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Realms of Pugmire Tabletop RPG (A New Edition of Pugmire!)

Created by Onyx Path - Realms of Pugmire

A streamlined fantasy rules system with an evocative setting that's both family-friendly and deep enough to create compelling stories.

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Six Enemies for a Sunday
about 1 year ago – Sun, Feb 12, 2023 at 07:40:21 AM

Hello Good Doggos,

Last Thursday, we had our first peek at some of the potential enemies that can be found at the fringes of the Realms of Pugmire. We're going to peek at another half dozen threats today, ahead of the full draft chapter coming our way on Tuesday. Last Thursday's threats were frightening for inexperienced dogs. Today, we're going to kick it up a notch and see some of the bigger bads.

Demons, Major

Creatures of the Unseen, the beings that citizens have been in conflict with since the Age of Man. Dogs believe that Man didn’t listen to their warnings about these monsters, and that they are the reason why Man is no longer around. Cats, on the other hand, believe that the Unseen exists around them at all times, waiting for moments of weakness and failures of character to take them. Rodents consider demons to be a natural part of life — dangerous, to be sure, but best defeated with knowledge rather than distrust and paranoia. No matter what, these invisible entities lie in the darkness of the world and wait to enact their terrible and ineffable will on all of the uplifted. Luckily for both dogs and cats, demons fight amongst themselves as much as they do with the citizens of the world. While these are a few examples of major demons whose whispers can be heard in and around Pugmire, there are many others as well.

Artisan of Flesh (OL 7; Legendary, Unseen)

They whisper words of mending and healing, fixing that which is broken, but their servants are twisted into mockeries of what they once were: a ratter whose ears have been twisted to look like a rat’s, a cat necromancer with skeletonized paws, or a giant with the heads of a dog and a cat. The Artisan of Flesh needs to fix dogs and cats and make them better, but no citizen wants what this demon would turn them into.

  • Defense: 19
  • Stamina Points: 222
  • Speed: 40 ft., fly 30 ft.
  • Experience Bonus: +4
  • Attributes: Agility +4, Might +2, Vitality +0, Cunning +2, Intellect +0, Presence +2
  • Skills: Bluff, Heal, Know Nature, Notice, Search, Sneak, Survive
  • Attack: Twist Flesh (+6 melee, 4d12+2 deathly)
  • Morale: n/a
  • Tricks: Darkvision, weak against holy damage
  • Battle Frenzy Master: The Artisan of Flesh makes three twist flesh attacks with one action.
  • Natural Invisibility: The ability is constant, allowing The Artisan of Flesh to remain Invisible even when attacking.
  • Possession: The Artisan of Flesh can use their action to summon a demonic minion that attempts to possess a target. The target must make a Cunning test (difficulty 19) to resist being Possessed.
  • Transmute the Flesh: As an action, the Artisan of Flesh can target one creature it can see within 30 feet of them. That creature must succeed on a Vitality test (difficulty 19) or half their flesh twisted and reshaped for one minute. They take 4d12 deathly damage at the beginning of each of their turn, has a hindrance on Agility and Might tests and checks, as well as attack rolls. At the end of each of their turns, the targeted creature may repeat the test, ending the effect early with a success. The Artisan of Flesh can’t use this ability again until the effect ends on their current target.

It That Keeps the Wild (OL 7; Legendary, Unseen)

Civilization is a sickness, the many peoples of the world ruin it, and the whole world can only be cured if there are no more people on it. It That Keeps the Wild wants nothing more than the wholesale slaughter of all civilized beings, to allow the wildlife to reclaim the cities and other buildings, until nothing remains but plants and animals pure from the curse of uplifting.

  • Defense: 19 (semi-corporeal)
  • Stamina Points: 222
  • Speed: 40 ft., fly 30 ft., climb 30 ft.
  • Experience Bonus: +4
  • Attributes: Agility +4, Might +2, Vitality +0, Cunning +2, Intellect +0, Presence +2
  • Skills: Bluff, Handle Animals, Know Nature, Traverse, Notice, Search, Sneak, Survive
  • Attack: Tail Lash (+6 melee, 4d12+2 edged)
  • Morale: n/a
  • Tricks: Darkvision, weak against holy damage
  • Battle Frenzy Master: It that Keeps the Wild makes two tail lash attacks with one action.
  • Natural Invisibility: The ability is constant, allowing It that Keeps the Wild to remain Invisible even when attacking.
  • Possession: It that Keeps the Wild can use their action to summon a demonic minion that attempts to possess a target. The target must make a Cunning test (difficulty 19) to resist being Possessed.
  • Storm Call: Once per battle as an action, It that Keeps the Wild conjures a mighty thunderstorm if they are in an area where they can see the sky. For one minute, the storm rages in the skies above the battle, and lightning strikes at the party at a point where It that Keeps chooses within 30 feet of them. All creatures within 10 feet of that point must make an Agility test (difficulty 19), taking 8d6 electric damage if they fail the test. Creatures who are flying at the start of their turns in the storm must succeed on a Vitality (Traverse) check (difficulty 15) to not fall and be knocked prone.

