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<title>Epidemic Books - Recent Posts</title>
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<description>Epidemic Books - Recent Posts</description>
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<pubDate>Fri, 27 Apr 2012 01:52:49 GMT</pubDate>
<lastBuildDate>Fri, 27 Apr 2012 01:52:49 GMT</lastBuildDate>
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<link>http://www.epidemicbooks.com/forum/messages.aspx?TopicID=44</link>
<title>Topic &quot;Odds and Ends&quot; a message from Derek Holland</title>
<description><![CDATA[The Forge is all about excelerated evolution, so how much life is there in the Vault? Could there be forests where the trees were saved by druid intervention, filled with weird cold adapted creatures that have survived since the ice age began?]]></description>
<pubDate>Fri, 27 Apr 2012 01:52:49 GMT</pubDate>
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<link>http://www.epidemicbooks.com/forum/messages.aspx?TopicID=47</link>
<title>Topic &quot;General questions&quot; a message from Derek Holland</title>
<description><![CDATA[No, I mean evolution as in how species come from previous species. The thing that turned some drow into wygrith.<br/><br/>Does it create plagues? Do diseases become weird, new life forms? Do they become resistant to cure disease spells? Etc.]]></description>
<pubDate>Mon, 16 Apr 2012 03:31:10 GMT</pubDate>
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<link>http://www.epidemicbooks.com/forum/messages.aspx?TopicID=28</link>
<title>Topic &quot;Creatures for the Forge&quot; a message from Derek Holland</title>
<description><![CDATA[Name		Vol, Winter<br/>No. Enc.	1 (d4)<br/>Alignment	Neutral<br/>Movement	210' (70') burrow 60' (20')<br/>AC		6<br/>HD		5<br/>Attacks		2 (claws)<br/>Damage	d6/d6<br/>Save		F3<br/>Morale		9<br/>Hoard Class	VII<br/><br/>Name		Vol, Summer<br/>No. Enc.	d12 (d12)<br/>Alignment	Neutral<br/>Movement	180' (60') climb 90' (30')<br/>AC		6<br/>HD		2<br/>Attacks		1 (bite)<br/>Damage	d6<br/>Save		F1<br/>Morale		7<br/>Hoard Class	VI<br/><br/>Vol are egg laying, 6 legged bear-like creatures found in Wildwood, Penance and the Vault. The egg floats in the air and where it hatches determines the adult form. Those that end up in Arena and Eclipse die from heat and lack of light respectively. Vol lay dozens of eggs per month in places where the wind can take them. The eggs themselves hatch into d6 (winter) or d20 (summer) pups that will hunt together. When two packs meet, they exchange members for breeding purposes.<br/><br/>Winter vol are restricted to the Vault not suprisingly. They are the size of black bears, have thick legs and fur and use their claws to dispatch prey. Some have learned to make pit traps by digging into the ice and tunneling near the surface. These pits are rarely deeper than 15', though some are on top of rotten ice and the fall can be much greater (this also means the vol loses its meal).<br/><br/>Summer vol are the size of wolves, have thin legs and attack with their fangs. They can climb trees with their front two pairs of legs and ambush prey from above. They also ignore the first 40' of a fall (subtract 4d6 from falling damage) and if they do ambush from 10' or higher, they inflict falling damage on their target (if they hit of course). Those born on the plains are reduced to hunting like incompetant wolves- they have a -2 to hit. Few packs on the plains survive for very long.]]></description>
<pubDate>Mon, 16 Apr 2012 03:26:59 GMT</pubDate>
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<link>http://www.epidemicbooks.com/forum/messages.aspx?TopicID=78</link>
<title>Topic &quot;Seven Stars?&quot; a message from greg</title>
<description><![CDATA[<b>Derek Holland</b> wrote:<br/><div class=quote>So when is it to be released?</div><br/><br/>We are doing final edit now, so bascially in a few weeks plus however long it takes the proofreaders to finish.  Todd is finishing the art and stuff now too.  So... hopefully very soon.]]></description>
<pubDate>Sun, 15 Apr 2012 22:11:23 GMT</pubDate>
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<link>http://www.epidemicbooks.com/forum/messages.aspx?TopicID=75</link>
<title>Topic &quot;General questions&quot; a message from greg</title>
<description><![CDATA[<b>Derek Holland</b> wrote:<br/><div class=quote>Are vampires that are immune to the sun affected by positive energy spells (like sunlight) as undead or as living creatures?</div><br/><br/>Undead, but immune to the damage or negative effects.]]></description>
<pubDate>Sun, 15 Apr 2012 21:02:24 GMT</pubDate>
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<link>http://www.epidemicbooks.com/forum/messages.aspx?TopicID=75</link>
<title>Topic &quot;General questions&quot; a message from greg</title>
<description><![CDATA[<b>Derek Holland</b> wrote:<br/><div class=quote>Did Annoxus have any children before becoming a member of the flock? If so, are there any descendants left?</div><br/><br/>It's possible.  None exist in my mind, but we would never say he didn't, so you could easily work that into your game.]]></description>
