone height of the season can be a most formi
natural), touch 1, flat-footed 18
patient enough to teach them. In cap dable foe, blinded by his need to find
Base Attack/Grapple: +11/+43
Attack: Bite +19 melee (2d8+16) tivity, these creatures rarely grow females of his species so as to calm
Full Attack: Bite +19 melee larger than a heavy cart horse when himself in the heady pollen that floats
(2d8+16) fully mature, making a reliable steed over him when the season is right. What
Space/Reach: 40 ft./ 20 ft.
but also a valuable beast of burden. may be even more alarming is to get one'
Special Attacks: Trample
(5d6+25, DC 33) However, with correct nurturing and s self in the path of a herd of hegalopha
Special Qualities: Plant care, they may grow much larger. In muss during a stampede. A panicked
Save: Fort +19, Ref +4, Will +10 the wild, with the right conditions, herd of these creatures will trample all
Abilities: Str 42, Dex 9, Con 27,
plenty of light and water, and an area under their wide heavy feet. In fact,
Int 3, Wis 18, Cha 10
Skills: Listen +20, Spot +16 free of prey, one can see a hegalopha charging and trampling their predators
Feats: Cleave, Great Oeave, muss increase in mass to quite unbe seems to be their best form of offense,
Great Fortitude, Power Attack lievable proportions. The one on which and they also have a nasty bite.
I spent some of the best years of my life
Environment: Any land
Organization: Solitary or herd was a beautiful specimen, some 90 feet
(4-30) in length half as broad and high. There
Challenge Rating: 10 lived upon its back, between the huge
Treasure: None
leaf spines and tight foliage that
Alignment: Always neutral
Advancement: 16+ (Colossal) covered it, a few small families of
Level Adjustment: - frolates who welcomed me aboard for
my time there.
Trample (Ex): An untrained
hegalophamuss tends to charge
at threatening creatures,
attempting to flatten any would
be assailant under its wide
heavy feet. Trampled creatures
can forego an attack of opportu
nity to make a Reflex save for
half (DC as indicated in profile).
The save DC is Strength based.
Plant: Immune to mind-influ
encing effects, poison, sleep,
paralysis, stunning, polymorph
ing and critical hits.
Training a Hegalophamuss
A hegalophamuss may be
trained just as many other
animals can, such as a dog or
indeed the very familiar ele
phant. The hegalophamuss can
learn the following skills as laid
out in the Handle Animal Skill:
attack, come, stay, and work. It
can also be instructed to trample
upon command.
l\.iding a Hegalophamuss
The hegalophamuss makes a
fair mount for those wishing to
take it on as a riding beast,
though they also make good
beasts of burden. Larger ver
sions of the creature are more
than capable of carrying car
riages on their backs, and the
gargantuan versions even have
small communities living on the
creature as it makes its way
around the world.
Encounters
Encounters
'' 1.J/.j,.� -. �
The Pewtackle Shrew
Phoogles as Familiars
Phoogles are often sought out
as companions and familiars by
those that trek the woodlands,
possibly for nothing more than
their cute factor.
Special
+2 bonus on Reflex
Saves
etrated the creature's natural It does not possess this level of intel mentioned slimy acid layer covering
armor, they have still struck its
lect, though, and as such has proved to their body. So what can I glean from this
outer surface.
The most dangerous aspect of be a danger to miners and adventurers information is this . . .
this is that any other syppoh alike.
within radius has the same 50%
chance of exploding if they are
within the 5 ft. range of the
exploding syppoh, leading to a
potentially dangerous chain
reaction. ..
encing effects, poison, sleep,
paralysis, stunning, and poly
morphing. Not subject to critical
hits.
Encounters
No Psionlcs
If your campaign does not
utilize the psionics rules, replace
the creature's psionic talents
with the appropriate spells
(suggestion, domination, telepathy),
changing their status to
spell-like abilities with a DC of
11 + the creature's HD. In doing
this, also give the creature a +2
natural Armor bonus to its AC.
At this point the trellix seems to know wrapping them carefully in an old sock, I
that chaos has taken precedence, and its made my way out of this kingdom of
usefulness is done here. It is only a madness. Once out of the city I
matter of time before one of the crazed unwrapped my bundle and lit a fire,
madmen around it will hack it to the listening to it pop and crackle as the
ground in his blind fury, then the chaos seeds burned away to nothing.
stops, then people come to the aid of the
town, and its seed is carried elsewhere, Its is a most persistent plant once it
dropped by the dying plant. One of these has got its roots into your town or city.
good folk who came to help unwillingly Let it grow and flourish and harmony
spreads the madness to the next town will leave your community, and in its
they enter. place will come only death and ruin, and
the cause of this insanity . . . a flower, a
I hacked this one down. However, its little flower. My only advice is to weed
seeds were going nowhere this time, for your towns, keep them clean and tidy . . . a
this little frolate knows his plant life. weed-free town is a sane town, I always
Pulling the seeds from the brain stem and say ...
Whadyasdep
Hit Dice: 2d8+2 (11 hp)
Initiative: -5
Speed: 0 ft.
AC: 9 (+4 natural, -5 Dex), touch
5, flat-footed 9
Base Attack/Grapple: + 1 / -4
The Funerary Fungus
Attacks: -
Full Attack: -
Careful my friendfor there are beasts that fly this area.
Face/Reach: 10 ft./O ft.
Special Attacks: Darts
Great sharp talons and beaks that tear.
Special Qualities: Damage They swoop down and clutch two men at a time.
resistance 5/slashing, plant Spread out, move apart.
Save: Fort +4, Ref -, Will -0 Look to tlze skies, and be vigilant in your search.
Abilities: Str 1, Dex -, Con 13,
Int l, Wis 4, Cha 1 Phht, plzht, phht, plzht
Skills: Hide +25
Feats: -
What was that, my friend? Did you say something?
Environment: Woodland
Friend, where are you ?
Organization: Solitary or What you doing lying.....
patch (2-5) Oh, by the merciful gods!
Challenge Rating: 2
Treasure: 1 / 1 0 coins, 50% - A lesson in making sure you cover all angles
goods, 50% items
Alignment: Always neutral
Advancement: 3-5 HD
There are traps set by hunters to unpleasant - and usually final - surprise.
(Medium)
Level Adjustment: - trap a prey, there are traps set by crea A creature stepping upon the plant
tures to protect their homes, and then seems to squeeze the air out of it alerting
COMBAT there are those natural traps, living it that there is food upon it and at the
Darts (Ex): Anyone unfortu
nate enough to step upon a
creatures that are in themselves are a same time shooting a volley of fine
whadyasdep will find them trap. The whadyasdep is one such crea needles into the air. These come raining
selves in a most surprising situa ture, 1 ying in the undergrowth unseen down in the immediate vicinity ru:ound
tion. The moment they step on
and unnoticed until it is far too late for the whadyasdep. These fine needles have
the whadyasdep, the newfound
victim must make a Reflex save
the unfortunate soul who steps upon it a paralyzing effect on any who are unfor
(DC 20) as the flat fungus shoots and his companions around him. tunate enough to succumb. Slumping to
'
darts up at its intruder. Even if the floor, the victim lies motionless,
they succeed, anyone within a 5
The whadyasdep is a flat fungus, its ff,11� �
foot radius around the creature
slimy gray body lying"ilat to the earth ..
� L I � ./tr,
y
must also make the same save to
in fields of long gras� whe e it can lie �
avoid the darts showering down
on them. A successful save in wait for any potential "meals" to
means the attack has had no
come walking by. If some creature is
effect. Anyone struck by a dart
receives 1 point of damage and
unfortunate enough to happen upon a
must make a Fort save (DC 16) lurking whadyasdep, they are in for an ...
•
or be paralyzed for 3d4 rounds.
Anyone remaining on a whady
asdep for more than one round
receives ld8 points of acid
damage each round as the crea
ture dissolves them. The whady
asdep has enough darts to shoot
three volleys when full and it
takes three days to build up each
Jost volley.
