Nod #19 PDF
Nod #19 PDF
19
NOD
19
By John M. Stater
The Virgin Woode 1
Colonial fantasy in the Land of Nod
Cover by Benjamin West, 1900
Interior Illustrations by Jon Kaufman, Allen Anderson, Howard Pyle and Fearsome Creatures | MONSTERS 43
others Creatures from North American folklore
The Broadsword of God | CLASS 50
The Puritan class for Blood & Treasure
Armor Up Like a Barbarian | NOTIONS 52
Piecemeal armor fit for a barbarian
Murder Most Random! | RANDOM 54
Determining who, what and where for Victorian mysteries
Necromantic Masterpieces | MONSTERS 55
When a necromancer advances beyond zombies and skeletons
The Prehistoric World | CAMPAIGN WORLD 56
Fantasy gaming in the stone age
Three Bad Bishops | NPC’S 59
Three clerics drawn from history for Blood & Treasure
The Corundar | PARS FORTUNA 61
A silicon‐based race for Pars Fortuna
Four New Classes | SPACE PRINCESS 63
Bionic warriors, primitives, space hippies and time travelers
Thinking About Angels | NOTIONS 66
A new way to use angels in your fantasy games
NOD 19 is Copyright 2013 John M. Stater
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Virgin Woode The Virgin Woode is a narrow coastal plain backed
by a wide swathe of wooded hills. The woodland
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birch and magnolia. It runs along the eastern
coast of Antilia, from the Bloody Mountains in the
south to the Trow Hills in the north. To the west it
is bordered by the Purple Mountains.
Upon the disappearance of the Emperor of Nomo
and the subsequent decline and fall of that
empire, the tributary city‐states of the
Motherlands sought to claim a portion of their old
master’s power. This was first attempted in a
series of ineffective wars, as no one city‐state was
powerful enough that it could best its rivals,
separated as they were by vast tracts of
wilderness.
1
adventurers in search of lucre, merchants desperate to escape
overbearing nobles and every weirdo in the world yearning to let
his or her freak flag fly has kept brave, hearty souls traversing the
pirate haunted waters of the Blustering Main to Dweomer Bay or
one of the many village and towns that now dot the shore of the
Virgin Woode.
RIVERS
Before we delve into the various regions, we should discuss the
various major rivers of the area. From north to south, the large
rivers (i.e. those thick blue lines) are:
A. Celadus River, which flows into Trinity Baye, where is located
the pilgrim town of Trinity.
B. Misqatonic River, sister to the Arcadia River, it helps it empty
the swamp.
C. Brandywine River, the river of Dweomer Bay, the Yankee river.
It is navigable up to 48 miles inland and quite rich in fish.
D. Lousy River, the river that forms the basis of the Great Lousy
Swamp. It is a fairly deep channel, allowing pirate vessels to move
rather far inland and make port at Rogues’ Harbor.
VIRGIN WOODE
E. Blackwater River, which feeds into the bay of Glorianas‐Towne.
It is known for its remarkably deep channel, which is navigable 30 The Virgin Woode is the name given to the great expanse of
miles inland. The waters look rather black due to the depth and woodland that stretches From the Trow Hills in the north down to
the character of the water’s foundation. the Bleeding Mountains in the south (which are located on the
map south of Map G10). The woods are thick with oaks (red, white
F. Angry River, largely unexplored by the cavaliers or pirates, it is
and black), chestnut, hickory, maples, white ash, tulip tree, beech,
only navigable to 18 miles; beyond that, it features rapids.
black cherry, birch, tupelo, elm, flowering dogwood and, in the
southern reaches, sweet gums. One might also find spicebush,
DWEOMER BAY
witch hazel, blueberries, huckleberries, mayapples and, in the
higher elevations of the woodland, sassafras and chinkapin.
Dweomer Bay is a lowland that has become heavily populated
since the arrival of colonists. The bay was created by a meteoroid 3D6 MONSTER ENCOUNTER
impact, and now consists of a coastal tidewater plain. Plums, 3 Kanontsistóntie (1)
cherries and persimmons (which can be made into a potable beer) 4 Argopelter (3d6)
5 Azaban (3d6)
grow wild here, though most of the area has been cleared for
6 Joint snake (1)
some sort of cultivation. Because it is a bit swampy, typhoid fever, 7 Splintercat (1d6)
dysentery and malaria are common during the summer months. 8 Hidebehind (1d6)
9 Teakettler (3d6)
3D6 MONSTER ENCOUNTER 10 Dwayyo (3d6) or Scouts (1d8)
3 Mothman (1) 11 Pukwudgie (3d6)
4 Headless horseman (1) 12 Yehasuri (3d6)
5 Dwayyo (2d4) 13 Axehandle hound (1d6)
6 Giant mosquito (1d8) 14 Hodag (1d6)
7 Wolf (2d4) 15 Ball‐tailed cat (1d4)
8 Moose (1d4) 16 Mennegishi (3d6)
9 Black bear (1d6) 17 Jackalope (3d6)
10 Pirates (3d6) or 1 ship off the coast 18 Deer woman (2d4)
11 Traders (3d6)
12 Yankee rangers (3d6) PURPLE MOUNTAINS
13 Wild elves (3d6)
14 Boo hag (1)
The Purple Mountains are a range of ancient ridges that rise from
15 Ogre (1d6)
16 Pukwudgie (3d6) the coast and separate it from the badlands beyond. Beyond the
17 NPC Adventurers foothills there are several ridges that run from northeast to
18 Disease (1‐bloody flux; 2‐filth fever; 3‐malaria; 4‐slimy doom) southwest, and which are not excessively high for mountains.
2
None, for example, are snow‐capped all year long, and all are humans with the skills of a first level ranger. They wear buckskins
forested, mostly with pitch pine, chestnut oak, scarlet oak, and carry tomahawks, daggers and muskets. There is a 30%
chestnut and red cedar. Blueberries, black huckleberries and chance they are mounted on light warhorses.
mountain laurel grow beneath the trees, and the mountain valleys
are roamed by black bears, coyotes and wild boar. Each party of scouts is led by a ranger of 3rd to 6th level. The leader
has a lieutenant of half his level. The leader and lieutenant are
3D6 MONSTER ENCOUNTER armed and armored as their men and they each have a 5% chance
3 Kanontsistóntie (1) per level of possessing a random magic item.
4 Pamoula (1)
5 Hoop snake (3d6)
6 Golden bear (1) The most famous scout in the Virgin Woode is Nat Morrigan
7 Giant boar (1) (illustrated on the first page of this article). Nat arrived with the
8 Cougar (2d4) first settlers from Tremayne as a boy and grew up in the Virgin
9 Black bear (3d6)
10 Wolf (3d6) Woode. He is now in his late forties. He has a quiet, diginified
11 Scouts (1d8) disposition, and both elves and humans respect his skill as a
12 Kobold (4d6) woodsman and his honesty as a trader.
13 Fastachee (3d6)
14 Wampus cat (2d4) Nat Morrigan, Human Ranger: LVL 8; HP 46; AC 14; ATK 1 tomahawk +8
15 Ball‐tailed cat (1d4) (1d6+2) or musket +9 (1d10+1); MV 30; F7 R6 W9; AL Lawful (LG); XP
16 Troll (2d4) 800; S16 I13 W18 D18 Cn16 Ch12; Special—Favored enemy (animals),
17 Gaasyendietha (1) leave no tracks, spells (1); Gear—Buckskin, traps, 10d10 gp worth of furs.
18 Snallygaster (1)
Nat is always accompanied by his sidekick, Old Hob. Hob has lived
GREAT LOUSY SWAMP in the woods longer than Nat, and is arguably a more skilled
woodsman. He isn’t as diplomatic or dignified as Nat, but he is
The Great Lousy Swamp is known for its drooping cypress, its
loyal and brave. Hob doesn’t like modern ways and contraptions
myriad small waterways, its use as a safe haven for the pirates of
like muskets. He has long, grey hair, sparkling blue eyes and a
the coast and its giant lice, which grow to be the size of terriers.
large, red nose. He speaks with a Yorkshire accent and is given to
The swamp was created, according to wild elf legend by a great peppering his conversation with snorts of displeasure.
phoenix, which made a nest near the coast that, when it was
Old Hob, Human Ranger: LVL 6; HP 32; AC 10; ATK 1 tomahawk +6
finished, eventually filled up with water. Some folk think that (1d6+1) or longbow +6 (1d8); MV 30; F10 R10 W13; AL Lawful (LG); XP
phoenix eggs might still lurk under the waters, though nobody has 600; S13 I8 W16 D14 Cn15 Ch9; Special—Favored enemy (animals), spells
found a bit of proof for that surmise. (1); Gear—Buckskin, traps, clay pipe, pouch of tobacco, 5d10 gp worth of
furs.
The swamp does, however, consist mostly of reddish sand and
Smugglers | Travelers
shallow, reddish water. It is filled with cypress, tupelo, maple, pine
and cedar. Besides game, the swamp produces little to support Given the political environment of Dweomer Baye, more than a
human life. few of its citizens have taken to smuggling in order to avoid paying
duties on goods. These smugglers often make their lairs along the
3D6 MONSTER ENCOUNTER
3 Chuul (1) rocky coastline or deep in the woods where the governor’s
4 Zombie (3d6) soldiers fear to tread. These smugglers generally conform to the
5 Skunk ape (3d6) scouts presented above, but are lead by rogues instead of rangers.
6 Giant mosquito (3d6)
7 Giant louse (3d6)
The most infamous smuggler is Black Piet.
8 Giant viper (1d6)
9 Giant weasel (3d6) A typical smuggler lair is a cave that can be reached from land or
10 Black bear (3d6) sea, but only with difficulty. Most of these lairs are guarded
11 Pirate (3d6)
around the clock by two brigands armed with muskets. Demi‐
12 Smugglers (3d6)
13 Yankee or Cavalier rangers (3d6) human brigands are highly valued as guards because of their
14 Mugwumps (3d6) ability to see in the dark without the need for lanterns. The inside
15 Thieves (2d6) of the cave is well stocked with barrels, sacks and crates of
16 Boo hag (1d4)
17 Grick (3d6) contraband. Most brigands sleep in the storage areas on makeshift
18 Disease (1‐bloody flux; 2‐filth fever; 3‐malaria; 4‐slimy doom) cots, hammocks or piles of straw or fur. The leader of the
smugglers has his own chamber, which contains charts, maps and
Scouts | Travelers a ledger kept in a secret code. The leader also has a locked sea
chest containing the band’s treasure. Assume that a tenth of the
Patrols in the Virgin Woode are usually made up of scouts (often
smugglers’ coin is in the form of normal treasure, the rest being in
called rangers, though we’ll call them scouts to avoid any
the form of contraband.
confusion with the ranger class) from Dweomer Baye or one of the
other colonies. A typical party of scouts numbers from 1 to 10
3
CONTRABAND VALUE They now base themselves in and around the northern town of
Cocoa 2 gp/lb Trinity, a harbor town which makes money on fishing and trade.
Coffee 1 gp/lb Trinity is, officially, a crown colony of Tremayne, but it mostly does
Silk 10 gp/sq. yd.
at is pleases and, so long as tribute continues to flow back to the
Spice – cinnamon 1 gp/lb
crown, the Queen is satisfied enough to leave them to it.
Spice – cloves 15 gp/lb
Spice – ginger 2 gp/lb
Spice – pepper 2 gp/lb
Spice – saffron 15 gp/lb
Tea 5 sp/lb
Tobacco 5 sp/lb
A sample treasure for a band of smugglers might consist of 15 gp
and one of the following: 270 pounds of tobacco in wooden crates,
9 pounds of saffron wrapped in bricks wrapped in waxed
parchment or 14 yards of silk divided between three bolts. The pilgrims are serious adherents of the druidic faith, and thus
tend towards the neutral (or lawful neutral) alignment. They adore
Wild Elves | Barbarians the concept of natural order, extending this to a love of order in
community and family. Offenders of order are treated harshly by
The wild elves of the Virgin Woodland have a slightly savage
the pilgrims. They dislike outsiders, though they are accepted in
demeanor and alien mindset, treating most non‐elves as little
Trinity because they need the trade, and tend to be clannish,
more than beasts. They are tricksters and skilled woodsmen, and
holding their families in the highest regard, then their village and
now find themselves locked in a struggle with the humans for
finally their “nation”. The elderly are venerated not only for their
control of their homeland.
wisdom, but also for their knack at survival. Pilgrims appreciate
The wild elves of the Virgin Woode are divided into two large tribal ruggedness and endurance.
confederacies, the Skraelings of the north, and the Madogs of the
Pilgrim villages are built around a central meeting house, the
south. Neither confederacy likes the other, and thus there has
homes of the villagers built facing it and their fields surrounding
been no alliance between them to fight the humans. The
the village. They believe in fences and a bit of order, and small
Skraelings are considered the more savage of the two tribes, and
shrines to the Kabir (they disdain Brigantia) can be found in their
they take the kabir Kerne as their chief divinity and ancestor. The
fields and homes. Most pilgrim houses are in the saltbox style.
Madogs, on the other hand, are considered more honorable and
Large villages include meeting houses, schools – they value
just, and they take Asur as their chief god and ancestor.
literacy, animal kennels and training grounds.
Colonists Most pilgrims dress in russets, greys and browns. They favor
doublets, hose, boots and steeple hats, and capes are worn in the
winter for extra warmth. Pilgrim soldiers usually add a breastplate
The Virgin Woode, especially along the coasts, is awash with to this dress, and tend to arm themselves with billhooks and
colonists from the Motherlands, mostly men and women from muskets, as well as daggers. Leaders among the pilgrims are
Tremayne and Antigoon. These different peoples have come for always druids or witches. In this case, druids refers to NPC’s with
different reasons and have brought different cultures with them, actual levels in the druid class, while witches are simply elder
cultures that have been reshaped in parts by their isolation in this women of the community with knowledge in herbcraft and hedge
brand new world they now inhabit. magic (i.e. adepts). These leaders are always women, though men
might hold important positions as scholars, sergeants and
The four primary groups of colonists in the Virgin Woode are the
captains, magistrates, constables, and they are always called
pilgrims, traders, cavaliers and rievers.
elders. Elders alone are permitted to wear black and a bit of ruffle
or lace to indicate their elevated position in the community.
PILGRIMS
Besides humans, pilgrim communities might also include halflings,
The pilgrims, as they are commonly known, were among the first
talking animals (a side effect of so many druids among them) and
folk of Tremayne to arrive in the Virgin Woode. They belon to a
the rare dwarf. Though they venerate the primitive simplicity of
sect of the druidic faith that stresses its ancient origins, and which
the local wild elves, they rarely invite them into their communities
is quite different from the modern faith practiced by Queen
and, in fact, are often at war with them.
Gloriana and her court. Their separation from the official faith and
their disdain for Gloriana brought them much difficulty at home, The pilgrim table features hearty, filling fare like beef, mutton,
so reports of a broad woodland and pleasant coast on the other pease porridge (the pilgrim staple), baked beans, brown bread and
side of Mother Ocean drew them out. a startling variety of pies. Most pilgrim food is baked.
4
Common pilgrim names include Acteon, Apollo, Aradia, Artemis, Director General appointed by the Virgin Woode Company that is
Dian, Egeria, Herodian, Herodiana, Janus, Juno, Jupiter, Latona, based in Antigoon.
Latonia, Lucifer, Lucina (Lucy), Luna, Mayking, Nemor, Nicevenn,
Pan, Phoebe, Sylvia, Sylvanus, Trivia and Virbius.
Pilgrim Soldier: HD 1; AC 15 (breastplate); ATK 1 billhook (1d6) or musket
(1d10+1); MV 30; F13 R15 W15; AL Neutral (N); XP 50; Special—None.
Pilgrim Sergeant: HD 3; AC 16 (half armor); ATK 1 broadsword (2d4) or
pistol (1d6); MV 30; F12 R14 W14; AL Neutral (N); XP 150; Special—
None.
Pilgrim Elder: HD 3; AC 10; ATK 1 quarterstaff (1d6); MV 30; F13 R13
W11; AL Neutral (N); XP 300; Special—Adept spells. The patron deity of Dweomer Bay is Atlas, he being a patron and
protector of explorers. The Atlas motif – strong man holding aloft
the globe – is a common one in Dweomer Bay architecture. The
city also has a devoted cult of Mercurius, patron of merchants and
traders, and Brigantia, chief goddess of the Tremani. Naturally,
there are secret demon and devil cults among the people, but the
largest secret cult belongs to the mysterious god Luvah, who her
followers claim is a god of liberty and freedom. These folk, often
called Agitators, are a group of determined men and women bent
on founding a republic in the Virgin Woode, a utopia of self‐
governance their religion calls Golgonooza.