<pubDate>Sun, 15 Apr 2012 21:01:49 GMT</pubDate>
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<link>http://www.epidemicbooks.com/forum/messages.aspx?TopicID=75</link>
<title>Topic &quot;General questions&quot; a message from greg</title>
<description><![CDATA[<b>Derek Holland</b> wrote:<br/><div class=quote>Is there any noticable increase in air density due to the depths of Eclipse?</div><br/><br/>Yes.  It's why the max fall damage is less.  We didn't go crazy with the mechanics because it seemed too complicated to throw into a game.  You can try if you have a good idea on how to do it though.]]></description>
<pubDate>Sun, 15 Apr 2012 21:00:46 GMT</pubDate>
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<link>http://www.epidemicbooks.com/forum/messages.aspx?TopicID=47</link>
<title>Topic &quot;General questions&quot; a message from greg</title>
<description><![CDATA[<b>Derek Holland</b> wrote:<br/><div class=quote>How are diseases affected by the quickened evolution of the Forge?</div><br/><br/>Quickened?  Do you mean metabolized?  I'd imagine any times in the disease description would be cut in half.]]></description>
<pubDate>Sun, 15 Apr 2012 20:58:56 GMT</pubDate>
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<link>http://www.epidemicbooks.com/forum/messages.aspx?TopicID=40</link>
<title>Topic &quot;New Products - Feedback&quot; a message from greg</title>
<description><![CDATA[<b>Derek Holland</b> wrote:<br/><div class=quote>So far there are 3 races that are evolutionary offshoots due to the effects of the Forge- wyrgith, wild frey and war valco. How about some more? It would be interesting to see how thorns, pickers, silvers, haze, dovers, faust, deep fey and others have subspecies that are location specific (at least in origin).</div><br/><br/>Yeah, I like that.  We could almost do a whole product on each race with different variations given adapted to different places.  Don't know when we'll get a chance, but maybe something for Anvil.]]></description>
<pubDate>Sun, 15 Apr 2012 20:45:42 GMT</pubDate>
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<link>http://www.epidemicbooks.com/forum/messages.aspx?TopicID=28</link>
<title>Topic &quot;Creatures for the Forge&quot; a message from Derek Holland</title>
<description><![CDATA[Name		Life Worm<br/>No. Enc.	1 (1)<br/>Alignment	Lawful<br/>Movement	see chart<br/>AC		7<br/>HD		see chart<br/>Attacks		1 (touch)<br/>Damage	poison<br/>Save		M(HD)<br/>Morale		8<br/>Hoard Class	see chart<br/><br/>The life worm is a non-lethal parasitoid very popular with some people on the Forge. The adults are intelligent beings- most become magic-users, though a few become fighters or clerics. They are parthenogenic females and lay single eggs in sapient creatures (usually humanoid, but anything that can support their biology). The host carries the resulting larva for a year, having his biology altered in that time. When the young worm emerges, she will be magically bound to her host. The host no longer feels the effects of aging. When one dies, the other does as well. If seperated by more than 25', the host and worm are paralyzed until they are rejoined. The worm's touch is toxic to all creatures but its host (see chart for the strength of the poison). For the first 300 years, the young worm lives in a container that the host carries around. It has no effect on its host for those years beyond the distance limitations of the bond. After that, the host becomes more and more enslaved to his or her life worm. Their minds fuse and the worm's personality takes over. Eventually there is nothing left of the host but hands and feet used by the worm. Still, a human that gains 1200 years of additional life, 3/4ths of that mostly free to do as they will, is a strong incentive for many people to act as host. After 1200 years, they don't have a mind left to contemplate their fate.<br/><br/>Unlike most creatures, life worms do not gain hit points from its class, only its hit dice. The level limits are 15th for magic-user, 6th for fighter and 12th for cleric (druid if the AEC is used). It lives outside its host and usually hides within clothing or armor when it doesn't want to be noticed. Even the largest worms are still very slender and it is easy for them to hide. Life worms do no have eyes yet can see to 60'. Otherwise they have human level senses.<br/><br/>Age (years)	Hit Dice	Notes<br/>1-300		1/8		poison does 5/15, worm is 3" long<br/>301-500	3		poison does 5/25, worm is 3' long, worm gains 1st level, host loses d4 points of intelligence, host must save versus spells to resist worm's instructions<br/>501-800	6		poison does 10/50, worm is 5' long, host loses d4 points of intelligence, save has -2 penalty<br/>801-1200	9		poison does 10/death, worm is 8' long, host loses d4 points of intelligence, save has -8 penalty<br/>1201-3000	12		poison does 20/death, worm is 12' long, host has no free will]]></description>
<pubDate>Sun, 15 Apr 2012 03:37:35 GMT</pubDate>
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<link>http://www.epidemicbooks.com/forum/messages.aspx?TopicID=78</link>
