Sunday, February 11, 2018

Encounters on Homeworld


Previous articles have presented lists of monsters for use on different planets in the Sol System and beyond; this one details the types of creatures one is likely to find on Homeworld itself, grouped according to the regions that they inhabit. 

Note that these lists don't include certain classical types of monsters. Undead, for example, often result from some horrible death or foul experimentation, which can happen almost anywhere. The same can be said for many elemental creatures, which are magically summoned, as well as for golems, clockwork beings and other constructs, which are deliberately crafted. Minotaurs inhabit their own island in the Middle Sea, along with the gorgons that they create. Finally, dragons on Homeworld seem to have gone into some kind of exile, since they are very rarely seen.

Swamp
There is swampland to be found surrounding the mouth of the Great River that flows into the southeastern end of the Middle Sea.

CR—Creature
1/2—Poison frog
1—Giant frog
1—Lizard folk
1—Venomous snake
2—Constrictor snake
2—Crocodile
2—Giant leech
2—Snake swarm (3)
3—Werecrocodile (4)
4—Harpy
4—Hydra
4—Leech swarm
4—Venomous snake swarm (3)
5—Greenhag
5—Hippopotamus (2)
6—Annis hag (3)
6—Shambling mound
7—Medusa
7—Storm hag (5)
8—Marsh giant (2)
9—Dire crocodile
9—Spirit naga
10—Behemoth hippopotamus (2)
10—Giant flytrap
10—Guardian naga
Desert
This is especially to be found in the inland area beyond the Free Cities of the South.

CR—Creature
1—Camel (2)
2—Jackalwere (3)
3—Giant scorpion
3—Sandman (2)
5—Basilisk
6—Lamia
7—Dragonne (3)
8—Desert drake (3)
8—Lamia matriarch (2)
8—Lammasu (3)
8—Sphinx
9—Desert giant (3)
9—Living mirage (5)
11—Ash giant (3)
15—Black scorpion (2)
15—Phoenix
18—Simurgh (3)


Savannah
Much of the territory that makes up the Barbarian Lands is endless stretches of grassland.

CR—Creature
1/2—Pony
1—Giant bee (2)
1—Gnoll
1—Horse
1—Hyena
2—Cheetah
3—Centaur
3—Dire hyena
3—Lion
3—Pegasus
4—Rhinoceros
5—Dire lion
5—Giant queen bee (2)
7—Elephant


Ocean
This region includes the Middle Sea and the Western Ocean.

CR—Creature
1/3—Merfolk
1/2—Dolphin
1/2—Locathah (2)
1/2—Stingray (2)
1—Manta ray (2)
1—Nixie (3)
1—Octopus
1—Squid
2—Electric eel
2—Giant crab
2—Sahuagin
2—Bull shark (4)
2—Shark
2—Skum
2—Triton (2)
3—Deep merfolk (5)
3—Freshwater merrow (2)
3—Narwhal (5)
3—River drake (3)
3—Wereshark (4)
4—Crab swarm
4—Great white shark (4)
4—Sea hag
5—Giant moray eel
5—Orca
6—Saltwater merrow (2)
6—Sea drake (2)
7—Oceanid (4)
7—Water naga (3)
8—Giant octopus
9—Dire shark
9—Dragon turtle
9—Giant squid
10—Nereid
10—Whale
12—Blue whale (5)
12—Sea serpent
14—Great white whale (2)
14—Ocean giant (4)
18—Kraken
19—Deep sea serpent (3)
Forest
The entirety of the realm Arcadia, in the western portion of the Northern Empire, is virgin woodland.

CR—Creature
1/2—Badger (2)
1—Brownie (2)
1—Faun (3)
1—Giant spider
1—Spider swarm
1—Wolf
2—Dire badger (2)
2—Boar
2—Monitor lizard
2—Wereboar (2)
2—Werewolf
2—Wolverine
2—Worg
3—Assassin vine
3—Centuar
3—Dire wolf
3—Dryad
3—Giant mantis
3—Giant wasp
3—Unicorn
3—Wasp swarm
4—Dire boar
4—Dire wolverine
4—Forest drake (2)
4—Owlbear
4—Pixie
4—Satyr
4—Werebear (2)
5—Giant frilled lizard
6—Wood giant (2)
7—Dire bear
7—Nymph
9—Lava drake (4)
12—Taiga giant (2)
15—Hamadryad (4)

The Eastern Kingdoms
Beyond the Barbarian Lands lie these exotic kingdoms with creatures unique to that area.  
1/2—Baboon (2)
1/2—Kitsune (4)
1/2—Tengu
1/2—Vanara (3)
2—Foo dog (3)
2—Kappa (3)
2—Monkey swarm (2)
4—Foo lion (3)
4—Keikegani (5)
4—Tanuki
4—Tiger
4—Weretiger
4—Yeti
6—Jiang-shi (3)
6—Terracotta soldier (3)
7—Gaki (4)
7—Kirin (3)
8—Dire tiger
8—Oni
8—Yuki-onna (3)
9—Dragon horse (2)
9—Garuda (3)
10—Rakshasa
11—Harionago (4)
12—Jorogumo (3)
14—Rokurokubi (4)
Various—Imperial dragons (3)
Various—Kami (3)
Various—Oni (3)



Hill/Mountain
Inland from the Northern Empire is a towering chain of mountains; even taller ones lie south and west from the Barbarian Lands.