Yankee villages are well thought out and ordered. Houses are
solid, with lofts and plenty of high, small windows.
Yankee Soldier: HD 1; AC 12 (leather); ATK 1 broadsword (2d4) or musket
(1d10+1); MV 30; F13 R15 W15; AL Neutral (N); XP 50; Special—None.
Yankee Trader: HD 3; AC 15 (breastplate); ATK 1 broadsword (2d4) or
pistol (1d6); MV 30; F12 R14 W14; AL Neutral (N); XP 300; Special—
Skilled at trickery.
YANKEES CAVALIERS
While the pilgrims made the first true communities in the Virgin Following the Antigooners and pilgrims settlement in the Virgin
Woode, they weren’t the first to settle. Before them came the Woode, Queen Gloriana decided she’d better plant some of her
adventurers, seeking gold and glory and bringing henchmen and own court to this new world to keep it from being overrun by folks
others with them. Gradually, these folk founded a few trading with no particular loyalty to her. In the regions south of the Great
posts on the coast (one, Rowan‐Oak, came to a most mysterious Lousey Swamp, she began offering land to the sons and daughters
end). One post in particular was at a place they called Dweomer of minor aristocratic or land‐owning families. Those who accepted
Bay for the weird magical energies that hovered over the place. have come to be called the cavaliers. Here, they have created a
This post was founded by a company of merchants and venturers feudal paradise (for the lords, if not the peasantry) in the Virgin
from Antigoon, and when the famous explorer and fighting‐man Woode, and exert their influence on the settlers to the north.
Peg‐Leg Petrus achieved the status of warlord he built a granite
The center of the cavalier settlements is the port of Glorianas‐
fortress they nicknamed The Battery and the city’s first stone wall,
town, often shortened to Glory by the inhabitants. Here, the
and the rest, as they say, was history.
cavaliers have created what they term a New Camelot, honoring
The men and women who flocked to Dweomer Bay are known by the chivalric virtues while they bring the wilderness under heel.
most of the Virgin Woode’s denizens as the yankees, after a wild The governor of Glorianas‐town is a knight, appointed by the court
elf word that apparently is quite insulting. The yankees have an of Gloriana. He sits on a green throne in this capacity, holding
adventurous spirit and a broad outlook on life, as peoples of many court on Gloriana’s behalf.
lands have settled in their small city. The city is still governed by a
5
Most of the cavalier settlements are small neighborhoods of unhonorable, and whereby victory is achieved by gouging out
manors, with ordinaries (taverns) at the crossroads, around which one’s opponent’s eyes.
settle a few free artisans and craftsmen, and at which a market
may be established from time to time to allow traders access to Rievers make their way by herding half‐wild swine, hunting game,
the crops (tobacco, cotton, foodstuffs) and livestock (especially growing crops on small plots, and turning most of their corn into
horses, the finest bred in the Virgin Woode) of the cavaliers. The bourbon whiskey and moonshine. They worship whatever god or
manor houses are made of brick, with wooden outbuildings. goddess comes along that throws a fear into them, but have no
Villagers dwell in small parlor houses. At the heart of the large time for being preached to by effiminate priests from the coast.
villages are the courthouse and the t‐shaped temple of Brigantia
Riever Bravo: HD 2; AC 11 (buckskin armor); ATK 1 tomahawk (1d6) or
and Mithras. musket (1d10+1) or longbow (1d8); MV 30; F12 R15 W15; AL N; XP 200;
Special—Berserkers (2 attacks per round).
Riever Chieftain: HD 4; AC 11 (buckskin armor); ATK 1 throwing axe (1d6)
or musket (1d10+1) or longbow (1d8); MV 30; F11 R14 W14; AL N; XP
400; Special—Berserkers (2 attacks per round).
COLONIAL SOLDIERS
Most colonial men‐at‐arms come in one of the following varieties:
The cavaliers are, as one might suspect, lusty and bold rascals, FOOTMEN
ever‐ready to take offense and defend their honor through duels.
They are patrician and stoic in manner, while the peasantry exist in Billmen: The billmen of Tremayne are well represented among the
a state of subservience and perpetual crisis. armies of the Virgin Woode. Billmen wear studded leather armor
and carry bills and daggers.
Cavalier food runs towards roasts, especially beef, and fried and
Billman, Medium Humanoid: HD 1; AC 13 (studded leather); ATK 1
fricasseed foods, like veal, chicken and game. The cavaliers enjoy billhook (1d6) or dagger (1d4); MV 30; F13 R15 W15; AL Neutral (N); XP
exotic viands as a way to show their status. Wine is more popular 50; Special—None.
with the aristocracy than beer, but since it is hard to come by, the
most common drink in the cavalier hundreds is bourbon, a spirit Halberdiers: Most halberdiers hail from Antigoon, and they are not
made from corn (or maize, for you “ferners”). as common as billmen and pikemen in the armies of the Virgin
Woode. They wear breastplates and carry halberds and daggers.
Cavalier Aristocrat: HD 3; AC 15 (half‐armor); ATK 1 lance (1d6+1) or
longsword (1d8) or pistol (1d6); MV 30; F12 R14 W14; AL N; XP 300; Halberdier, Medium Humanoid: HD 1; AC 15 (breastplate); ATK 1 halberd
Special—No penalty for fighting on horseback. (1d10) or dagger (1d4); MV 30; F13 R15 W15; AL Neutral (N); XP 50;
Special—None.
Cavalier Colonel: HD 5; AC 17 (three‐quarter armor); ATK 1 lance (1d6+1)
or longsword (1d8) or pistol (1d6); MV 30; F11 R13 W13; AL N; XP 500; Longbowmen: Mostly drawn from the militias of Tremayne, where
Special—No penalty for fighting on horseback.
men and boys are required to train with the deadly longbow.
Longbowmen have leather armor, longbows, 20 arrows and short
RIEVERS
swords or daggers.
The rievers are perhaps the oddest bunch of colonials, in as much Longbowman, Medium Humanoid: HD 1; AC 12 (leather); ATK 1 longbow
as they don’t all hail from a particular place, nor did they come to (1d8) or dagger (1d4); MV 30; F13 R15 W15; AL Neutral (N); XP 50;
the Virgin Woode as a cohesive group. The rievers are men and Special—None.
women of fortune who arrived in the Virgin Woode to serve as
Musketeers: Musketeers are dangerous combatants armed with
henchmen for the many adventurers who sally forth into the
muskets, 20 shot and daggers. They wear leather armor.
wilderness in search of gold and glory. Naturally, most of these
adventurers fall to a bitter end, and in time a surplus of henchmen Musketeer, Medium Humanoid: HD 1; AC 12 (leather); ATK 1 musket
plagued the colonial settlements. In time, many of these groups (1d10+1) or dagger (1d4); MV 30; F13 R15 W15; AL Neutral (N); XP 50;
retired to the backwoods to establish their own communities, Special—None.
based on bravado and a stubborn sense of liberty.
Pikemen: Pikemen are among the most common heavy footmen in
The rievers are stubborn, violent, independent sorts who brook the Virgin Woode. They have breastplate, pike and short sword.
little interference from outsiders. The men are rugged and
Pikeman, Medium Humanoid: HD 1; AC 15 (breastplate); ATK 1 pike
thuggish, the women fiery and usually a match for their men. They (1d6+1) or short sword (1d6); MV 30; F13 R15 W15; AL Neutral (N); XP
solve problems with violence and value folks who can hold their 50; Special—None.
own in a fight, their duels being known as “rough and tumbles” in
which the combatants are barred no maneuver, no matter how
6
Rangers: Rangers are scouts and ambushers, mostly drawn from Motherlanders use. That being said, the settlers have adopted
the backwoods dwellers of the Virgin Woode. Rarely, they are three inovations in armor that they have found useful in the
renegade wild elves or have wild elf blood in their veins. They wooded terrain: Buckskins, half‐armor and three‐quarters armor.
wear buckskin armor and carry musket, pistol and tomahawk. Some soldiers also wear buff coats.
Ranger, Medium Humanoid: HD 1+1; AC 11 (buckskin); ATK 1 tomahawk Buckskin armor is the equivalent of padded armor in terms of
(1d6) or musket (1d10+1); MV 30; F13 R15 W15; AL Neutral (CN); XP 50; protection, being made from deer hide. It is not as thick as boiled
Special—Tracking, surprise (2 in 6).
leather armor, and thus not as protective.
HORSEMEN
Buff coats are heavy leather coats useful as very light armor and
Cuirassiers: Cuirassiers are among the heaviest mounted soldiers as protection from powder burns when using fire arms. They are
of the colonists, armored in three‐quarter armor and armed with so named for their yellowish color. They can be worn under
broadsword and two pistols. breastplate, adding their protection to the breastplate’s.
Cuirassier, Medium Humanoid: HD 1; AC 17 (3/4 armor); ATK 1 Half‐armor, also called a corselet or almain rivet, consists of a
broadsword (2d4) or pistol (1d8+1); MV 30; F13 R15 W15; AL Neutral (N); breast‐ and backplate, gorget, tassets, full arms and gauntlets. In
XP 50; Special—None.
essence, it is half‐a suit of plate armor.
Demi‐Lancers: Demi‐lancers are the most common horse soldiers
Three‐quarter armor is the next step up from half‐armor, and
among the colonists, armored in half‐armor and armed with lance,
includes armor to protect the upper thighs.
longsword and two pistols.
ARMOR AC WT. COST
Demi‐Lancer, Medium Humanoid: HD 1; AC 16 (1/2 armor); ATK 1 lance
Buckskin armor +1 8 lb. 8 gp
(1d6+1) or longsword (1d8) or pistol (1d8+1); MV 30; F13 R15 W15; AL
Neutral (N); XP 50; Special—None. Buff coat +1 7 lb. 5 gp
Half‐armor +6 30 lb. 500 gp
Harquebusiers: Harquebusiers are mounted musketeers, wearing Three‐quarter armor +7 40 lb. 1,200 gp
breastplates and buff coats and carrying carbines, two pistols and
a longsword.
Locations
Harquebusier, Medium Humanoid: HD 1; AC 15 (breastplate); ATK 1
longsword (1d8) or carbine (1d10+1) or pistol (1d8+1); MV 30; F13 R15
0105. Forgotten Urns | Treasure
W15; AL Neutral (N); XP 50; Special—None.
Lancers: Lancers are the “knights” of the colonists, armored in Several ceramic urns, glazed bright red, have been buried here in a
three‐quarter armor and armed with lance, longsword and two shallow hole; a glint of the sun might reveal them as people pass
pistols. by (a 1 in 6 chance). Most of the urns hold nothing but ashes, likely
the remains of living creatures. One contains 11 agates of various
Lancer, Medium Humanoid: HD 1; AC 17 (3/4 armor); ATK 1 lance hues (worth 1d4 x 10 gp each) wrapped in an ocherous cloak. The
(1d6+1) or pistol (1d8+1) or longsword (1d8); MV 30; F13 R15 W15; AL cloak is magical and cursed, steeped in the blood of a pyrohydra
Neutral (N); XP 50; Special—None.
and spat upon by a woman scorned. When worn too near a large
Pistoleers: Pistoleers are light horsemen who wear breastplates fire (campfire size or larger, and yeah, fireballs count), it bursts
and carry broadswords and two pistols. into flames, burning for one minute and dealing 1d6 points of
damage per round. Only after a person has burned in the cloak can
Pistoleer, Medium Humanoid: HD 1; AC 15 (breastplate); ATK 1 they attempt to remove it, the effort still requiring a successful
broadsword (1d8) or pistol (1d8+1); MV 30; F13 R15 W15; AL Neutral (N); Will saving throw.
XP 50; Special—None.
0108. Steaming Crevice | Wonder
Equipment A crevice here in the mountains issues forth a steady roil of steam
that smells surferous. The crevice is about 9 feet wide and the
Most of the weapons to be found in the Virgin Woode are found sides slant about 30 feet down to a narrow enfilade, about 3 to 6
just about everywhere else in the world of Nod. One small feet wide. The ground at the bottom is cracked, and it is from
innovation as been the creation of shortened muskets, called these cracks that the steam billows.
carbines, which are especially useful for mounted soldiers. Hand
and throwing axes are especially common among the native wild Chained over these cracks is the body of an angel, the incarnate
elves and the colonists, and are often referred to as tomahawks. form of Deer Woman, goddess of fertility and love. The body is
bound by adamantine chains that spring from the walls of the
Most of the colonists are settlers from the Motherlands, and thus crevice and is looked over by six wizened old wild elves with starry,
use the same basic equipment, armor and weapons that other almost vacant eyes. Worshippers of the goddess, they watch over
7
this form, believing the ancient prophecies that claim she will be 0117. Brooding Statue | Dungeon
released when the Moon swallows the Sun, the skies turn black
with ash and the Great Wolf’s children ravage the world. These A statue of a brooding elven warrior rises from a sandy hollow
elves also speak of floating cities in the east, so they’re probably betwixt two chalky hills covered with brambles. If one moves too
not too trustworthy. close to the statue, they run the risk (1 in 4 chance) of stepping on
a sink hole that sends them about 10 feet into the ground where
Wild Elf, Medium Humanoid: HD 1; AC 11 (buckskin); ATK 1 tomahawk they discover that the statue rests upon the entrance to a tomb
(1d6) or longbow (1d8); MV 30; F15 R13 W15; AL N; XP 50; Special—Elf complex created by the ancient elves to inter the body of one of
abilities.
their great lords who died in battle with the rebellious dwarves.
Incarnate Goddess: HD 10; HP 30; AC 22 [+2]; ATK 1 +2 greatsword
(1d10+5) or 2 light rays (300 ft., 4d6); MV 50 (Fly 150); F8 R7 W7; AL [A] The entry cavern to the tomb complex is a large cavern, the
Lawful (CG); XP 2500; Special—Gaze attack, light rays, shift form, roof sloped and conical, the floor uneven. There are three exits.
immune to electricity and petrification, protective aura, magic resistance
Roots stick through the dirt roof of the cavern and drip honey‐
25%.
colored water on the ground. Folk moving through this cavern
0112. Ancient Aqueducts | Monster unprotected must make a Reflex save each round or be struck by
the weird water. Those who fail the save are struck as though by
In very ancient days, before the elves had mastered elemental one of the following spells:
water, they used their magic and their minds to construct great
aqueducts that carried mountain spring water into their D6 EFFECT
1 Hideous Laughter
burgeoning cities. The remains of one such aqueduct can be found
2‐3 Crushing Despair
here, traversing a valley before boring into the side of a mountain.
4‐5 Rage
The aqueduct does not emerge from the other side of the 6 Fear
mountain, having toppled long ago. All that remains is a small
cave, the mouth of which is stained with rust. The effect lasts 1d6 hours (Fortitude save to halve the duration).
Within this tunnel, a seam opened long ago. This seam sends the [B] A thick, golden mist creeps along the ground in this cavern,
water of the aqueduct plunging into the mountain itself, forming winding around people’s legs and arching above the ground when
crooked caverns and tunnels before
eventually flowing from mountain’s
base as a small river that eventually
flows into the Lousey Swamp. Within
one of these caverns, a small band of
mugwump pilgrims has created a
weird monastery to Gurmuckwam, the
“Red Goddess of the Mountain”.
Mugwump, Medium Humanoid: HD 2; AC
13 (buckler); ATK 1 spear (1d8) or short
bow (1d6); MV 20 (Swim 40); F12 R15
W15; AL Chaotic (CE); XP 100; Special—
Surprise (4 in 6) in swamp.
8
people make sudden movements. This gas is poisonous, causing brilliant white. The corpse now rises as a wight and attacks with its
sleep for 1d6 hours if a person breathes it and fails a Fortitude sword, a nine‐lives stealer called Harsheq.
save. A single large stalactite hangs from the ceiling – a stalactite
that turns out to be a storoper! When it attacks, the poisonous gas If the wight is defeated, the tomb chamber shifts back into the
is kicked up into the air, forcing people to make a save every other Material Plane, and the lord’s tomb treasure is now in evidence
round to avoid its effects. Sleeping foes are either devoured by the around the slab, though the body is gone. The treasure consists of
storoper, or are snatched away by the hargle‐bargles in [C]. 34,000 cp, 300 gp, 30 pp, a spinel (500 gp), four turquoise (70 gp,
150 gp), a potion of cure light wounds, a potion of delay poison, a
Storoper, Medium Aberration: HD 6; HP 14; AC 22; ATK 6 strands (see potion of charisma, scroll of protection from drowning, scroll of
text + constrict + poison II (2/day)) or bite (1d8); MV 10; F12 R13 W10; AL protection from metal and a wand of energy missile (fire) with 5
Chaotic (CE); XP 600; Special—Immune to normal missile fire, strands,
venom, weakness. charges.