Plant: Immune to mind-influ
encing effects, poison, sleep,
paralysis, stunning, and poly
morphing. Not subject to critical
hits.
Low (1-5): MEDICINE MAN
But, then again, it takes a brave soul to A druid researching the
potentially hidden benefits of
even attempt the capturing of one of
predatory plants requires
these creatures. Doing so without setting several samples of the whadyas
off its natural defenses is quite difficult. I dep' s paralyzing poison, and
did, however, have the chance to meet he's looking for volunteers to
retrieve it for him. The dangers
upon one such tribe, who used the
may be high but so are the
fungus as a natural alarm around their rewards ...
livestock sheds. After some negotiation
and the passing of most of my food sup Mid to High (6+) EYE OF
THE BEHOLDER
plies, along with a sketch of Matron's
A once-noble bard fell foul of
that he'd made of the tribal leader, they a whadyasdep, and his once
unable to do anything about its predica allowed me to investigate one they had charismatic looks burned away
ment, as slowly the whadyasdep dis in their possession. as he lay motionless in its grasp.
Regaining composure before the
solves their flesh with its acids, feeding
beast killed him, he managed to
off the goo it produces and almost surely It would appear the whadyasdep does escape with his life but not his
killing any prone creature within its not fire all its needles in one shot, storing looks. Now driven insane by his
hold. enough for three volleys. I can only hideous appearance, he stalks
the streets of nearby towns and
assume that it somehow regenerates the
villages, venting his rage on all
There are those that use the flat needles after use. Virtually all of the who flaunt their looks - a killer
fungus to their advantage, using a plant is one big " acid sponge" - the only by night, a loner in the woods by
natural trap as a "man made" trap. They way I can describe it. Any part of it is day. The local dignitaries know
who is doing this and why. They
have been known to be used as ground able to seep out its deadly ooze. The
want the murders to stop, but
traps, just as they would in their natural tribesmen told me tales of a flat fungus they also want their friend and
environment, maybe covered with a fine that's size had grown so large it was entertainer returned as he once
layer of soil to ensure it goes unnoticed, actually mistaken for a swamp itself; how was. The party is hired to
capture him alive, so the lords
though a particularly nasty way of using much truth there is in this, I know not,
and ladies may return his lost
the Whadyasdep on someone is to have it but should it have the right conditions looks to him.
fall from a height. The victim may not there is no reason to not expect such a
take the needle damage from such an plant of gigantic proportions.
attack, but if this is used in an enclosed
.� space his companions will surely
succumb to the needles and the unfortu
nate one to have the whadyasdep on his
face will (eel the acid eating away at.his
flesl:t:-
\II ' , \\ Ji
,,,. « j/"""""'
·
.--1 �.,.-1
-
..>
... - .
:=.-.r--
,. ,,,\
Hit Dice: 5d8 (23 hp)
Initiative: + 2
Speed: 30 ft.
AC: 17 (+5 natural, +2 Dex),
touch 1 2, flat-footed 15
Base Attack/Grapple: +3/ +11
The Pine Brethren
Attacks: Claw +5 melee (ld4+2)
Damage: 2 claws +5 melee
"Tt was on a night such as this, when the moon was fat andfull in the dnrk night sky, when a child,
(ld4+2)
Space/Reach: 5 ft./5 ft.
about as young as yourself, young Yosef, went scraping and scrabbling in the woods for moon mush
Special Attacks: Improved grab, rooms. He ventured deep into the woods that night. The chill wind swept about him and the rising n ight
pine needles, sneak attack mist seemed to pull itselffrom tlie ven; ground and up his little legs. He found his quarn; nestled in the
Special Qualities: Damage resis middle ofa quiet pine grove. The moon cast its rays down upon the moon mushrooms as ifpointing
tance 5/slashing, sticky sap, them out to our young explorer, seeming to want to hum; him on his cause, to get him out of the dnrk
spell-like abilities, plant traits ened woods as quickly as possible.
Save: Fort +6, Ref +3, Will +6
Abilities: Str 14, Dex 14, Con 10, "The child did not return to the bosom of his mother that night, nor the next morn. His little form
Int 7, Wis 15, Cha 5
was found the next evening, clutching his precious moon mushrooms, his little body riddled with fine
Skills: Climb +22, Hide +22,
Listen +7, Move Silently +7 holes, his life's blood staining the soil all about him. That night he was a play thing for tire pine brethren,
Feats: Improved Grapple, Great the zankledea.
Fortitude, Improved Unarmed
Strike "Renrember my ston; well, children, and stm; Jarfrom the pine forests at night, lest we have your
mother mourning over another lost soul... "
Encounters
"Are you green and filled with chlorophyll ? Do you bask in the glon; of the glowing sun ? Are you at
CR.EATING A PLANT
TAKEN Cl\.EATUI\.£
one with the life that grows all around, that beautifies the land, thatfeeds the earth, that feeds the many
Size and Type: Creature's and relaxes the soul? A re you blessed with a sense of wonderfor all that is natural ?"
type changes to plant.
Hit Dice: Change to d6. "My friend, I know not what you mean. "
Speed: -5 ft. from original
speed. "Aaaaa-choooooooo! "
AC: Natural armor bonus
increases by +2.
"Bless you."
Special Attacks: A vee
gamoblis is able "cross-pollinate
" with another species. They do
"No... bless you, my brethren."
so by the normal methods of
reproduction for their base crea - Conversation between Josiah the Plant-Taken and
ture, or by sneezing on the Kellen the ranger
intended victim. The victim
must be within10 ft. for this
sneeze to be effective, and may Kellen, a ranger I had spent some from which I could not rouse him. I
make a Fort save (DC 14) to time with during one of my woodland called the Guild healers, who had seen
avoid the effects. ventures, came to me one day quite nothing like this before and could not
An affected victim temporar
unexpectedly. He recounted a tale of a rouse him from his slumber. Over the
ily loses ld8 Con, and must
make another Fort save (DC 14) chance encounter with a young chap next few days, I watched my friend's skin
two days later to avoid being out in the Gelpsad Woods. He had color change from a sickly green to a
transformed into a plant-taken been checking a few of the badger sets fresh, lettuce-like crisp green. He had
creature. If he succumbs, the
there (as some unsavory sorts had been stopped breathing and there was no
victim falls into a deep coma for
4 days during the transforma hunting them) when he met a young longer a heartbeat; in fact, there was no
tion. If a remove disease spell is man sitting quite still under a bloom pulse at all. It was with a sad heart
applied in the first two days, the ing apple tree. Apparently this man indeed that I sent for acceptance to bury
afflicted will recover; otherwise,
had a green tint to his skin and his face my friend within the Guild burial
nothing short of a limited wish
will return them to their former had a slightly puffy demeanor, as if he grounds.
self. A final save is needed on had not slept for some time. Kellan
the last day (DC 14) to see if the watched the man for several minutes, I dug the grave myself and wrapped
body survives the transforma
and after not detecting any breathing at Kellan in his sleeping blanket. He would
tion, failure resulting in death
and a slow rotting of the corpse. all decided to check on him. He rest well in the ground as he had rested
Special Qualities: Plant touched the man's naked shoulder and in the woodlands in life. When I heard
taken creatures gain the follow recoiled as his hand sank into spongy Kellen's voice asking me why I had
ing special qualities:
flesh. Stepping back Kellen watched as bound him so tightly I could only think it
Plant: The innards of vee
gamoblis are liquefied at the the man's eyes opened. This strange was in my mind. Then the blanket started
point of their creation. Sap now chap asked Kellan several questions moving. I'm not afraid to say that I was
flows through the creature's before very rudely sneezing straight shocked and not a little frightened.
veins, its flesh taking on a
into his face. Kellen had enough of this Kellan stood before me now.
slightly green tint and a spong
ier texture. Though the plant situation and decided to bid the man
taken does not breath with lungs farewell. "Erm. . . Gubbin .... What do you think you
.
