Sunday, May 26, 2024

Novalia Monster Manual: Giant Beavers

Good day, eh? Here's a new addition to Novalia's encounter tables. An ACKS II conversion and re-imagining of the AD&D Giant Beaver.

Edit: several updates have been made following bro and ACKSpert review.

  • Castor sacs added to spoils (thanks Matt)
  • Treasure type amended (thanks Arbrethil)
  • Structural damage note added

Beaver, Giant

Giant beavers are large, sapient herbivores who inhabit the lakes they create through massive dams. When giant beavers have created such a lake, they will invariably build a massive, artificial island with a castle-sized mound of mud and logs in the center of the lake.


Combat:

Giant beavers will normally never seek confrontation with humans, but will defend their dam or burrow to the death. They use no tools or armor, preferring their own paws and sharp teeth, but they will hoard whatever valuables they find around their burrow, and will despoil the bodies of any trespassers or attackers they kill.


If encountered away from their lair, they will attempt to escape from armed foes, normally by submerging in a river or lake. They are especially wary of humans.


However, when defending their dam or lodge, giant beavers are ferocious and clever. They are extremely numerous, and not averse to certain siege tactics, despite their preference against weapons and armor. Stones will rain down on attackers who reach the lodge, boats and swimming men will be pulled under by swarms of beavers if they attempt to cross the lake, and their spoils will be added to the hoard of the lodge.


Equal in size to brown bears, giant beavers are very strong and quick. Their large front teeth can pierce chainmail, and they can fight effectively while swimming, even underwater.


Instead of making a normal bite attack, a giant beaver may gnaw on wooden structures, causing 1d4 structural damage.


Ecology:

Giant beavers are sapient creatures, and speak their own language of grunts and whines. They generally do not speak vulgar auran (common) or any language of men.


Giant beaver lodges have long been a tempting target for the greedy, not only because of the high value of giant beaver pelts, but also because of the beavers’ relentless hoarding. They scour the waterways and forests surrounding their lairs and carry away valuables, and they seem to have a knack for digging up magical artifacts. For this reason, giant beaver lairs have a hoarder treasure type, similar to that of dragons.


Male and female giant beavers are difficult to distinguish, and work crews generally include both. A giant beaver lodge will include 1 adolescent kit per adult. These will only fight if the lodge is about to be overrun. Adolescents have 2 HD, an attack throw of 9+ and deal 2d4 damage. There will also be an equal number of juvenile or ancient beavers who cannot fight.


Each giant beaver work crew is lead by a boss beaver with 5 HD, AC 4 and +2 damage on his bite.


Each lodge is ruled by a king or queen, and this royal beaver alone may wield weapons. The monarch has 7 HD, AC 6 and +4 damage on his bite. He may also make use of magic items included in the hoard of the lodge, including magic weapons, at the judge's discretion. Since giant beavers lack any spellcasters, they can normally only use those magic items usable by fighters. They cannot wear humanoid armor.


Spoils:

A slain giant beaver can be harvested with

Animal Husbandry, Labor (Butchery) or Trapping for the following

components useful in magic research:

  • Tail (4/6 stone, 40 gp, battering ram, ice floe)

  • Teeth (2/6 stone, 20 gp, sharpness, slicing blow)

  • Castor sacs (2/6 stone, 20 gp, beguile humanoid)


A giant beaver’s pelt fetches 160 gp and weighs 2 stone.


Encounter notes:

Giant beaver lairs only appear in freshwater lakes. If a giant beaver lair encounter is rolled in an area with no freshwater access, treat it as a non-lair or re roll as appropriate.


The Judge should note that giant beavers typically do not range far from their lodges. If giant beavers are encountered outside their lair, the judge may abduce that a lodge has been established nearby.


