Saturday, March 18, 2017

The Things That Fill The Space Between


Outsiders 
Outsiders were only accidently allowed into the world. A thousand and five hundred years ago, the Material Plane and the Outside came into contact for an instant, and in that instant, millions of its inhabitants appeared in the world. But then the planes (Shadow Realm and Aether) once again separated the Outside from the Material Plane and they became trapped. For decades outsiders ‘plagued’ the Northern Realm. Their sudden appearance brought chaos and confusion down on all the inhabitants of the world. Now, all but eradicated, a few have escaped to the deep, ancient places under the earth.
Outsiders are as peculiar as they are horrible to behold. They are not native to Rhen. Rare and hidden in inconspicuous places, many take refuge deep underground. Powerful outsiders often reside alone, while other outsiders tend to come together, probably for better protection from the inhabitants of this world that seem to hate them.

The presence of outsiders is discombobulating. The room seems to breathe. The ground fluctuates like thick mud with each step. Sense of self, control over emotions and physical reactions have a complete disconnect from reality. After an experience with an outsider, one could describe it as an overwhelming sense of horror or madness, but only for a complete lack of ability to cope with the sensation.
Environmental Effects: Once in the affected area creatures have a tenuous grasp on their sanity. Creatures forced to make any check risk becoming confused if they fail it. Making a full movement requires an Intuition check.  

·  Outsiders have alien minds; they are unaffected by mind-affecting spells. If a spell or ability attempts to see into the mind of an outsider it necessitates a Will resistance check, DC 10 or it falls unconscious for 1d4 minutes. A successful check leaves the creature dazed for 1 round.
·  The physical laws that govern the Material Plane do not limit outsiders; they can change size at the cost of a movement within one size category of their stated size (for example a Large outsider can become a Huge or Medium sized outsider).
·  Outsiders are immune to temporal effects.
·  Immunity to all conditions and critical hits, except catching fire, falling, and death.
·  Damage reduction/magic.
·  Outsiders have no Luck score.
·  Outsiders have no shadow in the Shadow Realm.

 Art by Magdalena Zwierzchowska

Aspect Thief 
This truly horrible sight creeps and pulsates, summoning limbs, heads, and tails from its grotesque body. It constantly changes appendages as it copies the forms of the creatures it consumes.
Aspect thieves are an amalgamation of horrors. Like an amoeba, its fluid form collapses on itself and spreads across the ground, spontaneously forming legs that push and arms that pull it along. It can form multiple appendages to attack its foe, but most often it attempts to grab its target and draw it into its body. Unlike a chimera, an aspect thief never seems to form a whole body, though it comes close. Its body has the consistency and appearance of inside-out flesh except where it has morphed its body into familiar, albeit misshapen shapes. 