PLANT TAKEN
CHA.l\.ACTEI\.S
It is most likely that a plant
taken character will be of the
sort who would be found in
nature's surroundings in the
first place. Druids, rangers and
Boskite Explorers are the most
-
,,...- _ _ likely classes to be afflicted, and
the races of elves and humans
are most likely to chance upon
an encounter with another vee
gamoblis.
MONKS
The solitary monk may often be
seen traversing the woodland, being at
one with himself and practicing his art
away from prying eyes, but only through
a love for its solitude - not for what the
wonders of nature can bring. That being
said, there is one sect of monks that I
know of that do actively pursue the
natural way. The Sect of the Timberlands
�-c:�::r-:::
has attuned their skills to the woodland
realms, to better themselves and help
keep nature in balance ..
Order within
the Secret Society
Dl\UIDS language the druids use, which
The ranks, titles, and
The druids are the true allies of the encourages a more cohesive community
responsibilities of the druid
secret society are detailed below.
wild lands. They know the lands and among the druids themselves and
There can be any number of how they work; they know its needs discourages the admittance of outsiders.
initiates, adepts and priests, but and seek to fulfil them, whether it be
only a certain number of named
preserving the woodland, offering their The lowest rank of the druidic secret
ranks, from level 12 onward. A
prayers to the wild' s creatures, or society is composed of those druids who
druid does not have to rise
through the ranks, and there is flushing out unwelcome residents from are just starting out on the path of the
nothing stopping them from sacred areas. druidic faith. I know many druids but
approaching the hierophant to
none still to this day discloses
directly request a higher
Many I speak to see the druid as a information on their society, and I no
position if they have attained the
level and believe themselves loner, shirking civilization to stand as longer try to pry into their affairs.
suitable. one in the wild lands. Nothing could be However, there are details which are
further from the truth. How could one commonly known or gleaned from
Not achieving a named rank
be alone when every animal and plant manuscripts. I will try to convey as much
does not restrict gaining levels,
nor does it restrict grove in the countryside is a possible ally or information without risking their society
abilities. It only comes into play close friend? If anything, the druid has as I can.
when determining the grove's
many more connections with others -
effective size. The grove's size is
perhaps more than a city dweller who A new initiate, or neophyte, must first
the area where its gifts can be
used. There are gifts that allow may not even know their neighbors' contact the local druid, who judges them
an extended range but those also names. Well... the term "loner" could worthy or not to walk the path. If the
count towards gift slots and XP applicant seems sincere in his pursuits,
be partly true, in that druids are the
usage. A druid's area of
only profession that is ready to the instructor decides when the would-be
responsibility does not reflect
their grove size; this is the area adventure alone ... the druid is a druid is ready to be initiated as an
they look after and maintain proficient fighter, with defensive and aspirant, and determines a suitable test to
balance within. The judge their dedication. If the test is
healing spells along, with powerful
lower-ranked druids' area of
responsibility will be within the
spells to knock back and damage the passed to the satisfaction of a gathering
jurisdiction of a higher ranking most troublesome foes - and should of druids of the Third Circle (the circle to
druid. they need allies, there's a whole world which the neophyte belongs), the
of animals and plants ready to help. neophyte is initiated as an aspirant.
The nested nature of the
druidic groves can encourage
Then there's their wild shape ability.
dominance contests. For What better disguise in the wilderness? Not until this ceremony has been
example, a Third Circle grove What better way to fight a natural foe performed is the character considered a
may situated within a Second
than with one of its own feared druid. A druid is not considered suitable
Circle's forest, which is in turn
inside a First Circle's forestry
enemies? Indeed, what better way to for any responsibilities until he has
network, that is encompassed train an animal friend than to show it entered a circle fully. He spends his time
within an arch druid's continent, what you want in its own form? Ah becoming intimately familiar with the
all of which are under the
yes, the druid is a much region over which his circle presides.
guidance of a grand druid with
the Hierophant being in overall
misunderstood and misinterpreted Then he must learn the rituals for
control of them all. At the same fellow. blessing crops, summoning protective
time, each grove may well spirits, and tending his grove. He spends
encroach upon another or
There also exists the secret society of time with the local communities learning
indeed envelop one. You can see
how infighting can occur,
druids, though little is ever said about legends and the ways of the peoples in
especially in areas where a these. Keeping it that way is ingrained the area. If he is lucky, he might meet
· friendly fey, but this is not likely until the
druidic presence Jready into the druid himself. The society is a
well-establishe
network unlike any other organization, fey have become used to the young
a strict hierarchy that spans the globe druid's presence and accept him as a
with the purpose of protecting the friend.
wilds. No other organization of this
scope has survived intact so long, for
the druids are written of throughout
our history and before that, too. This
Level & l\.ank
0th (Neophyte)
1st (Aspirant)
When they progress from the Third As with many closed societies, the 2nd (Ovate)
Circle, the druid receives their own grove druids' society contains some measure of Neophytes, aspirants and
ovates are just learning the ways
to tend, and takes on higher and wider in-fighting. This is hidden from the eyes
of the druidic order. They have
responsibilities. He becomes part of the of the world. Just like the creatures of the not yet gained sufficient trust to
society that cares for the circles around wild, the druids fight for seniority. maintain a grove of their own.
them, gaining wider and wider tracts of Though they may greet one another with
3rd (Initiate of the Third Circle)
land to maintain, and eventually training a pleasant smile and bow of the head,
grove size: 50 ft. diameter
the druids below them. There are a set underneath they may well be assessing if 4th (Adept of the Third Circle)
number of druids allowed privileged the other is a threat or if they are of a grove size: 1/3 mile diameter
rank title after leaving the priesthood of ranking that the druid wishes to attain. 5th (Priest of the Third Circle)
grove size: 1 mile diameter
the Third Circle. Not gaining a ranking This is still the case among the good and
All that is required of the
does not restrict a druid's development, neutral druids, although it is the evil Third Circle is that they
but it does restrict their grove's powers. druids who take this to the extreme. Yes maintain their own groves,
For a druid's grove's powers to increase indeed, there are thoroughly corrupt and ensuring the immediate area and
the grove itself are kept fertile
they must take on responsibility within malignant druids who walk this earth as
and free from infestation.
the higher ranks of the society. part of the secret society. The society is
one of neutrality and as such they turn 6th (Initiate of the Second Circle)
none away. It is these evil druids who are 7th (Adept of the Second
Circle)
the most dangerous yet to the
8th (Priest of the Second Circle)
organization. Should one make it to The Second Circle looks after
hierophant rank, the world could become a tracts of land around their
a very different place indeed. grove. This is usually a forest,
but may be an area of plains or
indeed a hilly region.
Grove size: 1/ 2 mile diameter
per level.
12-14th (Druid)
Nine druids serve under each
arch druid.
Grove size: 1 mile diameter
per level.
20th (Hierophant)
The hierophant oversees all.