<title>Topic &quot;Seven Stars?&quot; a message from Derek Holland</title>
<description><![CDATA[So when is it to be released?]]></description>
<pubDate>Sun, 15 Apr 2012 03:37:19 GMT</pubDate>
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<link>http://www.epidemicbooks.com/forum/messages.aspx?TopicID=77</link>
<title>Topic &quot;Have a solution to the Cryothan problem&quot; a message from Derek Holland</title>
<description><![CDATA[Don't give it stats, rather give it a version of the focus of the lodes from Arena. Instead of being a danger itself, it has thousands (or millions) of minions. It might even have the largest army on the planet.]]></description>
<pubDate>Sat, 14 Apr 2012 05:55:55 GMT</pubDate>
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<link>http://www.epidemicbooks.com/forum/messages.aspx?TopicID=47</link>
<title>Topic &quot;General questions&quot; a message from Derek Holland</title>
<description><![CDATA[How are diseases affected by the quickened evolution of the Forge?]]></description>
<pubDate>Sat, 14 Apr 2012 05:37:42 GMT</pubDate>
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<link>http://www.epidemicbooks.com/forum/messages.aspx?TopicID=28</link>
<title>Topic &quot;Creatures for the Forge&quot; a message from Derek Holland</title>
<description><![CDATA[Need more dinosaurs on the Forge.<br/><br/>Name		Thunder Lizard<br/>No. Enc.	d4 (0)<br/>Alignment	Neutral<br/>Movement	150' (50')<br/>AC		4<br/>HD		25<br/>Attacks		1 or 1 or 1 (tail whip or stomp or tentacle)<br/>Damage	3d12 or 5d8 or 2d6<br/>Save		F15<br/>Morale		9<br/>Hoard Class	none<br/><br/>Another result of alchemical pollution, this mutant sauropod comes from Wildwood. Its body is 50' long (120' with neck and tails) and has d4+2 tails. One is the characteristic whip and the others are short, stubby limbs that have different functions. Roll on a d6 for every tail after the first to see what it is or does. There can be duplicates for each type.<br/><br/>1) Shield. This tail is broad and very boney. Every tail of this type gives the lizard a -2 to armor class for attacks from the rear.<br/>2) Tentacle. This tail is much more flexible than the others. It is used as a grasping limb and constricts for 2d8 points of damage per round.<br/>3) Antenna. This limb is covered with sensory organs. The animal can see and hear better with this tail than its head. Suprising the lizard is impossible if it has one of these tails. The lizard also has +2 to hit with its whip and tentacle tails per antenna.<br/>4) Gland. The dinosaur can spew a noxious chemical from this tail. The goo is emitted as a 25' long by 10' wide cone and everything within it that fails a save versus poison is stunned (retching) for d6 rounds.<br/>5) Home. This tail is honeycombed and is home to some kind of flying critter. Use the stats for a giant rat (or something else) and give it a fly speed of 180' (60'). There are usually 4d8 such critters. There are different creatures for different groups of thunder lizards.<br/>6) Elemental. This tail is made up of one of the four elements. It can be dropped and acts as a 16 hit die elemental that defends the lizard.<br/><br/>Otherwise the thunder lizard is a herbivore that consumes a wide variety of plant material as it is immune to poison. There are different populations that group by having similar numbers and types of tails. Some of the flying critters act as "pollinators" for their hosts and the result are healthier dinosaurs (27 hit dice). Those with glands have the disgusting spray 99% of the time and other chemicals (poisons, adhesives and other) the other 1%.]]></description>
<pubDate>Fri, 13 Apr 2012 03:18:56 GMT</pubDate>
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<link>http://www.epidemicbooks.com/forum/messages.aspx?TopicID=28</link>
<title>Topic &quot;Creatures for the Forge&quot; a message from Derek Holland</title>
<description><![CDATA[Name		Bog Newt<br/>No. Enc.	1 (1)<br/>Alignment	Neutral<br/>Movement	90' (30') swim 60' (20')<br/>AC		8<br/>HD		see chart<br/>Attacks		1 (bite)<br/>Damage	see chart<br/>Save		F (1/2 HD)<br/>Morale		6<br/>Hoard Class	VII<br/><br/>Alchemical pollution is common all over the Forge and many mutants result. Bog newts come from Arena, a wizard laboratory near the Wildwood border. Some are used as war beasts, at least until they transform and consume their trainers. The newts go through several adult forms, each with its own powers and abilities (i.e. there are no spells that "roll over" after a transformation). All spells are 3/day and have a caster level equal to the newt's hit dice. Those that turn 41 months lose control over their undead, those that turn 51 months do not lose control of their monsters (mass charm takes over) and those over 51 months reincarnate their prey to provide more food and their dead allies to charm again.<br/><br/>Age (months)	Hit Dice	Notes<br/>3-6		1		bite does d4, casts purify food and water and light<br/>7-10		2		armor class 7, casts striking and silence 15' radius<br/>11-15		3		bite does d6, casts lightning bolt and mirror image<br/>16-24		4		armor class 6, casts confusion and move earth<br/>25-40		6		bite does d8, casts animate dead and cloud kill<br/>41-50		8		armor class 5, casts charm monster and feeble mind<br/>51+		10		bite does d10, armor class 4, casts mass charm, maze and reincarnate]]></description>
