Tuesday, 21 June 2011

Creatures of the Seas around the Godsblood Straits

Even before the Summoning and its attendant catastrophic changes, both Teiglin and the Duchy of Urdus were maritime duchies with extensive coastlines dotted with fishing villages and ports. Now that Teiglin is an island and the Duchy of Urdus is now the Godsblood Straits, travelling by sea is more important than ever. The following creatures are found around the shores and in the shallow seas.

Giant seagull
No. Enc.     1d10
Alignment    unaligned
Movement     30'/swim 30'/fly 240'
Armor Class  7
Hit Dice     2 (9hp)
THAC0        18
Attack       1 peck or 1 vomit
Damage       1d4 or special
Save As      F1
Morale       6
Hoard Class  none
Size         Medium
Type         Animal
Intelligence animal (1)
XP value     29
Giant Seagulls are birds with 8' wingspans, white heads underwings and bellies and grey backs and upper wings that populate temperate coastlines. They are more gregarious and also more opportunistic than albatrosses. They will not attack elves, dwarves and humans, but may have a go at halflings and children when in numbers or sufficiently hungry. They will also rumage through garbage, scavenge carrion and search the high tide mark for anything remotely edible.
In combat they will usually attack with their beaks but if they are faced with a dangerous foe they want to escape from they can vomit once per day. This requires a save vs breath weapons to avoid. If struck (i.e. failed save) the target becomes nauseated as the half-digested oily fish remains seep into clothing, armour and hair. For the next 1d4 hours the target suffers -2 to all to hit rolls, saves and ability checks, and may well vomit themselves. Creatures immune to poison are immune to seagull vomit. Giant seagulls don't like their own vomit, so they won't use it on prey they intend to eat.

No. Enc.     2d6
Alignment    unaligned
Movement     60'/swim 150'
Armor Class  4
Hit Dice     6
THAC0        15
Attack       1 bite
Damage       1d6
Save As      F3
Morale       5
Hoard Class  none
Size         Large
Type         Animal
Intelligence animal (1)
XP value     320
Placodonts are relics of an older age, and are large, stocky marine reptiles that browse on marine life that clings to rocks, including seaweed, shellfish, sea urchins and crabs that don't get out of the way. Placodonts have bony plates on their back like crocodile scutes, which give some protection against the larger predators. Their mouths are full of blunt flat teeth which cause crushing rather than cutting injuries,
Like turtles and seals, placodonts will pull themselves up onto the beach when needed, such as laying eggs and avoiding marine predators. A placodont will usually only attack if cornered or defending its nest.

Scarlet Crab
No. Enc.     2d10
Alignment    unaligned
Movement     90'/swim 60'
Armor Class  4
Hit Dice     1
THAC0        20
Attack       2 pincers
Damage       1d6/1d6
Save As      Normal Man
Morale       8
Hoard Class  none
Size         Small
Type         Animal (invertebrate)
Intelligence animal (1)
XP Value     10
Scarlet Crabs are common predators that move around in swarms. On their own they are nasty but not too serious - a sailor with a bailing pin could keep one at bay, but in groups of a dozen or more they will swarm over a human and rip him to pieces with both claws. Scarlet Crabs are amphibious in that they can survive for 1d6 hours out of water on land before needing to return to the sea to refresh their gills. Once the time is up, the scarlet crab suffers 1hp and -1 to hit per 10 min until they die. Underwater they usually crawl around on the bottom, and can only swim in short bursts - 1d6+1 rounds at a time - before sinking back to the sea bed. 
Other creatures listed in the Labyrinth Lord rules found in the seas include
Crab, Giant
Dragon, Sea
Dragon Turtle
Water Elemental, 8 HD
Fish, Giant Rockfish
Storm Giant
Hydra, Aquatic
Insect Swarm - actually Crustacean Swarm
Men, Pirate
Octopus, Giant
Sea Serpent
Shark, Bull
Shark, Mako
Snake, Sea
Squid, Giant

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