Showing posts with label stoatmen. Show all posts
Showing posts with label stoatmen. Show all posts

Jan 3, 2011

From Whence the Forest Folk

Regular Old School gamers will recognize the regular player character races in this setting.  There are, of course humans of various cultures, Dwarfs and Elves (both of a rather Tolkienesque flavor), Halflings (closer to Hobbits than to Munchkins or Dufflepuds), and Half Elves and Half Orcs.  More on the last two later...  However, there are other races, of a distinctive flavor, within the setting that might be appropriate as player character races, or some certainly as foes.

These are, of course, the Forest Folk.  A collection of several anthropomorphic races that dwell within the forests of the Valley of the Old Ones, usualy within the larger forests near the Great River.  These races are:

  • Hedgehog People - Peaceful folk, ranging in height from 4-5 feet tall.  They tend to build small peaceful communities, and are known for their masonry skills.
  • Mouslings - A tiny folk, most being about 2 feet tall.  They build great nest complexes underground.  On very good terms with certain fairy folk, as well as the more earthy sort of gnome.
  • Striped Ones - Resembling a five foot tall Raccoon, these are a wandering people.  They tend to have large family groups that travel around with colorfully painted wagons pulled by small oxen.  They have a well deserved reputation for being thieves.
  • Squirrelkin - Four foot tall squirrel people, being particularly good at climbing, as well as archery and other ranged combat skills.  These build tree house compounds deep in the forests where they live.
  • Badger Folk - Imagine a bulky six foot tall anthropomorphic badger. These are almost always encountered solo, but one is bad enough.  Given over to weapons mastery.  In their youth they will form temporary bonds for mating, but then spend most of their lives roaming and questing. 
  • Wolflings - Vicious hunters, the wolf people are semi-nomadic, having both summer and winter villages.  They will range far afield from their villages to hunt for food, and are not too particular about what they choose to eat, especially when times are hard.
  • Stoatmen - Bipedal stoat-like humanoids given over to cruelty and torture as entertainment.
While some of these may seem childlike and fanciful, they in fact have a place in the Valley of the Old Ones.  They are created beings, being the results of magical experimentation and spell craft by the long dead wizard, Han-Kar Vaunn.  The sad and lonley thing about the forest folk is that since they are races of beings created by a mortal, they have no souls.  Some scholars of magic and such affairs considered them to be cursed beings.  This means that a lot of restorative magic cannot affect them.  Equally, however, it means that certain magical attacks are also ineffectual against them, including some undead life and level draining attacks.

Being created beings (created by a mortal, that is) the Forest Folk have no deities that they call their own.  They venerate (those that bother) the Human Gods, Demigods and Saints.  This is especially true of the Hedgehog People and the Mouslings.  The Squirrelkin and Striped Ones are sometimes religious, sometimes not.  The Badger Folk and the Woflings, on the other hand, are Anti-theists.  They are aware of the gods, but begrudge them their worship.  Some even go so far as to openly make war against other Forest Folk (and Humans) who are religious.  The Stoatmen have female religious practitioners who worship dark powers, they are known alternately as Stoatwives or Stoatwitches.

Nov 27, 2010

Week of Encounters Day 4: Terror of the Stoatmen

This encounter takes place in the Wychwood region of the Valley.  It could be just about anywhere that an untended forest exists, but here it is placed in the northern parts of the forest stretching along the Great River, just across from where the Greywater joins the Great River.

The player characters, while crossing a patch of woods on their way to a village for the night, come across a camp site that has been attacked. A storm as come up at the last minute, and what should have been the last hour of sunlight is rapidly darkening. The travelers are all dead, and their equipment has been taken. Worse, some of them, and their dead horses, have been partially eaten.

While examining the bodies, all of a sudden, a hail of arrows rains down on the party. Each member of the party is shot at twice per round, by a suitable number of Stoat archers who have climbed up high in the surrounding trees.

After the second round of this shooting, and whatever response the players offer up, some trap doors in the forest floor open up and 8 stoatmen warriors emerge to viciously attack the players.

Stoatmen Warriors
Num Appearing: 2-16
Alignment: neutral evil
Movement: 90'
Armor Class: 6
Hit Dice: 1d+1 (6 h.p.)
Attacks: 3 (claw, claw, bite), or 1 weapon (preferred)
Damage: 1d4; 1d4; 1d6 - or by weapon (scimitar or short bow are common)
Save: T1
Morale:9
Special Abilities: Climbing and Burrowing.

Stoatmen are Forest Folk, and as such have no souls.  They are considered a cursed race.

The Stoatmen favor man's flesh for food, but will stoop to eat dwarves, elves, or even horses. The group of Stoatmen archers in the trees will stop firing once their comrades emerge from the warren, and will descend the trees to aid in the attack (mostly because they fear missing out on any meat).

There is a leader of this group of Stoatmen, named Bloodfang, who will unleash a sack of poisonous snakes into the combat if things begin going bad. These snakes attack as 2HD monsters, but only have 3 hit points. If they successfully attack, there is no damage, but a 50% chance of affecting the victim as per a sleep spell (save vs. poison).

If the Stoatmen are vanquished, then their warren holes can be explored. All but one of them are just simple ambush holes, however one leads to a small warren complex with three rooms, in succesion.

The first room has a Stoatwoman Witch (4th level MU) with two pet giant badgers.

Giant Badgers
Num Appearing: 1-4
Alignment: neutral
Movement: 90'
Armor Class: 4
Hit Dice: 4d (22h.p.)
Attacks: 3 (claw, claw, bite) plus disease
Damage: 1d3+1; 1d3+1; 1d8
Save: F2
Morale:9
Will fight past death (until -10 hit points). If the giant badger scores a bite hit, then it will hang on and do an additional 1d6 points until removed or slain.

The second room has a bunch of stoatmen young feeding on a stash of rotting bodies of farmers and travellers.

The third room has a board of wood over the door, once removed those opening the door are attacked by two very large coyote spiders.

Coyote Spiders
Num Appearing: 1-2 (underground only)
Alignment: neutral
Movement: 90'
Armor Class: 4
Hit Dice: 4d (20h.p.)
Attacks: 1, plus poison
Damage: 1d6
Save: F3
Morale:8
The coyote spider, if it scores a hit, injects a very potent poison. Unless the victim makes a saving throw vs. poison, they will start screaming horribly in pain, and spasming uncontrollably. This forces all of the rest of his comrades to make a saving throw vs. fear or they will flee the area. The spasming and screaming lasts for 1d3+1 rounds, but after the first round his comrades are immune to the fear. Each new victim, however, causes a save to be made. During the period of spasming, etc. the victim suffers a -4 on all combat rolls, and also a +4 to foes to score a hit.

If the spiders are slain, then the last room in the warren is revealed to have a treasure of 1,200 g.p. worth of jewelry, coins, and valuables in it.