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  Earthquakes are common on Thraxis, because of Arril, the massive moon that looms in 
  the sky. Characters may frequently find that the earth shakes at inopportune moments.  
  In an earthquake, a character is safest in two places, out in the open, or within a structure. 
  Smart characters stay away from loose, heavy objects that can fall on them. The GM 
  must determine the strength of the earthquake in terms of how much damage it does to 
  structures. All buildings and structures (such as roads) are dealt this amount of damage 
  every round, for the duration of the quake. If damage overcomes a structure’s hardness, 
  pieces fall from it, possibly damaging anyone below.  Quaking buildings threaten an area 
  around themselves equaling their height. Anyone within these squares must make a reflex 
  save or take damage from falling objects. Keep in mind as well that the earth itself is 
  taking damage, for the duration of the earthquake, and if its hardness is overcome, 
  fissures might open, possibly adding lava to the threats. Roll 1d20 or assign a magnitude 
  to a given earthquake: 
   
  Table 1: Earthquake Intensity 
  Roll 1d20:  
  Roll 
  Magnitude  
  Structural dmg 
   
  Duration Area* 
   
  Side Effects 
  1-5 
  Small 
   
  1d6 
   
   
  1d4 rnds 1d10 miles  
  Windows rattle, books fall 
  5-10 
  Minor 
   
  2d6 
   
   
  2d4 rnds 1d10 miles  
  Furniture moves, waves form 
  11-15 
  Moderate  
  4d6 
   
   
  3d4 rnds 10 miles 
   
  Glass breaks, Ships capsized 
   
  16-19 
  Major 
   
  8d6 
   
   
  5d4 rnds 100 miles  
  Trees uprooted, Tidal waves  
  20 
  Catastrophic 
  16d6+ 
   
   
  6d4 rnds 1,000 miles 
  Buildings collapse, Earth opens  
   
  * For game purposes, an earthquake loses one degree of magnitude for every 1/5th of its 
  total area that it travels from its epicenter. Thus, if characters were 200 miles from the 
  epicenter (within the 1,000 mile radius) of a catastrophic earthquake centered in Brend, 
  they would experience the effects of a moderate earthquake.  
   
   
  After the initial quake, there is a chance for 1d8 aftershocks, distributed throughout the 
  day. On the second day after the quake, there will be ½ as many aftershocks as the first 
  day, on the third, 1/3 as many aftershocks, and so on. 
    
  Table 2: Aftershock Intensity  
  Roll 1d20: 
  Roll 
  Effect 
   
   
   
   
   
   
   
   
   
   
   
  1:  
  Higher (1 degree), or equal magnitude. In this case, the initial quake was a ‘foreshock’, and this is the true earthquake.  
  2-5:  
  1 degree of magnitude lower 
  6-10:  
  2 degrees of magnitude lower 
   
   
  10-20:  
  3 degrees of magnitude lower 
   
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  Capricorn, Thraxian 
  Large Magical Beast 
  Hit Dice:2d10+3 (14 hp) 
  Initiative: +2 
  Speed: 40 ft. (land or water) 
  AC: +3 (+2 natural, +2 Dex, -1 size) 
  Base Attack/Grapple: +2/+5 
  
  Attack: Slam +5 [tail slap] melee (1d8) or Bite +5 
  melee (1d8) or Gore +5 melee (1d4) 
  Full Attack: Slam +5 [tail slap] melee (1d8) or Bite +5 
  melee (1d8) or Gore +5 melee (1d4) 
  Space/Reach: 5ft/10 ft 
  Special Attacks: - 
  Special Qualities: Gift of Breath,  
  Saves: Fort +3, Ref +3 , Will +1 
  Abilities: Str 16, Dex 15, Con 16, Int 2, Wis 13,Cha 10  
  Skills: Balance 4 pts.  
  Feats: Power Attack, Improved Bull Rush 
  Environment: Aquatic or Marsh 
  Organization: Solitary, pair, or school (4d4) 
  Challenge Rating:3 
  Treasure: Standard  
  Alignment: Usually Neutral (Good) 
  Advancement: 3d10-4d10 (Large) 
   
