S - Creatures:

SaberShark

SaberWolf

SaberWorm

Sachinnin’Kallous

Sai`Kahn`Duhr
     Tashan
     Morug
     Spirit
     Zalkarr Split in two when down to 10 or less D.P. in any given area. Can only split once.

 

Salamander
     Arctic
     Common
    
Drog

     Fire
     Lava

     Mystic

     Sanchurin

     Sandarin

          Single species / breed. Mouthless, Ultarian-like humanoid, Psychic, Telepathy (all forms). Sandari = the race as a whole.

 

Sanvok
     Single species / breed.

Sartinni

Satyr
     Single species / breed. Dance and play to mesmerize the weak.

 

Scaleworm

     Common
     Lesser
     Prakken

 

Scorpion
     Giant
     Giant Poisonous
     Poisonous (common)
     The Great

 

Screamer

Screech
     Single species / breed.

 

Serpent
     Acid
     Nahgurrin (saber toothed serpent)
     Onyx
     Sea
     Dragon
     Krakkin

 

Shadowman

     Black`Rock Mountains encounter

 

Snake

Squid

     Silvinnin Created of solid mercury-like substance.
     Sidon Great serpentine created from the very waters of the Sylvanian-Sea itself.

 

Spawn Wyrmm

     Common sized snake-like creature 6' long, 3' tall two forearms, exo-skeletal, strength. 22, constitution. 25, Int. 4, wisdom. 4, align: evil, this creature is a slave collector. can lay one egg per moon after mating once. like the earth worm does)

 

Serpentine
     Acid
     Archaic
     Blackened
     Blythe
     Bone Solid bone serpentine (not an undead).

          If this creature is encountered roll on the following chart #1 to know the age of structure:

          %Roll Age of structure:

          01-70 300 + 0-303 years (roll 3 D-100 -3).
          01-70 Roll on Chart #2 Make up older charts.

 

          Ability: 70%+ Damage = Pierce = x5 damage on bite. Avoid? Yes: Armor to turn sharp attacks. This creature can only be found within Catacombs or underground structures that are 300+ years old and uninhabited. Darkwater-Sea

 

     Gold
     Gold’Shrynne
     Mansard
     Shuhl
     Spirit
     Stone
     Venerin Water dwelling serpentine, eel-like creature with two forearms for crawling and moving on land for short periods of time.

 

     Wolthur

 

Shadowstalker

     Black`Rock Mountain encounter

 

Shamp
     Single species / breed.

 

Shampstinger
     Single species / breed.

 

Shampstugger
     Single species / breed.

 

Shantar

Shark
     Common and Giant sizes.

     Black
     Blue
     Great White
     Hammer Head
     Red
     Sand (near shore only)
     Tiger
     White

 

Shauminnin
     Kuhl (Smasher)

     Suhl (Spiker

 

Sha`uhl
     Race of ravenous humanoids. Vampires flee them, so deadly they be.

 

Shirin
     Single species / breed. Shirin is the proper term when denoting the entire species. Shiri is singular. Half house-cat-sized humanoid.

 

Shurikanta
     Bristil

 

Silgoth

Silik
     Monster -- mammal

 

Siren
     Childress

     Sand
     Sea
          Blood-Sea
          Darkwater-Sea
          Great Lakes
          Sylvanian-Sea
          Temperate-Sea
          Tropical-Sea

 

 

 

BEGINNING OF SITE

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Site:

Ancient ruins
     Cave
     Castle
     %Roll: Castle types:
     01-10: Abandoned: Check for encounters on the Cave Encounter rolls.
     11-30: Destroyed

 

     %Roll: Specifics:
     01-20: Destroyed by a curse.
     21-40: Destroyed by nature.
     41-00: Destroyed by war. 31-00: Race: Catacomb: Passageway within dungeon leading to catacomb. The entrance will have some form of safeguard set to keep trespassers out. Roll on the following chart to see what it will be (or just make one up yourself):

 

     %Roll Safeguard types:

     01-15 Animated Guard: Animated creature guarding entrance.
     16-30 Creature Guards: Two creatures will guard this entrance. They will be the most powerful of 10 encounter checks and will be from level 20-32 (roll 1 D-12 +20).

     31-44 Pit: A massive pit around entrance, prohibiting any to walk up to door and simply enter.
     45-58 Sealed: This entrance will be sealed up with stone and brick to make it look like part of the dungeon. For a creature to discover this, two consecutive avoidance-rolls vs. “Awareness, ‘Impractical’” must be successful. G.M. will roll for these without the players knowing.