The table on this page shows
grove powers, the ranking nec
essary to receive them, and the
XP cost for each power. When a
druid receives a grove, he must
take the Charge Grove feat in
order to make the grove capable
Protected Lands
of giving gifts. To receive a
grove gift, the druid must medi
tate in his grove for at least an A druid's grove is his interaction Each day the druid meditates in his
hour on the day he makes the with the great wild lands of the world. grove to request its gifts. The druid is
request, though he need not As druids grow in knowledge and limited in the number of gifts he can
make his request until long after
understanding so does their grove request from the grove, and he usually
the meditation has ended. He
must sustain the grove with grow in power and extend its power picks a few for himself and a couple for
some of his own life energy, unto its druid. the grove's protection. These gifts are
which is expressed as loss of XP. semi-permanent, and the druid must
When the meditation is com
Only a druid who has attained a drop some gifts to activate others. Sly
plete, the appropriate gifts are
activated and the XP drained as ranking within his circle may establish explained that without his protective
the druid requests each gift. The a grove and care for it. When a druid sense gift, certain abilities would only
druid must be in his grove to founds his grove, he must mark the activate if he were within his grove's
make the request.
area with some kind of totem. Whether borders. There are, however, limits to
For example, an 8th level this is a pile of polished stones, a which gifts he could place the protective
druid wishes to put a protec symbol carved into a tree, or some sense upon. It all seemed very compli
tive sense (100 XP) on the grove other signifying mark is up to the indi cated to me, but to my druid friend it
to summon a level IV grove
vidual druid. The size of the grove is was all a very natural procedure.
guardian (as summon nature's
ally IV; 480 XP), and also give it determined by the druid's ranking. It is
protective sense with a hive gift not uncommon for two (if not more) I have detailed below some of the gifts
(another 100 XP for additional druids to have their grove areas the druid could receive from the grove,
protective sense, plus 60 XP for
overlap and, indeed, for some druids to but undoubtedly there are many more
the hive gift). He would have to
expend 740 XP to activate the end up with their grove totally sur that I was not privy to.
grove gifts. He could, however, rounded by another's. This can cause
choose not to have the protective disputes within the druidic society. A Losing a Grove
sense on the hive gift, saving
druid may seem calm to the outsider
him 100 XP, but then the hive
will only activate if the druid is observer, but I can assure you there is a For a druid to lose his grove is a sad
within the grove's borders. hidden rage waiting to be released - and very dangerous thing. The druid is
like the deadly flood that can burst linked to his grove by powers beyond my
A character may activate at
round the calm river bend. knowledge. Should the grove be violated
one time a maximum number of
gifts equal to their Wisdom to the point of destruction, the link
bonus. Should there be a gift still Much like nature itself, the druids between the druid and the grove is horri
in effect, this counts to their total are driven by neutrality. They have a bly torn and ripped.
number of gifts. For example,
sense of balance about them. Some say
imagine a druid acquires 4 gifts
due to an 18 Wisdom. On it is indecision or an unwillingness to I have seen a druid who this hap
Monday he requests cure, pro commit, but I would disagree. They are pened to on one occasion only. We were
tective sense, and grove guard driven by forces many of us will never traveling far from his grove. It was the
ian (with one gift left for
understand. They let the will of the first time he'd had a chance to travel afar,
emergencies), then on Tuesday
he has to use the cure. He would world decide for them, just as it does having only just gained the gift of
have only two slots available for the natural progression of the sensing his grove's fear. Sure enough, he
should he wish to acquire more planet. felt it this day. He stopped as we walked,
gifts on Wednesday, as the pro
his eyes distant and unfocused. His only
tective sense and grove guardian
gifts are still in effect. If, Grove Powers words: " My grove... there is danger
however, the grove had been afoot." Then he buckled and fell to his
attacked and the grove guardian As I have said before, a druid knees clutching his chest. He was weak
brought into being as well, he
may pull gifts from the earth around ened considerably by his experience -
would now have his full quota
available to him. The druid may his grove. These are intended to protect physically, emotionally, and spiritually.
at any time drop a gift to replace the grove and surrounding areas. My We made headway to return to the
it with another, so long as he is good friend Sly described the basics to woodland where his grove was located.
within his grove's borders to
effect the change.
The experience is expended
when the druid chooses his gifts,
offering his life force to the earth
It took two days to travel back. We had been cast, and the grove severely for the advantages gained. It is
were greeted by a scene of devastation. It damaged by fire. This was no stumbling possible that the gift may not be
used and the experience points
was obvious there had been a struggle attack upon the grove, but one that was
wasted. The druid must choose
here. The guardian the grove had sum well planned and executed. It would take wisely. When applicable, gifts
moned had done its best but alas it had some time to restore the grove to its pre are considered to have the same
failed, though valiantly. After a quick vious glory, but with my help the druid's caster level as the druid. Gifts
received by the grove may never
search we determined that there had grove was back in working order in just
be passed onto anyone else.
been a ore attack, though preparation for under two weeks, though the scars will
sorcerous works had been made, spells show forever more.
Sense Presence (Initiate of the Third Circle) XP Cost 150 you cannot use skills, feats, or
abilities that require patience
This allows the druid to communicate with his grove and ascertain whether others
and concentration.
walk his area. He can communicate with the grove at a range up to 5 times his normal
A fit of wild fury lasts for a
grove radius. He receives information based on the grove's perspective - the plants and number of rounds equal to 4 +
animals can't count, but they can convey concepts such as "single creature," "family" (2- the character's (newly
10 creatures), "herd" (11-50 creatures), and "swarm" (51 + creatures). They can specify the improved) Constitution modi
nature of intruders they recognize (such as wild animals), and make parallels for others (" fier. If you wish to end the wild
like an elf but green"). fury you must make a Will roll
If a druid's grove is Woodland Eyes (Initiate of the First Circle) XP Cost: 450
desecrated, the character suffers The druid is able to see through the eyes of another who walks within their grove, as
one permanent negative level, clairvm;ance (but just through another's eyes).
putting him at XP equal to the
midpoint of his previous level.
The druid also suffers 2d4 points
Grove Barrier (Initiate of the First Circle) XP Cost: 450
Using this gift, the druid may prevent others from gaining access into his grove, as wall
of temporary Constitution loss.
The grove is no longer able to offorce spell. *Sense Power*
administer gifts until it is
restored. Restoration takes a l\eturn (Druid) XP Cost: 450
number of days equal to the The grove is able to teleport the druid back to a predetermined point of the grove (usually
twice the druid's level. These its center), so long as he is within the grove's borders.
days are considered hard work,
not rest.
Cooperative Spirits (Druid) XP Cost: 500
A grove is considered Able to gain support for rituals or ceremonies from a druid while they stay in their own
desecrated if a quarter of the grove.
territory within the grove's area
is destroyed, whether by Grove Staff (Druid) XP Cost: 1,200
natural, magical or man-made The grove offers unto the druid a quarterstaff imbued with its strengths (see sidebar
means. It is also considered
for full details).
desecrated if the central location
- the grove's heart - is damaged,
or if the druid's totem is defiled.
l\eturn Lefeforce (Arch Druid) XP Cost: 3,000
The grove can channel the mana given by the druid to raise his body, as the spell
resurrection. This gift is used in advance. If the druid ever dies while in the grove, the
grove will automatically activate this power within ld4 minutes of sensing his death. The
power is useless if the druid dies outside the grove, but will activate if his dead body is
returned to the grove.
Being Green
your speed. As long as you
move at least your full speed
before making your attack, you
may charge in this manner, and
retreat after the charge. Moving
in this way does not provoke an
V egetal l\aces
attack of opportunity from the
defender you attack, though it
Even the shortest trip into the deep wilds is enough to meet plant creatures unlike
might provoke attacks of anything you've ever before encountered. Some will be benign, many will be
opportunity from other dangerous - and a select few will be intelligent. This section introduces several such
creatures, if appropriate. You
intelligent plant races.
can't use this feat if you are
wearing heavy armor.
You must move at least 5 feet
both before and after you make
I had taken on exploration since my unfortunate accident with the syppho. My
your attack in order to utilize the strength had left me and mining was no longer an option. It was with trepidation that I
benefits of this discipline. entered a crack in the cavern wall. I looked above me for those syppho that had taken
so many of my mining colleagues. As I glanced back at the dusty ground, I was taken
Primeval Discipline II
Your understanding of the
aback by some very strange creatures which had suddenly surrounded me. They were
ways of the Sect deepens. The mushroom-like in appearance, yet arms and legs extended from their form. They
very trees hinder not your seemed to be checking me over, their faces showing no emotion. What could I do but
movement.
wait. The whole time they did nothing but stare at me glumly.