Monsters

Some creatures are just so strange and feral that they can only be classified as one thing: monsters.

Auva (OL 8; Enemy)

The eerie whine of this armored beast challenges the courage of any dog. This large sphere floats off the ground, propelled by several long tentacles that dance around the auva to move it. The tentacles are also the monster’s main offensive weapon. They cast strange blasts of various energies that can burn, poison, and freeze a dog long enough for the grasping arms to tear the unfortunate soul apart. It has a single glowing eye that changes color depending on the creature’s mood. When in battle, it usually glows a blazing red.

  • Defense: 19 (armor and energy shield)
  • Stamina Points: 86
  • Speed: 40 ft.
  • Experience Bonus: +5
  • Attributes: Agility +2, Might +0, Vitality +2, Cunning -3, Intellect +3, Presence +2
  • Attack: Grasping arm (+5 melee, 4d6 edged) or Tentacle Blast (below)
  • Morale: +5; at 21 or fewer stamina points
  • Tricks:
  • Tentacle Blast: As an attack action, roll 3d6. The auva blasts up to three targets with one of the rays detailed below, corresponding to each of the dice rolled.
  • 1 Disintegration Blast: The target makes an Intellect test (difficulty 19). Failure indicates the target takes 4d10 deathly damage. If reduced to 0 stamina and fails all death tests, the target’s brain is overloaded, and the body blows apart into a million points of light.
  • 2 Force Blast: The target makes a Might test (difficulty 19). Failure indicates the target is moved 30 feet in any direction.
  • 3 Freezing Blast: The target makes a Vitality test (difficulty 19). Failure indicates the target is frozen in place for 10 rounds. The target suffers the Immobile condition.
  • 4 Heat Blast: The target makes an Agility test (difficulty 19). The target takes 4d6 fire damage, half on a successful test.
  • 5 Sleeping Cloud: The target makes a Cunning test (difficulty 19). Failure indicates the target falls asleep for one minute and has the Unconscious condition. An ally may spend an action waking the target. The target also awakens if he takes damage.
  • 6 Whispering Wave: The target makes a Presence test (difficulty 19). Failure indicates the target is Scared for one minute or when she makes a successful test at the end of her turn, whichever comes first.

Simurgh (OL 5; Enemy)

Seeing the simurgh offers the viewer a great opportunity and a great burden. The simurgh claims to be the oldest living creature alive, having lived through some disaster that it claims brought about the fall of Man. It is willing to give up its knowledge to the dogs strong, brave, and clever enough to beat it. The creature, when defeated, bursts into flames and answers the questions of those who defeated it while it burns. Unfortunately, many of its answers are unintelligible or wrapped in riddles.

There is no mistaking the simurgh. The creature is wrapped in colorful, powerful wings, and has a great dog head and majestic claws. The simurgh is large enough to carry off an elephant in its claws, which it can eat for weeks at a time in its splendid nest somewhere in the world.

  • Defense: 17 (thick hide)
  • Stamina Points: 60
  • Speed: 50 ft.
  • Experience Bonus: +3
  • Attributes: Agility +0, Might +4, Vitality +0, Cunning +1, Intellect +0, Presence +0
  • Attack: Claws (+7 melee, 1d8+4 stabbing) or heat breath (+3 ranged, 2d6 fire)
  • Morale: +7; when offered a piece of rare knowledge
  • Tricks: Darkvision, immune to fire damage
  • Sight Beyond Sight: The simurgh has a boon on Cunning (Notice and Search) checks.
  • Battle Frenzy Master: The simurgh can makes two claw or heat breath attacks for one action.

Servitors

Cats and dogs live in a world after Man has left it. For whatever reason, the Old Ones left behind masterworks for the uplifted, but often times, these relics are guarded by masterwork creatures as well, otherwise known as servitors. These are only a few of their most common forms.

Flare (OL 4; Enemy)

None have any idea what purpose these masterworks served the Old Ones for, but now their white-hot flaming hands guard some of the ruins where many relics can be found.

  • Defense: 15 (metal shell)
  • Stamina Points: 45
  • Speed: 20 ft
  • Experience Bonus: +3
  • Attributes: Agility -1, Might +4, Vitality +4, Cunning +1, Intellect -2, Presence -2
  • Skills: Intimidate, Notice, Search, Traverse
  • Attacks: Flaming Claws (+7 melee, 2d12+4 fire)
  • Morale: Automatically succeeds due to One Track Mind trick
  • Tricks: Darkvision, Resistant to fire damage
  • Flame Blast: Once per battle, the flare puts its hands together and puts out a 20-foot cone of flame. Each creature in the area must make an Agility test (difficulty 15). On a failed test, the creature takes 4d8 fire damage.
  • One Track Mind:The flare is immune to being Charmed, Frightened, and Possessed, and automatically succeeds on morale tests.

Hulk (OL 6; Enemy)

Huge and violent, due to its size no one believes that hulks could do anything with finesse or gentility if it wanted to.