Cave Maw 
Smooth cave walls, dagger-like stalactites, dripping water, nothing gives warning to this creature’s presence until a low rumble just seconds before its attack reveals the true nature of this living geological mimic.
The cave maw is named for its seemingly singular purpose. Hiding in the deep dark, this creature can lie in wait for long years without eating. Cave maws may also be found mimicking cave entrances, the halls of abandoned castles, even underwater tunnels. When opportunity strikes, the cave maw is deadly efficient. The ceiling falls on its prey as if collapsed. As it moves the scraping of its body against the stone emits a peculiar rumble. This is the only warning any of its prey receive before its mass envelopes it. In the event it misses its prey the cave maw can pursue it through the darkness. It is nearly invisible while it moves even in the light. Only by finding a means of marking its body can it be ‘seen’. And though it is slow moving and betrayed by the sound it makes, it is a relentless pursuer, aided by the confusion of navigating in the dark, tight places it resides. Surprisingly, the cave maw is also able to make short quick attacks. A cave maw is able to use parts of its body to quickly strike out at prey at close range.
Chimera
 Head of a wolf and body of a giant spider, wings of a bat or body of a lion, tail of a snake, breathing fire from the goat head rising from its back, or a two-headed horse arising from a long slimy body with no legs, a chimera can be anything, but always an abomination.
The chimera is one of few outsiders that enter into the mythology of several cultures. In the Tegean mythos, chimeras are commonly depicted as monstrous creatures with the body and head of a lion, snake for a tail, and with the head of a goat rising from its back. In the Free Realm, chimeras are depicted in many different ways, in particular there are dozens of old carvings around the Free City depicting a wolf-like creature with two heads and wings of a giant bat. In much art, however, there is no distinct pattern to the chimera’s form. In the greater Free Realm, one particularly famous carving depicts the winged two-headed wolf partnered with a similar creature, but with scales and a spiny ridge on its back. After much debate, the scholars of the Free City Library have determined that it too, is a chimera.
Chimeras like other outsiders are alien to the Material Plane. Their true state is amorphous and mindset inconceivable. Attempting to read its mind is dangerous. In turn, a chimera is able to read the minds of any living being and change its shape in accordance to the shapes familiar to its target. The chimera is almost certainly unable to sort through the thoughts of creatures on this Plane, being a creature of the Outside, but it is able to see into them, resulting in a discombobulated jumble of thoughts. It combines the many creatures’ thoughts taking on aspects of many forms in an attempt to appear more familiar, thereby becoming something quite the opposite. Chimeras have been hunted to near extinction, but some still exist. They are powerful creatures and the few surviving after the Great War and the long years following are a testament to that.
Art by Magdalena Zwierzchowska
Doppelgänger 
Standing as tall as a man, thin, gaunt; or with the appearance of a woman, lovely, buxom; or an aelf, broad and strong; the doppelgänger is anything it wills itself to be. It has no native shape in the Material Realm.
After the Great War, the invading outsiders were hunted, and ultimately wiped out or escaped to hidden places. Only the cleverest, well-hidden outsiders survived. Doppelgängers are the shrewdest, most adaptable of the invaders, hiding amongst the creatures that would hunt them until they were forgotten with time.
Doppelgängers are extraordinarily intelligent. They are creatures of strategy, manipulation, and patience. They are perhaps the most dangerous of the outsiders that came to the Northern Realm. Able to take on the appearance of any humanoid and practically immortal, doppelgängers are not only intelligent, but also experienced in the various crafts, professions, and talents that are required to survive in the Material Plane. And though they thrive in secret, as all outsiders, doppelgängers wish to return to their native environment, the Outside. The means to accomplish this is unknown, the secret having died with the last of the Ancients, but doppelgängers are patient and cunning. They know that someday the secret will be discovered.
Gryre
This beast seems to be made up of mirrors. Its body is plated with countless immaculate reflective surfaces. It has no head, four limbs, and innumerable sharp edges. Its movement is the sound of a thousand mirrors breaking, its assault the source of nightmares.
The gryre was a creature most dreaded during the Great War. The aelfs called it deimos and the dunaelfs, strach. Its appearance struck fear into the hardiest of warriors. Hunted to extinction, gryre were thought long dead until the Aelf War, when one was discovered locked away in the deepest dungeon of Old Mramor. These creatures destroy the flesh with their claws and razor sharp edges, but otherwise stand immobile until sensed by another. Gryre can only "see" if seen, "hear" if heard, otherwise they are immaculate sculptures with no senses. Wizards of the aelfin House of Maleinos discovered that gryre trap the souls of creatures they destroy, somehow imprisoning them within their body. Only by destroying a gryre can the souls of the creatures killed by it be released.
Horror 
An abomination in every sense of the word, it is a churning mass of toothed orifices, plant growths, rocks, groping tendrils, eyes, and shadows; its appearance changing into ever more monstrous forms.
A confused mass of ever-changing organic and inorganic materials, a horror can appear as a groping mound of vines, stumps, and rocks one moment and then erupt into a hoard of what seems like squirrels, skittering across its surface out of a dozen gaps in its body, which then change again into sharp teeth and mouths that clack together as if made from wood. Horrors bear a strong resemblance to aspect thieves, except that a horror is actually a number of organisms clumped together. It’s nearly impossible to tell that they are an amalgamation of creatures, but after great violence a horror will break apart and flee, or feign retreat. One way to tell a horror and aspect thief apart is that a horror does not change forms at rest. It can sit without moving or changing for many weeks before it needs to feed. Another way to tell them apart is the feeling of dread it emits as psychic energy. In fact, this is how it got its name. 
Mimic 
This creature, like other outsiders is able to change its appearance. It is set apart by its knack for mimicking objects. It may appear as large as a treasure chest or as small as an axe. Its victims may not realize a mimic’s true nature until the claws of the beast reach out from the axe pommel, holdfast, and turn on its wielder.
Like doppelgängers, mimics have survived by hiding amongst the population of Rhen. It mimics objects from Small to Large. Its purpose is the same as other outsiders; to survive until it is free to once again roam the infinity of the Outside, with the additional motivation to feed. Mimics lure victims by impersonating objects familiar to them. When a victim comes near to a mimic, it strikes, reaching for its victim with strong appendages and strangling its prey before absorbing it into its body to digest.