Prerequisites: Dex 15, Climb
10 ranks, Dodge, Mobility,
Primeval Mastery I, base attack
Benefit: Static objects that
take up a space of 5 ft. or less,
such as trees, walls, and even
BU.l\GEON LIESE
opponents, do not hinder your
movement. You may move
directly through such objects as
r
I made my exit slowly, backing out of the room, only to have them follow me in unison. Then
Shroomen .l\aclal Traits
they spoke. My Undercommon is rough at best but I could decipher some of what they were
saying. Shroomen characters have the
That was two years ago in my reckoning. I have been here ever since. I felt useless back in the following traits.
clan stronghold, but here I have a use again. Tlwugh I may not be the dwarf I was, here I have tAbility Score Adjustments:
gained the respect I lost among my own kin. Maybe one day I shall return, but here in the Shroomen are perceptive but
solitude of the burgeonliese encampment I feel more at home than I have for some time. dour. They receive a -2 penalty
- Garry! Ontarn, former dwarven miner to Charisma but a +2 bonus to
Wisdom.
'tSize: Medium.
tBase Speed: 20 feet.
Shroomen walk in a strange
rocking back-and-forth motion.
tDarkvision: Shroomen can
see in utter darkness to a
distance of 120 feet.
tLow-light Vision:
Shroomen can see twice as far as
a human in starlight, moonlight,
torchlight, and similar
conditions of poor illumination.
They retain the abillty to
distinguish color and detail
under these conditions.
tLight Sensitivity: Shroomen
are dazzled in bright sunlight, or
within the radius of the daylight
spell.
'!Resistance to Poison:
Shroomen culture is steeped in
fungal brews. Many shroomen
are exposed to small doses of
potent poisons from an early
age. They receive a +4 bonus to
all saves to resists poison.
'tSkilled Craftsmen: The
shrooman culture includes
generations of knowledge
related to many underdark
crafts. Shroomen receive a +2
bonus to Craft skill checks.
'tStability: A shrooman gains
a +4 bonus on checks to resist
being bull rushed or tripped
when standing on the ground
(but not when climbing, flying,
riding, or otherwise not standing
firmly).
'tAutomatic Languages:
Undercommon.
'tBonus Languages:
Common, Gnome, Goblin,
Terran.
'tFavored Class: Any. When
determining whether a
multiclass shrooman takes an
experience point penalty, his or
highest-level class does not
count
'!Alignment: Any neutral.
tECL: +O The burgeonliese are a most curious more easily.
race indeed, and that's coming from me,
Adulthood: 10 years
someone who's also a talking plant! The However, the most surprising thing
Middle Age: 110 years
Old: 130 years shroomen, as some call them, dwell in about the shroomen is their form, which
Venerable : 140+4d6 years vast colonies deep below the surface, in differs substantially depending on their
the most arduous of conditions. But the physical attributes. "Normal" shroomen
Height: 4 1 /2 +ld6 ft.
conditions seem to suit them well and cut will have squat bodies with round flat
Weight 35 xl lb.
down on the predators. There are a few heads, but a more dexterous shrooman
shroomen who take it upon themselves will have more slender body and nearly
Frolate Prontal to search for the surface world their round head, and an intelligent shroomen
Racial Traits will be of medium build with a nearly
legends speak of, and it is from these that
Frolate characters have the we know most of what we do about conical head.
following traits. them.
The shroomen homelands lie deep in
'!Ability Score Adjustments: the earth, in vast, damp, musty,
The shroomen are often misjudged on
Frolate prontals are durable
creatures, but not particularly
first appearance. Being dowdy, glum and inhospitable, inaccessible caverns. In this
strong due to their size. They downright miserable-looking, it's easy to environment they have very few relations
receive a +2 bonus to think them a depressing lot. This is not with other races. They may instigate trade
Constitution and a -2 penalty to
entirely true. Though they may not be the with races that are interested in the
Strength.
'!Size: Small. most fun-seeking of races, they enjoy a strange roots that hang from the ceilings
'!Base Speed: 15 feet. laugh from time to time and are happy of their moist caverns; the shroomen
'!Low-light Vision: Frolates souls under their "miserable" exterior. It manufacture baskets and mats of great
can see twice as far as a humans
just seems they are unable to express skill and design. In fact, the shroomen are
in starlight, moonlight,
torchlight, and similar
happiness the way surface races do; they very capable crafters indeed, able to tum
conditions of poor illumination. · lack the basic biological makeup to allow their hand to make something from most
They retain the ability to even the smallest of smiles. They have a any substance.
distinguish color and detail
much more trusting nature than they
under these conditions.
tPlantstrike: Frolates should allow themselves, but at the same Religious shroomen tend to follow a
understand how to fight others time this also allows them to get along, or neutral aspect of Fekundius, though very
like them. They receive a + 1 at least make an attempt to get along, few clerics to Fekundius are among their
bonus to attack rolls against
with most peoples and races. number, as the god only offers his powers
plant creatures. Frolates battle
these creatures frequently and to those of an evil alignment. Shroomen
practice special techniques for When one first looks upon the priests usually worship some other plant
defeating them. shroomen, they can be a most strange god, always trying to prove themselves
'!Immunities: Frolates are
sight indeed. Their "flesh" has the worthy in the eyes of a god who
immune to poison and have
electricity resistance 5. consistency and texture that many fungi frequently looks askance at these strange
'!Forest Concealment: and mushrooms have: soft yet hard, with creatures.
Frolates receive a +4 racial a slight sheen of moisture running over
bonus to Hide checks when in
the surface. This flesh varies in color In my opinion, the shroomen have
forested areas.
'tSelf-propagational Plant from a deep tan to a greenish yellow, and strange names. It is not unlikely for every
Symbiosis: A Frolate can grow all the variations in between, with large shrooman in a colony to give themselves
upon his skin plants equal to a mottling marks covering them all over. the same name. Common names include
quarter of his HD. This relates to
They stand about four and a half to five Shump, Shumlar, and Bumshum.
plants that have hit dice, of
course. The frolate could feet tall. They are asexual: there are no
complete cover his body with females or males within the shroomen, so There are a few adventuring
"normal" plants if he so desired. they "give birth" by simply allowing shroomen, though few is the right word.
Plants grown in this fashion will
themselves to bud a new spawn. This Not many leave their cavern homes, let
not attack the frolate. They are
independent creatures and the bud grows for several weeks before alone venture to the surface and then take
frolate does not command them, dropping off, already prepared to take on it upon themselves to set forth into the
but they will act to defend the world, though only ten to twelve world to discover what is out there. It is
themselves if threatened.
inches tall. The shroomen dislike unknown, even to the shroomen, what
'!Photosynthesis: The frolate
does not need to eat food, clothing, preferring to go au-natural makes them head out on such a
though water is still necessary. when ever possible, letting their skin dangerous life.
The frolate can eat if he wishes,
but it isn't necessary.
tBonus Languages:
Common, Dwarven, Elven,
Goblin.
Frolate Pronta1
tPlant-tongue: Once per day
a frolate can use speak with
plants (per the spell) as a
spell-like ability. This ability is
few days there with them, just relaxing and listening to their tales, before I had to leave. Believe
me, people: should you meet a frolate prontal, be kind unto them, for they will shower you with Middle Age: 1 30 years
kindness in return .." Old: 180 years
- Pott Scurdy, explorer extraordinaire Venerable: 250 +4d6 years
.- Cost
-1 to any one
of Str, Con, or
Dex
-2 Str (Str cannot
drop below 9 to
increase Dex)
-2 Dex (Dex
cannot drop
below 9 to
increase Str)
-4 Str
Four Arms: By growing extra limbs, the Mulch Form: This is the "natural" form of the
mutarrnarl gains the use of all arms for mulch man, the state to which he must revert for
attacks. There is, however, a cost: the tissue up to 6 hours in order to change form or
matter needs to come from somewhere, and it otherwise rest.
generally comes from muscle tissue. Effects: All stats "reset" to 10; movement is
Effects: -2 Dex, -2 Str Able to employ reduced to 5 ft. Gains DR 5/ magic All Dex and
Multi-Weapon Fighting Feat if takenMay not Str based skills set at 0 ranks
wear heavy armor, or any other armor not
designed to accommodate four arms
Hinterla.nder
The typical domestic animal has
a starting attitude of indifferent,
while wild animals are usually
unfriendly.