<pubDate>Thu, 12 Apr 2012 03:41:04 GMT</pubDate>
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<link>http://www.epidemicbooks.com/forum/messages.aspx?TopicID=28</link>
<title>Topic &quot;Creatures for the Forge&quot; a message from Derek Holland</title>
<description><![CDATA[Name		Star Frog<br/>No. Enc.	d8 (5d4)<br/>Alignment	Neutral<br/>Movement	180' (60') swim 150' (50')<br/>AC		6<br/>HD		5<br/>Attacks		1 (bite)<br/>Damage	d8 + special<br/>Save		C5<br/>Morale		6<br/>Hoard Class	none<br/><br/>Star frogs are 100 pound, 4' long critters infused with positive energy, the result of a ravid nest near a pond in Wildwood. The frogs are carnivores that simply hop onto their prey and bite it to death. Against undead and other negative energy powered creatures, the bite does double damage. Star frogs are popular for not only their ability to destroy undead, but for their aura. It cures sterility and increases fertility. A star frog in a cage affects all those in 100'. Four hours of exposure results in a year's worth of effect. Very wealthy farmers and gardners can also use the frogs- one week of exposure is equal to a Plant Growth spell (caster level 15) for 10 acres. There is a downside as well- the aura encourages all growth, including disease. Those affected by the frog's aura have a -6 to their saves versus disease for the entire duration of the effect.]]></description>
<pubDate>Wed, 11 Apr 2012 04:09:13 GMT</pubDate>
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<link>http://www.epidemicbooks.com/forum/messages.aspx?TopicID=28</link>
<title>Topic &quot;Creatures for the Forge&quot; a message from Derek Holland</title>
<description><![CDATA[Name		Man Crab<br/>No. Enc.	d4 (d4)<br/>Alignment	Lawful<br/>Movement	120' (40') swim 90' (30')<br/>AC		4<br/>HD		3<br/>Attacks		2 (claws)<br/>Damage	d6/d6<br/>Save		F3<br/>Morale		11<br/>Hoard Class	VI<br/><br/>Man crabs are 6' tall arthropods that live to serve others. In fact they were created several thousand years ago to do just that. Each has six arms- two with claws, two for heavy lifting (strength 17) and two with hands. Man crabs are not very intelligent and serve to their best capabilities, including self sacrifice. Except every once in a while, one will say no, moreso when they are put into danger (morale 10). This impacts who hires or buys them as some want completely obedient slaves. Man crabs are easy to breed, though it takes time. Just cut off their arms and place the limbs in salt water with some food (algae, small fish, etc.). This is an all or nothing affair as even the loss of one limb will kill a man crab (this was part of their creation and meant to be a way to instill fear). Each limb turns into a 2' tall man crab and it takes 18 months before they grow to maturity (it also costs ~250 gp each in food).]]></description>
<pubDate>Mon, 09 Apr 2012 05:19:38 GMT</pubDate>
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<link>http://www.epidemicbooks.com/forum/messages.aspx?TopicID=28</link>
<title>Topic &quot;Creatures for the Forge&quot; a message from Derek Holland</title>
<description><![CDATA[Name		Barber Mite<br/>No. Enc.	3d4 (10d10)<br/>Alignment	Lawful<br/>Movement	90' (30')<br/>AC		6<br/>HD		1/2<br/>Attacks		1 or 1 (weapon or bite)<br/>Damage	weapon -1 or d4<br/>Save		T1<br/>Morale		5<br/>Hoard Class	VI, XII, XX<br/><br/>Even the most lowly creatures can become so much more on the Forge.<br/><br/>Barber mites are semi-humanoid arachnids 3' tall and best known for their diet, hair and feathers, and their ability to produce art. Their race is divided up into clans, each working with a different material. In the hands of an adult mite, this material is putty and very easy to reshape. There are no known mites who can work with metal (they were killed off very long ago) and the three largest clans work with stone, bone and wood. Families within the clans have their own subspecialty such as maple wood, fish bones or granite. But the interbreeding within the clan means that there is no over specialization, no families that are stuck with a material that is in decline (either in popularity or is actually decreasing in amount). Clans are cooperative but the families are competitive. There are well known rivalries over who does the best art in different styles. As client desires change, so do the works of the barber mite. Some of the more valuable ancient art is that of early mites that can still be found in the depths of the City of Penance.<br/><br/>Barber mites tend to be wealthy and pay very well for hair, feathers and the occasional claw or horn (those made of the same material). They are never starving as their clerics can cast Create Food and Water. Their god, Cill, has an uncanny resembleance to the orange, hairy creature in Bugs Bunny cartoons (I wish I could remember his name). There are not many magic-users and clerics among their ranks, but those who exist are leaders that use their magic for the good of the race. Wizards specialize in art and defensive spells. There are no fighters among the barber mites- though they do hire a lot of mercenaries if they are threatened. Not that that happens often- nothing preys on them usually and other artistic races work in different styles from the mites. In fact they have spread over the entire Forge because they are so weak physically- not a challenge for those who search for glory in battle.]]></description>