  

Monday, March 6, 2017

Demons


The hunters approach the three men. Whispering to one another, each makes a motion to hush. It takes a few moments before they realize neither of them is speaking. It seems some malicious spirit wants to distract them from their quarry, mocking them with sounds identical to their own voices. Discouraged, the hunters look at one another and then start to turn but at that same moment, the whispers abruptly silence. Then a single raspy voice echoes in their minds, ‘I see you.’ The two men and fire disappear. The other turns and faces them. It peers at the hunters and grows like a shadow, then its maw splits its dark featureless face from end to end. The hunters freeze in place as the eyes of the huge dark form glimmer like lanterns…
Demons have a long history entwined with the creatures and kingdoms of Rhen. The fae refer to them as shadow. Not many know of the relationship between the fae and shadow. They are rarely mentioned in stories, though sometimes they are mentioned cryptically or by other names. The Galdru sometimes call them púca. Outside of the fairy world, those practiced in the arcane arts sometimes elicit a demon's help (at their own peril) usually as a means of acquiring information.

Demons come in all varieties. Like the fae, they are enigmatic, willful, and governed by their own laws, including physical ones. They are very alike. Discerning their motivations and following along is nearly impossible, and as they say, people fear what they do not understand. Do not make the mistake of thinking all demons are evil and motivations malicious. Demons are extraordinarily complex creatures as well as interesting resources. You may never fully understand what drives them but like the fae and their seemingly uniform affinity for riddles, demons are unable to break a promise, at least not directly. One of the oldest stories ever told concerns the Horned King (also called the Demon King). In the long forgotten story, the Demon Hing is banished from the world for fulfilling a promise. Interestingly, the promise was to a mortal man and to fulfill his promise the Horned King had to stay his execution.

Creating a Demon: Demons typically have high Intellect, Intuition, Will, and Luck scores. All demons speak Dalriatan and most also speak Prydian, the language of the fae.

Size and Type: Demons are planar creatures. A demon’s Intellect, Intuition, Will, and Luck ability scores, skills, Resistance Die, and Acumen bonus, regardless of their form. A demon has no true shape. They can change form. Their size and shape changes according to their form; see the special quality, Shapechange below. In the Shadow Realm demons possess additional magical abilities unique to each individual demon.
Speed: Demons have the speed of their shapechanged form. If that creature has a swim or fly speed, the demon gains these capabilities while in that shape.
Armor Class: Demons gain a bonus to natural armor equal to their level.
Attack: When manifested on the Material Plane demons exist in both the Shadow and Material; demons can interact with incorporeal creatures as if they were solid.
Special Attacks: Demons are summoned to the Material Plane in a guise of their choosing. They gain all the special attacks of their chosen form (see Shapechange special quality) and the following attacks.
Spell Drain (M): On a successful attack, demons drain 1d4 Power, no matter its form.
Special Qualities: Demons exist in the Shadow Realm. When summoned to the Material Plane, they are still anchored to the Shadow Realm, existing in both places simultaneously.
Planesvision (M): Demons have vision that spans the planes. Demons see through magical impediments such as magical darkness. When manifested on the Material Plane, they are able to see into the Shadow Realm and the Material Plane simultaneously.
Return (M): Demons are able to spend 1 Power and a movement to return to the Shadow Realm. If a demon voluntarily returns to the Shadow Realm it may not return to the Material Plane, unless summoned again or by some other means. 