CR—Creature
1/3—Orc
1/2—Eagle
1/2—Hobgoblin
1—Ram (2)
3—Giant eagle
3—Ogre
4—Griffon
5—Flame drake (2)
5—Manticore
5—Mist drake (4)
5—Troll
6—Ettin
6—Wyvern
7—Frost drake (2)
7—Hill giant
8—Ogre mage
8—Stone giant
9—Frost giant
9—Roc
10—Fire giant
11—Cloud giant
13—Storm giant
Underground
In numerous places throughout Homeworld one can find tunnels stretching down into darkness.

CR—Creature
1/4—Kobold
1/3—Duergar
1/3—Fire beetle
1/2—Giant centipede
2—Bat swarm
2—Dire bat
2—Giant ant
2—Morlock
3—Giant whiptail centipede (2)
3—Mobat (2)
4—Centipede swarm
4—Giant stag beetle
5—Army ant swarm
5—Cyclops
6—Cave giant (3)
6—Rock troll (2)
8—Dark naga
9—Titan centipede (2)


Urban
The worse parts of the Holy City and City of the Sun contain dangerous inhabitants of their own.

CR—Creature
1/3—Dire rat
1/3—Dog
1/2—Tiefling
1—Homunculus
1—Riding dog
2—Rat swarm
2—Shadow drake (4)
2—Wererat
4—Gargoyle
9—Night hag
9—Vampire


Using the Encounter Tables to inspire Adventure and Campaign Plots
Along with determining the types of creatures that the PCs are likely to encounter in a given region, these tables can also provide inspiration for adventure plots and campaign storylines. A few of the possibilities are detailed below.
  • For example, there are numerous types of intelligent creatures in the ocean region: merfolk, locathah, sahuagin, skum, tritons, etc. Given that, one can easily imagine outposts maintained by each type, with skirmishes and even outright wars fought for the control of territory. Of course, most surface-dwellers are completely unaware of these machinations.
  • Similarly, the hills and mountains region is filled with all manner of humanoids and giants. Since the most notable corresponding region on Homeworld lies inland from the Northern Empire, it makes sense that Imperial forces fight a series of battles against incursions led by those creatures. Perhaps the Emperor has even authorized the hiring of mercenary warbands to lead counterstrikes against these foes.
  • The savannah of the Barbarian lands has few intelligent creatures because those hordes of warriors have hunted most of their enemies to extinction.
  • Few creatures inhabit the deserts that lie inland from the Free Cities of the South, making this ideal territory for sentient monsters to maintain hidden outposts and strongholds. Among them, the lamias are the only ones who possess any real organization; the others are content to lead their solitary lives—until interlopers disturb them, that is.
  • The swampland that there is, surrounding the Great River as it meanders northward into the Middle Sea, provides plenty of danger to travelers. Like in the desert, there are pockets of habitation controlled by harpies and hags, as well as less wicked but just as territorial creatures such as the lizard folk. What may be worse, however, is the peril presented by animals including snakes, crocodiles, hippopotamuses, and even some carnivorous plants. That is even more so at those times when the hags tame such monsters to use in their own vile plots.
  • The seeming endless forests of Arcadia are home to numerous intelligent creatures, especially the fey. While they are not generally aggressive in their ways, their capricious natures can lead to trouble for those who are unwary. The same can be said for beings such as satyrs and centaurs. The hamadryad rules over them all, but that doesn't mean they're always obedient and civilized in their dealings with outsiders.
  • The major cities on Homeworld are generally safe places to live, as represented by the fact that few dangerous creatures dwell within their confines. The exception to that are those who can skulk in the shadows of the night, devising wicked plots. Oftentimes those such as the vampire or night hag possess charms that let them manipulate unsuspecting agents into doing their bidding, too.
  • In dark tunnels and deep caverns stretching beneath the surface of Homeworld one can find many isolated creatures and monsters. While one could easily leave these inhabitants to their self-imposed exile, there are also rumors of pockets of underground wealth—veins of gold or silver, and even pockets filled with sparkling gems—that occasionally draw the interest of fortune-seekers.
  • Finally, there are those creatures that dwell in the far Eastern Kingdoms, beyond the stretching territory of the Barbarian Lands. Those who are included in a separate list so that GMs can include or exclude that region, depending on the desires of the players and the needs of the campaign.

Different Types of Terrain and Climate
Just as the creatures who inhabit various regions present obstacles and threats to adventurers, the Pathfinder Core Rulebook describes how the features of the land and its weather patterns can be dangerous. Refer to pages 424-440 in it for more information. Pages 220-7 of the GameMastery Guide have additional suggestions for developments that can occur in the wilderness, too, depending on the type of terrain and climate.



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