  • Defense: 18 (metal shell)
  • Stamina Points: 70
  • Speed: 20 ft
  • Experience Bonus: +4
  • Attributes: Agility -2, Might +5, Vitality +5, Cunning +2, Intellect -2, Presence -3
  • Skills: Intimidate, Notice, Search, Traverse
  • Attacks: Slam (+9 melee, 3d12+5)
  • Morale: Automatically succeeds due to One Track Mind trick
  • Tricks: Darkvision
  • One Track Mind:The flare is immune to being Charmed, Frightened, and Possessed, and automatically succeeds on morale tests.

Typical Characters

While not every kind of person out there is spoiling for a fight, sometimes lines of communication break down and our heroes must do battle not with a horrible beast, terrifying demon of the Unseen, or dangerous badger but with another dog or cat.

These descriptions are generalized, but if you want to tweak them to make a dog apprentice mage or a cat zealot, you can switch up some of their attributes and add a trick or two. Dogs would have Scent and a higher Might, while cats would have Low-light Vision, rodents would get Darkvision, and both of the latter may have higher Agility.

Corrupted Mage (OL 5; Enemy)

While many dogs view cat necromancy with suspicion, the allure of forbidden magic can draw in mages of all species. The line between life and death or the topic of the Unseen is an interesting one, and sometimes merely studying the theory of a topic isn’t enough.

  • Defense: 17 (magical robes)
  • Stamina Points: 52
  • Speed: 30 ft.
  • Experience Bonus: +3
  • Attributes: Agility +0, Might -1, Vitality +1, Cunning -1, Intellect +3, Presence +3
  • Skills: Bluff, Know Arcana, Sneak
  • Attacks: Chilling touch (+6 melee or ranged, 4d10+3 ice damage)
  • Morale: +2; at 13 stamina or less
  • Tricks:
  • Animate Dead: Once per battle, the Corrupted Mage reanimates up to 3 dead creatures. Use the zombie statistics (p. XX) for them.
  • Chill of the Grave: The Corrupted Mage choose a target that they can see within 30 feet of them. That creature must succeed on a Vitality test (difficulty 17). If the creature fails, they become Cursed for the next minute. The creature repeats the same at the end of each of their turns, ending the curse on them early with a success.
  • Soul Drain: When the Corrupted Mage reduces a target to 0 stamina, they roll d4 equal to the level of the target. The Corrupted Mage heals a number of stamina points equal to the result or divide the healing between themselves and any number of allies (including zombies from Animate Dead) they can see within 30 feet of them.

Forager (OL 5; Enemy)

Some things that must be had to provide for a community, such as herbs for medicines or wild game for those not near farms, must be procured from the wilds outside of civilized society. Furthermore, some folks just don’t take to city life and instead live out among the trees and animals. These people use their hard-won skills and abilities to thrive out there without marketplaces and merchants.

  • Defense: 17 (leather armor)
  • Stamina Points: 55
  • Speed: 35 ft., climb 30 ft
  • Experience Bonus: +3
  • Attributes: Agility +3, Might +1, Vitality +1, Cunning +2, Intellect +0, Presence -2
  • Skills: Balance, Handle Animals, Know Nature, Notice, Search, Sneak, Survive, Traverse
  • Attacks: Scimitar (+6 melee, 1d6+3 edged), or Longbow (+6 ranged, 1d8+3 stabbing)
  • Morale: +1; at 14 or fewer stamina points
  • Tricks: Low-light Vision, Scent, Resistant to poison damage
  • Ambusher: During the first round of battle, the forager has a boon on weapon attacks targeting any creature they have surprised.
  • Battle Frenzy Master: The forager makes three longbow attacks with one action.
  • Wilds Stealth: While among foliage, rocky outcroppings, or other natural phenomena, the forager has a boon on Agility (Sneak) checks to hide.

Undead

The spirits of the dead do not always just go on to whatever comes next. Sometimes they linger, and sometimes they are summoned by necromancers who wish to use the dead as pawns in their schemes.

Stone Bones (OL 6; Enemy, Undead)

Some heretical dog texts claim the Old Ones were not the first inhabitants of the world. Long before they graced the planet, strange monsters ruled the world. They have long since died out, and their bones turned to stone, but the power of necromancy can summon them to dance to its fell tune.

  • Defense: 18 (stone bones)
  • Stamina Points: 70
  • Speed: 25 ft.
  • Experience Bonus: +4
  • Attributes: Agility -1, Might +5, Vitality +5, Cunning +2, Intellect -3, Presence -3
  • Skills: Intimidate, Traverse
  • Attacks: Slam (+9 melee, 2d6+5 blunt)
  • Morale: +1; at 18 or fewer stamina points and if it’s uncontrolled
  • Tricks: Darkvision, Scent, Resistant to all blunt, edged, and stabbing damage except attacks with silver weapons, weak against holy damage and any attack with a silver weapon.
  • Battle Frenzy Master: The stone bones make two slam attacks with one action.