Shapechange (M): Demons are shapeshifters. A demon has no true form. It may spend 1 Power and a movement to assume any form of equal or less level. A demon retains its Intellect, Intuition, Will, and Luck ability scores, skills, Resistance Die, and Acumen bonus, and gains the physical attributes of its new form. A demon’s Life does not increase or decrease with its Strength score, but it does gain the magical qualities of its new form. If it dies, it is exiled from the Material Plane and returns to the Shadow Realm in a weakened state. Regardless of a demon’s shape in the Material Plane, it appears cloaked in shadow and fire in the Shadow Realm.
Spells: Demon magic.

 

Wednesday, March 1, 2017

Westhaven

I've been meaning to sketch out a map for the Dark Crown adventure at the end of The Northern Realm Campaign book, so I finally sat down and did it. Now I just need to write chapter 2...

Westhaven: Westhaven falls under the jurisdiction of the Earl of Stoddard. The village runs along a single road called the Hunter’s Road, ending at a marina on the southern tip of Blackburn Lake. The citizens of Westhaven are normal townsfolk fallen on hard times when its mines dried up. Since then much of the populace has departed, leaving the town only two-thirds the size it once was and filled with abandoned houses. Few go to Westhaven, as there is very little reason to travel there. Recently, terrifying rumors of murdered townsfolk have made their way to the King’s Road. Some believe that these grisly murders are part of a growing practice of human sacrifice. And though the more levelheaded know this is most likely an exaggeration, few dare to travel up the Hunter’s Road to the town.

Stone plaques are scattered throughout the town on the oldest structures and the foundations of new structures. These plaques bear the mark of a shield with the crest of a rose. This same crest appears in old surveys found in the Free City Library, demarking the area of Westhaven as a territory once called Meren.

 

Friday, February 24, 2017

Introduction to Monsters: Melinoe


Melinoe
With a cloak as black as pitch and her hood drawn, she would be indistinguishable from the night, but for the lantern she bears. As she comes closer light spills into the room and everything illuminated becomes filled with dread, but finally, within the lantern's glow, you can see her face, like a shadow outlined with charcoal and eye sockets like windows to the night sky.
Melinoe make no sound. They glide upon the ground, without any apparent stride, upright like aristocrats, with a cloak hiding any evidence of feet. No one knows what they are and where they come from. Experts in the realms beyond, specifically the Shadow Realm, have throughout history come upon mention of these creatures. The old theory was that melinoe are demons, however, the studies of Bartholomew Gray (once the head curator of the Free City Library) revealed that these creatures are not native to the Shadow Realm. In fact, they appear to be creatures from the Aether. For the whole year of 1530 this theory rocked the wizard community of the Free City but since has held true. Melinoe are the only known creatures of the Aether to come to the Shadow Realm (which was previously thought to be impossible). Now the leading theory is that they come to the Shadow Realm to hunt or harvest lost souls. But still, these are only theories. Not much else is known of melinoe as Bartholomew himself proved that coming within their lantern light is extremely dangerous.  
Aura of Madness (M): When within the light of a melinoe’s torch (50-ft. radius), creatures are immediately driven insane. Creatures must make a resistance check or become confused (DC 15).
Snatch Soul (M): A melinoe’s touch drains the target of 1d8 Power. If it drains the target of all its Power, the target becomes comatose and can only be healed with a spell that repairs the mind.
True Seeing (M): A melinoe is able to see anything within the light of its torch (50-ft. radius) as if affected by the True Seeing spell



Tuesday, February 21, 2017

Chapter 3: Lady of the Stars

Summary: Our adventurers' travels have taken them from Városa to Kerthaz and then back down that familiar road until three days out when the adventurers turn from the road to the valley of Kékhegi. The party finds its way to Kékhegi, where Lady Ilka is waiting. Ubykh's writ or Berzeg's silver coin will win the Lady's audience . Upon offering the map or information concerning Kerthaz she will be most grateful and offer a room in the castle. The adventurers' arrival, however, will trigger a series of disconcerting events that begins with a dead servant and seven possible suspects. The adventurers must race to discover the culprit or Lady Ilka may die and the region of Vale become entrenched in a prolonged war.

