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 Post subject: monsters: the Dryad
PostPosted: Mon Aug 27, 2012 6:00 am 
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Cold-Hearted Immortal
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Joined: Mon Jun 25, 2012 8:01 am
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Location: Atlanta, GA
PUtS references the wood from a dryad's tree, and I'm going to have an opportunity to introduce a dryad to my group pretty soon (assuming they don't TPK in Sailors, which is a possibility).

Anyone created a dryad for their game? I'm just curious what sorts of abilities you gave it. I was reading about them on Wikipedia yesterday, from a mythological standpoint I'm not sure they really had a whole lot of powers. Seems like they need to be kind of badass for DCC, though. I'm thinking, a tree-spirit that can animate the nearby plants and trees?

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RoM pbp:
Hamun Ry (Wiz 4)
Str 10 Agi 15 (+1) Sta 11 Per 11 Int 17 (+2) Luc 10 (Unholy House). Align: C. AC: 14. HP: 13. Melee +1, Ranged +2. Crit: d8, I. Save: Ref +5, Fort +3, Will +4.
Spells: 1: Choking Cloud, Comprehend Languages, Detect Magic (odd crystal growths), Magic Missile (mirror images), Runic Alphabet (Mortal) (ravenously hungry), Ventriloquism (rain of frogs)
2: Detect Invisible, Levitate (extremely difficult, d14), Mirror Image (20% chance to raise/lower luck by 1d3 points).
Equip: Ring of the Sand Djinn: +2 AC/saves, Invisibility for 1min/spellburn point, or unmake for great, unknown effect. Padded Armor, Longsword, Longbow, quiver w/20 steel-tipped arrows, 10 silver-tipped arrows, backpack, spellbook, quill and ink, sturdy parchment (10 sheets), 5 days rations, high leather boots, belt w/ belt pouch, gray robe, dark gray hooded cloak. Also carries 3 small mechanical toys: wind-up mouse, wooden puzzle cube, small jewelry box that plays a little tune.


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 Post subject: Re: monsters: the Dryad
PostPosted: Mon Aug 27, 2012 1:50 pm 
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Far-Sighted Wanderer

Joined: Thu Jun 25, 2009 9:33 am
Posts: 35
I'm trying to figure out what to do regarding the Dryad myself. The two main approaches I'm consider are (a) have the dryad be something truly horrible and fearsome that is nothing at all like the shy and beautiful archetype (and maybe more like the tree demoness in A Chinese Ghost Story) or (b) have the dryad already be out of the action, her tree having been cut down by some other sinister force (most likely not on purpose, or at least not intentionally to mess with the players' goals) and the party has to liberate the wood from wherever it is/whatever it's being used for.

I kinda like both ideas, so I'm not sure how I'll proceed. If I go with (a) then I'll try to remember to share my writeup of the dryad here.


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 Post subject: Re: monsters: the Dryad
PostPosted: Mon Aug 27, 2012 2:09 pm 
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Joined: Mon Jun 25, 2012 8:01 am
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Location: Atlanta, GA
Yeah, (a) fits pretty well with my campaign. Would love to see your write-up. There's an interesting Japanese analog to the Greek dryad, called a kodama. I read about that movie on wikipedia and it sounds awesome, going to try to get it on Netflix. Already thinking about making the spirit bound by the dryad/kodama actually evil, instead of good, and trick the party into releasing it. My players will totally fall for it, too.

_________________

RoM pbp:
Hamun Ry (Wiz 4)
Str 10 Agi 15 (+1) Sta 11 Per 11 Int 17 (+2) Luc 10 (Unholy House). Align: C. AC: 14. HP: 13. Melee +1, Ranged +2. Crit: d8, I. Save: Ref +5, Fort +3, Will +4.
Spells: 1: Choking Cloud, Comprehend Languages, Detect Magic (odd crystal growths), Magic Missile (mirror images), Runic Alphabet (Mortal) (ravenously hungry), Ventriloquism (rain of frogs)
2: Detect Invisible, Levitate (extremely difficult, d14), Mirror Image (20% chance to raise/lower luck by 1d3 points).
Equip: Ring of the Sand Djinn: +2 AC/saves, Invisibility for 1min/spellburn point, or unmake for great, unknown effect. Padded Armor, Longsword, Longbow, quiver w/20 steel-tipped arrows, 10 silver-tipped arrows, backpack, spellbook, quill and ink, sturdy parchment (10 sheets), 5 days rations, high leather boots, belt w/ belt pouch, gray robe, dark gray hooded cloak. Also carries 3 small mechanical toys: wind-up mouse, wooden puzzle cube, small jewelry box that plays a little tune.


