Journal of Jappser Addercapper: a Resident of Dolmenwood

Chime, the 2nd of Grimvold, Onset of Winter in the 1089th year of Brackenwold

Having finished the Feast of St. Vinicus with a good night’s sleep, I set out to check my traps for new hides and meat. I quickly found that none of my traps held anything except dead leaves. This being unusual, I determined to spend the next day searching the local woods for a cause of my empty traps. I assume some predator or monster has taken up residence in my trapping range. I must see about driving it off or dispatching this menace.

——————————

Back to the Roots: Rescue Kitty from a Tree

This is a one-shot introduction to the Hamlet of Hydes in the Dolmenwood setting.

Notes: Earthen Tongues found in dirt caves below Holden Tree.

——————————

Beasts of Dolmenwood

Herein you shall find legends and tales of beasts previously not seen in Dolmenwood.

Cildfisc

A trout-sized fish with a human child’s face. When taken out of water, there is a 1-in-3 chance the Cildfisc will begin crying with human child sounding cries and tears. Every round the Cildfisc cries, any that hear the cry must make a save vs spells or gain a curse that results in a -1 penalty to Doom saves until the curse is removed.

Any PC consuming Cildfisc is immune to all aging effects (magical and normal) for one day. Cildfisc flesh cannot be preserved. It spoils within one day if not eaten.

small monstrosity, neutral, Animal Intelligence

Earthen Tongue

Often found in earthen caves under Holden Trees. The Earthen Tongue consists of a strong vine-like root that wraps around its victim and drags them into a vertical earthy slit in the cave wall. Each round the player is held, they may make a save vs hold. It takes three rounds to pull a victim into it’s earthy mouth. Once a victim is in the Earthen Tongue’s mouth, the earthy slit in the cave wall slaps shut. At this point the Earthen Tongue starts suffocating and digesting the victim causing 1 HP of damage per round.

Victims may continue to make a save vs hold to attempt escape, but once in the Earthen Tongue’s mouth, may not make attacks on the tongue due to the very constricted space.

After a failed (or successful) attempt to get a meal, the Earthen Tongue’s mouth remains closed and unnoticeable for two days, after which it resets and waits for its next meal.

12 Morale

medium plant, neutral, mindless

Grinning Greed

This quiet stalker picks up on the sense of greed of an individual and starts following them from a distance. As the victim’s greed grows, the grinning greed grows stronger and larger. Eventually, when the grinning greed is large enough to pose a threat, it allows itself to be spotted from the corner of the eye and during dusk and dawn. Eventually, when it an overwhelm the victim, it stops hiding in the shadows, allowing itself to be seen, and then attacks the victim when they make camp at night.

The Grinning Greed is a terrifying creature covered in long, black fur. its body is shaped like a large, bipedal cylinder. Its most striking feature is its smiling while exposed bone resembling a mask only invoking terror.

The Grinning Greed is a silent stalker, lurking in the shadows and waiting to pounce on unsuspecting prey. It is known for its unnerving silence, as it moves with a disturbing fluidity that is supernatural. It intentionally leaves clots of its fur on trees and trails for its victims to find.

Rumors state that escaping the the stalking grinning greed requires leaving something precious behind for it to feast and feed upon. Whether that be a treasured belonging, part of your self, though occasionally just your fear.

If you ever try to reclaim what you have lost you may lose ten fold.

The Grinning Greed has an uncanny ability to blend in with its surroundings, making it almost invisible in the darkness. It also has razor-sharp teeth and claws that it uses to eviscerate its victims.

If the players are unfortunate enough to encounter The Grinning Greed, they need to exercise caution and preparedness. The creature is incredibly fast and deadly, it difficult to grapple or restrain. Players will need to rely on ranged attacks and spells to take it down from a safe distance.

(credit: vvoodan)

Hide-behind

The bane of woodsmen, the hide-behind is attracted by the sound of axes on trees, and will hide behind a tree being chopped down, only revealing itself as the tree falls. The hide-behind stands on two legs, being about 5′ 10″ tall.

The hide-behind is only visible to the victim, and always keeps a tree between itself and the victim. Felling the tree exposes the victim to attack.

Victims of the hide-behind claim it to be a demi-fey and refer to it as having a goblin-like visage.

Holden Tree

Holden trees sprout from planted root cuttings. Evil grounds keepers prize holden trees as guardians, planting them at entrances of tunnels or gates to guard them. Eventually, unattended holden trees become overgrown and affect large areas. They grow to hundreds of feet tall and wide when left to grow wild.

Holden trees remain still and indistinguishable from normal trees in bright daylight or simulated daylight. They become active at dusk until dawn and occasionally during extremely dreary or stormy days.

Holden trees do not change color in autumn or loose their leaves in the winter.

Holden trees are cursed evil undead plant-like creatures. Due to their plant-like nature, holden trees cannot flee when turned. When young holden trees are turned, they become paralyzed. Ancient holden trees are too huge to be turned, but local roots and branches draw back and avoid touch when turned.

Grappled victims of holden trees must make a save or lose one item of their choice every round they remain grappled. After a victim runs out of items to block roots and branches with, they take 1 HP of damage per round. Victims may choose to make a save attempt every round they are grappled, but may be grappled the next round if they remain in the vicinity of the holden tree’s roots or branches.

Digested victims become weak skeletons serving the tree and bringing it food (victims).

The only way to fully kill a holden tree is with a huge bonfire that consumes the tree and roots. Any skeletons controlled by the tree will seek to stop a bonfire and destroy anyone trying to harm their tree. Ancient trees often have a small army of skeletons resting in ground of their drip line. Unleashing that army can have severe consequences for local villages and hamlets.

Holy Hound

Blessed as pup at a hidden alter by a friar or cleric. Blessing only obtained once per year per friar/cleric. Hound obtains bonus +1 (attack, damage, follow commands) to all roles when owner is lawful. -1 for neutral owners, and -2 for chaotic owners.

If sold rather than gifted, becomes a normal hound permanently.

Kitty

Looks like a menacing cross between a black panther and a hound. Roams the wild places of Dolmenwood destroying wild game and domestic livestock. Somewhat house broken. Tends to dig holes in lawns.

Kitty will defend itself when attacked and subdues intelligent prey by sitting on them. If the prey notices Kitty’s collar and name, they can tame it by calling it by name.

Believed to be unique.

large animal, neutral, Animal Intelligence

Mennfisc

A large (100 lbs) fish with human arms and legs. Often hunts with pointed sticks or occasionally a found spear dropped by an adventurer. Mennfisc rarely hunt outside of water, but have been known to pursue their prey onto land after a hunt has begun. After completing a hunt that ended on land, they drag their prey back into the water to feast. When on land, the menfisc’s fish body stays facing forward as if bent over at the waist in human terms.

medium monstrosity, neutral, Semi-Intelligent

——————————

Optional Rules

Camaraderie

If the players are not satisfied with their camaraderie result, one player may tell an actual story to the other players. The story can be true or false, in-game or in-real-life. The result is an additional camaraderie roll may be made, with the better of the new roll or first roll taking effect.

——————————

Dolmenwood Compatibility Logo

This product is a supplement for the Dolmenwood game product. It contains monsters, NPCs, locations, and items for use by Dolmenwood referees and solo adventurers.

Requires the Dolmenwood core books

This is an independent product published under the Dolmenwood Third-Party Licence and is not affiliated with or approved by Necrotic Gnome. Dolmenwood® and all related characters and elements are © Necrotic Gnome and used with permission under licence.

Work on this product is on going. Please keep checking back!

SoloRPG.net