<pubDate>Sat, 07 Apr 2012 03:24:02 GMT</pubDate>
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<link>http://www.epidemicbooks.com/forum/messages.aspx?TopicID=28</link>
<title>Topic &quot;Creatures for the Forge&quot; a message from Derek Holland</title>
<description><![CDATA[Name		Glass Twig<br/>No. Enc.	0 (10d10)<br/>Alignment	Neutral<br/>Movement	10' (3')<br/>AC		1<br/>HD		8<br/>Attacks		contact<br/>Damage	2d6<br/>Save		F6<br/>Morale		12<br/>Hoard Class	XX<br/><br/>The result of thousands of generations of water elementals taking the foci of the green and the small, glass twigs are 2-6 inches tall, are filled with green liquid and retain the strength of their ancestors. They can only be harmed with magical weapons and take double damage from fire and heat based magically attacks. Glass twigs are harmless unless they are touched. Those creatures that come into contact with a glass twig has its moisture drained (save versus death for half damage). Creatures without water content are not affected nor are those in heavy armor or using heavy gloves to move the twigs.<br/><br/>Glass twigs are hazards in the wild but are popular pets in many domains. They are easy to breed, have a very wide array of shapes and colors and move very slowly. Breeders with the most desired twigs can make as much as 250,000 gp per twig. As they do not require food or water for survival, just sunlight, keeping glass twigs is easy for anybody above ground. The only time they need water is to reproduce, yet too much is actually lethal to them (strange but then they aren't really water elementals anymore). Hard rain can wipe out an entire region's glass twig population. When a creature loses any hit points to a twig, it buds off one offspring per point absorbed. Feeding them normal water produces low quality offspring, mundane creatures produce medium quality and magical creatures produce high quality. In fact a breeder who is magical (such as a picker or silver) can direct some of the growth with a save versus spells if they allow the twigs to feed on their own bodies. Success means an increase of 2d6% in price. Failure means a drop in 5d4%.]]></description>
<pubDate>Fri, 06 Apr 2012 05:10:36 GMT</pubDate>
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<link>http://www.epidemicbooks.com/forum/messages.aspx?TopicID=75</link>
<title>Topic &quot;General questions&quot; a message from Derek Holland</title>
<description><![CDATA[Is there any noticable increase in air density due to the depths of Eclipse?]]></description>
<pubDate>Fri, 06 Apr 2012 02:28:36 GMT</pubDate>
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<title>Topic &quot;Creatures for the Forge&quot; a message from Derek Holland</title>
<description><![CDATA[Name		Palm Creeper<br/>No. Enc.	2d4 (5d8)<br/>Alignment	Lawful<br/>Movement	150' (50') climb 60' (20')<br/>AC		6<br/>HD		4<br/>Attacks		1 (leaves)<br/>Damage	2d4+3<br/>Save		F4<br/>Morale		10<br/>Hoard Class	XII<br/><br/>Palm creepers are intelligent vines found in the ruins of the City of Penance. Each is 12-15' long and has 25-40 fist shaped leaves (each has 5 lobes). Though they do prey on other races when hungry, the majority of the palm creepers diet is dust blown in from the plains. With all the recent conflict, the amount of wind driven soil has increased to almost Dust Bowl levels. Palm creepers have taken advantage of this and reproduced in large numbers. Some areas are so populated that they could have become bloodholds. Another recent change is the discovery of the focus of light. Now some of the 8 hit die leaders* take this focus and have lead their people into the wrack. They create gardens down there to draw prey as well as feed on anything organic they run into. Palm creepers don't create many tools as they don't have much desire to reshape their environment. They do take refuge in buildings during bad weather and in some places repair or reinforce structures that are about to collapse into the wrack. They don't make weapons or armor as their own bodies are sufficient for hunting. They don't use fire and during Sleeping (the season of winter), they become sluggish and stay home (-4 to hit, movement reduced to 90' (30')). The only "technology" they are adept with is herbalism. The ruins of the city do not have abundant plant life but there are still enough species that can be used by herbalists. Palm creepers know where to harvest what when. Some brave (or foolish) people trade food or soil for this information. Communication is impossible without magic- even thorns can't talk to them without assistance.<br/><br/>When hunting, a group of palm creeper hide in plain sight by climbing a wall (like a normal vine) and waiting for something to come by. They ambush by attacking as one and only retreat if they are badly wounded (down to 5 hp). Dead creepers are collected and used as fertilizer. In fact the ritual of death is the most complex in their society- they treat their dead with respect before consuming them.<br/><br/>*Those DMs who allow character levels for monsters may want to make these leaders rangers or druids. They would have 4 standard hit dice and 4 levels.]]></description>