  Capricorns combine goat-like qualities with the sleek maneuverability of fish. They are entirely creatures of 
  the sea, but when necessary, they can take to land for short periods.  
  Covered in scintillating scales from head to tail, with foreparts that superficially resemble a goat 
  and the hindquarters of a powerful great fish, capricorns are a conundrum. They are seemingly the result of 
  the crossing of a goat and a fish, but if so, it is a thorough one. It seems more likely that fish were altered to 
  take on some of the features of a goat, or perhaps arose on their own, much like seahorses. 
  Instead of hair, long fragile fins and scales like those of a carp grow on the legs and neck.  Horns 
  are composed of a shell-like substance. Instead of hooves they possess fin structures that can be tightly 
  curled fill the same function, and to allow the creature to walk as bipeds on their forelegs, with their tails 
  balanced in an arc over their heads. In water, this beast will hold its rider above the surface or submerge as 
  required. In either mode, they can carry a rider and goods weighing up to 300 lbs on their backs. They see 
  common use as beasts of burden in the Dolphin Legions, and the province of Homm.   
  A capricorn may remain on land for up to six hours. For each additional hour, a capricorn takes 
  1d10 damage, which ceases after being placed in salty brine which is at least 1 foot deep. Environmental 
  factors may modulate the amount of time a capricorn can travel on land.   
  COMBAT 
  Capricorns are usually not aggressive, only fighting when driven to it, either by a rider or predator. They 
  will use their sharp teeth to bite while in the water, and will slap with their tails on land.  
   
  Gift of Breath (Su): Anyone who rides on the back of a capricorn benefits from a water breathing spell.  
   
   
  Gedge 
  Medium-size Aberration [Sonic] 
  Hit Dice: 2d8+6 (15 hp) [3 per limb] 
  Initiative:+2 
  Speed:30 ft 
  AC: 15 (+1 size, +1 Dex, +3 Natural), touch 14, flat-footed 14 
  Base Attack/Grapple: +2 (+1 size,+1 Natural)/+6 (+2 BAB, +4 
  Strength,+0 size ) 
  Attack: Slam +6 melee (1d3+4) or damage by melee weapon 
  Full Attack: Slam +6 melee (1d3+4) or damage by melee weapon, 
  
  slam +1 melee (1d3+4) or damage by melee weapon 
  Space/Reach: 5ft/10 ft 
  Special Attacks: Resonance (2d8 for two gedge, +1d8/additional 
  gedge) 
  Special Qualities: Sonic Vision, Tensile Body, Organ         
  Redundancy 
  Saves: Fort +3 (+7 vs. nonlethal damage), Ref +1, Will +8 
  Abilities: Str 18,Dex 13 ,Con 16,Int 12 , Wis 21 ,Cha 10   
  Skills: Climb +6, Concentration +5, Escape Artist +3, Intimidate +4, 
  Jump +6, Knowledge (architecture and engineering) +3,  Knowledge 
  (dungeoneering) +2, Listen +7, Move Silently +3, Search +6  
  Feats: Endurance, Diehard 
  Environment: underground, marsh, mountains  
  Organization: Solitary, Clutch (2-5), Crew (6-10), Troop (10-15) 
  Challenge Rating: 3 (solitary) 5 (pair). Use pair as base for higher 
  populations of gedge.   
  Treasure: Double Standard 
  Alignment: Usually Neutral Evil 
  Advancement: 3-4 HD Medium-size, 5-6 HD (Large [Medium-size 
  when using Tensile Body] recieves Swallow feat for small creatures) 
   
  Gedge are relatives of the Lreans (A race of wormlike artificers who create biomagical weapons and 
  armor), who perform much of the grunt work that is required in the aberrant Empire of Hrum Vaat. Not 
  possessing skeletons, they resemble nothing so much as flabby yet muscle-bound humanoid worms.  
  They have ropy, undulating arms and legs, which they use to move and manipulate objects. Their 
  "faces" are broad, eyeless, and pulpy, and look like they have been smashed inward, giving them a caved-in 
  visage. At a distance and in darkness, they superficially resemble particularly powerful dwarves in outline. 
  They wear robes, and can wear any armor, but prefer not to, since it hinders their movement. Gedge can use 
  any martial weapon, preferring axes or clubs.  
   