Whisperwoods

On the edge of the Fearful Forest, the sound made by these creatures could be mistaken for the harmless rustling of the wind through the leaves. The words become clearer the deeper a dog goes into the woods, as does the message. Get out. You are not wanted.

Whisperwoods are the guardians of deep, dark forests untouched since the time of the Old Ones and, in some legends, even before. They can sense unwelcome presences through the other trees in the area. The hushed warnings make their way to the whisperwoods, who decide if they need to act to protect their homes. As a whisperwood ages, it grows to an immense size, with a face growing from the center of the tree.

Sapling (OL 5; Enemy)

The animated spawn of a Whisperwood ancient, these newly-grown trees are only just learning how to use their animated limbs.

  • Defense: 17 (dense bark)
  • Stamina Points: 60
  • Speed: 30 ft.
  • Experience Bonus: +3
  • Attributes: Agility -2, Might +0, Vitality +5, Cunning +0, Intellect +1, Presence +1
  • Skills: Know Nature, Know History, Traverse
  • Attack: Slam (+3 melee, 3d6 blunt) or thrown branch (+1 ranged, 1d10-2 stabbing)
  • Morale: +4; at 15 or fewer stamina points and if no whisperwood warden or ancient is active
  • Tricks: Resistant against blunt and stabbing damage, weak against fire damage
  • Battle Frenzy: The whisperwood sapling may throw two branches during one attack action.

Warden (OL 7; Enemy)

A sapling that has grown enough to start to evolve into an ancient and create the occasional sapling of their own.

  • Defense: 19 (dense bark)
  • Stamina Points: 80
  • Speed: 30 feet
  • Experience Bonus: +4
  • Attributes: Agility -2, Might +0, Vitality +5, Cunning +0, Intellect +1, Presence +2
  • Skills: Know Nature, Know History, Traverse
  • Attack: Slam (+4 melee, 4d6 blunt) or thrown branch (+2 ranged, 3d10-2 stabbing)
  • Morale: +6; at 20 or fewer stamina points
  • Tricks: Resistant against blunt and stabbing damage, weak against fire damage
  • Battle Frenzy: The whisperwood warden may throw two branches during one attack action.
  • Animate Sapling: Once per battle, the whisperwood warden may create one whisperwood sapling from a nearby tree. If the warden is reduced to 0 stamina points, the sapling returns to being a normal tree.

We've seen a dozen examples of enemies from the Realms of Pugmire now, and we'll get the full draft chapter on Tuesday. Though there's still some time, we're about to head into our final week. Please continue to spread the word in your social circles and on your social media, and let's see if we can get more doggos to join our pack before the end.

#RealmsOfPugmire

... But I Love Stretch Goal Day!
about 1 year ago – Fri, Feb 10, 2023 at 12:18:20 PM

Hello Good Doggos,

Jack Rat-Terrier may hate Box Day, but I love any day that unlocks a new Stretch Goal! And that day is today, because we've all just got some online tools for Pugmire play!

ACHIEVED! - At $46,000 in Funding – VTT BUNDLE – As a bonus, all backers of this project will receive a Realms of Pugmire VTT Token and map bundle containing Pugmire Core Rules (1E) VTT Assets, Pugmire Base Set Tokens, and The Secret of Vinsen’s Tomb VTT Assets.

With that, it's time to unveil another Stretch Goal or two to take us through these final weeks of the campaign.

First up, some new content for this new edition. What good are heroes without adventures to go on? Let's get some new content to challenges our brave doggos!

At $50,000 in Funding – ADVENTURE SCENARIO PDF – A Realms of Pugmire adventure scenario released as a PDF and added as a bonus to the rewards list of all backers receiving the Realms of Pugmire PDF.

And if we get there, we'll follow up with another online tool to help facilitate online adventures.

At $55,000 in Funding – ROLL20 CHARACTER SHEET – Assisting with online play, a Realms of Pugmire character sheet will be created and made available on Roll20.

And speaking of brave and heroic doggos...

And if you're looking for even more info on Realms of Pugmire, the Werewolf: The Podcast team took a break from lycanthropes for an episode to talk with Eddy about this kickstarter and project. You can check out their podcast here: <Werewolf: The Podcast - Realms of Pugmire episode>

#RealmsOfPugmire

I Hate Box Day
about 1 year ago – Fri, Feb 10, 2023 at 06:37:37 AM

I Hate Box Day

Jack Rat-Terrier ran through the streets of Riverwall. Overhead, magical sparks in red and green explode in the night sky, making the shadows of the street dance. He dodged around a group of puppies calling a large box. He muttered something at them, but they just laughed in delight and threw the box up into the air.

Man damn it, Jack thought. I hate Box Day.

Box Day was a big celebration in Pugmire. No one was entirely sure when the holiday was first celebrated or how it started. Some folks say it was a cat holiday imported from the Monarchies of Mau after some cats settled into Riverwall. Others say it stems directly from an ancient holiday set down by the Old Ones, although the church dogs disagreed on whether that’s true or not. No matter how the holiday ended up in Pugmire, it usually meant three things: a long night of raucous celebration, a suddenly upswing in gift-giving and charity, and a veritable horde of puppies and kittens playing with boxes all through the street.