<pubDate>Thu, 05 Apr 2012 03:38:15 GMT</pubDate>
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<link>http://www.epidemicbooks.com/forum/messages.aspx?TopicID=75</link>
<title>Topic &quot;General questions&quot; a message from Derek Holland</title>
<description><![CDATA[Did Annoxus have any children before becoming a member of the flock? If so, are there any descendants left?]]></description>
<pubDate>Wed, 04 Apr 2012 04:09:16 GMT</pubDate>
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<link>http://www.epidemicbooks.com/forum/messages.aspx?TopicID=74</link>
<title>Topic &quot;Ideas for new evolutions&quot; a message from Derek Holland</title>
<description><![CDATA[If you do update any of the other foci from the Player's Guide, could you please add Creator and Mystical?]]></description>
<pubDate>Wed, 04 Apr 2012 04:07:42 GMT</pubDate>
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<link>http://www.epidemicbooks.com/forum/messages.aspx?TopicID=44</link>
<title>Topic &quot;Odds and Ends&quot; a message from Derek Holland</title>
<description><![CDATA[Though the Flock can not affect other domains usually, there are some exceptions. Haiel created weed storms. These have red lightning that cause magical plants (Alchemy and Herbalists, Occult Lore) to sprout. People go out in the storms to harvest plants that may be worth 10 years of income. Of course there is the danger of being hit by lightning- those people die as the plants force their way out of the victims' skin.<br/><br/>Any suggestions for other members' creations that have planet wide effects?]]></description>
<pubDate>Tue, 03 Apr 2012 05:04:56 GMT</pubDate>
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<link>http://www.epidemicbooks.com/forum/messages.aspx?TopicID=28</link>
<title>Topic &quot;Creatures for the Forge&quot; a message from Derek Holland</title>
<description><![CDATA[Name		Dark Cloud<br/>No. Enc.	1 (0)<br/>Alignment	Neutral<br/>Movement	fly 240' (80')<br/>AC		2<br/>HD		80<br/>Attacks		4 (tentacles)<br/>Damage	3d10 each<br/>Save		F21<br/>Morale		6<br/>Hoard Class	none<br/><br/>Dark clouds are predators typically found over the Northern and Central Oceans that leave bits of corpses and bloody bodies in their wake. They feed on creatures on the surface of the water (such as ship crews) as well as those near shore and on islands. Masses of boneless muscles, dark clouds are 300-500' in diameter and are covered in hundreds of small tentacles, their sensory organs. Dark clouds are rarely seen as they convert the blood of their prey into mist, and thus appearing as a small cloud. To capture food, a dark cloud moves within a mile of the surface and then teleports creatures up to itself. Those making a save versus wands avoid the effect. Those captured are entangled by sensory tentacles that stretch themselves up to 30' and pierce flesh to drain blood. A dark cloud can only concentrate on feeding four creatures at a time. The dead are drained dry and stripped of fat and muscle- the rest is dropped. An entangled victim can attack the tentacle holding it. If he does more than 10 points of damage, the cloud must make a morale check- failure means the would be prey is dropped. A tentacle can also be severed with 40 points of damage. These hit points do not apply to the creature's total. To slay a dark cloud, one needs to attack the central mass. This isn't easy as the cloud can extend its tentacles and use them as shields. However, this is painful and most fly away if under assault. If a cloud does use its tentacles for defense, treat its body as AC -5. Anything that would hit -4 to 2 damages a tentacle instead.<br/><br/>A cousin of the dark cloud is the transfer blimp. This creature does not hide and rarely preys on anything. It uses its teleportation power to move creatures from one place to another. All one needs to do is get the blimp's attention (bonfires are a good, low tech method) and then the blimp telepathically contacts the client(s). The service is not cheap. A typical price is 1000 gp worth of spicy food that weights 5-25 pounds. The blimp gets fed and the creatures are teleported to where ever it wants (the blimp never misses). It takes one round per creature so a party will not appear at the same time in the target location. If something is stupid enough to attack a blimp, it can use its tentacles and teleportation at the same time. Usually creatures are sent to a citadel of the Flock to be destroyed by the guardians or straight into Crux or Storm (fire resistance helps but the lack of air is usually fatal anyways).]]></description>