The Setting: Kékhegi is a fully intact dunaelf castle. The castle is built on a high ridge overlooking the town. Its towers reach hundreds of feet into the air. A well-groomed forest girdles the town, which is exceptionally well defended, but small. Trade between coastal towns and Kékhegi is necessary to maintain even a few hundred residents. In the past decade the lady of Kékhegi has built a strong relationship with the coastal villages and the town of Erd in particular. The Countess is named Ilka. She is a Blue noble with strong relations to the Veres family. Her late husband was cousin of Queen Etelka. Ilka relies on a small elite force of hussars and rangers to protect her territory. She has no slave soldiers and considers any that come into her domain free folk by law.

Upon entering the town, two lit torches should catch the adventurers' eyes. Their fires emanate a sapphire blue. If any of the adventurers are hussars or they cast an illusion spell (or an illusion spell is active), the torches suddenly erupt into a violent blaze and do one of two things. If they activate due to an illusion, the illusion is burned away in a blaze of blue embers. If they activate due to a hussar, the fires erupt into a heatless wall of flame. You may cross, but the hussar and his phantom may not. Only when the sergeant of the guard gifts the adventurer a medallion and it is donned, can the fires be passed.


The front gate and Kékhegi Castle


The town of Kékhegi (with the castle on its north side and the gates on its south side). The town is circled by a dense hedge, a dry moat, and walls.

Timeline

Day 1: Servant dies.
Day 2: Ilka falls ill after the first dose of poison.
Day 3: Ilka is dead. The Eloszor army arrives but will not pass into Vale without Ilka.

Clues
 
Clue: A plane nondescript knife is left in the servant's belly and there are bruises on her face where her mouth was held tightly shut. Whoever did it was strong.
Clue: Lady Ilka's wine and food is poisoned by ground sweetwood (three doses within a week's time will cause organ failure in an adult). Sweetwood in small doses will give the appearance of an illness and death by natural causes.
Clue: Lady Ilka has a strong relationship with Queen Etelka Veres. Her brother is Duke Gaspar, lord of Városa. When our adventurers left Városa they may have heard rumors about murders in the city.
Clue: Two tanned men in golden scale armor (Kolos and Vilmos) speak with Lady Ilka in thick strange accents. Apparently, they are also staying at the castle, but they come and go frequently.
Clue: Erik prays each night. While not strange in and of itself, the Veres family is not particularly pious and unlikely to employ or confide in such a person.
Clue: The poison is on Erik's person. He is otherwise very careful. He keeps nothing in writing or objects that would incriminate him. After the unfortunate need to kill the servant girl, Erik will attempt to cast suspicions on other members in the castle. If the fact that Ilka is being poisoned is discovered, he will prepare a much stronger dose of poison. Doing so may be revealing as grinding sweetwood into power requires one be careful not to inhale. It causes sneezing fits and smells like molasses.
Clue: Erik's note to Ilka from the Queen. The first half of the note is in code. It means that the army is marching to Kerthaz. The end is peculiar. The Queen states that Erik has some special talents, including the ability to manipulate shadows. Nothing that you have noticed, however, indicates that he has this power.

The Assassin's Goal: The assassin is tasked with killing Lady Ilka, much the same as he was tasked with killing the Queen's allies in Városa. War has been brewing for some time and Count Filip of Erod is prepared. He has placed assassins in the towns of likely enemies across Vale. His goal is to isolate Városa and prevent it from seizing the entire valley entrance of Vale.

