Wednesday, April 27, 2005

Grimcatch (map)

The home of the grimlocks. When an earthquake cracked Jeraslan in half, the heroes descended into Grimcatch to heal its roots. There, they found a large tribe of grimlocks preparing to make war on the surface! With daring and determination, they killed the grimlocks and burned their home out to keep the orulin and the elven lands safe.

Tuesday, April 26, 2005

Game session, 2005.04.23

Published to Google Docs.

Friday, April 08, 2005


Hit Dice: 1d4 (3hp)
Size: Tiny
Type: Aberration
Initiative: +1
Speed: 30 ft.
AC: 19 (+2 size, +1 Dex, +6 natural armor; 13 touch; 18 flat-footed)
Attack: Bite +1 melee (1d4-1)
Grapple: -7
Full attack: Bite +1 melee (1d4-1)
Space: 2 1/2 ft.
Reach: none
Special Attacks: Spell Regurgitation (Su)
Special Qualities: Spell Storing (Su)
Saves: Fort -1, Ref +1, Will +1
Abilities: Str 8, Dex 12, Con 8, Int 13, Wis 8, Cha 4
Skills: Hide +4, Move silently +5
Feats: Stealthy
Environment: Underground
Organization: Solitary
CR: 2
Treasure: no coins
Alignment: Chaotic Evil
Advancement: 1 HD (Small), 2 HD (Medium)

Synopsis: The smileworm is a 1' to 2' long, black or brown slug-like lifeform. It is covered in tough scales and its body is nearly pure tough muscle. On the back of a smileworm is a humanoid face, with closed eyes, lips, a chin, and so on. The face is made of the same dark scales that the smileworm is covered in.

A smileworm feeds on magical spellcasting and seeks out spellcasting situations such as battles, so it can stay on the fringes and absorb sustenance.

Combat: A smileworm's primary attack is a bite. It can use this when it crawls into range, and it can crawl startlingly fast given its size and anatomy. A smileworm generally attacks with its special attacks.

Special Attacks:
Spell Regurgitation (Su)
With this ability, a smileworm can cast captured spells (see Special Qualities, Spell Capturing). This works exactly like invoking spells stored in a Ring of Spell Storing.

Special Qualities:
Spell Capturing (su)
A standard tiny smileworm can absorb up to 7 spell levels of spells. It only has to be within 20' of the caster of a spell. This works whether the casting is from a spellcaster, a Ring of Spell Storing, a staff, a scroll, etc. The smileworm must prepare to absorb a spell; absorbing is (at least) a full-round action and the smileworm must begin the action of capturing spells before the spellcasting actually begins. To capture a spell, the smileworm must not take any actions, and must continue to concentrate on capturing from the beginning until the final moment of casting. Spells with an instantaneous casting time cannot be captured. Captured spells have no effect, and become stored in the smileworm, available for regurgitation later.

Larger versions of a smileworm may be able to handle more spell levels of energy.

Wednesday, April 06, 2005

Game Session, 2005.03.18

Published to Google Docs.