<pubDate>Wed, 28 Mar 2012 04:36:36 GMT</pubDate>
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<link>http://www.epidemicbooks.com/forum/messages.aspx?TopicID=28</link>
<title>Topic &quot;Creatures for the Forge&quot; a message from Derek Holland</title>
<description><![CDATA[Name		Razorleaf<br/>No. Enc.	d8 (d8)<br/>Alignment	Neutral<br/>Movement	150' (50')<br/>AC		5<br/>HD		4<br/>Attacks		2 (branches)<br/>Damage	d3/d3<br/>Save		F2<br/>Morale		10<br/>Hoard Class	none<br/><br/>Razorleaves are wizard created guard creatures used by farmers through out Penance and Wildwood. They are shrubs 5' wide with two branches used to attack. Razorleaves are not that powerful because they needed to be cheap. They work well in driving off most mundane animals and their cry, which is as loud as a wolf howl, alerts their masters to more powerful threats.<br/><br/>The problem with making them cheaply has resulted in a major problem in some regions. The first generation are what the farmers wanted, subsequent ones not so much. They mutate easily, produce scores of seeds annually and their offspring are not controlled verbally- most farmers don't have access to the magic that would control them. Mutations are generally 1st and 2nd level spells as well as physical and alchemical changes. In fact their alchemical changes are what make feral razorleaves so dangerous. The poisons are bad enough, but the wizards and other alchemists who encourage their spread and further mutation can make the farmers' (and other locals') lives very difficult. Destroying the plants, even if they are destroying crops, is something the alchemists look on very poorly. Armed gangs wander the areas where razorleaves exist and protect them from any threat (well except dragons and the such). Most farmers in this situation have simply left and ghost towns have followed razorleaf spread.<br/><br/>As generations of feral razorleaves pass, they become more and more alien to their original stock (which is reproduced by wizards every so often to sell to farmers in other areas). Many are toxic (random poison), most are significantly more powerful than the stock and some have even taken to a sessile lifestyle (they don't move, like most plants). Alchemists can harvest their leaves, bark and roots and reduce the costs of "special substances" by d10 X d6 percent and potions, dusts and similar magical items by d10 percent. Where razorleaves are common, the increase in alchemical production skyrockets, so much so that some of the farmers have taken to ranching them. This is not a safe endevor in the least, but the money is too good for most to ignore.]]></description>
<pubDate>Fri, 23 Mar 2012 02:34:11 GMT</pubDate>
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<link>http://www.epidemicbooks.com/forum/messages.aspx?TopicID=28</link>
<title>Topic &quot;Creatures for the Forge&quot; a message from Derek Holland</title>
<description><![CDATA[A weak creature for a low level encounter that can get scary if done right. It is meant to be a first adventure type monster.<br/><br/>Name		Mud Snail<br/>No. Enc.	8d12 (8d12)<br/>Alignment	Neutral<br/>Movement	30' (10')<br/>AC		9 (6)<br/>HD		1/2<br/>Attacks		1 (bite)<br/>Damage	d2<br/>Save		F0<br/>Morale		12<br/>Hoard Class	incidental<br/><br/>Unique to the Hebrus River, mud snails are small earth elementals that breed by converting soil. Each is a small blob of mud that, when disturbed, forms a bean shaped shell and a beak and attack until their is no motion within their sensory range (20'). Their numbers can get quite high quite fast, but they aren't much of a danger in the river itself. Irrigation ditches are different matter. They can stop the water flow easily with their mass and farmers can be overwhelmed when dozens of them react to an attempt to remove them. Fortunately they are easy to destroy. Just get the snails onto shore and then dry them out with fire. A group with torches (or flaming hands) can turn a mass of snails back into soil easily. It is only those who don't know what they are dealing with and aren't paying attention that fall to the tiny stony beaks.]]></description>
<pubDate>Thu, 22 Mar 2012 03:37:08 GMT</pubDate>
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<link>http://www.epidemicbooks.com/forum/messages.aspx?TopicID=28</link>
<title>Topic &quot;Creatures for the Forge&quot; a message from Derek Holland</title>