To use wild empathy, the
The hinterlander roams on the edges often push fellow travelers to move on, to
Hinterlander and the animal
must be able to study each other, of civilization, cutting his life from the seek new territory, to expand their area
which means that they must be barren plains, dark woods, desert and venture into the wild unknown.
within 30 feet of one another expanses and mountain slopes. All he
under normal visibility
knows he learns from the land around Characteristics: The hinterlander is
conditions. Generally,
influencing an animal in this him. In fact, he makes it his life mission proficient with all simple weapons, but is
way takes 1 minute, but, as with to educate himself of all there is to know most fond of bow and knife fighting,
influencing people, it might take about the wilder areas of this world, and where he can use his knowledge of the
more or less time.
how he can best utilize it and protect it beasts he fights to full advantage. He uses
The hinterlander can also use
this ability to influence a magical for future generations. The hinterlander his skills to survive in the wilderness,
beast with an Intelligence score is a hunter, a stalker and a researcher all finding food and shelter, tracking prey,
of 1 or 2, but he takes a -4 wrapped into one. and detecting useful herbs. He watches
penalty on the check.
his prey, those that may prove most
Traveling Companions:
Hinterlanders take on animals or Where the ranger lives in the woods dangerous - watches their movements
even beasts as a traveling and studies its residents, the hinterlander and their ways so as to learn from them
companions. Gaining an animal lives in the most barren of places and how best to fight, and how best to defeat
companion is a game of will and
ekes out an existence from the land itself. them. The hinterlander is often found
skill for both the hinterlander
and the animal in question. First The hinterlander has far less contact with with a traveling companion, an animal or
the hinterlander must weaken other sentient creatures, and even less a beast which he has gained the trust of in
the will of the animal he wishes contact with divine spirits. In one sense order that they may both use each other's
to befriend, not as a malicious
he is a feral ranger, one step closer to the skills to survive better.
act, but similar to the
confrontations that frequently wild than even a ranger. The first time an
occur between animals in their outsider meets a hinterlander, he may Alignment: Hinterlanders follow the
natural environment. He must well believe the man mad, for the way of nature and as such must flow with
succeed a Wild Empathy check
hinterlander' s behavior becomes the neutral alignment. However, just as in
to change the animal's attitude
(as above). animalistic and primal after too long in nature there is both good and evil within
Once "broken," the animal is the wilds. the hinterlanders. The good hinterlanders
more susceptible to the strive to keep nature balanced, protecting
hinterlander' s charms. If the
hinterlander succeeds in a
Adventures: The hinterlander is in where they can but realizing where
second Wild Empathy check, the spirit a loner, but a loner who will do nature needs to take its course and man's
animal will accompany the what he will to advance his knowledge, will should not be forced upon it.
hinterlander as long as it is at least in the short term. If this means
treated fairly and fed well. A
joining a party of travelers or adventurers, Religion: Religion is not a great strong
hinterlander can maintain a pack
of animal companions whose hit so be it. He is seen by fellow travelers as point for hinterlanders. They may take
dice total is no more than his aloof, since he keeps to himself until he upon themselves to worship some natural
hinterlander level. learns who he can trust. This isn't god, but they do so only in reverence of
An animal companion is still
ignorance; it's unfamiliarity.
an animal. It is not a magical
beast, as a familiar, paladin's
learned some tricks, it is still no
more intelligent than any other
animal of its kind, and it retains
what the deity has created for the thirst for knowledge being their driving all its bestial instincts. Unlike
hinterlander to explore, not from any forces. Hal£-orcs too may seek the solitude intelligent followers or cohorts,
animals cannot follow complex
serious religious urge. Hinterlanders of the wilds, to escape any racial hatred
instructions, such as "attack the
often pay respects to all gods of nature, that falls upon them for their crossbred gnoll with the wand." A character
" even those of the plant creatures, but pay nature. Halflings and gnomes tend not to can give a simple verbal
homage to none. follow this; they are homebody sorts and command, such as "attack" or
"come," as a free action,
though prone to adventure, there are few
provided such a command is
Background: Hinterlanders tend to be with the overwhelming need to set out among the tricks the animal has
loners, wanderers or researchers who got into the world and travel as far and as learned. A more complex
"lost" in the majesty of the wild lands. varied as a hinterlander may do. instruction, such as telling an
animal to attack and pointing
They learn all from personal experience.
out a specific target, is a
Very few take it upon themselves to learn Classes: Hinterlanders get along with standard action. Animals are
from another more experienced druids and rangers especially. Barbarians ill-equipped to handle unusual
hinterlander or even ranger. and fighters are tolerated. Hinterlanders situations, such as combats with
invisible opponents, and they
are wary of the clerics and paladins for
typically hesitate to attack weird
Races: There are no restrictions to their fervent nature, and consider and unnatural creatures, such as
what race may or may not become a wizards, sorcerers, and other arcane beholders and oozes.
hinterlander, though subterranean races spellcasters to be untrustworthy types to Left to its own judgment, the
animal follows the character and
such as dwarves rarely follow this path. be watched at all times. The hinterlander
attacks creatures that attack her
,. Elves, hal£-elves and humans make up believes arcane spellcasters pull their (or that attack the animal itself).
the majority of the hinterlanders, the energies from the very earth around To do more than that, it needs to
elven appreciation for nature and the them, raping the world for their powers. learn tricks. A hinterlander can
teach his traveling companion a
,. human
number of tricks equal to his
F'
Wisdom bonus, plus the animal's
Intelligence score. Each trick
r Level Base Attack Fort Ref Will Special requires a Handle Animal check
(DC 20). Only one check can
" 1 +1 +2 +2 +O Track, Survival Skills I
made per day and only one trick
"
2 +2 +3 +3 +O 1st Favored Terrain, Wild Empathy learned a month. The
companion is a long time
3 +3 +3 +3 +1 Distance Shot or Keen Knife commitment.
,.
4 +4 +4 +4 +l Possible tricks include those
" listed under the Handle Animal
5 +5 +4 +4 +1 Survival Skills II skill description, as well as the
6 +6/+1 +5 +5 +2 Traveling companion following:
"Attack": The animal
7 +7/+2 +5 +5 +2 2nd Favored Terrain attacks apparent enemies. The
8 +8+*3 +6 +6 +2 character may direct the animal
by pointing to a particular
9 +9/+4 +6 +6 +3 Survival Skills III creature. Normally, an animal
will not willingly attack
10 +10/+5 +7 +7 +3 unnatural creatures (though it
11 +11/ +6/+1 +7 +7 +3 Bonus Feat will defend people, guard
places, and protect characters
12 +12/ +7/ +2 +8 +8 +4 against them). Teaching an
r
Bosk.ite Explorer
hinterlander learns to exist in the
environment around him. He
gains abilities and skill which
helps him to survive in a
wilderness. At each increment
..
indicated on the hinterlander
class table, he acquires a set of " The quest for knowledge is a task never ending. The world is a vast place and on every
survival skills that let him
survive in the wilds, as follows:
surface, in every land, on every ocean there exists some form of plant life. The Boskite Explorers
Survival Skills I: The have made it their aim to search out new species and to glean as much information as possible
hinterlander gains a +2 bonus on
Knowledge (nature) and from those we already to exist. You 'll find them sunk to their knees in a murky swamp pawing
Survival checks. Additionally, over some minisculefungus, or elbows deep in some huge sentient plant creature trying to
the synergy bonus prerequisite
is reduced to 3 for the following figure out its complexities, or even chatting to the weeds and flowers trying to understand what
skills to allow synergy bonuses:
makes them tick. You'll find them everywhere. Without them, many of the natural cures we
Handle Animal: +2 Ride know and use would have laid dormant, and many a culinary delight would have gone
unnoticed. Praise be to the Boskite, for they do us all a favor. 11
Knowledge (nature): +2 Survival
checks in aboveground natural
environments - Germel Schmindra
Knowledge (dungeoneering):
+2 Survival checks when
underground
Search: +2 Survival checks when
Ahhh, the glory of being a Boskite the story I know not. I do know the ways
tracking
Handle Animal: +2 Wild Empathy
Explorer! I traveled this world for many of the Boskite have saved me on many
checks years before one Heradiud Goat showed occasions and aided me in my research in
Survival Skills II: The me the skills and powers needed to no small amount. The Boskite Explorer is
hinterlander can now spot pits often a solitary sort; we like to take our
follow the way of the Boskite.