A street Jack was very eager to get through without interruption before the Dockside Dealer he was running from caught up with him.

Jack ducked around a corner into an alley, hoping to avoid the traffic on the main streets, and immediately tripped over a large crate. The kittens underneath giggled, their yellow eyes glittering between the strategic gaps and cracks in the wooden box. “Scram!” Jack yelled, and the kittens squeaked with alarm and threw the box off their heads before running in three different directions.

“Seems like it just ain’t your night, Jackie-boy.”

Sighing, Jack picked himself up and turned to look at the thug. As he expected, the large dog towered over him. She wore worn leather armor, which bits of brown and black fur peeking out through various gaps and joins. She had thick-soled boots on her feet, a bowler hat with a playing card stuck in the brim on her head, and a notched shortsword in her paw.

“Anastasia Hound, as I live and breathe,” Jack said, making a mocking bow in her direction. “Whatever can I do for you on this lovely Box Day?”

The massive hound spat on the ground in front of Jack. “Cut the scat, Jack, and hand over dem bones youse got.”

Jack made an elaborate show of patting his black-dyed leather armor. “I don’t seem to have any bones on me, Anna. Aside from the ones inside me, of course.” Jack smiled his third-best smile at the bad joke.

Anna didn’t smile back. “Don’ tempt me, Jackie-boy. I just might cut youse gizzards out and use your bones as windchimes.”

Jack considered whether he should upgrade to his second-best smile but frowned instead. “Fine,” he said, reaching for his dagger. The metal of the blade had been coated, making it as black and non-reflective as his armor. Charm wasn’t going to get him out of this.

The thug smiled, and Jack could see broken teeth in her mouth. “What, you think that knife’s big ‘nuff for the likes of us?”

“I only see one Dealer here,” Jack said, tossing the dagger from paw to paw. “And I’ve taken out tougher dogs than you.”

Anna nodded. “Sure. That might be true about you taking out dogs bigger than me.” She pointed over Jack’s head with her sword. “But youse sure you counted right?”

Regretting what he would see, Jack looked over his shoulder to see two more dogs wearing hats with playing cards in the brim.

Man damn it, Jack thought to himself. I hate Box Day.

Six Enemies for a Thursday
about 1 year ago – Thu, Feb 09, 2023 at 06:56:58 AM

Hello Good Doggos,

This is the first of two previews from our upcoming manuscript section covering enemies in the Realms of Pugmire. We've looked at Rival Species before, and we'll have a few more listed today that can appear as potential enemies. But we'll also see some other threats, some that do not have the potential to maybe become friends. 

And just like there are degrees for the word "enemy" in this situation, there are also degrees of danger. Today we'll look at some of the threats that would frighten those adventurous dogs just starting out, and on Sunday we'll look at some enemies that pack a bigger punch and would terrify even the most seasoned hero.

Enemies

The inhabitants of Pugmire can encounter a number of different enemies during their adventures, rivals from other species and nations, strange beasts, and even the terrifying Unseen. Not all of them will be willing to resolve their differences through civil discussion, if they are able to at all.

Stat Blocks

Enemies have their own character sheets, which look a little different from the ones player characters use. We call these stat blocks, since they’re usually a small chunk of text to communicate the important information. Here’s what they contain:

Level and Tags: All enemies have an opponent level (OL for short). This acts like player character levels — the higher the opponent level, the more powerful the enemy. Generally, a single character with the same level as an enemy will have a moderately difficult time defeating that enemy in combat. In addition, enemies will have a list of tags that other rules reference.

Enemies sometimes have certain tags to tell you about their dangerousness beyond their level. Enemies with the minion tag are meant to be fought in swarms or mobs. Likewise, enemies with the legendary tag are even more dangerous than other enemies with the same level. These are meant to be single opponents for your group of adventurers. All other characters just have the enemy tag.

Defense: Enemies will usually add their Agility to their defense, like player characters do. If they are adding anything else to their defense as well, like armor of a monster’s tough hide, that’s listed next to the Defense.

Stamina Points, Speed, and Experience Bonus: These all act just like they do for player characters.

Attributes: Like player characters, enemies have attributes in Agility, Might, Vitality, Cunning, Intellect, and Presence. These act the same way they do for player characters, including adding their attributes to appropriate checks, attack rolls, damage rolls, and tests.

Attack: Here are the default attacks the enemy can do, with their attack roll modifier (already calculated) and damage if they successfully hit.

Morale: When in the final moments of a fight, usually when most of their stamina points are gone or when they’re the last person standing from their group, enemies sometimes have to make a morale test to see if they remain in the fight. Creatures with the enemy tag will each have a situation in which they will have to succeed on a test, difficulty 15. If they succeed, they can continue to fight without making another morale test. On a failure, the enemy cuts and runs.

Enemies with the legendary tag automatically succeed on morale tests, even those spells or tricks force them to make, while minions always fail.