<description><![CDATA[Name		Efel<br/>No. Enc.	0 (d6)<br/>Alignment	Neutral<br/>Movement	0'<br/>AC		5<br/>HD		3<br/>Attacks		1 (lash)<br/>Damage	d4<br/>Save		F2<br/>Morale		12<br/>Hoard Class	VII<br/><br/>Name		Mist Fly<br/>No. Enc.	swarm<br/>Alignment	Neutral<br/>Movement	fly 150' (50')<br/>AC		6<br/>HD		12<br/>Attacks		contact<br/>Damage	d6<br/>Save		F1<br/>Morale		6<br/>Hoard Class	none<br/><br/>Efel are animated vines found in the river jungles of Arena. They are small at only 10-25' long, have very large leaves as they sit well under the canopy and have 2" spines that drip with a mild poison. The save is at +3; those who succeed in the save take 5 points of damage, those who fail take 20. Locals collect and distill the poison for hunting. Damage from it increases to 20/death. Or they use the weak version for adulthood rites- those who die fail.<br/><br/>Not many creatures eat efel. A few leaf consuming primates, some jumping fish and various insects. The mist fly is a notorious species as it chemically changes the poison into a narcotic. When enraged, the 6" long insect releases tiny droplets of the drug. Any living creature within the swarm must save versus poison, failure results in numbness and a slight high (-2 to hit for 3d4 hours). Those who are in contact with the drug for more than 5 rounds must save again. Failure results in addiction. The number of mist fly addicts goes up and down with the passing of the years and occasionally it hits the streets of city in domains of Penance, Anvil and the Kiln. Fortunately it isn't a very toxic drug but that just makes its use more widespread (as the addicts don't die very often).]]></description>
<pubDate>Wed, 21 Mar 2012 03:13:51 GMT</pubDate>
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<link>http://www.epidemicbooks.com/forum/messages.aspx?TopicID=28</link>
<title>Topic &quot;Creatures for the Forge&quot; a message from Derek Holland</title>
<description><![CDATA[Name		Dagger Shrike<br/>No. Enc.	d2 (d6)<br/>Alignment	Neutral<br/>Movement	fly 210' (70')<br/>AC		5<br/>HD		6<br/>Attacks		1 or 2 (beak or talons)<br/>Damage	d8+2 or d4+1/d4+1<br/>Save		F3<br/>Morale		10<br/>Hoard Class	none<br/><br/>Name		Nest<br/>No. Enc.	0 (1)<br/>Alignment	Neutral<br/>Movement	float windspeed<br/>AC		8<br/>HD		16<br/>Attacks		4 (vines)<br/>Damage	d8 each<br/>Save		F12<br/>Morale		12<br/>Hoard Class	XII<br/><br/>Found in Wildwood, dagger shrikes are 4' tall carnivorous birds with a wingspan of 12'. Most of the year they are solitary hunters. Females use their beaks and talons to rend prey. Males can as well but they also have the ability to animate living plant matter. This has a range of 500' and the resulting creature has the stats of an ogre. During the nesting season, the males select large shrubs and magically alter them into floating monsters that incubate and protect the eggs and hatchlings. The parents are still needed to feed the young birds and train them to fly. A nest is 8-12' in diameter and has four 20' long vines it uses to anchor itself to surrounding vegetation (so it doesn't blow away) and to attack anything that gets too close. After the hatchlings fly away, the nest soon falls to the ground and dies. Most people don't care about the birds one way or another- they rarely attack human sized prey. There are some dover bands that do tame dagger shrikes and have to deal with the monstrous nests to get at the young birds. They will not pay for nestlings, but sometimes they do for assistance in dealing with the killer plant.]]></description>
<pubDate>Tue, 20 Mar 2012 03:41:11 GMT</pubDate>
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<link>http://www.epidemicbooks.com/forum/messages.aspx?TopicID=28</link>
<title>Topic &quot;Creatures for the Forge&quot; a message from Derek Holland</title>
<description><![CDATA[Name		Rag Beetle<br/>No. Enc.	2d4 (6d6)<br/>Alignment	Neutral<br/>Movement	90' (30') fly 150' (50')<br/>AC		3<br/>HD		5<br/>Attacks		1 or 1 (bite or spores)<br/>Damage	d4 or special<br/>Save		F3<br/>Morale		5<br/>Hoard Class	XII<br/><br/>Name		Rag Beetle, Egg Shells<br/>No. Enc.	0 (1)<br/>Alignment	Neutral<br/>Movement	60' (20')<br/>AC		7<br/>HD		8-24<br/>Attacks		1 (slam)<br/>Damage	2d6 per 8 hit dice<br/>Save		F7<br/>Morale		12<br/>Hoard Class	none<br/><br/>Rag beetles are found in the undercity of Penance. They are omnivores that farm fungus. Though they do eat some of it, the beetles use the fungus as bait for their favored prey- rozians. The massive pests are drawn to the odor of the fungus and then the beetles swarm them. In battle, the beetles carry some of the fungus' spores under their elytra (shell-like forewings). If these spores are released, anyone within 10' of the beetle must save versus poison or gag for d4 rounds (-4 to hit, +2 AC). Each beetle can do this only once and needs to collect more spores back in its lair.<br/><br/>Some rashers use the fungus to draw rozians to exterminate them. Collecting it is very difficult. Not only is there the constant cloud of spores and large number of beetles, there is another creature always found here. When a rag beetle hatches, its egg shell animates and merges with all the other shells in the lair. When resting, this mass looks like a pile of rags. If it detects something that isn't a rag beetle, the mass animates and attacks. It uses its mass to crush the life out of intruders and if it gets an 18+, it engulfs its target. A pile can hold one human sized target per 8 hit dice (so 1-3). An engulfed creature takes slam damage per round and will suffocate if not rescued in time. Corpses are shared with the beetles.]]></description>
<pubDate>Mon, 19 Mar 2012 03:52:01 GMT</pubDate>
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