Wednesday, July 29, 2026

Lands of Cantona - Session 6

Session 6

After the combat with the bandits the party heard noises and orders from the rooms beyond and got ready to keep fighting. Unknown to them the remaining bandits were springing a trap, taking advantage of the knowledge of the surface ruins layout, with some of them taking cover behind overturned tables while others quickly moved to catch the intruders from the rear.

A furious battle for survival ensued, with the party fighting two fronts at the same time! In the end, the party prevailed and managed to not only defeat the bandits but to also find some treasure. Most ended gravely wounded and Cesar the druid unconscious, but stable (negative HP).

Giant Spider by DAT
While some were dealing with the newfound treasure and taking care of Cesar, Larry decided to explore further on his own. The dices didn't favored him; a random encounter with a giant spider and a 1 on the surprise die. The surviving party, noticing that time was passing and he was not returning decided to go looking for him. Leaving the druid under the care of the hirelings, Ragnar the elven fighter and Tak the human cleric went searching for their missing companion. They found some of Larry's belongings on the courtyard and a some webs' remains. With that they went back inside and climbed some wooded stairs of dubious stability to the upper story that had its roof crumbled inside. Among the fallen rafters there were webs that they set on fire revealing a giant spider and some cocoons. They managed to kill the monster and rescue Larry's corpse. They decided to entrench in the treasure room to spend the night.

The next day Tak managed to cast Cure Light Wounds on Cesar (0 HP). Then, they made an inventory of the treasure, burnt the corpses of the dead bandits and also managed to built a makeshift cart, to carry the treasure and Larry's corpse back to town. They spent another night in the ruins and the following day, with Cesar now conscious after another Cure Light Wounds from Tak, they hide the armor and weapons among the ruins of the upper floor. Cesar casts Speak With Animals and Animal Friendship on 3 rats before starting their journey back. Outside of the Castle of the Mad Archmage ruins the come across a patrol of elves from the first level who are sad to know of Larry's demise, but speak of a hermit druid in the forests to the West that might be able to help them.

Monday, July 27, 2026

Keythong

KEYTHONG

 

Rare Heraldic Beast

Frequency: Very Rare
No. Appearing: 1-4
Armor Class: 4
Move: 18"
Hit Dice: 7
% in Lair: 20%
Treasure Type: C
No. of Attacks: 3
Damage/Attack: 1-6 / 1-6 / 2-8
Special Attacks: Pounce
Special Defenses: Surprise only on 1 in 6
Magic Resistance: Standard
Intelligence: Low (5-7)
Alignment: Neutral
Size: L (8' long)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: V / 525 + 8/hp

Description
The keythong is a rare heraldic beast closely related to the griffon. It possesses the head of a raptor, complete with hooked beak and pointed ears, neck, and massive taloned forelimbs, but the hindquarters of a great lion. Unlike the griffon, it is completely wingless. Keythongs are swift terrestrial predators inhabiting rocky highlands, lonely moors, and ancient borderlands where forgotten kingdoms once stood. Their heraldic significance often leads nobles to adopt them as symbols of vigilance and martial prowess.

Combat
A keythong attacks with two foreclaws and a powerful beak. If it charges at least 30 feet and hits with both claws, it gains an immediate beak attack at +2 to hit and inflicts double damage on the beak strike. This represents the creature hurling its prey to the ground and tearing into it. Also the target must save versus paralysis or be knocked prone and stunned for 1 round. Due to their avian forequarters and feline agility, keythongs may leap up to 9' from standing or 18' running. While leaping it has Maneuverability Class C. This allows it to turn 90 degrees per round, changing its pounce vector.

Special Defenses
A keythong's vigilance is legendary. It is surprised only on a roll of 1 on 1d6, regardless of terrain or lighting conditions. It has a 25% chance to detect invisible creatures within 30'. Invisible creatures do not gain their normal surprise benefits against a keythong.

Ecology
Though often mistaken for wingless griffons, keythongs are a distinct species. They hunt deer, mountain goats, and occasionally horses. Unlike griffons they rarely attack settlements unless provoked or starving. Their feathers, beaks, and talons are prized by heralds, wizards, and noble houses that bear the creature upon their coats of arms. Their eggs are highly priced, reaching values up to 10.000 go for the right buyer.

Training
Just like griffons and hippogriffs, keythongs can be trained with 4 months of intensive work. For carrying capacity purposes treat it as a Medium Warhorse (4,000/6,500 g.p. weight). Upkeep has a cost 200–400 g.p. per month for specialized feed and keepers

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