[C] This cavern is composed of granite and has a triangular profile, Wight Lord, Medium Undead: HD 12; HP 43; AC 20 [+1]; ATK 1 slam (1d4
+ energy drain) or greatsword (1d10); MV 30; F9 R9 W7; AL Chaotic (CE);
with the roof peaking 16 feet above the ground. It is the lair of a XP 1200; Special—Energy drain, command 3/day.
clan of 20 hargle‐bargles, strange humanoids that resemble a cross
between gnomes or halflings and porcupines, having backs 0121. Thunder Mountain | Temple
covered with long spines. They are all mildly psychic, and are fairly
inoffensive creatures save for their willingness to make meals of A lonely mountain rises here form the woods, a mountain whose
sentient creatures. They possess 70 gp, two pieces of amber (110 peak is ever obscured by a swirl of storming clouds. The misty
gp each), a jargoon (750 gp) and two silk capes (10 gp each). mountain is home to a tribe of wild elves that worship the storm
cloud as their thunder god. The inhabit a series of caverns about
Hargle‐Bargle, Small Monstrous Humanoid: HD 1; AC 14; ATK 2 claws midway up the mountainside (about ½ mile up). The walls of this
(1d4 + confusion); MV 20; F16 R12 W13; AL Chaotic (NE); XP 100;
cavern complex are covered with graceful drawings of sylphs and
Special—Detect thoughts (ESP) at will, telepathic communication with
one another. eagles and images of the wild elves hunting legendary beasts.
[D] This antechamber protects the tomb of Prince Agathion. The Wild Elf, Medium Humanoid: HD 1; AC 11 (buckskin); ATK 1 tomahawk
(1d6) or longbow (1d8); MV 30; F15 R13 W15; AL N; XP 50; Special—Elf
walls are smooth and covered with a network of spiderweb‐like abilities.
lines that channel water into a small hollow in the floor.
A secret door within these caverns leads to a tunnel that spirals
Set into one wall is a large door of stone with the grotesque face upward to a temple that crackles with electricity flowing from a
of a hag carved into it. The hag’s mouth appears to be hinged (i.e. copper pillar that rises from floor to ceiling. The pillar actually rises
to open under the right circumstances) and protruding from the through the mountain and from its peak. This magical lightning rod
lips, but locked tight there, is a platinum coin. A thief can attempt is the source of the storm clouds that blanket the mountain. The
to foil the jaw mechanism with her tools, or one can open the energy is partially magical, and is conducted through the rod and
mouth by tickling the hag’s nose with a feather. into the heart of the mountain, where it has created a portal.
If the mouth opens, not just one platinum piece drops out, but The portal cannot be seen directly, though from the corner of
several, followed by platinum dust. As the dust and coins hit the one’s eye, the floor of the shrine might look as though it is
ground, they begin to rise into a humanoid form, that of a rippling. If one steps to within 10 feet of the lightning rod, they
platinum golem. If the golem is defeated, the door swings open. must pass a Reflex save each round or be struck by an arc of
electricity for 2d6 points of damage. Within 5 feet of the rod, they
Platinum Golem, Medium Construct: HD 9; HP 40; AC 20 [+1]; ATK 2
slams (2d6); MV 40; F16 R12 W13; AL Lawful (LG); XP 2250; Special— fall through the portal and into a very small demi‐plane.
Breath weapon (solid fog, 10’ radius and 10’ high), immune to spells
(cold damage slow them, fire damage heals them), double damage The demi‐plane is the prison of Brihtaginn, an ancient elven
against Chaotic (Evil) creatures, resistance to fire. priestess of Kerne, who angered her lord by refusing his advances
(she loved another) and was imprisoned here. Suspended
[E] The tomb of Agathion is a sunken chamber lined with brilliant
animation (created by a necklace of amber globes worth 1,000 gp)
white marble in weird arches and twisted columns. At the center
has kept her lovely. Before the Kabir and Faerie were cut off from
of this white chamber lies the burial slab of Agathion, composed of
Nod, Kerne would visit from time to time to give the priestess a
obsidian and radiating powerful necromantic magic. The body of
chance to reverse herself, but she refused. He has now been
the lord lies atop it, in state, in gleaming black mail, a two‐handed
absent for a very long time.
sword on his chest and grasped in his dead hands.
The demi‐plane looks like a cavern of black stone. The priestess
If the slab is touched, the room shifts into a pocket dimension
lies upon a slab of malachite, apparently asleep. If the necklace is
infused with negative energy (per a minor negative energy plane).
removed, she awakens after about a minute. Beneath her, there is
The walls now become black and glassy, the slab and corpse
a large diamond set flush into the slab. Around this slab there are
a number of copper posts topped by copper globes. Electricity arcs
9
from globe to globe, and from these arcs of electricity, up to five 0209. Aftaheesh | Barbarians
lightning elementals will emerge to challenge intruders.
Aftaheesh is a village of skraelings in the wooded foothills of the
Lightning Elemental, Small Elemental (Air, Fire): HD 5; AC 16; ATK 1 mountains, located on a wide meadow between rocky ridges of
lightning touch (1d6 electricity); MV Fly 40; F14 R11 W14; AL Neutral; XP spruce and pine. The elves of Aftaheesh are ill‐tempered and
500; Special—Absorb electricity, immune to fire, lightning transfer.
warlike, a not uncommon thing for the scraelings, and they do not
To escape the demi‐plane and return to the shrine, one must welcome visitors unless they bear exotic goods and are willing to
strike this diamond with a spark of electricity (magical or undergo a test of honor, something like permitting an elf to shoot
otherwise). If the diamond is removed from the slab (it is worth a pine cone from their head or walking over a bead of embers. If
5,000 gp), there is no guarantee that one will ever escape. this is done, they are treated as honored guests.
0127. Shrine of Memory | Temple The elves are renowned for their archery and their skill at flint‐
working; their elfshot are dealing damage a normal arrows.
The woodlands here are composed mostly of oaks with silvery
leaves. The animals of the woodland are likewise covered with The tribe is commanded by Ekseithian, the village elder, a fanatical
silvery fur, and at night, a silvery mist flows over the ground. and reckless leader who wears a sharpened bone through his nose
and who usually councils war, and who even has an uneasy
At the heart of the hex there is a shrine dedicated to Marth, the relationship with other skraeling tribes. He wields the famous
Kabir of memory and knowledge. His shrine appears as a silver, (among skraelings) staff Brecentus, a staff of earth and stone. His
conical construction with a single triangular entryway hung with daughter, the beauteous Issimparda, sees love everywhere she
beads of bluish glass. Within, there is a large, black stone that, looks, and though tempting, she is also inconstant and jealous.
when struck, creates a hollow, metallic sound that can be heard
for 3 miles. The stone is magical. When struck, it also begins to Wild Elf, Medium Humanoid: HD 1; AC 11 (buckskin); ATK 1 tomahawk
(1d6) or longbow (1d8); MV 30; F15 R13 W15; AL N; XP 50; Special—Elf
drain first the color from the surrounding landscape and all within abilities.
it and then the very light from the sky. Eventually, the entire hex
and those hexes adjacent are shrouded in impenetrable darkness. Ekseithian, Wild Elf Sorcerer: LVL 2; HP 2; AC 9; ATK 1 club +0 (1d4) or
Those of elven blood who walk through this darkness see shapes sling ‐2 (1d4); MV 30; F15 R17 W14; AL Neutral (N); XP 200; S9 I7 W6 D5
Cn10 Ch14; Special—Spells per day (6/5), spells known (5/2).
appear from it, shapes of their ancestors, who tell them of things
from long ago (per the legend lore spell). The darkness persists for 0231. Finnard’s Spire | Stronghold
one day after the stone is struck.
Finnard in an ancient elf wizard who dwells in this hex within a
The shrine is tended by Cof, an old druid, his four aspirants and his spiral tower that looks something like a 100‐ft. tall alicorn. The
animal friend, a silver wolf called Drune. walls are the color of ancient, weathered oak, and the tower
presents no means of entrance beyond the extra‐dimensional.
Aspirant, Medium Humanoid: HD 1; AC 11 (buckskin); ATK 1 club (1d4);
MV 30; F13 R15 W13; AL Neutral (N); XP 100; Special—Druid spells (1). Three wood drakes roost in the woodlands around the spire, and
act as its steadfast guardians.
Drune the Wolf, Medium Animal: HD 2; HP 10; AC 14; ATK 1 bite (1d6 +
trip); MV 50; F12 R11 W18; AL Neutral (N); XP 100; Special—None. Finnard is a grotesque old elf, his dark, grasping, scheming heart
gradually making his outer self look as awful as his inner self. Like
Cof, Wild Elf Druid: LVL 6; HP 30; AC 12 (buckskin); ATK 1 club +3 (1d4) or
sling +4 (1d4); MV 30; F9 R12 W9; AL Neutral (N); XP 600; S11 I11 W15
others of his ilk, he was changed into a drow by the curse of Asur,
D13 Cn13 Ch6; Special— Spells per day (5/4/3/2), speak druidic, move but unlike many others, he did not flee beneath the earth, but
through undergrowth, leaves no trail, +2 save vs. energy spells, rather closed himself up in his tower for all eternity. Elves once
shapechange; Gear—Fetishes, white robes.
called him “the Preserver”, for he maintains a great archive of
elven knowledge within his tower. Many of these scrolls are so
0206. Golden Flask | Treasure
ancient that they would collapse into dust if unfurled.
A golden flask has been dropped on a mountain trail in this hex (1
Finnard carries a deep and unsettling lust in his heart for the
in 6 chance of finding it). If the flask is filled with water from a
demonologist Cathron [0321].
river, stream or lake in a hex, drinking that water gives one a
knowledge of that hex and the surrounding hexes, including things Finnard, Drow Magic‐User: LVL 10; HP 33; AC 10; ATK 1 dagger +2 (1d4‐
like the inhabitants, likely encounters and any interesting places or 1); MV 30; F11 R12 W8; AL Chaotic (LE); XP 1000; S6 I14 W9 D12 Cn14
things to be found there. This can be done but once per week. Ch12; Special—Spells per day (4/5/4/3/3/2), drow abilities.
Each drink taken from the flask requires the drinker to pass a Will
0241. Dimension X | Monster
saving throw or become greedy for more gold.
A cavern in the mountains here is serving as the temporary base of
operations for a band of scouts from the shadowy Dimension X.
The scouts are humanoid, but their features are obscured by their
10
11
protective suits, which are formed of a silvery cloth. These jump‐ The princess is the high priestess of the tribe, for only she by dent
suits are loose fitting, and cover the entire body. Over their heads, of her blood heritage can commune with the clan’s sacred relic, an
they wear globes of silvery metal with dark visors. These helms arching, spitting silver flame. The flame is deeply Lawful, and its
and suits cannot be removed save by the most dire force. If most zealous followers are a band of woodsmen led by the ranger
removed, they reveal the humanoids within look like normal Rowanelethe called the “Banishers of Evil”, who hunt down relics
humans, save for their eyes, which are entirely black. of the wicked elven past and fight new elements of Chaos that
have come to the Virgin Woode with the colonists.
The ten scouts are usually found hovering around a column of
black metal decorated with dials, knobs and blinking lights of many 0317. Twearga | Village
colors. This device not only opens a portal into their home
dimension, it also collects information about the surrounding Twearga is a village of 100 skraeling elves situated atop the tallest
lands and can project a wall of force for up to 10 minutes. hill in the hex (elevation 70 feet), the slopes of which are covered
with blackberry bushes that form a natural barrier. One can thread
The scouts carry ray guns (6 charges each; they can be recharged through a maze of trails to find their way up the slopes; the elves
by placing them on the column for 1 hour) that fire beams of can do this in about 1d6 minutes, while others need 1d6 turns to
negative energy that deal 1d6+1 points of damage per hit. pick their way through.
The presence of the scouts and their weird device are causing the Twearga is ruled by King Merfordiach, a brave, honorable old
weather in this hex to behave oddly; each hour, there is a 1 in 6 warrior who has lived for over 400 years. He is best known for his
chance of severe weather (lightning storm, hail, high winds). three month‐long hunt of a snallygaster, a hunt that ended in the
dragon dead and the loss of Merfordiach’s left ear. About one mile
Scout, Medium Humanoid: HD 2; AC 14 (space suit); ATK 1 ray gun (2d8); from the hill there is a hollow of garnley old oak trees hung with
MV 30; F12 R15 W15; AL Neutral; XP 100; Special—None.
luminous moss that the elves collect and use to make medicines
0246. Lowellon’s Fastness | Stronghold and luminous war paint.
Lowellon is an ancient elven elementalist, one of a trio (with Skraeling Warrior: HD 1; AC 11 (buckskin); ATK 1 tomahawk (1d6) or
longbow (1d8); MV 30; F15 R13 W15; AL N; XP 50; Special—Elf abilities.
Finnard [0231] and Cathron [0321]) who survived the curse of Asur
and remained above the surface. In Lowellon’s case, he was not Merfordiach, Wild Elf Ranger: LVL 6; HP 35; AC 11 (buckskin); ATK 1
only absent from the Material Plane when the curse was issued, tomahawk +6 (1d6+1) or longbow +5 (1d8); MV 30; F10 R10 W12; AL
Neutral (N); XP 600; S14 I9 W14 D9 Cn10 Ch12; Special—Favored enemy
but also one of the few ancient elves who had not descended into
(magical beasts), spells (1), wild elf abilities.
decadence and the worship of demons.
0321. Cathron’s Hold | Stronghold
Lowellon dwells in a crooked, rocky hill, within a deep, cool cavern
system inhabited by colony of bats who are on decent terms with Cathron is an ancient elf, a victim of Asur’s curse who was turned
the elementalist. Over the ages, Lowellon has taken on a bit of a into a drow. She did not leave her stronghold, but rather
bat‐like appearance himself, with a thin, turned up nose, inky enmeshed it in demonic energies. The stronghold appears as a
black hair and pale, weak eyes. Delicate and contrary, Lowellon 200‐ft. tall tower of smooth, scarlet stone that writhes with black,
does not desire outside company. Like Finnard, he lusts after the choking smoke and drips with demonic ichor. One only enters the
demonologist Cathron. place by teleportation.
In a very deep cave, Lowellon sits and plots and studies his aged Cathron is a lithe, athletic drow with silvery hair and tempting
scrolls. His treasure horde is vast, but his greatest treasure is a eyes. She is a born deceiver, and is quite incapable of love, though
magic shadow lantern. The shadows thrown on the walls by the that has not disuaded Finnard [0231] or Lowellon [0246] from
shadow lantern become shadows under Lowellon’s control. attempting it.
Lowellon, Grey Elf Elementalist: LVL 12; HP 27; AC 10; ATK 1 dagger +3 Within the tower, Cathron is served by 10 fiendish lizard men with
(1d4‐1) or light crossbow +4 (1d4+1); MV 30; F11 R11 W6; AL Chaotic
(NE); XP 1200; S6 I10 W13 D9 Cn9 Ch14; Special—Command spirits glistening black scales and blazing eyes. Her treasure trove is
(4/day), turn elementals, grey elf abilities. guarded by a young red dragon, Thartwalla, who also serves as her
mount when she leaves her tower. Her treasure trove contains
0305. Linnilethna | Village 8,000 cp, 1,700 sp, 400 gp, 25 pp, seven fancy stones (20 gp, 20
gp, 40 gp, 90 gp, 90 gp, 120 gp, 150 gp), four gems (50 gp, 50 gp,
Linnilethna is a camp of 100 skraeling elves surrounded by a
800 gp, 950 gp), two jewels (900 gp, 1,200 gp), a +1 dagger, a
wooden palisade (12 feet tall) and a dry moat. It is built near a
potion of cure light wounds, a potion of cure moderate wounds, a
rushing stream, and the skraelings are expert fishers and boatmen.
wind fan and a luckstone.