If in 3 consecutive days she dies and the symptoms appears as a disease, but if the poison is ever discovered, then the tactic changes, a different poison will kill her with one dose.

Ilka's Goal: The ultimate goal of Ilka and the other Blue nobles is to crush Erod and consolidate power in Városa. The is a sense of urgency for the Blues as the need to counter the rise of Vadas in the north is becoming more apparent. Ilka is very close to the Queen. She is tasked with raising an army in Eloszor and surprising the Green's forces likely to siege Városa, since the bulk of its own forces are camped outside Kerthaz. Caught between hammer and anvil, the city guard in Városa and Ilka's army will crush them and then march north, pinning the Erod forces between two huge armies. Once conquered they will take Kerthaz and turn to Erod where Berzeg is attempting to undermine Lord Filip. If the two places are taken, half of Vale will be Városa's.

If Ilka is killed, the trust built between her and their leaders will be for nothing and Vale will be drawn into a prolonged war.

Characters in the Castle

Lady Ilka: Lady Ilka is a strong middle-aged woman (she is, however, very well kept and fit). She is also secretly a wizard. Immediately it is apparent that Ilka is a leader. Widowed only a year into her marriage to Queen Etelka's cousin, Kovacs Kékhegi, Ilka never remarried. The Queen once tried to arrange a strategic marriage between her and her brother, Gaspar but refused. Despite this, the Queen and Ilka are good friends. Ilka is headstrong and smart. Once she sets her mind to something, nothing can stop her. She is instrumental to the Queen and her brother's plans to unite Vale so to be ready if the Vadas family attempts a power grab, in fact, Ilka planned much of it herself. She has long campaigned against slavery and for that, she has gained a good reputation in the coastal towns of Eloszor, where slavery was once a problem not relegated to just the thrymm and half-blooded. In just a few years she has gained their trust and raised an army unbeknownst to the Green nobles of Vale. If her plan succeeds, eight thousand soldiers will march out of the valley and catch the Greens at complete unawares.

Kirantukh Ilka's faithful thrymm captain: Kirantukh is nearly three times Ilka's age, but answers to her with complete deference. A scar runs from his collar bone to his cheek. He is a huge thrymm, larger even than Berzeg and Ubykh. This is not a person to be crossed. He speaks very little in company, but in private he is much more in open. He fought in the Aelf War and was later taken as a slave soldier. He escaped after decades of service and finally made his way to Kekhegi. He has served as captain of the guard for nearly twenty years and has been Ilka's secret love for most of that time.

Lázár, Ilka's wizened teacher: Lázár is an old man. He spends most his time puttering around the castle library. He is Ilka's old teacher. He is also a wizard. In his heyday he was a talented magician. His particular expertise is in enchantments. He is also well-read. His interests are in the history of Vale and the old dunaelf kingdoms.
 
Kolos and Vilmos, visitors from Eloszor: These visitors are from Erd, a town on the coastal region of Eloszor. They speak Keleti in thick accents and it's extremely difficult to understand them. Their garb is also strange. They are often clad in golden scale mail. The two come and go from the castle often. In one week's time, the Eloszor army will arrive at Kekhegi's gates. There are dozens of Eloszor people within the town. Both men are capable warriors, but if the adventurers are unable to communicate with them they may appear very suspicious.

Anikó, Ilka's cousin: Ilka's cousin has lived with her for a little over a year. He is much younger and plumper than Ilka and prone to bouts of debauchery. He enjoys spending time with Lázár, but his idle chatter and tendency to expound on philosophy (to an annoying degree) makes him easy to overlook. Occasionally, he displays a sharp wit, sarcasm, and a surprising self-awareness. He's not nearly as big a doofus as he appears. If the adventurers don't find the assassin in a day's time, Anikó will likely become a target as he will be quick to investigate.

Erzsi, Ilka's lady in waiting: Erzsi is a composed, pretty woman. Ilka confides in her and she, in turn, feels free to express her thoughts. Erzsi is also a well-trained warrior. She keeps a long knife strapped horizontally across her back. She is very slow to trust anyone and therefore will confide only in Ilka and Kirantukh. Erzsi will also be quick to investigate and she will also keep a careful eye on Ilka.