     59-72 Secret Entrance: A secret entrance will hides the entrance.
     73-86 Trap
          %Roll: Trap types:
          01-20: Curse
          21-40: Magical
          41-60: Mental
          61-80: Physical
          81-00: Spiritual Make up something for the type of trap rolled up.

 

     87-00 Warding Runes: These runes will forbid entranced unless expelled. Civilization
          %Roll Civilization types:
          01-10 City: Roll one random creature from the dungeon encounter list and times the number encountered by 100. There will be a 25% chance (76+ roll) of there being a castle at the center of the City.

          11-35 Town: Roll one random creature from the dungeon encounter list and times the number encountered by 50.

          36-00 Village: Roll one random creature from the dungeon encounter list and times the number encountered by 10. Crypt
Passageway within dungeon leading to crypt. The entrance will have some form of safeguard set to keep trespassers out. Roll on the following chart to see what it will be (or just make one up yourself):    %Roll: Safeguard types:
                    01-17: Dead Guard: Powerful dead creature guarding entrance, level 13-25 (roll 1 D-12 +12).
                    18-34: Sealed: This entrance will be sealed up with stone and brick to make it look like part of the dungeon. For a creature to discover this, two consecutive avoidance-rolls vs. “Awareness, ‘Impractical’” must be successful. G.M. will roll for these without the players knowing.

                    35-51 Secret Entrance: A secret entrance will hides the entrance.
                    52-68 Trap:     %Roll: Trap types:
                                             01-20: Curse
                                             21-40: Magical
                                             41-60: Mental
                                             61-80: Physical
                                             81-00: Spiritual Make up something for the type of trap rolled up.

 

                    69-84 Undead Guard: Powerful undead creature guarding entrance, level 13-25 (roll 1 D-12 +12).
                    85-00 Warding Runes:     These runes will forbid entranced unless expelled.

                                                              Dungeon: The entrance will have some form of safeguard set to keep trespassers out. Roll on the following chart to see what it will be (or just make one up yourself):

                                                            %Roll Safeguard types:
                                                            01-17: Dead Guard: Powerful dead creature guarding entrance, level 13-25 (roll 1 D-12 +12).
                                                            18-34: Sealed: This entrance will be sealed up with stone and brick to make it look like part of the dungeon. For a creature to discover this, two consecutive avoidance-rolls vs. “Awareness, ‘Impractical’” must be successful. G.M. will roll for these without the players knowing.

                                                            35-51 Secret Entrance: A secret entrance will hides the entrance.
                                                            52-68 Trap:     %Roll Trap types:
                                                                                     01-20 Curse
                                                                                     21-40 Magical
                                                                                     41-60 Mental
                                                                                     61-80 Physical
                                                                                     81-00 Spiritual Make up something for the type of trap rolled up.

                                                            69-84 Undead Guard: Powerful undead creature guarding entrance, level 13-25 (roll 1 D-12 +12).
                                                            85-00 Warding Runes: These runes will forbid entranced unless expelled. Gate:   %Roll Gate types:
                                        01-10 Dimension
                                        01-10 Plane Grave:
                                        Graveyard:
                                        Great burial grounds:
                                        Labyrinth:
                                        Lava:
                                        Mine:
                                        Oasis
                                        Single Dwelling: A powerful creature exists here. Roll one random from the Catacomb “Creature types” (4).
                                        Tomb: Passageway within dungeon leading to tomb. The entrance will have some form of safeguard set to keep trespassers out. Roll on the following chart to see what it will be (or just make one up yourself):    %Roll: Safeguard types:
                                                            01-17: Dead Guard: Powerful dead creature guarding entrance, level 13-25 (roll 1 D-12 +12).
                                                            18-34: Sealed: This entrance will be sealed up with stone and brick to make it look like part of the tomb. For a creature to discover this, two consecutive avoidance-rolls vs. “Awareness, ‘Impractical’” must be successful. G.M. will roll for these without the players knowing.

                                                            35-51: Secret Entrance: A secret entrance will hides the entrance.
                                                            52-68: Trap:    %Roll: Trap types:
                                                                                     01-20: Curse
                                                                                     21-40: Magical
                                                                                     41-60: Mental
                                                                                     61-80: Physical
                                                                                     81-00: Spiritual Make up something for the type of trap rolled up.