Like most of their ilk, they are not desirous of visitors, and tend to
react violently to incursions in their territory. The clan is ruled by Fiendish Lizardman: HD 2; AC 13 [+1]; ATK 1 bite (1d6) and spear (1d8);
the Princess Odenithidne, who is advised by a council of elders. MV 30 (Swim 20); F12 R15 W15; AL Chaotic (CE); XP 500; Special—Hold
12
breath, resistance to fire, magic resistance 10%, +2 hit and damage The priests of Ghobb possess 14,000 cp, 5,100 sp, 325 gp, 35 pp, a
Lawful (Good) creatures. turquoise (20 gp), a beryl (900 gp) and a diamond (1,900 gp).
Thartwalla, Gaasyendietha, Medium Dragon: HD 8 (30 hp); AC 16; ATK 2
Wild Elf Kerns, Medium Humanoid: HD 1; AC 12 (leather armor); ATK 1
claws (1d4+1) and bite (1d8); MV 30 (Fly 150, Swim 60); F9 R9 W9; AL
greatsword (1d10) or longbow (1d8); MV 30; F15 R13 W15; AL Neutral
Chaotic (CE); XP 800; Special—Immune to fire, immense body heat, cone
(N); XP 50; Special—Elf abilities.
of fire (40‐ft. cone, 3d6 damage).
Wild Elf Druids, Medium Humanoid: HD 1; AC 11 (buckskin); ATK 1
Cathron, Wild Elf Elementalist: LVL 12; HP 24; AC 10; ATK 1 dagger +3
quarterstaff (1d6); MV 30; F12 R15 W12; AL Neutral (N); XP 100;
(1d4‐1) or hand crossbow +4 (1d4); MV 30; F11 R11 W6; AL Neutral (N);
Special—Spells per day (4/2), speak druidic, move through undergrowth,
XP 1200; S6 I6 W14 D12 Cn10 Ch15; Special—Command spirits (5/day),
elf abilities.
turn elementals, wild elf abilities.
Odiach the Black Bear, Medium Animal: HD 3; AC 13; ATK 2 claws (1d4 +
0329. Grimmorix | Village constrict) and bite (1d6); MV 40; F12 R12 W17; AL Neutral (N); XP 300;
Special—None.
Grimmorix is a village of 200 madog elves, a deceitful bunch
known for their skill as assassins. Few tangle with them, for there Cynernach, Wild Elf Druid: LVL 10; HP 38; AC 12 (buckskin); ATK 1 club +6
is little profit in it. Their lodges are built on a wide meadow, where (1d4) or sling +7 (1d4); MV 30; F7 R11 W7; AL Neutral (N); XP 1000; S12
I8 W14 D13 Cn13 Ch12; Special—Spells per day (6/5/4/3/3/2), speak
the elves keep a herd of giant deer they tame for use as mounts. druidic, move through undergrowth, leaves no trail, +2 save vs. energy
The village is ruled by the sorcerer Righeadras, a man known for spells, shapechange, immune to poison, wild elf abilities.
his melodious voice (he chants his spells) and his shocking red hair.
0401. Mahelidian | Monster
Madog Warrior, Medium Humanoid: HD 1; AC 11 (buckskin); ATK 1
tomahawk (1d6) or longbow (1d8); MV 30; F15 R13 W15; AL N; XP 50; The mountains here are home to the snallygaster Mahelidian, a
Special—Elf abilities. fairly young, ambitious beast who has been harassing the wild elf
clans in the area for a few years now. He dwells in a cave of glossy
Righeadras, Wild Elf Sorcerer: LVL 2; HP 5; AC 11; ATK 1 club ‐1 (1d4‐1);
MV 30; F15 R14 W12; AL Neutral (N); XP 200; S7 I9 W10 D15 Cn10 Ch15; granite hidden behind a waterfall. The gallery‐like cavern behind
Special—Spells per day (6/5), spells known (5/2), wild elf abilities. the waterfall is used for his trophies – the skeletons of several
large animals and magical beasts, including a bulette, owlbear and
0341. Cave of Horrors | Monster
mammoth. Beyond the gallery there is a low cavern of freezing
cold water that cannot be crossed without taking a dip (the ceiling
The hills here host a cavern blocked by a large boulder. The image
is only 2 feet above the water’s surface). From this cavern, there
of a skull has been carved into the boulder. If the stone is
are two submerged tunnels. One angles upwards to a small cavern
removed, adventurers will be disappointed to find that the cave
filled with deadly poisonous gas. The other angles downward
holds nothing but a flock of six baykok, imprisoned in the cave a
before angling upward again. This leads to the dragon’s lair, which
century ago by a clan of madog elves and their shaman.
contains his horde of 800 sp, 130 gp, four moss agates (120 gp
Baykok, Medium Undead: HD 2; AC 13; ATK 2 claws (1d4) or arrow (1d6 + each), two malachites (65 gp), a fire opal (850 gp) and a zircon
poison II); MV 30 (Fly 60); F15 R14 W12; AL Chaotic (CE); XP 200; (250 gp).
Special—None.
Mahelidian, Snallygaster, Large Dragon: HD 8; HP 30; AC 20; ATK 2 claws
0344. Ghobb’s House| Stronghold (2d6) and bite (2d8) and tentacles (1d6 + constrict); MV 30 (Fly 80); F8 R8
W9; AL Chaotic (CE); XP 800; Special—None.
A simple wooden lodge here serves as a temple to Ghobb, the
smith‐god of the wild elves. Fifteen druids and their archdruid, 0403. Skull Marker | Treasure
Cynernach, as well as a company of 20 kerns (drawn from the
The remnants of a petrified dinosaur skull juts from the side of a
Madog tribe), maintain the temple, which has three large fire pits,
limestone hill. One eye socket is visible, and if a reflective device (a
a great furnace for the forging of ritual objects and magic weapons
mirror, a large gemstone) is placed in the eye socket, a just about
and a great stone idol of Ghobb.
sunset it will create a ray of light that strikes a pine tree about 300
Cynernach is a blustering, wizened wild elf with a fists like feet away on a lower slope. This tree is hollow; there is a hole near
hammers and a personality to match. That said, he is honorable the base. By reaching one’s arm up into the tree up to the elbow, a
old druid who mostly seeks peace; better to be useful and person will find a leather sack. Within the sack, there are the
constructive than to squabble and fight. His erstwhile companion following items: Nine small silver pins (worth 5 gp each), a
is a black bear called Oddiach. headdress with several large crow feathers and strings of pearls
(worth 150 gp) and a large rose quartz (worth 45 gp).
The elves dwell near the temple in wooden lodges, the temple
being located atop a large hill. A wooden palisade circles the hill at 0407. Balanced Stones | Natural Wonder
its base, and white stones form a ritual barrier around the temple
A truly massive boulder, shaped vaguely like a bowling pin, is
beyond which non‐druids are not permitted to venture, upon pain
balanced on a granite cliff overlooking a narrow mountain trail.
of death.
Skraeling legends say that should the rock ever topple, the end of
13
the world will have come. While that may not be true, it would Mugwump, Medium Humanoid: HD 2; AC 13 (buckler); ATK 1 spear (1d8);
block the mountain trail. MV 20 (Swim 40); F12 R15 W15; AL Chaotic (CE); XP 100; Special—
Surprise (4 in 6), leap 30 feet.
0418. Oil Slick | Trap
0432. Scatheopopre | Stronghold
A portion of the woods here is covered in an oil slick. The slick
A hill covered with wildflowers in this hex is really a hidden
covers about three acres; only thick, rugged grasses grow from
stronghold inhabited by 100 madog elves. It is rare for the wild
beneath the slick, making the area it has blighted look like some
elves to dwell in such structures, so it is most likely the hunting
sort of a unwholesome meadow. Those who touch the oil with
lodge of an ancient elf that long ago passed from Nod. Elves,
their bare skin must pass a Fortitude save or be affected by a
gnomes, dwarves and the fey can make a Will save to see through
random magic potion:
the illusion, while mere mortals have only a 1 in 6 chance of
ROLL POTION
piercing the veil even when told that the hill is not a hill.
1‐2 Blur
3 Darkvision The hill is actually a squat, circular manse made of granite covered
4 Displacement with mosses. The wooden roof is peaked and contains twelve
5‐6 Enlarge person gables and colored glass windows. The front door is made of
7‐8 Gaseous form sturdy oak, and is animated, only opening for those who can give
9 Pass without trace the passcode of “swordfish”. The hill is guarded by three wood
10‐12 Poison I drakes who dwell in the nearby woods.
13‐14 Poison II
15 Poison III Within, the place is rather bare – wood floors and panelling on the
16‐17 Rage
walls in need of attention, loose bricks, etc. The wild elves mostly
18‐19 Reduce person
dwell in the great hall, between the two giant hearths, sleeping on
20 Tongues
the floor on piles of furs. They use some of the other rooms for
storage, and one is occupied by the elf king, Megennodhan and his
0423. Surrounded | Monster
paramour, the fair Kristyn, a sorceress of debatable honor who
A band of skraeling hunters, who were seeking a particularly fine hails from Dweomer Bay. The elves also have a fondness for the
stag, have found themselves surrounded by the king stag and his cellar, where they keep several tuns of very fine, very old wine
court. The elves stand atop a grassy hill, armed with bow and made by the ancient elves who knows how long ago.
tomahawk. The hill is surrounded by twelve stags of enormous size
At the moment, the elf king is being visited by three diplomats
and fierce demeanor.
from beyond the Purple Mountains, strange fellows in baggy, grey
Skraeling Warrior: HD 1; AC 11 (buckskin); ATK 1 tomahawk (1d6) or hooded robes who speak in hushed whispers of the end of the
longbow (1d8); MV 30; F15 R13 W15; AL N; XP 50; Special—Elf abilities. world and a threat which must be confronted.
Stag, Medium Animal: HD 2; AC 13; ATK Gore (1d6); MV 40; F12 R11 Madog Warrior, Medium Humanoid: HD 1; AC 11 (buckskin); ATK 1
W18; AL Neutral (N); XP 100; Special—None. tomahawk (1d6) or longbow (1d8); MV 30; F15 R13 W15; AL Neutral (N);
XP 50; Special—Elf abilities.
King Stag, Large Animal: HD 4; HP 10; AC 14; ATK Gore (1d8); MV 40; F10
R10 W17; AL Neutral (N); XP 200; Special—None. Forest Drake, Large Dragon: HD 5; AC 17; ATK 1 bite (1d8) or tail slap
(1d8); MV 30 (Fly 60); F10 R10 W11; AL Chaotic (LE); XP 500; Special—
0425. Elfridgifur | Village Acidic cloud, immune to acid, paralysis and sleep.
Elfridgifur is a village of 300 dour mugwumps that dwell in woven Kristyn, Human Sorcerer: LVL 5; HP 8; AC 8; ATK 1 club ‐1 (1d4‐2); MV 30;
F14 R15 W11; AL Neutral (N); XP 500; S4 I10 W12 D4 Cn8 Ch16; Special—
huts half submerged in the water. The mugwumps sun themselves
Spells per day (6/7/4), spells known (6/4/2).
atop their huts, and hang their valuables from the ceilings on
leather tongs. Megennodhan, Wild Elf Sorcerer: LVL 10; HP 25; AC 11; ATK 1 club +2
(1d4‐1); MV 30; F12 R11 W7; AL Neutral (N); XP 1000; S7 I8 W14 D15
The mugwumps are demon‐worshippers, which is rare for their Cn12 Ch16; Special—Spells per day (6/7/7/6/5/3), spells known
(9/5/4/3/2/1), wild elf abilities.
race, who mostly worship nature spirits and the like. They are also
assassins at heart, arming themselves with wicked knives that they 0439. Niamhnaid | Village
hang from leather bandoleers and practicing sneaking up on
people night and day. They keep an altar (a pile of bones) to Niamhaid is a large hill village of 400 madog elves surrounded by a
whichever demon lord they are worshipping at the moment in a wooden palisade and including several lodges of wood and packed
large hut atop a muddy hill choked with vines. The altar is tended earth. The village guards an ancient stone bridge that spans a
by their witchdoctor (Adept 2). rushing stream possessed by a very wicked spirit called Verg.
14
The village is, alas, in a state of decay, for Verg’s malevolent covered with slimes, verdigris or other forms of corruption. The
influence has brought ghouls to the village, and these ghouls have ruins are haunted by an especially fierce skunk ape, who brooks no
left the madogs hard pressed. In a desperate bid to survive, they intrusions on his domain, and who is clever enough to pick off
have turned to the worship of Verg, and are now cannibals, ragged intruders one at a time. A flooded vault in the ruins holds a +2
and feral. They are now a terrible menace to the region, and the scimitar that can slice through air. This has the effect of dealing
other madog clans are contemplating war. double damage on gaseous and air elemental creatures, as well as
allowing one to create small sonic booms by making a special
Madog Warrior, Medium Humanoid: HD 1; AC 11 (buckskin); ATK 1 attack against an Armor Class of 20.
tomahawk (1d6) or longbow (1d8); MV 30; F15 R13 W15; AL N; XP 50;
Special—Elf abilities.
Skunk Ape, Large Animal: HD 4; AC 14; ATK 2 claws (1d6) and bite (1d6);
MV 30 (Climb 20, Swim 20); F10 R11 W17; AL Neutral (N); XP 400;
Verg, Large Giant: HD 6; HP 25; AC 16; ATK 2 claws (1d6 + rend + energy
Special—Stench as troglodyte.
drain) and bite (1d6); MV 30 (Swim 60); F9 R12 W13; AL Chaotic (CE); XP
1500; Special—Regenerate (fire and acid), water body (half damage from
physical weapons), resistance to cold. 0602. Alendeduin | Village
0442. Cathaghdhan | Stronghold King Aellechan commands a host of 100 bloodthirsty, dancing
skraeling warriors. They dwell in a mountain village nestled
The 100 madog elves of Cathaghdhan have been beset hard by beneath a very tall, crooked mountain lousy with caves. The elves
their cannibal kin to the north. Their druid princess, Wealyce, has of the clan are fierce warriors and lusty gamblers who make
called a council of war with the other clans, and seeks brave outrageous wagers with one another and with visitors to test their
warriors to assault the evil elves and burn their village to the bravery. The women of the village brew hallucinogenic drugs in
ground. The spearmen of Cathaghdhan are mighty, and they have their pots, keeping their men enraptured by their charms and
reinforced their village with an earthen rampart and wooden quick to defend them.
spikes. They protect an ancient pilgrimage site, the stump of an
ancient oak that was long ago struck by lightning. Skraeling Warrior: HD 1; AC 11 (buckskin); ATK 1 tomahawk (1d6) or
longbow (1d8); MV 30; F15 R13 W15; AL N; XP 50; Special—Elf abilities.
Madog Spearmen: HD 1; AC 11 (buckskin); ATK 1 spear (1d8) or longbow
King Aellechan, Wild Elf Barbarian: LVL 4; HP 10; AC 11 (buckskin); ATK 1
(1d8); MV 30; F15 R13 W15; AL N; XP 50; Special—Elf abilities.
tomahawk +4 (1d6+1) or longbow +2 (1d8); MV 40; F12 R15 W11; AL
Neutral (N); XP 400; S13 I7 W7 D8 Cn15 Ch9; Special—Rage 2/day, sixth
Wealyce, Wild Elf Druid: LVL 4; HP 13; AC 11 (buckskin); ATK 1 club +1
sense.
(1d4‐1); MV 30; F10 R14 W10; AL Neutral (N); XP 400; S8 I8 W14 D9
Cn13 Ch9; Special—Spells per day (5/4/2), speak druidic, move through
undergrowth, leaves no trail, +2 save vs. energy spells, wild elf abilities. 0608. Petrified Tree | Wonder
0514. Stable of the Dead | Monster A great oak tree has been changed to solid stone. Within a hollow
in the stone tree lie the bones of an ancient elven soldier, a lover
A strange stable in this hex might be found hidden among the scorned by a maiden promised to another. The bones are encased
beeches. The stable is composed of bones and holds nine skeletal in elven chainmail, and are cursed. If any should touch them, the
furies. The furies devil man riders are elsewhere seeking an astral tree animates and attempts to destroy them.
mirror. They left behind their companion, a chaotic witch called
Heverene who owns a dire wolf she calls Sutcliff. Stone Tree, Huge Construct: HD 12; AC 20; ATK 1 slam (2d8); MV 10; F3
R5 W9; AL Neutral; XP 600; Special—None.
Skeletal Fury, Large Undead: HD 3; AC 12; ATK 2 claws (1d6) and gore
(1d6); MV 30 (Fly 30); F13 R14 W12; AL Chaotic (CE); XP 300; Special— 0619. Scenbach | Village
Immune to sleep, charm and mind reading.