Primary Characteristics

Type

Animal (sapient)

Size

Large (80 stone)

Speed

Walking 20’/60’, swimming 40’/120’

Armor Class

3

Hit Dice

4

Attacks

1 (bite 7+)

Damage

4d4

Save

F4

Morale

0 (in lair +4)

Vision

Underwater vision

Other senses

Acute olfaction, acute hearing

Proficiencies

Labor (construction), engineering

Normal Load

20 stone



Secondary Characteristics

Expedition speed

Walking 12 miles, swimming 24 miles

Supply cost

1 gp

Training period

1 month (sapient)

Training modifier

None (sapient)

Battle rating

0.05 (individual) 3 (unit)

Lifespan

0/2/13/18/38/57/76/95

Reproduction

4 kits per year

Untrained value

160 gp (A) / 40 gp (J) / 10 gp (B)

Trained value

2400 (sapient)



Encounter Setup

Lair chance

10%

Dungeon Encounter

N/A

Wilderness Encounter

Work crew (4d10) / Lodge (40d10)

Alignment

Neutral

Treasure Type

Q, N (average value 31,000)

XP

80


Saturday, May 25, 2024

Novalia Kids Campaign Session 4

 
The Protectors of People

Evangeline
  • Emily, Fighter 1

Vincent

  • Fight Wizard, Wizard 1

    • Firesword, Fighter 1

    • Jack Armstrong, Thief 1


Dolor 13, 1181 EC


We picked up as the Protectors of People were marching back toward Turos Tem through the Viaspen Forest. About halfway back, Jack warned the party of figures hiding in the trees.


A small bearded man, about 3 feet tall stepped out and jabbered something incomprehensible, before asking their business in halting Auran. The party soon found that they had wandered near the home of Harry Half-foot, a gnomish chieftain of some sort, and they were surrounded by 25 of the little woodsmen. 


Thankfully for the party, the gnomes weren't particularly hostile. They demanded a promise to respect the gnomish domain and not cause trouble, then let the party go. And just like that, there's a gnomish domain in the Viaspen, unknown to the surrounding Empire. You gotta love random encounters.


The rest of the trip home was uneventful, and the party rested for 3 days to get Fight Wizard back to full strength.


Dolor 17


Once everyone was rested, they returned to the dungeon. This time, no one was on guard outside. The kids were instantly (correctly) suspicious, and gave Jack 10 minutes to methodically search. Unfortunately, he missed the trap, and Emily walked right into it. She pushed open the bronze door and a jar of military oil fell. Fortunately for her, I rolled a 2 for the damage.


Having passed the kobold trap, the party charged into the kobold quarter again, and were surrounded just like before. Once again, the armored fighters proved impervious to the kobold spears, but Fight Wizard stepped into the fray and was wounded. After six kobolds were slain, the dog-men pulled back again, and the party stepped forward, finding themselves in the hall of the kobold chieftain and his guard.


Here we had to stop, so the parley and likely resulting violence will have to wait for session 5.


Enemies defeated: 6 kobolds

Treasure: none


XP: 10 per PC


Current XP totals:

Emily: 745 / 2,000 (level 1)

Fight Wizard: 745 / 2,500 (level 1)


Firesword: 372 / 2,000 (level 1)

Jack Armstrong: 27 / 1,250 (level 1)

Sunday, May 12, 2024

Novalia Campaign Kids Session 3

The Protectors of People

Evangeline

  • Emily, Fighter 1

    • Ashaia, Explorer 0

Vincent

  • Fight Wizard, Wizard 1

    • Firesword, Fighter 1

    • Jack Armstrong, Thief 1


Dolor 12, 1181 EC


With Ashaia incapacitated, and the hobgoblins and kobolds both alerted, the Protectors of People made for the exit. Luck was on their side, and they left the Buried Temple and Viaspen Forest without any further encounters.


Upon returning to Turos Tem, Ashaia resigned from the party. With her crippled arm, she’d never wield a bow again.


Dolor 13


The party returned to the buried temple by the same path as yesterday. At the gate were four kobolds again, but this time the party was spotted. One kobold ran barking into the temple, while the others readied javelins to throw. They barked taunts at the party, which greatly offended Emily.