  Despite their strong willpower, gedge firmly believe in hierarchy. Gedge do not step out of line or 
  rebel, in most cases.  
  COMBAT 
  Sonic Vision (Ex): Gedge "see" their surroundings by emitting a constant multifrequency hum that reveals 
  the lay of the land in all directions, and any beings that are in the area. This extraordinary ability is so 
  refined that it can reveal the specific features and basic equipment (no details on dweomers) of any 
  creatures within 120 ft, even if they are behind an obstacle or wall. This power also detects secret doors 
  flawlessly, and may even reveal dimensional pockets (on a Spot check vs DC 18) such as bags of holding 
  or rope tricks by the deadened sound in the area of such. Silence creates blind spots (As a darkness effect), 
  and alerts the gedge to be cautious.  
  Resonance (Su): When two or more Gedge congregate, they can cause their perpetual humming to 
  resonate with one another , emitting a fearsome sonic attack that affects a 25 ft radius sphere  around them, 
  or a 50 ft cone in any direction; even doing damage to stonework, bypassing hardness.  All creatures within 
  the area of effect take 2d8 sonic damage with a fortitude save for half. Each additional gedge above the 
  requisite two adds 1d8 to the amount of damage done by this attack, with a maximum of 10d8 damage per 
  group. Separate groups can attack separately as long as they are more than 25 feet apart.  Resonance 
  requires a full attack to take effect, and other gedge or Lreans are unharmed. Resonance does not injure 
  oozes.   
  Tensile Body (Ex): Though they cannot substantially change their basic shape (to the extent of creating 
  extra limbs or disguising themselves as another race), gedge are creatures composed almost entirely of 
  lumbric muscle, which is more flexible than its mammalian analog. They can contract and extend any part 
  of their bodies. In combat they can become selectively and dynamically more compact or extended, 
  benefiting from the AC and attack bonuses of a small size, without commensurate penalties to reach. In 
  fact, they can snake out their limbs in combat to achieve a 10 foot reach. This contraction or extension is a 
  
  free action, taken whenever the creature enters combat, and the only time it can be considered inactive is 
  when a gedge is somehow surprised. When they feel that they are safe, they may take a full round action to 
  contract their bodies laterally, while extending longitudinally, reaching up to 20 feet vertically, or fitting 
  through holes of 1 foot diameter. They may take no other action than 5 ft ‘steps’, and their AC is reduced 
  by -8 while vulnerable in this way. If caught in the middle of passing through a small opening, they may 
  contract their exposed portions without taking damage for being compressed, losing their Dex bonus to AC, 
  unable to move further, but receiving a partial attack, and attacks of opportunity on any creature that comes 
  within their (10 foot) reach. Gedge in this situation cannot resonate.      
  Fast Healing (Su): a Gedge heals 3 hp every round, but cannot regenerate severed limbs in this way. If a 
  limb is severed, the gedge’s maximum hp are considered to have been lowered by 1/5.  
  Organ Redundancy (Ex): A gedge has five hearts (one in each limb and one it’s ‘head’), and every other 
  internal system has several backups. This makes them very hard to kill, requiring the severing of all limbs 
  and the destruction of each in turn in order to fully annihilate the creature. To sever a gedge’s limb or head, 
  an attacker must deal 1/5 of the creature’s total remaining hit points to the creature, rounded up (vorpal 
  weapons sever normally, treating each limb as a head). Limbs are lost in the following order: ‘Head’, ‘Left 
  Arm’, ‘Right Arm’, ‘Left Leg’, ‘Right Leg’. Legless gedge can hop, losing no mobility.  
  Any type of damage is sufficient, except sonic, since the detachment of a limb is reflexive.  A 
  critical hit that would sever a limb also destroys the heart within.  When severed, a limb must make a fort 
  save vs. DC 11 or is stunned for one round. During this time a coup de grace may be delivered to destroy 
  the limb. Each limb itself is a tiny creature that has 0 hit points, but can survive to -10 hp (taking partial 
  actions to -9). These appendages may attack (+1, for 1 damage) or grapple (+1), or attempt escape at 20 ft. 
  /round. Each appendage has the full memories and intelligence of the whole, and they may work in concert 
  via subsonic communication. They will strategically sacrifice themselves, to allow at least one to escape 
  and survive.  
  Any severed extremity containing a heart has the potential to grow into a full grown gedge in one 
  week (limbs grow back in the same order they were lost), though if more than one survives, only one (or 
  any remaining that are attached to one another) will regenerate. The rest die off and are eaten by the gedge, 
  if possible, to help him heal.  
  GEDGE SOCIETY 
  Gedge are little better than skilled slaves in Hrum Vaat, but that’s the way they like it. They are very much 
  conformists, preferring to be led than to lead. Even in control, they act only on orders from those above 
  them. Some break this stereotype, leaving the subterranean realms behind, but they never quite fit into other 
  societies. Such gedge have been known to become smugglers or mercenaries. Little is known of their 
  reproduction or rearing, but it has been conjectured that they are in fact the same race as the Lreans, and 
  that they deviate during gestation.  
   
  They are skilled builders and miners, filling a role similar to dwarves, which brings the two races 
  into frequent conflict. Unlike the dwarves, however, they do not hoard goods themselves, instead bringing 
  them back to their superiors to enrich their empire. 
  GEDGE CHARACTERS 
  A Gedge’s favored class is fighter, though rogues are not unheard of. There is a strong clerical tradition 
  among the gedge, and although few become clerics, those that do rise in the ranks of Hrum Vaat society, 
  becoming the equal of any Lrean.  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Books/3p/Goodman/Goodman - The Weekly Delver, Volume 43, Issue #1.pdf