and snares as an elf spots secret
doors. He can detect and disable
time over things and many a company of
natural traps (such as pits as Heradiud claimed to have learned the adventurers will not wait about for such
snares) as a rogue, when in his ways from the first Boskite Explorer; a "trivial" pursuits, though the druid and
natural terrain. He receives a +4 monk who had left his path to venture the ranger do both make good travelling
bonus to saves versus natural
poisons and diseases. Finally, he
into the world. This monk went by the companions. This is not to say we dislike
receives the Point Blank Shot name of Jovid. Jovid found himself a adventure; taking one's time to plod our
feat. If he already has this feat, glade to sit in and meditate, and the way through the undergrowth to study a
he may take another feat from
legend says he sat as still as the mighty flower or pop a pod is all well and good,
that progression so long as he
meets the minimum
oaks around him for three whole years. but there are times when an adventuring
The animal life that would normally ,·
requirements. troop can take you places you would
Survival Skills III: The threaten such a target seemed to steer never get to alone, and introduce you to
hinterlander gains the trail
clear; it was as if the very plant life plant life that one should never venture
handling ability; he no longer
suffers a penalty to Survival
around him were offering its protection. too closely to alone. Safety in numbers
checks when tracking at normal His body transformed over this time: his has its benefits.
speed. He also gains the scent skin became leathery and weathered, his
ability, just like the monster
blood more viscous, and spores rose Our skills are mostly defensive: we
ability of the same name. In a
nutshell, he can identify
from his head. He never aged, never learn ways to harden our skin, repel
opponents within 30 feet by hungered, and never ailed. After the foliage, and travel at speed through the
smell, and can track by scent third spring had passed, he stood up, very trees themselves. But we also carry )
alone.
thanked the woodland around him, gave knowledge of previous spellcasting
Survival Skills IV: The
hinterlander gains immunity to
praise to the sun, and vowed to help abilities with us on our journey through
natural poisons and diseases. He plant-kind wherever he could. the ranks of the Boskite Explorer. I
receives a free feat from the myself dabbled in the ways of the druid,
Point Blank Shot feat
I have heard this tale many times though never really progressed in it fully.
progression, provided he meets
the minimum requirements.
since, but the details always differ It is a most delightful profession to
Survival Skills V: The slightly and each Boskite claims to have follow, but there is much infighting
hinterlander can now track on been trained in his ways by Jovid within the druidic ranks, and should I
the move. He can track at up to
himself, so how much truth there is in have taken up a grove I myself would
half his running speed, but
suffers a -5 penalty to Survival
checks when doing so.
hinterlander becomes one with
the world around him. He feels
natural and at home in most
environments, and knows how
to use the world around him to
his advantage. He may now
track at full running speed with
no penalty to Survival checks.
His bonus to attacks in his
favored terrains rises to +2. He
r can rage as a barbarian up to
/""
"
to Dexterity, and a +4 morale
.,,
.
c
� bonus to Will saves, but
suffering a -2 penalty to AC. In
al other respects this is like the
I'
�
barbarian rage.
/ G)
llosklte Explorer Class Features
r"
Weapon and Armor
(j Proficiency: Boskite Explorers
r
�
gain no further weapon or armor
proficiencies.
Spellcasting: A Boskite
�
Explorer continues training in
d
magic. When a new Boskite
Explorer level is gained, the
� character gains new spells per
J day as if she had also gained a
level in the spellcasting class she
belonged to before she added
i:-
the prestige class. She does not,
however, gain any other benefits
that a character of that class
would have gained (such as
-�
with animals a number of times
a day equal to his Wis bonus.
Woodland Guardian (Su): As
a move action, the character is
now able to transform himself
into a treant. The character may
stay in treant form up to 6
rounds per week, plus an
additional round for each point
of Wisdom bonus. The character
assumes the form of a treant
equal in HD to his own, with a
corresponding size: Huge up to
16 HD; Gargantuan above that.
The character gains the physical
ability scores of the treant and
keeps his own mental abilities.
He receives all the special
abilities of a treant, including the
ability animate trees. He can still
cast spells while in treant form,
but his new shape may interfere
with some; any spell requiring a
somatic component requires a
Concentration check (DC 15) to
cast. Damage taken whist in
treant form is transferred to the
xylomancer upon regaining his
true form, but the
transformation process heals
damage as if the character had
rested for one day.
Hylotnancer
"Why, I thank you, sire, though why you should wish to help a stranger for no good reason
is beyond me. What's that? Oh, you are a man of the woods, you say, here to help the needy?
Well, I cannot repay you, myfriend, as I am a poor man who was traveling these roads alone
when the unfortunate event happened.
How did this happen to me, you say? Hehehe, well let me tell you. I was walking these
sleeping Boskite is generally
protected by the earth from How did this ltappen to me, you say? Hehehe, well let me tell you. I was walking these
assault or attack; tunneling woodland roads when I heard a voice coming from a glade not too far into the forest. I took
predators will be deterred by
rocks, and weather (such as
myself a little closer, just to see what was going on. There before me was a gent in but a long
floods) won't affect the Boskite. robe chatting to the trees and the wild animals that scurried round his feet, mad as a goose I
However, a deliberate, tells ya. So I approaches him like, asked him a question and you know wltat I got as an
intelligent attempt to uncover answer? Well, the blighter only went and turned into a great big old tree, then he squishes me
the Boskite's body can succeed,
given sufficient knowledge or
fiat and steals me hat! Can you believe it?
time. What's that? Oh, what did I ask that grumbled him so? Well, the very same thing I'll ask
you sir... GIVE ME YOUR GOLD AND I MAY LET YA LIVE! Hahahahahaha ... ha ... ha ...
.Kylomancer a . . . aaaa . . oh bugger, not again ...
. "
4+ Int modifier
Spells � Ensorceltnents
There is magical knowledge passed between the denizens of the wild that few
civilized folk ever encounter. The plants themselves created some of these spells, while
others were developed by the Boskite Explorers or xylomancers. Note that spells of the
Plant domain may be chosen by clerics of that domain, as well as by xylomancers who
have gained access to that domain.
Poacher's Shadow
Illusion (Glamer)
Level: Ord 2, Rgr 2
Components: V
Casting Time: 1 action
Range: Touch Putrid Palette
Target: One creature Transformation
Duration: 1 minute/ level Level: Brd 1, Clr 1, Drd 1, Rgr 1,
Saving Throw: Will negates (harmless) Sor/Wiz 1
Spell Resistance: Yes Components: V
Casting Time: 1 action
This spell grants the ultimate Range: Touch
camouflage. The target creature becomes Target: Creature touched
one with the environment, blending into Duration: 1 minute/level
the natural surroundings. The creature is Saving Throw: Will negates
effectively invisible to non-magical Spell Resistance: No
means to anything further than 30 ft.
away. This includes scent, which the The spell makes the target's flesh and
spell masks to a range of 30 ft. Creatures blood so foul-tasting that nothing will eat
within 30 ft. may make a Spot check to them. Any creature succeeding in a
detect the hiding creature, but the target successful bite attack must make a Will
receives a + 10 circumstance bonus to save or be shaken from the foul taste for
Hide checks. 1 round. The shaken creature no longer
makes any attempt to bite the target. A
shaken creature suffers a -2 morale
penalty to attack rolls, damage rolls, and
saving throws.