Tricks: Finally, enemies can have tricks, just like dogs, cats, rodents, and the other residents of Pugmire, although their tricks are often special to them. These tricks can be used as often as the description states they can be used, which requires an action unless otherwise stated. Some common tricks are:

  • Darkvision: The ability to see in the dark.
  • Immune: The enemy loses no stamina points when they would be damaged by a particular type.
  • Low-Light Vision: The ability to see in dim light but not darkness.
  • Resistant: The enemy loses only half, rounded down, but a minimum of 1 stamina point, when they would be damaged by a particular type.
  • Scent: Acts like Darkvision, but used via the sense of smell instead of sight.
  • Weak: The enemy loses twice the amount of stamina points when they would be damaged by a particular type.

Badgers

To the outside observer, the badger clans appear to be utterly destructive. They’re believed to be nothing more than anarchists who live brutal and short lives and die bloody deaths. Outsiders assume they have a completely insular culture, siding with their most hated enemy over any given dog or cat.

But these outside observations aren’t the whole truth. In reality, badgers simply value their survival over everyone else’s. Further, they have a deep connection to the wilds and nature of the world around them. They believe that the spirits of the wild places removed Man from the face of the world, leaving it for the Badgers.

Badger clans break down along species lines like weasels and ferrets. They use weapons carved from woods and scavenged metals when not outfitted with equipment they took from their enemies. While there is as much inter-clan conflict as there is with the other cultures around them, there are rumors a Badger King known as Kibu the Red works to unite them into an organized force. In particular, Kibu claimed he would return a gift the badger clans had lost, and soon after all badgers were able to speak and understand the common language of dogs, cats, and rodents. A few still prefer to use their original language, particularly when they want to exclude outsiders, but the miscommunications that used to occur between badger clans and outsiders have been less frequent as of late.

Headsplitter (OL 2; Enemy)

The bruisers of the clan, headsplitters are the bulk of the military force of any given clan. Their armor is usually piecemeal and strapped together from items taken from the bodies of their fallen opponents and adorned with a map of scars and still yet healing wounds.

  • Defense: 14 (scale mail)
  • Stamina Points: 20
  • Speed: 30 ft
  • Experience Bonus: +2
  • Attributes: Agility +0, Might +2, Vitality +3, Cunning +0, Intellect -1, Presence -1
  • Skills: Intimidate
  • Attack: Handaxe (+4 melee or +2 ranged, 1d6+2 edged)
  • Morale: +1; at 5 or fewer stamina points, and if they are the last badger remaining
  • Tricks: Darkvision
  • Battle Frenzy: The headsplitter makes two handaxe melee attacks with one action.
  • Vicious: As a supplemental action, the headsplitter can move up to their speed toward a hostile creature that they can see.

Slasher (OL 1; Minion)

The rabble of the clan, Slasher are the rank and file of their warriors. Headsplitters and thorns take time to train, thorns and wildspeakers have gifts given to them by the wilds, but slashers are any badger of fighting age and equipped with whatever armor and weapons they can get their claws on.

  • Defense: 12 (leather armor)
  • Stamina Points: 1
  • Speed: 30 ft
  • Experience Bonus: +1
  • Attributes: Agility +0, Might +2, Vitality +2, Cunning +0, Intellect -1, Presence -1
  • Skills: Intimidate
  • Attacks: Handaxe (+3 melee or +1 ranged, 1d6+2 edged)
  • Morale: n/a
  • Tricks: Darkvision, automatically fails tests
  • Vicious: As a supplemental action, the slasher can move up to their speed towards a hostile creature they can see.

Cult of Labo Tor

Though most rodents eke out a living in the margins of society, there are a few who have found a different purpose. They seek out unusual artifacts of Man for study, claiming an understanding of Man’s intent that dogs are unwilling to hear. They venerate Labo Tor, the first of their kind who led the cult through The Maze of Ignorance to their revelations. The dogs follow the Code of Man, but the Cult believes the Old Ones worshipped the 100 Theories. To become like them, the self-described White Mice must experiment on lesser beings to satisfy the Theories. Only then can they be rewarded by Labo Tor with divine power.

Cult member can be identified by the bleached white patches of their fur (often hidden under clothing). Those members who practice magic wear stitched-together patchwork white robes with spell formulae scrawled all over the surface.

Assistant of Labo Tor (OL 2; Minion)

These laboratory assistants are still at the start of their exploration of the 100 Theories. But they have at least mastered the use of pain as a study tool.

  • Defense: 14 (leather armor)
  • Stamina Points: 1
  • Speed: 30 ft.
  • Experience Bonus: +2
  • Attributes: Agility +3, Might +0, Vitality +1, Cunning +0, Intellect +0, Presence -1
  • Skills: Intimidate, Notice, Sneak, Traverse
  • Attack: Bite (+2 melee, 1d6 stabbing), rapier (+5 melee, 1d8+3 stabbing), or small crossbow (+5 ranged, 1d8+3 stabbing)
  • Morale: n/a
  • Tricks: Darkvision, automatically fails tests
  • Intense Pain: If the cultist rolls a triumph on a successful attack, the target is Paralyzed as well as damaged. The condition lasts until the target makes a successful Cunning test (difficulty 14).