The party came up with a tricky strategy. They sent out Emily, their most armored member, to go out and draw the javelins before the rest charged in. She walked out of the trees yelling “hey, over here!” and dodged around. With the defence action, Emily had a ridiculous 11 AC, and the javelins were totally ineffective.


Fight wizard and his henchmen charged, but not a single hit was rolled, and the kobolds retreated through the great bronze doors.


The party carefully followed, and entered kobold territory. They opened a door and were met with another volley of javelins, but once again Emily's plate armor was unbeatable. When they charged in to attack, more kobolds came out of side passages covered with curtains. One of them reached Fight Wizard and wounded him, but the wizard retreated and the warriors blocked the passages.


After the kobolds in the room were killed, those from the side passages pulled back.


“That's what they get for taunting Emily!”


The party also retreated and left the temple, since Firesword and Fight Wizard had been injured. The kobolds didn’t pursue, and the party made it back out.


Enemies defeated: 8 kobolds

Treasure: none


XP: 14 per PC


Current XP totals:

Emily: 735 / 2,000 (level 1)

Fight Wizard: 735 / 2,500 (level 1)


Firesword: 367 / 2,000 (level 1)

Jack Armstrong: 22 / 1,250 (level 1)

Sunday, May 5, 2024

Novalia Campaign Kids Session 2

The Protectors of People

Evangeline

  • Emily, Fighter 1

    • Ashaia, Explorer 0

Vincent

  • Fight Wizard, Wizard 1

    • Firesword, Fighter 1

    • Jack Armstrong, Thief 1


“My girls are being sure to make stern faces, so any beastmen we come across will know we mean business.”


Dolor 12, 1181 EC


The Protectors of People marched confidently out of Turos Tem, ready to make the foul beastmen pay, and claim the Legate’s 2000 gp reward. 


They reached the Viaspen, then spent about 6 hours wandering the forest before they found something. A group of dead bodies pierced with arrows lay along the trail. Emily immediately ordered Ashaia to look for tracks in the area, which she found quite easily. 


The clear and careless trail led the party to a great hill, mysteriously dome-shaped and with a huge hole in the side. Jack snuck up to the entrance, then brought the party to a spot where they could see. Inside was a worked stone wall with bronze doors, guarded by four dog-faced kobolds


Ashaia began the attack with a perfect arrow, and the fighters charged. They slew three of the diminutive kobolds and the fourth fled through the doors, barking wildly. 


“They're not very bold… they should be called Kocowards!”


The party expected more kobolds to come out, so they waited in ambush outside the doors for some time, but nothing came out. 


Finally they decided to venture inside. They weren't straight ahead, passing through a room with no ceiling and a statue of an evil looking man with an iron crown. They took a long hallway, ignoring many doors left and right until they stumbled into a room with four hobgoblins on guard!


The waiting hobgoblins got the jump on the party. Ashaia, in the lead, was hit by two thrown spears and fell with a scream.


Her comrades charged and slew three of the four, and the last one retreated. 


Ashaia had been badly wounded. Mechanically, she was at -5 HP, and needed to be healed to 1 within a turn, or she'd bleed out and die. Their only healing option was Fight Wizard’s potion, which had a ⅓ chance of saving her. 


The kids were on the edge of their seats as I explained the situation, and Vincent excitedly announced that he was going to use the potion. The roll… a 5 on the die, and she was restored to exactly 1!


With a crippled arm, Ashaia’s career as an archer was over, but the party had at least saved her life.


We stopped here, with the task of escaping the temple with their wounded comrade still ahead of the heroes.


Enemies defeated: 3 kobolds, 3 hobgoblins

Treasure: none


XP earned:

30 per PC


Current XP totals:

Emily: 721 / 2,000 (level 1)

Fight Wizard: 721 / 2,500 (level 1)


Firesword: 360 / 2,000 (level 1)

Jack Armstrong: 15 / 1,250 (level 1)

Ashaia: 15 / 2,000 (level 0)

Dark Age of Eracost Session 4

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