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 Post subject: Re: monsters: the Dryad
PostPosted: Tue Aug 28, 2012 3:47 pm 
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Far-Sighted Wanderer

Joined: Thu Jun 25, 2009 9:33 am
Posts: 35
Just a quick note to say that I'm still not sure how I'm going to proceed, but if my players do wind up facing the Dryad I'm planning on using Ssisssuraaaaggg from PUtS as a baseline for the stats for the "tree demon" style Dryad. A few mods here (perhaps some additional attacks that do a little less damage each, say from multiple branches) and a few tweaks there (maybe some sort of grappling/binding ability due to animated roots) et voila! a dryad you'd rather not be stealing from. I say that even though my players aced the encounter with Ssisssuraaaaggg due to some incredible dice rolls. But that can't happen two sessions in a row, can it?


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 Post subject: Re: monsters: the Dryad
PostPosted: Wed Aug 29, 2012 10:00 pm 
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Joined: Sat Apr 02, 2011 9:06 pm
Posts: 141
There's this:
http://www.d20pfsrd.com/bestiary/monste ... /fey/dryad

Not sure if you are just looking for stats, or if you want to get creative, though.

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 Post subject: Re: monsters: the Dryad
PostPosted: Thu Aug 30, 2012 8:01 am 
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Joined: Mon Jul 11, 2011 12:58 pm
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You could have the players meet a withered old woman sleeping next to a dying old tree. If they help save the Dryads tree, the Dryad recovers & turns back into a young woman giving the group info on a forgotten tomb nearby.

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To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.


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 Post subject: Re: monsters: the Dryad
PostPosted: Thu Aug 30, 2012 8:46 am 
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Joined: Mon Jun 25, 2012 8:01 am
Posts: 1200
Location: Atlanta, GA
I'm going to have the "dryad" be a magical carnivorous tree that dangles a shapely figure of a maiden in front of them and tries to entice them close enough to be grabbed, hauled up into the center of the tree, where it drops them into a venus-fly-trap-like maw that slowly digests them. They stop screaming in a few hours.

It will be glorious!

_________________

RoM pbp:
Hamun Ry (Wiz 4)
Str 10 Agi 15 (+1) Sta 11 Per 11 Int 17 (+2) Luc 10 (Unholy House). Align: C. AC: 14. HP: 13. Melee +1, Ranged +2. Crit: d8, I. Save: Ref +5, Fort +3, Will +4.
Spells: 1: Choking Cloud, Comprehend Languages, Detect Magic (odd crystal growths), Magic Missile (mirror images), Runic Alphabet (Mortal) (ravenously hungry), Ventriloquism (rain of frogs)
2: Detect Invisible, Levitate (extremely difficult, d14), Mirror Image (20% chance to raise/lower luck by 1d3 points).
Equip: Ring of the Sand Djinn: +2 AC/saves, Invisibility for 1min/spellburn point, or unmake for great, unknown effect. Padded Armor, Longsword, Longbow, quiver w/20 steel-tipped arrows, 10 silver-tipped arrows, backpack, spellbook, quill and ink, sturdy parchment (10 sheets), 5 days rations, high leather boots, belt w/ belt pouch, gray robe, dark gray hooded cloak. Also carries 3 small mechanical toys: wind-up mouse, wooden puzzle cube, small jewelry box that plays a little tune.


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 Post subject: Re: monsters: the Dryad
PostPosted: Thu Aug 30, 2012 10:31 am 
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Far-Sighted Wanderer

Joined: Thu Jun 25, 2009 9:33 am
Posts: 35
beermotor wrote:
I'm going to have the "dryad" be a magical carnivorous tree that dangles a shapely figure of a maiden in front of them and tries to entice them close enough to be grabbed, hauled up into the center of the tree, where it drops them into a venus-fly-trap-like maw that slowly digests them. They stop screaming in a few hours.

It will be glorious!


Me likey! Let us know how it goes, dude.


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