                                                            69-84: Undead Guard: Powerful undead creature guarding entrance, level 13-25 (roll 1 D-12 +12).
                                                            85-00: Warding Runes: These runes will forbid entranced unless expelled. Underground volcanic tunnels: These tunnels will eventually lead into the heart of a volcano. Roll on the following chart to see what state the volcano is currently in:

                                                                 %Roll: Current state of volcano:
                                                                 01-15: Active: 1% chance (00 roll) per day to erupt.
                                                                 16-60: Dormant: 1% chance (00 roll) per day to become active.
                                                                 61-00: Inactive: Extinct volcano.

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END OF SITE

 

Skein

     Single species / breed.

 

Skith'Arin
     Also known as the "Skith", which are water serpents.

 

Skivin
     Single species / breed. Also known as “Skith”. Water Serpent.

 

Skorrch
     Single species / breed. Half Centipede, half Scorpion.
          Attacks
          bite: 1 / turn: sharp + burn.
          claw: 2 / turn: sharp + poison.
          special: 1 / turn: lava spit.

 

Skulker
     Single species / type. Make of solid bone, yet not an undead.

 

Skunk
     Common
     Giant
     Man
     The Great

 

Sloth
     Common
     Giant
     Soulith (man)
     The Great

 

Snake
     Arctic
     Amethyst
     Arweaver Mansnake
          Common

 

     Adder
     Anaconda
     Black Mamba
     Boa Constrictor
     Cobra
     Coral
     Corn
     Dust
     Python
     Rattle
     Shahadaradin
     Side Winder
     Viper
     Water Moccasin

     Dungeon
     Fur
     Gargantuan
     Giant
     Adder
     Anaconda
     Black Mamba
     Boa Constrictor
     Cobra
     Coral
     Corn
     Dust
     Python
     Rattle
     Shahadaradin
     Side Winder
     Water Moccasin
     Viper Green
     Labyrinth
     Shaharadin Spits crystal like the enchanted item, “Crystal Shards Amulet”.
     The Great

 

SpellAbyss
     Single species / type.

 

Spawn
     Rift
     Worm

 

Spell Sinker

Sphinx
     Black
     Darkened
     Desert
     Enchanted
          The Great Black
          The Great White
          White

 

Spider
     Adarune
     Blackened
     Common
          Black Widow
          Brown Recluse
          Funnel
          Jumping
          Sea
          Tarantula
          Wolf


     Giant
          Black Widow
          Brown Recluse
          Funnel
          Jumping
          Sea
          Tarantula
          Wolf Great Sand Not “The Great”.

 

     Myotis
     Pearl
     Sand
     Sea
     Shadow
     The Great King
     The Great Queen
     Toxin

 

Spiked Bammer-Tail
     Biped, very strong, Herbivore. Diet: Bark eater, small sticks, grapes (a delicacy to them). Length: 20', Height: 14', Heavy insulated with leathery skin, very durable, Heavily plated all over, Also is fury, can bear sub-arctic weather conditions, though they fancy tropical regions highly, Color: White and Blue and black, Eyes: Red, very large slanted eyes, plated eyes. Feet are as useful as their hands. These are tree-travelers. Spencer Giles creation (age 6).

 

Spirit
     Entity
     Ghost
     Harrowed
     Messenger
     Phantasm
     Phantom
     Poltergeist
     Specter: %Roll Specter types:
                    01-50 Dream Feeds from sleeper’s dreams, leaving its host aged slightly.

                              It feeds its host its desired dreams.

                    51-00 Min’Ravin Feeds from sleeper’s recollections, leaving its host void

                              of memories. Spectral Image This is a spell, yet is a creature.

 

     Vision

 

Sprite
     Anti-Magic
     Enchanted
     Prelanian (dithinoth touch)
     Sefali (very minor sprite / angelic-like and very delicate)
          Chemtein (chemists)
          Electric
          Fire
          Frost
          Hallushehn (Coma)
          Omen
          Poison
          Shalsa (Fear)
          Shaman
          Sleep
          Spell

 

Squid
     Common
     Giant
     Man
     The Great

 

Squirrel
     Common
     Giant
     Man
     The Great

 

Straith’Mur
     Single species / breed. Blackened humanoids that dwell on the sea-floor.

 

Sy’Darr
     Single species / breed. Naturally psychic race of humanoids. Reclusive.

 

Syllin
     Great bird

 

Sylph
     Arctic
     Pyrran
     Water
     Woodland

 

Syprin
     Single species / breed. Ability to glide and even fly as the flying squirrel. Desert dwellers (underground).