Smoldering Chemist (OL 2; Enemy)

These cultists specializing in creating noxious brews that often explode, but sometimes result in something far more spectacular.

  • Defense: 14 (leather armor)
  • Stamina Points: 23
  • Speed: 30 ft.
  • Experience Bonus: +2
  • Attributes: Agility +2, Might +0, Vitality +0, Cunning +1, Intellect +1, Presence -1
  • Skills: Intimidate, Notice, Sneak, Traverse
  • Attack: Bite (+2 melee, 1d6 stabbing), flask smash (+2 melee, 2d6 blunt), or thrown flask (+4 ranged, 2d6+2 blunt)
  • Morale: +2; at 6 or fewer stamina points
  • Tricks: Darkvision
  • Chaos Flask: Once per battle, the cultist can choose to ignore the 2d6 blunt damage of a flask attack and instead roll 1d6 on the chart below to see what damage she does on the attack.
  • 1 2d8 corrosive
  • 2 2d8 electric
  • 3 2d8 fire
  • 4 2d8 ice
  • 5 2d8 poison
  • 6 Reroll twice and apply all results

Demons, Minor

The minor demons of the Unseen are amongst the most terrifying monsters that heroic citizens must face. Some are simply horrific, biting and rending their opponents in a violent fury, while others are more devious and manipulative. It’s unclear why the Unseen revel in violence and the destruction of society, but they will stop at nothing to accomplish it.

Demon Hound (OL 3; Enemy, Unseen)

Demon hounds are canines possessed by lesser spirits of the Unseen. The process causes their fur to fall out, their bones to turn into spikes, and makes their eyes glow a sickly orange. These twisted, demonic monsters often roam the outskirts of civilization, looking for citizens to torment and eat.

  • Defense: 15 (bone spikes)
  • Stamina Points: 33
  • Speed: 40 ft., fly 60 ft.
  • Experience Bonus: +2
  • Attributes: Agility +2, Might +3, Vitality +2, Cunning +2, Intellect -3, Presence -2
  • Skills: Notice, Search, Survival
  • Attack: Bite (+5 melee, 1d12+3 stabbing damage)
  • Morale: +0; at 8 or fewer stamina points
  • Tricks: Darkvision, Scent, Resistant to all blunt, edged, and stabbing damage except attacks with silver weapons, weak against holy damage and any attack with a silver weapon.
  • Bay: All creatures within a 300-foot spread must succeed on a Cunning test (difficulty 15) or become Scared for 2d4 rounds. Characters with the Deaf condition are immune to this effect. Regardless of the result of the test, an affected creature is immune to the same hound’s bay for a full day.

Friends of Man

For some dogs, the hostilities of the War of Dogs and Cats never ended and no cat is to be trusted. They believe that Pugmire is for dogs and dogs only. Intensely paranoid, these dogs look to target defenseless cats, or else commit crimes against other dogs and plant evidence that cats did it. Little do they know that their leaders are possessed, servants of the demon The Protector.

Conspiracy Collaborator (OL 2; Enemy)

The goals of the Friends can’t be met with just direct violence and lies. No, some members of the society exist in all levels of Pugmire society, lying in wait until they can serve their group and, at least to them, their nation.

  • Defense: 14 (leather armor)
  • Stamina Points: 25
  • Speed: 30 ft.
  • Experience Bonus: +2
  • Attributes: Agility +1, Might -1, Vitality +0, Cunning +0, Intellect +1, Presence +2
  • Skills: Bluff, Know Culture, Search, Sense Motive, Sneak, Persuade
  • Attacks: Dagger (+3 melee or ranged, 1d4+1 stabbing) or small crossbow (+3 ranged, 1d8+1 stabbing)
  • Morale: +4; at 6 or less stamina points and if there are no other Friends of Man active
  • Tricks: Darkvision
  • Silvered Tongue: When talking to other dogs, the collaborator has a boon on Presence (Bluff, Sense Motive, and Persuade) checks.

Lodge Master (OL 4; Enemy)

Each cell, or lodge, of The Friends of Man are largely independent of each other, their members not knowing those of any other lodge. Lodges are controlled by lodge masters, strategists in red robes who understand dog culture and what would push the public to strike out against cats.

  • Defense: 16 (leather armor)
  • Stamina Points: 42
  • Speed: 30 ft
  • Experience Bonus: +3
  • Attributes: Agility +1, Might -1, Vitality +0, Cunning +1, Intellect +1, Presence +2
  • Skills: Bluff, Know Culture, Know History, Know Religion, Notice, Search, Sense Motive, Sneak, Persuade
  • Attacks: Rapier (+4 melee, 1d8+1 stabbing), or crossbow (+4 ranged, 1d10+1 stabbing)
  • Morale: +5; at 13 or less stamina points and if there are no other Friends of Man active
  • Tricks: Darkvision
  • Silvered Tongue: When talking to other dogs, the lodge master has a boon on Presence (Bluff, Sense Motive, and Persuade) checks.

