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).