A hollow here, girded by oaks, hides a village of 100 haunted elves
Sutcliff the Dire Wolf, Large Animal: HD 6; AC 14; ATK 1 bite (1d8 + trip); of the Skraeling tribe. The elves hunt the woods and fish in the
MV 50; F9 R9 W15; AL Neutral; XP 300; Special—None.
streams, and are known for their skill at knapping flint arrows.
Heverene, Human Magic‐User: LVL 5; HP 10; AC 10; ATK 1 dagger +0 Most of the surrounding clans avoid the Scanbach elves and their
(1d4‐1); MV 30; F13 R14 W10; AL Chaotic (LE); XP 1000; S6 I16 W13 D8 hollow, for they suffer under a curse. At dusk, when the elves fall
Cn11 Ch16; Special—Spells per day (4/4/3/1). into a slumber, weird mists pour forth from their mouths and form
nightmarish things that cavort among the ancient woods.
0517. Arrowhead | Treasure
Skraeling Hunter, Medium Humanoid: HD 1; AC 11 (buckskin); ATK 1
A fabulously old oak here has a flint arrowhead embedded in it. tomahawk (1d6) or longbow (1d8); MV 30; F15 R13 W15; AL N; XP 50;
The arrowhead belonged to an arrow of slaying. Special—Elf abilities.
0527. Skunk Ape | Monster Nightmarish Things, Medium Aberration: HD 2; AC 17; ATK 2 claws
(1d4+1 + energy drain); MV 20; F11 R11 W15; AL Chaotic (CE); XP 200;
Special—Magic resistance 10%.
The remains of a walled city can be found in the swamp here. The
ruins consist of nothing but crumbled walls and a few towers
15
0624. Burial Mound | Monster
0639. Crypt | Dungeon
An ancient skraeling burial mound can be found here. The mound
is about 200 feet in diameter and 22 feet tall. One side of the hill Carrion flies buzz about in the air around a hollow. The thick air
hides an entance veiled in illusion. Beyond this entrance there is a here smells of decay and the ground is sodden with what appears
80‐ft. long passage lined by megaliths. At the end of this passage to be blood. In the midst of this unwholesome landscape there is a
there is a teardrop‐shaped shield painted a brilliant sapphire blue. crypt of greyish stone. The crypt has iron doors that have rusted
This +1 shield is Lawful (CG) in alignment, and if touched by a shut. The doors are cunningly trapped – opening them without
member of any other alignment, sparks and causes 1d6 points of first disarming the trap causes the doors to rotate, with a second
electricity damage (per round, if one keeps ahold of it). pair of doors shoving the would‐be tomb raiders into iron maidens
(Reflex save or suffer 1d8 points of damage and trapped within an
The shield is actually a door of sorts, a small passage being hidden iron maiden).
behind it. The shield is wizard locked to the wall (by a 10th level
magic‐user). Beyond the shield and the small hole in the wall, Beyond these doors there is a marble throne decorated with chips
there is a narrow set of stairs that lead downward through a of green garnets. On this throne there sits the decayed form of an
brackish, powerful wind. At the bottom of the stairs (about 400 elven warlord, a crypt thing in a golden death mask encrusted with
feet long, and sensitive folk might get the feeling they’re “not in expensive jewels (worth 1,500 gp). This crypt thing teleports tomb
Kansas anymore”) there is a crimson sea stretching out into a raiders into a damp, dank maze below the hills.
black expanse. Beyond the sea (how one crosses it is up to the
players – perhaps canoes would work) there is a grey shore, a long [A] This circular chamber is faced by carved marble that is slick
strand of beach behind which there is a noisome jungle of scarlet with slime (not the green variety). There are three exits here, each
foliage. A treasure has been buried on this beach by pirates of this barred by a heavy bronze portcullis. These portcullises are covered
strange dimension, a treasure of two golden tablets containing the with a thin sheen of green slime.
location of the tomb of the Thief of Dreams.
Sitting here on a pile of filthy furs is a two‐headed troll called
What monsters might dwell in this dimension, other than the Gallup. Gallup considers himself the gate keeper of the maze, and
pirates, is up to the TK – have fun and use it as a chance to happily lets folks pass through if they are willing to pay a toll of 10
surprise the players and introduce some new menaces. gold pieces. Underneath the pile of furs there is a crank with which
he can lift the portcullises (all three simulataneously) safely. Gallup
0630. Fithlynn | Village has a treasure of 700 sp, 60 gp, three lapis lazulis (80 gp each), a
three peridots (400 gp each), two scrolls (scroll of bless and a
The tribal shaman of Fithlynn, a village of 200 madog elves, had an treasure map) and a oil of invisibility kept in leather sacks.
agreement with the mountain lions (and
their master, the Cat Lord) and broke it.
The mountain lions are now attacking
Fithlynn, and many elves have fallen to
their depredations. In effect, they have
the place under siege, and the elves are
running low on supplies. The elves are led
by his nibs, Murdolbren, a brutish chief
who has already slain the shaman and
thrown his body to the lions, without
suppressing their anger.
Madog Warrior: HD 1; AC 11 (buckskin); ATK
1 tomahawk (1d6) or longbow (1d8); MV 30;
F15 R13 W15; AL N; XP 50; Special—Elf
abilities.
Mountain Lion, Medium Animal: HD 3; AC 15;
ATK 2 claws (1d3 + rend) and bite (1d6); MV
40 (Climb 20); F12 R12 W17; AL Neutral; XP
300; Special—None.
Murdolbren, Wild Elf Ranger: LVL 3; HP 10;
AC 12 (buckskin); ATK 1 tomahawk +4
(1d6+1) or longbow +4 (1d8); MV 30; F12
R11 W13; AL Lawful (CG); XP 300; S14 I6
W14 D13 Cn9 Ch9; Special—Favored enemy
(giants).
16
Gallup, Large Giant: HD 8; HP 30; AC 16; ATK 2 claws (1d6 + rend) and 2 0646. Ghostly Tourney | Monster
bites (1d6); MV 30; F8 R11 W12; AL Chaotic (CE); XP 800; Special—
Regenerate.
A ghostly tourney is acted out in this hex during each night of a full
moon. The woods and flowers take on an etheric glow, and ghostly
[B] This passage is thick with cobwebs and dust. Each foot traveled
pavilions rise from the ground, housing a great troupe of the
down the corridor ages a person one year – obviously this has
ancient elves, brightly arrayed with armor and lance. It was many
more of an effect on some races than others. Assume though, that
centuries ago that the trickery of a corrupt woman led to the
regardless of race, every 30 feet traveled robs a person of 1d3
downfall of a bonny warriors. His father, a warlock of considerable
points of constitution, dexterity, strength and wisdom (I know, but
power, layed a curse upon the tournament and all within in it. The
wisdom in RPG’s these days has more to do with awareness than
tournament appears now once per month, at the full moon, and
anything else – what do you want from me?). Walking back
the shades of its participants are forced to relive the day of the
reverses the aging process and restores one’s ability scores. The
tournament, when the bonny young warrior was thrown from his
passage is 90 feet long in all, and ends with a mirror that gives it
spooked horsea and broke his neck. These ghosts are always
the illusion of being much longer. The mirror is actually attached
looking for new victims, and should adventurers partake in any of
to a door.
the wine or repasts of the elves, they too will be trapped within
[C] A short passage leads to a large hall with four hearths, each the ghostly tournament unless one of their number can defeat the
containing a cauldron (it’s always cauldrons in fantasy games, isn’t treacherous champion knight in melee.
it?), but no fire. There are no apparent exits from this room. If the
Treacherous Champion Ghost, Medium Undead: HD 6; HP 24; AC 15
fires are lit, the cauldrons, which contain a thick, purple liquid, [silver]; ATK 1 hurled object (30‐ft., 1d4); MV Fly 30; F12 R12 W10; AL
begin to bubble and boil and emit intoxicating vapors. Each round, Chaotic (NE); XP 1500; Special—Incorporeal, frightful moan, aging touch,
a person smelling these vapors must pass a Fortitude save vs. rejuvenation.
poison or lose 1d3 points of wisdom. At the same time, they gain,
0711. Labhifur | Village
after two rounds, the ability to discern the two passages that exit
this room. Labhifur is the largest skraeling village in the region, and is ruled
by the self‐proclaimed “high king” of the skraelings, Eleuuin. The
[D] This passage ends in a dead end. A shaft above holds a large
brawny warriors of Labhifur are berserkers, wild warriors who
stone (4 feet in diameter, 10 feet long) suspended by a chain. The
whoop and hollar, gnash their teeth and take scalps from their
stone sways, and a thief who climbs up will note that the stone
opponents.
should have fallen, but the trap mechanism is stuck. The stone is
actually a trick, though – it is hollow. One side holds a secret cache The village itself is situated atop a great rise in the ground, and is
containing a small treasure chest. If the cache is opened, the floor surrounded by a wooden palisade. Within, there are over one
opens up beneath it, revealing a 20‐ft. deep pit. A moment after hundred wooden lodges in different sections of the village housing
the floor opens, the stone descends and lodges within the
the warriors separately from the women, children, the ruler’s
entrance to the pit, allowing about 10 feet of head room. This, in
family and their temple to Bel and his priests.
turn, opens a secret door in dead end. The trap/trick can be reset
by a skilled thief, but this closes the secret door and bars it. Within the temple, the shamans keep an ancient chalice, a relic of
elder days, that changes wine into potions of cure light wounds.
The small treasure chest contains a golden key tied with a white
ribbon and a vial containing a potion of darkvision. Skraeling Berserker: HD 1; AC 11 (buckskin); ATK 1 tomahawk (1d6) or
longbow (1d8); MV 30; F15 R13 W15; AL N; XP 50; Special—Elf abilities,
0643. Aillach’s Temple | Dungeon berserker (2 attacks per round).
Eleuuin, Wild Elf Barbarian: LVL 5; HP 35; AC 12 (buckskin); ATK 1
The lich Aillach has constructed a temple of hatred and villainy in
tomahawk +5 (1d6+1) or longbow +5 (1d8); MV 40; F10 R12 W13; AL
this hex, a temple of limestone pillars, like a forest, rising from the Neutral (N); XP 400; S14 I8 W10 D14 Cn15 Ch12; Special—Rage 2/day,
landscape, forming a maze of passages and chambers. The halls sixth sense.
and chambers smell of the grave, and are guarded by the lich’s
templars, a band of elven wights. The inner sanctum of the temple 0716. Empty Fountain | Wonder
contains an altar to Baphomet, in the form of a golden throne.
A clearing in the woods here holds an empty fountain made of red
Upon this throne sits the decayed form of Aillach, with his golden
granite and topped with a coiled dragon made of tarnished
hand and gnarled staff.
copper. The dragon’s head is held aloft, such that one would
Wight Templar, Medium Undead: HD 4; AC 15; ATK 1 slam (1d4 + energy assume that the water of the fountain would emerge from its
drain); MV 30; F14 R14 W11; AL Chaotic (CE); XP 1000; Special—None. snout. The pipe in the snout from which the water would emerge
is currently blocked by the handle of a +1 light mace.
Aillach the Lich, Medium Undead: HD 12; HP 37; AC 15 [+1]; ATK 1 strike
(permanent paralysis); MV 30; F9 R9 W6; AL Chaotic (CE); XP 3000;
The fountain is guarded by an astral deva called Morviel, placed
Special—Sight causes fear, immune to cold, electricity, polymorph and
mind attacks, spells (4/4/4/4/3/3/2). here at the behest of a wizard of the ancient elves to keep the
17
curious or wicked away from this Fountain of Holocausts. Should The portal opens onto a sharply slanted shaft about 30 feet long
the magic mace be removed, the fountain would explode in a gout that ends in an antechamber. The red antechamber walls are
of blazing flame, one that would send white hot cinders flying decorated with four statues of elf warriors drawn with chalk. The
through the air to land in the woods beyond. chamber is further decorated with very basic grave goods – clay
pots containing tobacco, honey, pinecones, river stones, shells and
Anyone within 30 feet of the fountain, if active, would suffer 3d6 ground corn. The floor of the cave is composed of seven hexagonal
points of fire damage per round. Beyond 30 feet, and up to 1 mile, tiles. The grave goods are placed on the center tile. If the grave
one suffers 1d6 points of damage per round. Naturally, within a goods are placed on the surrounding hexes (no particular order),
short time the woods will be burning, causing other problems. the center tile disappears, revealing a long shaft. If one attempts
to do this, the four images on the walls begin dancing and whirling
Morviel the Astral Deva, Medium Outsider: HD 12; HP 43; AC 24 [+1]; ATK
1 +2 heavy mace (1d8+7 + stun 1d6 rounds) or slam (1d10); MV 50 (Fly about the walls, forcing those who view it to pass a Will saving
100); F7 R6 W4; AL Lawful (LG); XP 3000; Special—Immune to acid, cold throw or become confused (per the spell).
and paralysis, aura of protection, resistance to electricity and fire, magic
resistance 30%, spells (see B&T). This shaft has its own gravity; when one lowers themselves into it,
they adhere to one of the six “walls”, which becomes a floor to
0726. Blighted Pool | Monster
them. At the end of this 200‐ft. long passage, there is a hexagonal
There is a bubbling brown pool here surrounded by grayish, door of black bronze. Touching the door summons the celestial
blighted trees that hang with green slime that looks like Spanish spirit of Fiannah made flesh, a warrior on a spectral scythe‐
moss. The pool is occupied by a filthy slime creature who holds a wheeled chariot with a driver. The chariot is pulled by a giant ram,
key bit of information about the Star Stone [0733] which it will and will make a single run down the passage and then through the
share for a price. Within the slime creature there is the body of a door, which seems to absorb him. This will keep occurring every
lich that has long since gone mad. time the door is touched.
Fiannah, Medium Outsider: HD 8; HP 30; AC 16 [+1]; ATK 1 tomahawk
Toxic Lich, Medium Undead: HD 12; HP 46; AC 15 [+1]; ATK 1 strike
(1d6 + energy drain) or javelin (1d4 + energy drain); MV 30 (chariot 50);
(permanent paralysis + mummy rot); MV 30; F9 R9 W6; AL Chaotic (CE);
F11 R11 W9; AL Lawful (CG); XP 2000; Special—+2 save vs. poison,
XP 3000; Special—Sight causes fear, immune to cold, electricity,
polymorph and mind attacks, spells (4/4/4/4/3/3/2). immune to disease, electricity, paralysis and petrification, resistance to
acid and cold, magic resistance 20%, spells (3/day—dispel magic,
summon monster IV).
0733. Star Stone | Wonder
Celestial Giant Ram, Large Magical Beast: HD 5; HP 18; AC 16 [+1]; ATK 1
A standing stone, one of the few survivors of the cataclysm, stands butt (1d10); MV 50; F10 R10 W16; AL Lawful (LG); XP 1250; Special—+2
here. Covered in glyphs that glow during the full moon, they can damage vs. Chaotic (Evil) creatures.
be activated with the spell of light. When that spell is cast, the
The door is sealed with a wizard lock from a 10th level wizard.
glyphs jump to life, expanding from stone, they form a sphere,
Behind it lies the burial horde of Fiannah, as well as some goodies
each glyph marking the location of a star in the heavens.
left behind by the ancient elves. In all, the treasure amounts to
The stone is often visited by a cult of drow scholars, who make 800 sp, 140 gp, 18 pp, three olivines (200 gp each), two
pilgrimages here at night to track the stars. They await an aventurines (500 gp each), a large, perfect citrine (800 gp), a
alignment that heralds the coming of a strange visitor from a sapphire (900 gp), a scroll of touch of idiocy, a wand of cure light
shimmering, green, far‐away star. wounds and +4 buckskins of invulnerability (totally rolled this stuff
randomly – pretty dang good hoard if you ask me).
Drow Scholar, Medium Humanoid: HD 1; AC 17 (chainmail and buckler);
ATK 1 longsword (1d8 + poison I); MV 30; F15 R13 W14; AL Chaotic (CE); 0807. Labhifur | Village
XP 100; Special—Sunlight sensitivity, magic resistance 5%, magic‐user
spells (1).
Labhifur is a skraeling village of 300 hunters. Surrounded by a
0737. Tomb of Fiannah | Dungeon thicket of blackberries that hide a moat, the village is ruled by a
chieftain called Kinogarra, a dazzling red‐head with a face like a
Fiannah was one of the great chiefs of the madog elves. When he hawk and talons nearly as sharp. She wields a tomahawk given to
died in battle with the cavaliers, his body was removed from the her by sometime human lover, Nat Morrigan.
field of battle and interred in one of the ruins of the ancient elves.