Giant Ants

Out in the wilderness, there are legends of giant, dog-sized insects that live and work in alien, underground labyrinths. It is unclear whether there’s a wide variety of giant insects in the world, but there are certainly monstrous ants that have claimed some areas as their own.

Drone (OL 2; Minion)

These giant ants are mindless and relentless. Terrifying for the average dog, but more of a nuisance for experienced adventurers.

  • Defense: 14 (chitinous exoskeleton)
  • Stamina Points: 21
  • Speed: 30 ft. (climb 20 ft.)
  • Experience Bonus: +2
  • Attributes: Agility +0, Might +3, Vitality +2, Cunning +1, Intellect -3, Presence +0
  • Skills: Traverse
  • Attack: Bite (+5 melee, 2d4+3 stabbing)
  • Morale: n/a
  • Tricks: Darkvision, automatically fails tests
  • Grab: To use this ability, a giant ant must do damage with its bite attack. A giant ant may choose to inflict the Immobile condition at the time it hits with a bite.
  • Acid Sting: A giant ant has a stinger and an acid-producing gland in its abdomen. If it successfully makes an opponent Immobile, it can attempt to sting each round as a +5 melee attack. A hit with the sting attack deals 1d4+3 points of stabbing damage and 1d4 points of corrosive damage.

Queen (OL 6; Legendary)

A colony of giant ants is led by a Queen, which is a terrifying monstrosity for even a well-prepared group of soldiers.

  • Defense: 18 (chitinous exoskeleton)
  • Stamina Points: 180
  • Speed: 50 ft. (climb 40 ft.)
  • Experience Bonus: +4
  • Attributes: Agility +0, Might +3, Vitality +3, Cunning +2, Intellect -3, Presence +0
  • Skills: Traverse
  • Attack: Bite (+7 melee, 2d12+3 stabbing)
  • Morale: n/a
  • Tricks: Darkvision
  • Grab:To use this ability, a giant ant must do damage with its bite attack. A giant ant may choose to inflict the Immobile condition at the time it hits with a bite.
  • Acid Sting: A giant ant has a stinger and an acid-producing gland in its abdomen. If it successfully makes an opponent Immobile, it can attempt to sting each round as a +7 melee attack. A hit with the sting attack deals 3d12+3 points of stabbing damage and 3d10 points of corrosive damage.
  • Hive Mind: As a reflexive action, the queen may command any giant ant within 5 feet of it to take all damage she suffers from a single attack, in her stead.

Servitors

Cats and dogs live in a world after Man has left it. For whatever reason, the Old Ones left behind masterworks for the uplifted, but often times, these relics are guarded by masterwork creatures as well, otherwise known as servitors. These are only a few of their most common forms.

Ancient Sentinel (OL 2; Enemy)

Clad entirely in metal, they stand in ruins of what were once Man lived. Those who are the most fervent of the Church try to recover these servitors to install them into their churches because of their connection to the Old Ones.

  • Defense: 14 (metal shell)
  • Stamina Points: 26
  • Speed: 30 ft
  • Experience Bonus: +2
  • Attributes: Agility +0, Might +5, Vitality +5, Cunning +1, Intellect -3, Presence -3
  • Skills: Intimidate, Notice, Search, Traverse
  • Attacks: Slam (+7 melee, 1d8+5 blunt)
  • Morale: Automatically succeeds due to One Track Mind trick
  • Tricks: Darkvision
  • One Track Mind: Ancient Sentinels are immune to being Charmed, Frightened, and Possessed, and automatically succeeds on morale tests.

Anointer (OL 1; Enemy)

Found around temples of life, these servitors speak in a garbled version of the language of the Old Ones, asking what they can do to help. Their arms are anointing apparatuses, but instead of the blessings they usually are filled with, whatever is in them is horribly toxic to the uplifted.

  • Defense: 13 (metal shell)
  • Stamina Points: 20
  • Speed: 30 ft.
  • Experience Bonus: +1
  • Attributes: Agility -1, Might +3, Vitality +3, Cunning +3, Intellect -2, Presence -3
  • Skills: Heal, Intimidate, Notice, Search, Traverse
  • Attacks: Anointer Claws (+4 melee, 1d4+3 stabbing)
  • Morale: Automatically succeeds due to One Track Mind trick
  • Tricks: Darkvision
  • One Track Mind:The anointer is immune to being Charmed, Frightened, and Possessed, and automatically succeeds on morale tests.
  • Toxins: When a creature who doesn’t have the Unseen or Undead tag gets hit with an attack by the anointer, that creature must succeed on a Vitality test (difficulty 13). On a failed test, the creature becomes Sickly until they complete a rest.

We'll have another peek ahead of the manuscript with Six Enemies on a Sunday, which will show some major demons, some undead, some monsters, and more!

#RealmsOfPugmire

Conversion Guide -> Pugmire 1e to Realms of Pugmire
about 1 year ago – Wed, Feb 08, 2023 at 06:26:23 AM

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