Erik, the Queen's man: Erik was sent by Etelka with a special note, signed and sealed. Erik has special talents that may be of use to her. But Erik is dead, killed by Zander. Zander has been posing as Erik for nearly two weeks now. He is a magpie. He keeps his weapons and poisons in his hidden pockets. He rarely walks around armed. He is quick, intelligent, and very careful. He tries to not stand out but is careful to add a supporting voice when Ilka wants input from the room. He is a native Keleti but was raised in Crocáno. If any of the party members are from Crocáno they may pick up on this. Zander will keep a close eye on any newcomers. He will do everything in his power to push suspicions on others, but will not hesitate to either dispatch anyone who confronts him.



Wednesday, February 15, 2017

Introduction to Monsters: Werewolves

Werewolf

Standing there with bright yellow eyes and growling, the woman quickly turns towards the two men circling around her. The sight of the yellow-eyed woman is unsettling, her clothes are tattered, her hands and feet end in long claws, and her teeth come to sharp points. 


In many cultures, werewolves are thought to be evil spirits that live within wicked men. But the old tales, seldom told, are still recounted in Gealdor. They say that wolves are the ancestors of man, and werewolves are simply a latent seed of the past, awakened in the presence of other werewolves.

Werewolves change in different ways. They always remain human-like, but their teeth usually become elongated and come to points, and their hands and feet end in sharp claws. They have lupine eyes (no whites to their eyes), and they have excessive amounts of hair. When a person becomes affected by lycanthropy, they slowly lose their mind to the wild thoughts of wolves, increasingly becoming wolf-like not just in body, but mind, until they are truly a wolf in every way, except that their body remains a cross between the two.

It is said that possessing any part of a werewolf’s body, be it tooth, claw, or hand, will cause the bearer to fly into a rage in tense situations (like a combat encounter) and attack at random (the nearest target). While raging the bearer has +2 bonus to attacks and 1 Temporary Life per level, but -2 Armor Class. The rage lasts 1d6 rounds, after which the bearer regains control and loses the benefits and penalties of being in a rage.  

Creating a Werewolf:  

Werewolves are magical beasts that possess the following traits in addition to a chosen character’s normal statistics.  


Size and Type: Werewolves become larger, but not enough to increase a size category. The werewolf’s type changes from human to magical creature, but her Acumen bonus, resistance checks, and level remains the same. The werewolf ‘s Intellect score gradually decreases to 3, but her Intuition and Strength scores increase by 3. She also gains low-light vision and scent.
Speed: The werewolf’s movement speed doubles.
Armor Class: The creature gains a natural armor bonus equal to her level.
Attack: The werewolf gains claw attacks equal to 1d3+Strength. Her natural weapons count as magical for purpose of overcoming damage reduction.
Special Attacks: Werewolves gain the following supernatural attacks:
Lycanthropy (M): When humans come into contact with a werewolf they are subject to the effect, lycanthropy. Some call it a disease, but in fact, the mere presence of a werewolf can awaken something dormant inside people. When a werewolf comes within 50 ft. of any human creature, roll a percentage die. There is a 1 in 100 chance that a human creature becomes affected by lycanthropy. An affected creature slowly becomes wolf-like over the course of 2d20 days. While the transformation is still in effect, the character may seek out methods of preventing her loss of sanity. It is at least possible to halt lycanthropy but one must seek out help. At the end of the duration, the affected creature becomes a werewolf. Once the transformation is complete, the affected target cannot return to her original form or state of mind.
Summon Wolves (M): The werewolf gains a mental connection with wolves near her. If there are any wolves within 10 miles of the werewolf, she can summon them. If any wolves are present, they immediately come to the werewolf’s aid.
Special Qualities: A werewolf gains the following qualities:
—Low-light vision
—Scent
—Damage reduction 5/magic: The werewolf gains damage reduction 5/magic.
—Fast healing: The werewolf heals 1 point of damage each round so long as she is not dead.