Skraeling Hunter: HD 1; AC 11 (buckskin); ATK 1 tomahawk (1d6) or
The ruin was once a country manse of a wealthy wizard. It now longbow (1d8); MV 30; F15 R13 W15; AL N; XP 50; Special—Elf abilities.
resembles a fairy hill – a great hill, vacant of trees, covered with
tall grasses. There is a single interesting feature on the hill, a flat, Kinogarra, Wild Elf Ranger: LVL 5; HP 31; AC 11 (buckskin); ATK 1
grey stone shaped vaguely like a rectangle. If this stone is touched tomahawk +5 (1d6+1) or longbow +4 (1d8); MV 30; F11 R11 W12; AL
Lawful (NG); XP 500; S13 I6 W13 D10 Cn9 Ch7; Special—Favored Enemy
by the blood of an elf (any elf), a portal opens up beneath it, (aberrations), wild elf abilities.
potentially dropping a person inside the hill.
18
0825. Medicine Lodge | Stronghold 0903. Beorhtain | Village
A band of blood‐brothers, all wild elves, but from various clans and Beorhtain is a village of 200 skraelings and their slaves, who
tribes, have established a medicine lodge here. The lodge is primarily occupy themselves with the knapping of flint. The slaves
partially built underground, and is constructed of field stones and are mostly captive madogs (whom they treat with especial cruelty)
a roof of woven branches and dried grass and rushes. Within the and human settlers and men‐at‐arms who they have taken in
lodge, there is a small stone hearth. Buried within the lodge are raids. In all, there are about 80 elves and 30 humans. Beorhtain’s
various stores of supplies, arrows, bows and other weapons. chieftain is Daladoreth, a steely eyed old reprobate with a
penchant for booze and red heads. The village’s shaman is Bellred,
The members of the lodge are rangers dedicated to the protection a prideful man who resents his chieftian and the considerable
of elf kind from wild beasts, supernatural threats and the invading magical power of many of the human invaders. He has begun to
humans. In total, there are 17 first level rangers, five third level question the kabir, and the demons of Hell have taken note.
rangers and their ranger lord, Arwerni of the Axe.
Skraeling Warrior, Medium Humanoid: HD 1; AC 11 (buckskin); ATK 1
Wild Elf Rangers, Medium Humanoid: HD 3; AC 13 (buckskin and shield); tomahawk (1d6) or longbow (1d8); MV 30; F15 R13 W15; AL Neutral (N);
ATK 1 tomahawk (1d6) or longbow (1d8); MV 30; F12 R12 W14; AL XP 50; Special—Elf abilities.
Neutral; XP 150; Special—Elf abilities, double damage vs. animals.
Daladoreth, Medium Humanoid: HD 4; HP 16; AC 11 (buckskin); ATK 1
Arwerni the Axe, Wild Elf Ranger: LVL 12; HP 38; AC 13 (buckskin); ATK 1 tomahawk (1d6) or longbow (1d8); MV 30; F11 R14 W14; AL Neutral (N);
tomahawk +10 (1d6+1) or longbow +11 (1d8); MV 30; F7 R5 W9; AL XP 50; Special—Elf abilities.
Lawful (CG); XP 1200; S15 I5 W16 D16 Cn12 Ch7; Special—Favored
enemy (monstrous humanoids), leave no tracks, spells (1/1/1), wild elf 0931. Masked Bandits | Monster
abilities.
The burrow of a giant raccoon can be found in this hex. The
0828. Werebears | Monster
raccoon is a wily thief, and he has gathered an impressive array of
This hex contains a lodge occupied by a family of three werebears. treasures from the adventurers, human or wild elf, that have
There is one father werebear (Cuthass), one mama werebear camped in this hex. His horde consists of 21 gp and 14 pp.
(Imber) and their child (Cutharr). The three werebears live in a
Giant Raccoon, Small Animal: HD 2; AC 17; ATK 1 bite (1d4); MV 30
wooden lodge with a sod roof in the midst of a meadow of lush, (Climb 30); F13 R12 W18; AL Neutral (N); XP 100; Special—None.
green grass.. The meadow is thick with bumblebees, who keep
their hives in the elms that surround the meadow. 0943. Brandirid | Village
Werebear, Large Monstrous Humanoid: HD 7; AC 17 [silver]; ATK 2 claws Brandirid is a village of timber longhouses surrounded by a 20‐ft.
(1d8) and bite (1d8); MV 30; F11 R10 W10; AL Lawful (LG); XP 700; tall wooden palisade. It is situated on a hill with steep, rocky
Special—Lycanthropy.
slopes, half of which is surrounded by a swiftly moving stream. The
0848. Ancient Idol | Dungeon village houses 100 madog hunters who are currently astir over the
murder of the woodcarver Aragorl. The details of his death are
An ancient idol of Asur, the sun god of the ancient elves, stands most confusing, and the elves suspect the involvement of demons.
here, half‐toppled and overgrown with creepers that bear large,
Madog Hunter, Medium Humanoid: HD 1; AC 11 (buckskin); ATK 1
violet blooms. The statue has been damaged and defaced, the
tomahawk (1d6) or longbow (1d8); MV 30; F15 R13 W15; AL N; XP 50;
gold leaf stripped from it, the small, bench‐like altar that stood Special—Elf abilities.
before it cracked in half.
0947. Parthianne | Monster
The blooms that grow around the idol put off a sweet‐smelling
odor, and in the presence of warm bodies release a pollen that Parthianne is a large meteor dragon of serpentine shape and
intoxicated (Fortitude save vs. poison or fatigued). morbid tastes. She has appraising eyes and a toothy grin. Her
scales are a deep crimson flecked with bits of gold. She dwells
The base of the idol, if one can get to it through the underbrush here in a cave located at the bottom of a deep, smokey hollow
and creepers, holds a secret compartment accessed by speaking known for its wild mushrooms. The cave opens onto a tunnel that
the high holy words (Klaatu Barada Nikto) or with a prying device, slants downward and ends in a dee, steep, sooty shaft. At the
holds a large garnet that provides proof against illusions. If a bottom of this shaft, there is a bubbling pool of super‐heated mud.
person holds the stone in his or her mouth (don’t swallow it), they About 10 feet above this pool there is another tunnel that leads
are immune to illusions, including invisibility. Fighting or doing back to a steamy cavern where the dragon makes her lair. She has
other rough work while holding the stone in one’s mouth carries a treasure of 1,700 sp, five moonstones (250 gp each), an onyx
with it a chance of accidentally swallowing it (Reflex save, (800 gp), a potion of enlarge person and a suit of +1 shadow
attempted once per minute). If swallowed, the stone causes banded armor.
nausea for 1d4 hours, and piercing pains in the gut as it is passed
over the course of a few days. Parthianne, Gaasyendietha, Medium Dragon: HD 8; HP 37; AC 16; ATK 2
claws (1d4+1) and bite (1d8); MV 30 (Fly 150, Swim 60); F9 R9 W9; AL
19
Chaotic (CE); XP 800; Special—Immune to fire, immense body heat, cone one below it) surrounded by a wooden palisade. The temple was
of fire (40‐ft. cone, 3d6 damage). constructed by Sedheanna, a wild elf druid who takes Kerne, the
kabir of violence, as her patron. She has eleven wild elf druids in
1001. The Exile | Monster
her retinue and followers numbering thirty, mostly hunters.
A wild elf called Dunecaer has been exiled from his people. He has Sedheanna despises the human invaders of her land, and desires
extraordinary psychic powers, and the presence of his people was to summon a powerful, ancient monster, a sort of serpent‐thing of
driving him mad and making him dangerous. He dwells here in a elder days, that it might cut a path of destruction through the
simple hut of sticks, twigs and animal hides. human realms threatening her own.
Dunecaer, Wild Elf Psychic: LVL 6; HP 19; AC 11 (buckskin); ATK 1 spear Wild Elf Hunter, Medium Humanoid: HD 1; AC 11 (buckskin); ATK 1
+1 (1d8‐2) or short bow +4 (1d6); MV 30; F13 R12 W9; AL Neutral (CN); tomahawk (1d6) or longbow (1d8); MV 30; F15 R13 W15; AL N; XP 50;
XP 600; S4 I12 W14 D15 Cn10 Ch12; Special—Surprised (1 in 8), +1 save Special—Elf abilities.
vs. traps, +2 save vs. mental magic and psychic powers, powers (aura
sight, body adjustment, cloud minds, ESP, id insinuation, matter Wild Elf Druid, Medium Humanoid: HD 3; AC 11 (buckskin); ATK 1 staff
agitation). (1d6); MV 30; F12 R14 W13; AL Neutral (N); XP 300; Special—Elf abilities,
druid spells (4/2/1).
1004. Berlyn’s Skull | Wonder
Sedheanna, Wild Elf Druid: LVL 11; HP 46; AC 12 (buckskin); ATK 1 club +6
(1d4‐1); MV 30; F7 R10 W7; AL Neutral (N); XP 1100; S6 I9 W15 D13
The ground falls away here into a vast, rocky ravine pocked with Cn14 Ch11; Special—Spells per day (6/5/4/4/3/2/1), speak druidic, move
tangled huckleberry bushes and stones worn smooth over the through undergrowth, leaves no trail, +2 save vs. energy spells,
centuries. Centuries ago, a minor skirmish was fought here by the shapechange, immune to poison.
dwarves and elves, and their bleached bones might still be found
1036. Council Rock | Stronghold
here. The action was notable for the presence of a dwarven
traitor, Torpe, who slew his thane, Berlyn, at a crucial moment.
A rocky plateau cleared of trees stands here, the great Council
Berlyn’s skull, still adorned with his crown, rests upon a large,
Rock of the Madog tribe. Atop the plateau there are a number of
smooth stone table, as a memorial to his folly in opposing the
wooden totem poles decorated with the ancestor spirits and kabir
ancient elves. Removing the skull or crown will bring down a heavy
of the Madogs, as well as fire pits that are now cool but filled with
curse on the thief.
ash and charred animal bones. The Council Rock is protected by a
powerful spirit of the elves, the eponymous Madog.
1016. Cave of Wights | Monster
Spectre, Medium Undead: HD 7; HP 42; AC 15 [silver]; ATK 1 strike (1d8 +
A guild of assassins has holed up here in a cave complex obscured energy drain); MV 40 (Fly 80); F12 R12 W9; AL Chaotic (CE); XP 1750;
by a waterfall. The assassins are known as the wights, and they Special—Powerless in natural sunlight, incorporeal.
serve as spies for hire, manipulating the people and politics of the
region for profit. They are typically garbed in tattered wight 1048. Arena | Dungeon
hooded robes to give themselves a ghostly appearance. Their cave
A small mound of earth, a tumulus, holds the body of a great
complex holds a store of weapons, bombs, poison, etc. The leader
champion of the ancient elves, Sebanthe. If the tumulus is
of the band is Farlain, a bull‐headed man with bushy sideburns, a
touched, great walls composed of granite pillars 60 feet tall rise
tangle of black, curly hair, and eyes that blaze with purpose. He
from the ground to form an arena. Those trapped within the arena
has twelve junior assassins at his command, though it should be
are attacked by 1d6 large earth elementals that rise from the
mentioned that they are linked by a desire for wealth, not by
ground in the same manner of the walls. If the assault of the earth
Farlain’s desire to spread anarchy.
elementals is survived, a +2 flaming longsword rises from the
Assassins (10), Medium Humanoid: HD 1; AC 13 (studded leather); ATK 1 mound and presents itself to one member of the party – it prefers
dagger (1d4 + poison III); MV 30; F15 R13 W15; AL Neutral (CN); XP 100; an elf fighter/magic‐user, but will take the next best thing until it
Special—Backstab for double damage.
can find a more suitable owner.
Mariti and Geric, Human Assassins: LVL 3; HP 12 and 8; AC 14 (leather
Earth Elementals, Large Elemental (Earth): HD 7; HP 42; AC 15 [silver];
and buckler); ATK 1 dagger +1 (1d4); MV 30; F14 R11 W15; AL Neutral
ATK 1 strike (1d8 + energy drain); MV 40 (Fly 80); F12 R12 W9; AL Chaotic
(CN); XP 300; S9 I13 W7 D15 Cn9 Ch13; Special—Poison use, backstab x2.
(CE); XP 1750; Special—Powerless in natural sunlight, incorporeal.
Farlain, Human Anarchist: LVL 7; HP 18; AC 11 (padded); ATK 1 dagger +3
(1d4‐1) or pistol +4 (1d8+1) or bomb; MV 30; F13 R10 W12; AL Neutral 1103. Magic Fife | Treasure
(CN); XP 700; S8 I14 W4 D10 Cn9 Ch12; Special—Concoct explosives,
black tongue, given instructions, raging oratory, madman's certainty. A boulder field here holds signs of ancient elf ruins – bits of stone
wall, pits that may have been cellars, etc. A deep well in the
1029. Temple of Kerne | Stronghold middle of the field is surrounded by a short, ruined wall of stone.
The well is about 5 feet wide. At the bottom of the well there is a
A small, fortified temple has been established here on the edge of
larger chamber (20 feet in diameter) where a band of shadows
the swamp. The temple is constructed of timber, and looks
protect a silver fife that rouses men to revolution and steels their
something like a three‐story tower (each story smaller than the
20
spines (i.e. causes people to react in a hostile manner towards as a base of operation for pilgrim adventurers. The fort consists of
authority figures and gives them a +2 bonus to save vs. fear. a wooden palisade around several log buildings, barracks for the
fort’s 20 pikemen, 16 longbowmen, 10 cuirassiers and 10 rangers,
Shadow, Medium Undead: HD 3; AC 13; ATK 1 strike (1d6 strength); MV a home for Hepzibah and a small shrine to Diana tended by Elder
Fly 40; F14 R14 W13; AL Chaotic (CE); XP 750; Special—Incorporeal.
Druthy Avanulf. A second druid, Elder Wandla Narlis once served
1112. Bellen | Village here, but he was dishonest and greedy, and now dwells with
brigands in the woods, consorting with demons. Hepzibah is
Bellen is a village of skraeling Bel worshipers. Bel is the psyco‐ gathering soldiers to route the brigands and bring the surrounding
pomp of their pantheon, and the elves decorate their faces and skraeling clans to heel.
skin with white clay. Their village is located in a thicket of towering
trees, with wooden platforms built into the trees for lookouts. The Man‐At‐Arms, Medium Humanoid: HD 1; AC 13; ATK 1 spear (1d8) or
long bow (1d8); MV 30; F13 R15 W15; AL Chaotic (NE); XP 50; Special—
scouts of the clan patrol the area mounted on giant deer, which None.
they ride expertly.
Avanulf, Human Druid: LVL 3; HP 18; AC 12 (leather); ATK 1 dagger ‐1
Dunecaer is the clan chief. A boisterous, arrogant man, he claims (1d4‐1) or sling +1 (1d4); MV 30; F11 R14 W11; AL Neutral (N); XP 300;
S5 I7 W14 D9 Cn13 Ch7; Special—Spells per day (4/3/1), speak druidic,
that he is the true high king of the skraelings, and he loses no
move through undergrowth, leaves no trail.
opportunity to thwart the plans of Eleuuin [0711], whom he terms
as the “vile pretender”. The basis of Dunecaer’s claim to the Hepzibah Stanis, Human Fighter: LVL 11; HP 79; AC 16 (1/2 armor); ATK 3
throne is a rod of lordly might, a relic of the ancient elves that he warhammer +13 (1d4+4) or musket +10 (1d10+1); MV 30; F6 R11 W12;
AL Neutral (LN); XP 1100; S18 I7 W6 D10 Cn17 Ch8; Special—Dominate 0
holds.
HD foes.
Skraeling Warrior, Medium Humanoid: HD 1; AC 11 (buckskin); ATK 1
1124. Arabella’s Hold | Stronghold
tomahawk (1d6) or longbow (1d8); MV 30; F15 R13 W15; AL N; XP 50;
Special—Elf abilities.