Root Trip saplings summoned is equal to 1 plus 1
Transmutation for every 2 caster levels up to a
Level: Drd 3, Plant 2, Rgr 3 maximum equal to your Wis bonus. The
Components: V, S, F saplings are like normal immature trees,
Casting Time: 1 action rooted in the ground and
Range: Medium (100 ft. + 10 ft/level) indistinguishable from normal trees,
Area: Creatures within 10 ft. area except that they each have an
+ 5 ft./ level "awareness" radius of 40 feet, and the
Duration: Instantaneous caster must specify at casting the size of
Saving Throw: None (see below) the creature to trigger their awareness.
Spell Resistance: No For example, the caster may not wish to
be alerted by anything of Tiny size or
This spell pulls roots and tendrils from smaller. If anything of the appropriate
the earth in an attempt to trip a target. size enters within the sapling's
The spell must be cast on earthen awareness area, the saplings let out a
ground. It does not work on solid rock shrill cry like an owl, loud enough to
formations, though soft underground waken those sleeping nearby. If anything
passages are more than acceptable. Any of the proper size approaches within 5 ft.
Medium size or smaller creatures caught of the sapling, it may be instructed upon
in the affected area are subject to a trip casting to attack (Atk +4, damage 1d3
attack from the writhing tendrils. Make a bludgeoning, crit 20/x2). Each sapling
melee touch attack with the caster's has only 1 hp and an effective AC of 15.
highest attack bonus against each targets. Material Component A pine cone
The targets receive no Dex bonus to AC
for the purpose of this spell. If the attack
succeeds, make a trip check: the
defender's Dexterity or Strength check
(whichever is higher) against the root's
effective Strength of 22 (+6 modifier). The
defender gets a +4 stability bonus on his Sap swell
check if he has more than two legs or is Transmutation
otherwise more stable than a normal Level: Plant 4, Rgr 4, Sor/Wiz 5
humanoid. A tripped character is prone. Components: V, S, F
Standing up from prone is a Casting Time: 1 action
move-equivalent action. See the PHB for Range: Medium (100 ft. +10 ft./level)
more details on trip attacks. Area: 20 ft. radius spread
Material Component The spell must Duration: Instantaneous
be cast on earthen ground. Saving Throw: Reflex for half damage
Spell Resistance: No
Sapling Guardians
Conjuration (Summoning) By means of this spell the caster swells
Level: Drd 1, Plant 1 the sap in a tree to such a level that it
Components: V, S, M bursts its trunk, showering an area with
Casting Time: 1 full round splinters and strips of bark. This deals
Range: Close (25 ft. + 5 ft./ 2 levels) 1d6 damage per caster level (maximum
Effect: Summoned saplings 10d6) to all within 20 feet of the tree
Duration: 8 hours unless they make a Ref save for half
Saving Throw: None damage. Those failing the first save must
Spell Resistance: No make a second or be blinded for 1d6
rounds by showering splinters.
This spell summons into being one or Material Component The focus for
more sapling guardians. The number of this spell is, surprisingly, a tree!
S eed Rockie Tendril Whip
Conjuration Transformation
Level: Drd 2, Plant 2, Rgr 2, Sor/Wiz 3 Level: Drd 2, Plant 2
Components: V, S, M Components: V, S
Casting Time: 1 action Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels) Range: Personal
Area: See below Target: You
Duration: Instantaneous (3 rounds) Duration: 1 round/level (up to a
Saving Throw: None maximum of 10 rounds)
Spell Resistance: No Saving Throw: None
Spell Resistance: No
Once the caster places a seed in his
mouth and completes the spell A tendril under the caster's command
incantation, his mouth fills with seeds, comes whipping out of his wrist. It is
which he is then able to shoot with great considered a +2 whip of wounding that
speed. The caster can shoot one seed with does ld4+2 lethal damage (unlike a
a standard action or two seeds with a full normal whip, which does nonlethal
round action. Each seed projectile deals damage). The caster can wield it as a
ld4 points of damage per level whip as if fully proficient with it.
(maximum 10d4), but loses one damage The tendril's velocity causes a special
die for every 5 ft. past the first 5 ft. they wounding effect: any creature hit by the
have to travel. For example, a 6th level tendril whip loses an additional 1
druid could "spit his seeds" for damage hp/ round until successfully healed by
of 6d4 in the first 5 ft., 5d4 up to 10 ft., the casting of any form of cure spell. A
4d4 up to 15 ft., and so on down to ld4 caster may have one of these tendrils
up to 30 ft. The caster may hold the seeds extending from each wrist should he
in his mouth for up to 3 rounds before wish to cast two such spells; when doing
they dissolve into a distasteful sludge. so, he can fight with both at no penalty
Material Component: A seed. for using two weapons. The tendrils
cannot be disarmed but are prone to
Spungiforum damage. The tendril is AC 10 + caster
Transmutation level and has 1 hp and DR 2/ magic.
Level: Drd l, Plant l, Rgr 2
Components: V, S Thorn Armor
Casting Time: 1 action Transmutation
Range: Touch Level: Drd 2, Plant 2, Rgr 2
Target: Creature touched Components: V
Duration: 1 hour/level Casting Time: 1 action
Saving Throw: Will negates (harmless) Range: Touch
Spell Resistance: Yes Target: One creature
Duration: 1 round/level
This spell gives the target's skin a Saving Throw: Will negates (no effect)
spongy consistency, soft in texture and Spell Resistance: Yes
springy to touch. This gives the target DR
2/ piercing, with +1 to the DR for every The target sprouts hard, sharp thorns
three caster levels. Magical non-piercing from their skin for the duration of the
weapons reduce the DR by one per point spell. The spikes punch holes in leather,
of enhancement bonus. For example, a hide, padded, or any other nonmetal
6th level caster could grant DR armor, but does not affect its functioning.
4/piercing, which would be reduced to Any form of metal armor prevents the
DR 2/ piercing against a +2 greataxe. spikes from sprouting, rendering the
spell useless. The spikes deal ld4 (crit x2)
points of piercing damage in any Soft pine needles emerge from under
grappling action, whether a successful the caster's fingertips, quickly hardening
grapple by you or upon you. then shooting forth. Each needle deals 1
point of damage. The caster can generate
Tindertwig Companion two needles per level, up to a maximum
Conjuration (Summoning) of 40 needles at level 20. The needles can
Level: Ord 3, Rgr 4, Plant 3 be spread over up to three enemies, no
Components: V, S, M two of which are more than 20 ft. apart.
Casting Time: 1 minute The needles automatically hit and deal
Range: Touch damage, though anyone wearing
Effect: One pile of twigs medium or heavy armor (or possessing a
Duration: 1 hour/2 levels natural armor bonus of +5 or more)
Saving Throw: None suffers only one quarter damage.
Spell Resistance: No Material Component: A twig from a
pine tree
The tindertwig companion is a
semi-intelligent construct that performs
simple tasks at the character's command.
It can run and fetch things, dig, and keep
watch, and clean and mend . The servant
can perform only one activity at a time,
but it repeats the same activity over and
over again if told to do so. A pile of twigs
is needed to create this construct, which
after spell completion stands some 3
feet high. It has a roughly humanoid _ ��· .!'
form and distinguishable facial 1 :�
features built from the twigs to
�:" �
-V'l.·
�
give a very rough visage. -:
The tindertwig companion can • rl)•
-� 0. '
be ordered to fight for the
summoner. It has the following basic
attributes: Small construct; HD ld8 (5
hp); Init +2; Spd 20 ft.; AC 15 (+1 size, +2
natural, +2 Dex); Atk 2 claws +2 melee
(ld4-2); Face/ Reach 5 ft./5 ft.;
Str 7, Dex 14, Con 10, Int 5, Wis 15,
Cha -.
Material Component: A pile
of twigs
Volley of Needles
Conjuration
Level: Ord 1, Plant 2, Rgr 3
Components: V, S, F
Casting Time: 1 Action
Range: Medium (100 ft. +10 ft./ level)
Target: Up to three creatures, no two of
which may be more than 20 ft. apart.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Power Components
Below are the additional
effects of using the Power
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