The pirate queen Arabella, late of Tremayne, late of Rogue’s
Dunecaer, Wild Elf Barbarian: LVL 6; HP 53; AC 12 (buckskin); ATK 1 Harbor, has constructed a small castle on a wooded island in the
tomahawk +6 (1d6+1) or longbow +6 (1d8); MV 40; F8 R12 W12; AL middle of the Lousy River’s channel here. The castle is composed
Neutral (N); XP 600; S14 I11 W13 D14 Cn16 Ch14; Special—Rage 2/day,
sixth sense.
of granite and its towers just peek over the tall bald cypress that
press against the castle walls, allowing her men a good view of the
1115. Crypt of the Lovers | Dungeon river and the swamps beyond. A small, sheltered harbor on the
island hides her flagship, the Torch. Her treasures (those not on
The infamous Crypt of the Lovers is a well known site to the display in her castle) are hidden throughout the hex. Arabella
skraelings. Set in the side of a hill, the entrance is a stone door keeps no treasure maps; the locations are known only to her.
that blends very effectively into the hillside. Any non‐elf touching
the door receives a 2 dice shock of electricity. Any who open the Arabella’s castle is defended by 50 pirates, and she is served by an
door, even elves, must pass a Will save or be transfixed and alchemist named Orturo plucked from a ship bound for Guelph
proceed straight ahead down a narrow passage towards a 20‐ft. and a crustly old priestess of Dagon, Ephmeralda. Arabella is an
deep spiked pit trap at the end of the corridor. The pit trap must overbearing woman in her early 50’s, and a life of violence and
be triggered, alas, to cause three doors at the end of the corridor debauchery has left her showing her age. For this reason, she has
to swing open. Two of these doors lead to certain doom, while the charged Orturo with brewing a potion of longevity – something
third door leads to the crypt of two ancient elves, lovers called not outside of his capabilities, but no sure thing either. His
Briolechta and Magladir. experiments have left the river around the castle toxic, and has
created a weird, black sheen to form for miles around.
Pirate, Medium Humanoid: HD 1; AC 11; ATK 1 scimitar (1d8); MV 30;
F13 R15 W15; AL Chaotic (CE); XP 50; Special—None.
Ephmeralda, Human Cleric: LVL 4; HP 12; AC 18 (3/4 armor); ATK 1 heavy
flail +1 (1d6) or sling +3 (1d4); MV 30; F10 R13 W10; AL Chaotic (NE); XP
400; S8 I6 W14 D13 Cn13 Ch7; Special—Rebuke undead, spells per day
(5/4/2).
Arabella, Human Barbarian: LVL 12; HP 83; AC 13 (leather); ATK 1
battleaxe +10 (1d8+1) or composite bow +10 (1d6+1); MV 30; F6 R10
W11; AL Chaotic (CE); XP 1200; S13 I9 W10 D13 Cn14 Ch13; Special—
Rage 4/day, sixth sense.
1118. Fort Adventure | Stronghold
A fighting‐woman of Trinity colony, Hepzibah Stanis, has
established a fort in this hex as an early defense of the colony and
21
1128. Warlock’s Horn | Dungeon Automaton, Medium Construct: HD 1+1; AC 16; ATK 1 heavy mace
(1d6+3) or fists (1d2+2); MV 30; F15 R15 W15; AL Neutral (N); XP 100;
Special—Immune to disease and poison, resistance to electricity.
The Warlock’s Horn is a great hill (one might even say a small
mountain) in this hex that the skraelings claim is haunted by an Drydgernagen, Wild Elf Sorcerer: LVL 9; HP 20; AC 10; ATK 1 dagger +2
elder evil that predates even their civilization. Several caves (1d4‐1) or light crossbow +3 (1d4+1); MV 30; F12 R12 W9; AL Neutral
located near the base of the hill permit entrance to the place, and (CN); XP 900; S8 I9 W9 D10 Cn10 Ch10; Special—Spells per day
(6/6/6/6/4), spells known (8/5/4/3/2), wild elf abilities.
a wondrous number of caverns, tunnels, chambers and vaults can
be found in the hill, hiding all manner of monsters and treasures.
1204. White Tower | Dungeon
1142. Skagarak | City‐State
The white tower is an example of an ancient elven ruin that the
player’s might discover. It is a tall structure of white marble rising
Skagarak is a large city of cyclopean architecture nestled in the
out of the woods. Inside the tower there is a golden stair leading
wooded hills and surrounded by fields plowed by mammoth and
to a chamber at the top of the tower. An antipathy spell has been
mines dug by enslaved kobolds. The city is inhabited by 2,000
cast on this chamber. The floor is littered with several uncut green
stone giants with shocking red hair and prominent jaws. The stone
garnets (5 gp each).
giants of Skagarak are rooted in the paleolithic, and claim to have
dwelled in these hills since before the arrival of the ancient elves. st rd
Each garnet confers on its possessor a single druid spell of 1 to 3
Their city consists of great stone lodges inhabited by up to a dozen level (roll randomly) that can be cast at the cost of 1d4 hit points.
families bound together as a clan, walls 70 feet in height and A creature must concentrate to cast this spell, and will only notice
buttressed by five great towers, a temple dedicated to mighty
the hit point loss with a successful Will save.
Atlas, and a splendid palace inhabited by their king, Tsul’kalu, and
his royal clan. The streets are narrow and twisty, and the walls are Creatures killed by casting spells with these garnets will rise one
surrounded by a a dry moat 20 feet deep. day later as spectres that appear as glowing white skeletons with
green garnets for eyes. The newly risen spectre will seek out the
The stone giants claim this hex as well as the hexes around it,
tower and reside in its walls.
using them to grow their crops and quarrying various stones
(mostly granite and flint) and precious stones. They are not hostile Each garnet a creature steals from the tower will be pursued by a
to the wild elves, but care nor for their company, nor the company spectre. The spectres will appear each night in the thief’s dreams,
of the newly arrives humans. chasing them through the dark woods toward the tower.
Stone Giant, Large Giant: HD 9; AC 20; ATK 1 greatclub (3d6) or boulder The dreamer will always awaken just as they reach the tower door
(3d10); MV 30; F5 R8 W8; AL Neutral (N); XP 450; Special—None.
and just as the glowing spectre is about to place its hand on their
Tsul’kalu, Large Giant: HD 9; HP 27; AC 20; ATK 1 greatclub (3d6) or shoulder. Each night that they have this dream, they must pass a
boulder (3d10); MV 30; F5 R8 W8; AL Neutral (N); XP 450; Special— Will saving throw. If ever they fail, the spectre will be waiting for
Abilities of 5th level ranger (favored enemy – animals). them in the waking world and it will immediately attack them. If
killed, the unlucky thief will be found with all the color drained
1147. Drydgernagan | Stronghold
from their bodies and their eyes missing. The unfortunate will rise
Drydgernagan is a wild elf sorcerer of no small ability, and no small as a spectre as detailed above.
ambition. He dwells in the remnants of a crystaline tower that
1220. The Hollow Tree | Monster
dates to the age of the ancient elveswith an extended family of
wives, seven sisters of notable beauty and vanity. His seven A truly massive oak rises above the tree line in this hex. Raised to
children serve as his apprentices. The tower is composed of its greatness by ancient magic, it has overgrown a small, stone
translucent resplendant, silvery skin that turns into a deep mauve shrine once dedicated to Ys, but now occupied by the wild elf
when the sun sets. In day or night, it sends out waves of colored Dubhladria, a vain witch who commands a company of ettercaps.
light through the woods. The tower is protected by a company of The boughs of the oak are strung with webbing, and cobwebs
automaton warriors (more remnants of the ancient elves) blanket the entrance to the stone shrine. The shrine contains a
mounted on clockwork bears. fountain that still sparkles with water. The idol has been removed
from the place, and the secret door that was hidden behind it is
Drydgernagan is a jealous man who challenges other spellcasters
now fairly obvious. Behind this door there is a stair down to a
to magic duels to show his dominance. Beware – he cheats.
small subterranean complex where the druids of Ys once dwelled.
Apprentice, Medium Humanoid: HD 0; AC 10; ATK 1 dagger (1d4); MV 30; It is now occupied by Dubhladria’s library and personal quarters.
F15 R15 W13; AL Neutral (N); XP 50; Special—Sorcerer spell (3/1).
Ettercap, Medium Monstrous Humanoid: HD 5; AC 14; ATK 2 claws (1d3)
Black Bear, Medium Animal: HD 3; AC 13; ATK 2 claws (1d4 + constrict) and bite (1d8 + poison II); MV 30 (Climb 30); F13 R11 W12; AL Chaotic
and bite (1d6); MV 40; F12 R12 W17; AL Neutral (N); XP 300; Special— (CE); XP 500; Special—Web 8/day.
None.
22
Dubhladria, Wild Elf Sorcerer: LVL 7; HP 20; AC 11; ATK 1 dagger +1 (1d4‐ Summoning these spirits from the stone requires a day of dancing,
1) or light crossbow +3 (1d4+1); MV 30; F13 R12 W10; AL Neutral (N); XP fasting and chanting magic words (long forgotten).
700; S8 I9 W12 D14 Cn9 Ch16; Special—Spells per day (6/7/7/4), spells
known (7/5/3/2).
1306. Giant Owls | Monster
1236. Vice and Virtue | Wonder
A colony of giant owls dwells in the towering pines in this hex.
A waterfall spills from the wooded hills here, splashing into a wide Their leader is sentient giant owl called Nimlain, who was
pool that is lined by ancient, weathered statues that might have awakened by a druid years ago, and has since become a sage
once been stone totem poles. Behind the waterfall there is a long knowledgable about the history of the region and the ways of the
tunnel lined by idols representing both vices and virtues. The wild elves. Nimlain seeks Lawful (Good) spellcasters to recruit into
tunnel leads to two giant stone doors, beyond which there is a a secret society, giving them headdresses of giant owl feathers to
throne room. At the far end there is a dais with a simple stone show their membership. Nimlain knows spells as a Adept 3.
throne, and sitting on this throne there is a wizened old man in
Giant Owl, Large Magical Beast: HD 4; AC 15; ATK 2 claws (1d6) and bite
white robes. The man seeks a Lawful (LG) champion upon whom (1d8); MV 10 (Fly 70); F10 R10 W14; AL Lawful (NG); XP 400; Special—
he can bestow a great and wondrous power to change the world. None.
In particular, he seeks a true innocent to stand against all the
powers of chaos. The wizard, Shazam by name, does not look for a Nimlain, Giant Owl, Large Magical Beast: HD 4; HP 7; AC 15; ATK 2 claws
(1d6) and bite (1d8); MV 10 (Fly 70); F10 R10 W14; AL Lawful (NG); XP
fight, but he will not shy away from it. 400; Special—Powers of 5th level sorcerer (Spells per day (6/6/4), spells
known (6/4/2)).
Shazam, Elf Cleric/Magic‐User: LVL 20; HP 42; AC 10; ATK 1 Quarterstaff
+12 (1d6‐1); MV 30; F3 R8 W3; AL Lawful (LG); XP 2000; S8 I17 W18 D12 1322. The Seeker | Monster
Cn11 Ch14; Special—Turn undead, cleric spells per day
(6/6/6/6/5/5/4/4/4/4), magic‐user spells per day (4/5/5/4/4/4/4/4/4/4).
Travelers through the swamp may come across a puritan, gravely
1244. Ervarlan | Village wounded and chained to a great cedar. The puritan’s name is
Karle. He was hunting an undead thing called Kassidubh that rides
Ervalan is a village of 100 madogs who serve as the keepers and about on an animated stone giant crab with battlements atop its
servants of a celestial unicorn who inhabits these woods. The shell. Ten skeletal archers accompany him on his search for a
village is obscured in the tree tops, and the elves are especially library of the ancient elves wherein is located a spell that will, he
stealthy, wishing not to disturb their master while still doing their believes, bring him back to life and more powerful than ever.
best to keep the woods free of intruders. The warriors patrol in
elven cloaks and wear masks of black‐bronze depicting fierce Karle, Human Puritan: LVL 5; HP 1 (normally 35); AC 14 (ring mail); ATK 1
broadsword +5 (2d4+1) or pistol +5 (1d8+1); MV 30; F10 R12 W9; AL
warriors with ram horns. The master of the warriors is Lisharna, Lawful (LG); XP 500; S13 I8 W16 D13 Cn13 Ch11; Special—+2 save vs.
while the leader of the clan is the sorcerer Cuchann. fear, +2 save vs. chaos, +1 to hit chaos, damage creatures only hit by +2
weapons, cold stare, minor miracle 3/day, turn undead.
Madog Scout: HD 1; AC 11 (buckskin); ATK 1 tomahawk (1d6) or longbow
(1d8); MV 30; F15 R13 W15; AL N; XP 50; Special—Elf abilities. Skeleton, Medium Undead: HD 1; AC 15; ATK 2 claws (1d4); MV 30; F15
R15 W14; AL Neutral (N); XP 50; Special—None.
Lisharna, Wild Elf Ranger: LVL 3; HP 23; AC 12 (buckskin); ATK 1
tomahawk +4 (1d6+1) or musket +4 (1d10+2); MV 30; F11 R11 W13; AL Stone Crab, Medium Magical Beast: HD 3; AC 20; ATK 2 pincers (1d6 +
Lawful (CG); XP 300; S13 I7 W17 D14 Cn13 Ch9; Special—Favored enemy 1d6 acid + constrict); MV 20 (Swim 10); F12 R12 W17; AL Neutral (N); XP
(skraelings). 150; Special—Stomp 3/day.
Cuchann, Wild Elf Sorcerer: LVL 2; HP 6; AC 10; ATK 1 quarterstaff +0 Kassidubh, Huecuva, Medium Undead: HD 3; HP 13; AC 15 [silver]; ATK 2
(1d6); MV 30; F15 R15 W11; AL Neutral (N); XP 200; S9 I10 W14 D12 claws (1d4 + disease); MV 30; F14 R14 W12; AL Chaotic (CE); XP 300;
Cn12 Ch15; Special—Spells per day (6/5), spells known (5/2). Special—Illusion makes it look like a normal human.
Celestial Unicorn, Large Magical Beast: HD 4; AC 18 [+1]; ATK 2 hooves 1325. Vampire | Monster
(1d4) and horn (1d8); MV 60; F10 R10 W14; AL Lawful (NG); XP 400;
Special—Horn is +3 magic weapon, immune to poison, charm and A squat stone tower stands atop a mound. The tower is
compulsion, spells (see B&T rules), resistance to electricity, magic
resistance 10%, +2 to hit and damage Chaotic (Evil) creatures. constructed of loose stone in the cyclopean style. It is owned by a
vampire, Murnandi, half mad from longevity, for he was once of
1302. Three Guardians | Wonder the ancient elves, a magic‐user who meddled in the affairs of
demons. A colony of bats dwells in his belfry (figuratively and
Three idols of granite, each 18 feet tall, stand atop a bare hill in literally), and below the tower there is a chamber hidden behind a
this hex. The hill is composed of chalk and covered with long, secret door. Within the chamber there is a large, cut gemstone,
sweet grass that sways in the wind. One of the statues depicts an pearly white. When struck by magical light, it projects dazzling
elven warrior, grim and determined and armed with a war club. lights onto the walls and opens up a connection to the ethereal
Another is an elven bowman armed with a longbow. The third is plane, drawing in ghostly spirits who may not leave the light of the
an elven wizard wearing a feathered cloak. These three statues are gemstone. Murnandi uses this to question departed souls, seeking
guardians that can be summoned to fight beasts of chaos.
23
24
information he can use to end his curse or, at a minimum, become 1408. Baethelmir | Village
very powerful among these newcomers to the Virgin Woode.
The old skraeling chief Faerdulin rules over a boisterous band of
Giant Bat, Small Animal: HD 4; AC 20; ATK 1 bite (1d8); MV 20 (Fly 40); hunters here, 300 in all. Whooping lads with blue mohawks, the
F12 R11 W17; AL Neutral (N); XP 400; Special—Echolocation, vulnerable skraelings brandish bronze weapons (axes, maces, short swords)
to sonic damage.
and wear bronze torqs. The village is composed of stone huts set
Murnandi, Vampire, Medium Undead: HD 10; HP 28; AC 15 [silver]; ATK 1 atop a with central hearths, and a stone wall surrounds the
bite (1d6) and slam (1d6 + energy drain); MV 30; F10 R10 W7; AL Chaotic redoubt. The elves enjoy the services of Glesgat, a crotchety old
(CE); XP 2500; Special—Vampire abilities.
healer (Adept 2), and he is often busy, for the clan prides
themselves on being the greatest monster hunters in the region.
1328. Soul Scrolls | Treasure
They decorate themselves with trophies from their kills, create
A stone totem pole stands in a clearing within a grove of trees. scrimshaw art with the monster bones, and are covered with a
Within the mouth of the dragon atop the pole there is hidden a wondrous variety of wicked scars.
thick sheaf of scrolls. Each scroll holds a powerful spell (6th to 8th
Skraeling Hunter, Medium Humanoid: HD 1; AC 11 (buckskin); ATK 1
level) as well as the soul of an ancient elf wizard. Thirteen zombies tomahawk (1d6) or longbow (1d8); MV 30; F15 R13 W15; AL N; XP 50;
are buried beneath the totem, and wait for somebody to climb it Special—Elf abilities.
that they may erupt from the ground and climb the pole to attack
them. Removing the sheaf of scrolls without first dispelling a magic Faerdulin, Wild Elf Ranger: LVL 5; HP 36; AC 11 (buckskin); ATK 1 scimitar
+5 (1d8+1) or longbow +4 (1d8); MV 30; F11 R11 W13; AL Lawful (NG);
rune on the dragon’s forehead causes the pole and anyone on it or XP 500; S15 I9 W13 D10 Cn9 Ch9; Special—Favored enemy (magical
within 60 feet to shift into a demi‐plane of acid. beasts).
Zombie, Medium Undead: HD 2; AC 11; ATK 1 slam (1d6); MV 20; F15 1420. Fort Steadfast | Stronghold
R15 W15; AL Neutral (N); XP 100; Special—Weapon resistance (blunt).
Fort Steadfast is a traditional frontier fort (wooden palisade,
1332. Skinwalkers | Monster
barracks, etc.) possessed by the pilgrims as a bulwark in the
wilderness agaist hostile elves. The fort is commanded by the
A pack of eight skinwalkers (a breed of lycanthropes native to the
fighting‐woman Almorish, who has under her command 10
Virgin Woode) has set up camp here in a dry river bed. Several
musketeers, 10 rangers, 10 pikemen and 10 elite cuirassiers. The
captive dwarves, miners who were seized crossing the Purple
fort is also has a chaplain, Lefna, a handsome woman with a
Mountains, are now employed by the skinwalkers to forge a magic
passion for Diana. Almorish, unfortunately, harbors a deep passion
ring of invisibility that they may creep unseen into the camps of
for Lefna, one he dare not utter.
the wild elves and the villages of the humans. They’ve set up a
forge, chaining the dwarves to large rocks, the chains long enough Lefna, Human Druid: LVL 4; HP 23; AC 11 (padded); ATK 1 club +2 (1d4)
that they can do their work and not much else. Three of the or dart +2 (1d4); MV 30; F10 R14 W10; AL Neutral (N); XP 400; S9 I5 W14
dwarves work at turning wood into charcoal at the forest’s edge D10 Cn14 Ch10; Special—Spells per day (5/4/2), speak druidic, move
through undergrowth, leaves no trail, +2 save vs. energy spells.
while the other three work on the ring. The dwarves are only in
charge of making the ring; the skinwalkers will have a magic‐user Almorish, Human Fighter: LVL 9; HP 41; AC 17 (3/4 armor); ATK 2 heavy
enchant the ring later. flail +10 (1d6+3) or musket +8 (1d10+1); MV 30; F9 R12 W13; AL Neutral
(LN); XP 900; S16 I9 W6 D9 Cn11 Ch11; Special—Dominate 0 HD foes.
Nagual, Medium Monstrous Humanoid: HD 4; AC 16 [silver]; ATK 2 claws 1438. Spooky Trees | Monster
(1d4) and bite (1d6); MV 30; F14 R11 W11; AL Chaotic (CE); XP 400;
Special—Change shape (3/day—donkey, turkey or dog, 1/day—leopard). A copse of trees here was once a company of thirty brain‐eating
zombies, raised by some forgotten practitioner of the dark arts.
1404. Stone Table of Sacrifice | Monster
The zombies were changed to trees and lurk here still in that form,
A circle of living totem poles guards a rough‐hewn stone table their shapes grotesque, their tangled branches scratching at
atop a wind‐swept hill of limestone. The table is used for sacrifices people who pass beneath them. Giant rats lurk in those branches,
to the Kabir and holds residual energies that are useful to druids, rats with faces that look uncomfortably like those of humans.
boosting their effective levels by one when casting spells. There is a 2 in 6 chance that 3d6 of these rats will attack a group of
travelers. Any use of dispelling magic or anti‐magic within the
The totems attack non‐skraelings who approach the table. The woods will release the zombies from their tree forms. Those
totems are composed of stone. One is carved (from bottom to top) locked in combat among the trees must pass a Reflex save each
as a turtle, black bear and unicorn. The second is a boar, dragon round or be affected as per the entangle spell.
and eagle. The third is a stag, fox and owl. When the totems
Giant Rat, Small Animal: HD 1; AC 13; ATK 1 bite (1d4 + disease); MV 40
animate, they separate into nine different stone animals. (Climb 20); F14 R13 W18; AL Neutral (N); XP 50; Special—None.
Stone Animal, Large Construct: HD 4; AC 14; ATK 1 slam (1d8); MV 20;
F11 R12 W12; AL Neutral (N); XP 200; Special—None.
25
1446. Astaevius the Demon Queen | Monster ilk, tempting their descedants with his secret knowledge of the
true names of demons. He has a horde consisting of 16,000 cp,
The malacarna Astaevius rules a company of barbaric wild elves 160 gp, two pearls (200 gp), a citrine (300 gp) and a a statue of an
that has made camp here. The warriors have become feral under eagle carved of porphyry (10 gp).
the influence of their mistress. They decorate their matted hair
and simple weapons with eagle feathers. The camp is situated Findomning, Snallygaster, Large Dragon: HD 8; HP 50; AC 20; ATK 2 claws
amid the ruins of a once‐great city, pitching their hide tents among (2d6) and bite (2d8) and tentacles (1d6 + constrict); MV 30 (Fly 80); F8 R8
W9; AL Chaotic (CE); XP 800; Special—None.
the crumbled monuments, toppled walls and cracked pavements,
all composed of a material that seems a cross between stone and 1622. Leather Man’s Cave | Monster
metal. The elves are bloodthirsty in the extreme, and have many
sacrificial altars hidden in the ruins. Secret tunnels beneath the A strange wanderer is often spotted in the Virgin Woode, a man
streets hide the malacarna, who arrives at the altars to drink of clad head to toe in leather. He never allows folk to come close on
the blood and eat the flesh of sacrifices. Vaults beneath the streets their own accord, fleeing when they do, but he does sometimes
hide not only Astaevius, but also elven relics and undead horrors. appear at campfires, offering to fix small items they may have. He
talks very little, and with a slow, almost growling voice. He will
Wild Elf Eagle Warriors, Medium Humanoid: HD 1; AC 11 (buckskin); ATK take whatever item they need mended, step away from the fire a
1 tomahawk (1d6) or longbow (1d8); MV 30; F15 R13 W15; AL N; XP 50;
Special—Elf abilities, berserkers (2 attacks per round). bit (still within sight), and spends a few minutes. He mends all
small, common items without fail, and doesn’t even attempt to
Astraevius, Malcarna, Medium Monstrous Humanoid: HD 5; HP 15; AC 16 mend magic items or complex things. In return, he asks for a single
[silver]; ATK 1 tail (1d8) and 3 weapons (1d8); MV 30; F13 R11 W11; AL gold piece.
Chaotic (LE); XP 500; Special—Cannot be attacked by creatures with less
than 4 HD, those with 4 HD or more must make Will save to attack,
magic resistance 25%. The Leather Man dwells here in a small cave. It holds a leather
sack with a few spare tools, some bedding (remarkably clean), and
1502. Lead Statue | Wonder a collection of elf skulls, each scrawled with a strange glyph.
A lead statue of a magistrate swathed in robes, wearing a pointed 1640. Cameliard | Village
hat and holding a rod of officeis half hidden here by rubble. It is
badly bent and wrent. Somebody, at some point, hid a small Cameliard is a settlement of 500 cavaliers. It is composed of a
sapphire (worth 300 gp) within a hand of the statue, bending the central village surrounded by a wooden palisade, and a dozen or
fingers around it so that one must unbend the fingers to even see so manors belonging to interrelated cavalier families, the most
the gem, let alone seize it. prominent being the Endesmons, Rothenes and Cunoalds. The
current de facto leader of the settlement is Sir Kennin Rothene.
1513. Bloodthorns | Monster The village has a master armorer, and, more importantly, a secret
cult dedicated to the worship of the demon lord Titivillus. The
This hex holds the valiant last stand of a puritan witch‐hunter. No demon‐worshippers seek elven relics in the woods. Cameliard is
longer among the living, he is slumped against a tree and wrapped defended by a squadron each of longbowmen, pikemen and
in a bloody flag carrying the colors of Trinity. The puritan carries a curassiers.
magical silver nail in his pocket. The nail, when driven into a
lycanthrope, kills their beast nature and returns them to normal. Man‐At‐Arms, Medium Humanoid: HD 1; AC 13; ATK 1 spear (1d8) or
He also carries a broadsword, two pistols, ten portions of powder long bow (1d8); MV 30; F13 R15 W15; AL Chaotic (NE); XP 50; Special—
None.
and shot (two silver bullets), a silver dagger and other supplies one
might need for a long expedition, including a prayer book of Sir Kennin Rothene, Medium Humanoid: HD 3; AC 17 (3/4 armor); ATK 1
Mithras. The puritan’s body is surrounded by a three vampire broadsword (2d4); MV 30; F12 R14 W14; AL Chaotic (LE); XP 300;
roses, who helped finish the poor man off. Special—None.
Vampire Rose, Small Plant: HD 4; AC 17; ATK 1 stalk (1d4 + constrict); MV 1647. Redcap Goblins | Monster
5; F12 R15 W14; AL Neutral (N); XP 400; Special—Surprise (3 in 6), blood
drain (constriction; Fort save or 1d4 points of Con damage per round). Grim redcap goblins, like pallbearers, armed with sickles dwell
here in an old, crumbling tower. Steps run up the outside of the
1544. Findomning | Monster tower, chipped and cracked, and one is trapped with a building
stone that lurches out and knocks people off the tower (Reflex
An ancient snallyaster by the name of Findoming dwells here in a
save) and into a gully with walls of chalk (40‐ft. fall). The red caps
mossy cave filled with dozens of small springs populated by
hold a cavalier seer, Evelair Thorn [1640], for ransom, as they have
silvery‐crimson fish and strange, white water lillies that quiver in
a vendetta against the cavaliers for past afronts.
the presence of magic. He was banished to this cave and chained
here (in adamant links) by the old Kabir for his betrayal at the Red Cap, Small Humanoid: HD 0; AC 13; ATK 1 bite (1d6); MV 20; F14 R16
Battle of Corladys, which pitted them against the fomors. W16; AL Chaotic (CE); XP 50; Special—Vicious healing (heals double the
Findomning despises the Kabir and works against them and their damage he deals to others), ‐1 to hit in sunlight.
26
1739. Spectral Goats | Monster 1811. Colum | Village
A herd of spectral goats can be spied on the green hills of this hex, Colum is a village of 200 yankees, mostly pleasant famers and a
led by a pallid giant. The stone giant is cloaked in grey and carries few artisans, who dwell within a wooden palisade surrounded by a
a weird silver whistle that calls people’s spirits from their bodies dry moat. The village is typical of the yankees, and is defended by
(Will save, per magic jar) and into his lantern. Within the lantern, a single squadron of 10 billmen commanded by Sergeant Smyth.
these unfortunates are tormented by an imprisoned glabrezu Smyth is the head of a band of smugglers and slavers, running
demon, Quverminst, in a strange dungeon maze from which their operations from the vestiges of a stepped pyramid. Their
escape is possible, but very tricky. activities are currently overshadowed by the chaos‐hunts of a
visiting puritan from Trinity‐town, Dawyn the Grey.
Lantern Goat, Medium Undead: HD 8; HP 33; AC 18; ATK 2 hooves (1d4)
and head butt (1d6); MV 30; F11 R11 W10; AL Chaotic (CE); XP 800; Dawyn the Grey, Human Puritan: LVL 4; HP 23; AC 12 (leather); ATK 1
Special—Light from lantern around neck forces those within 60 feet to broadsword +4 (2d4+1) or composite bow +3 (1d6+1); MV 30; F11 R14
pass a Will save or be frightened for 1d4+4 rounds, senses the life force W10; AL Lawful (LG); XP 400; S13 I5 W14 D10 Cn12 Ch5; Special—
of creatures (per deathwatch spell), creatures killed within 60 ft. of Dominate 0 HD foes.
lantern goat must pass Will save or have their soul drawn into the
lantern; the souls are released if the lantern is destroyed.
Smyth, Human Thief: LVL 6; HP 20; AC 14 (ring mail); ATK 1 dagger +3
(1d4) or 1 hand crossbow +4 (1d4); MV 30; F13 R9 W13; AL Chaotic (CE);
Stone Giant, Large Giant: HD 9; AC 20; ATK 1 greatclub (3d6) or boulder XP 600; S10 I10 W11 D15 Cn12 Ch15; Special—Backstab x3.
(3d10); MV 30; F5 R8 W8; AL Neutral (N); XP 450; Special—None.
1818. Sandman | Monster
1802. Fort Greystone | Stronghold
A sandy beach here along a placid stream holds a single birch‐bark
Fort Greystone is named for the gray field stones that make up its
canoe. The canoe is piled high with beaver pelts – seven pelts in
20‐ft. tall walls. The triangular redoubt has three wide towers, one
all, worth about 50 gp each. The beach hides three sandmen, who
sporting a small cannon, the other two ballistas. The fortress was
rise up to destroy and devour any who approach the canoe.
constructed by the famed pilgrim fighting man Brimbroar, who can
be seen walking the walls in his three‐quarters armor, a brace of Sandman, Medium Elemental (Earth): HD 4; HP 18; AC 15; ATK 1 slam
pistols on his bandoleer, a broadsword in his hand. Brimbroar’s (1d6 + sleep); MV 30 (Burrow 30); F11 R14 W14; AL Chaotic (CE); XP 400;
sergeant is the placid, but implacable, Folga, a winsome lass with Special—Sleep aura (20‐ft. radius), weapon resistance.
strawberry blonde braids worn under a somber hood and a coat of
1906. Helpless Conroy | Monster
black mail handed down from her grandmother. While Brimbroat
commands the fort, the elder druid Bidinga exercises a great deal Conroy, an exiled pilgrim, is chained to a stretch of rocky ground
of control over the place. here, surrounded by tall grasses. Conroy is a thief and a seducer,
and is being tormented and tortured by five earth mephits, squat
Brimbroar commands a squadron of longbowmen, two squadrons
creatures with golden eyes and pointed, cat‐like ears. While
of pikemen and twelve elite demi‐lancers. Little does Brimbroar
Conroy isn’t very popular among the pilgrims, he does know a few
know, but Folga is a turncoat, allied with the agitators and
of the more unsavory folk who dwell among them.
planning to help them seize the fort when “the time is right.”
Conroy, Human Bard: LVL 3; HP 19; AC 14 (studded leather); ATK 1 spear
Perhaps the most interesting man in the fortress is Edwain, Lord +1 (1d8) or sling +1 (1d4); MV 30; F13 R11 W13; AL Neutral (CN); XP 300;
Chalmers, exiled from the cavalier lands to the south for stealing a S9 I15 W7 D14 Cn13 Ch15; Special—Spells per day (3/1), legend lore,
music (fascinate).
rather large quantity of gold coins from his father, Duke Beowyn.
He is trying to pass himself off as a priest of Brigantia.
1915. Somber Hollow | Village
Edwain, Medium Humanoid: HD 3; AC 16 (3/4 armor); ATK 1 longsword
(1d8) or dagger (1d4); MV 30; F12 R14 W14; AL Neutral (N); XP 150; Somber Hollow is a peaceful village of 600 yankees with ties to
Special—None. Dweomer Bay. The village consists of houses, some constructed of
brick, but most of wood with many gables and windows. A
Sergeant Folga, Medium Humanoid: HD 3; AC 12 (leather); ATK 1 wooden pallisade surrounds the village, with several guard towers,
longbow (1d8) or dagger (1d4); MV 30; F12 R14 W14; AL Neutral (N); XP
150; Special—None. and a thicket of blueberries makes scaling the walls difficult. The
village is defended by a squadron each of pikemen, harquebusiers
Bidinga, Human Druid: LVL 6; HP 39; AC 12 (leather); ATK 1 scimitar +3 and rangers, each squad commanded by a sergeant‐at‐arms and
(1d8) or dart +3 (1d4); MV 30; F8 R13 W8; AL Neutral (N); XP 600; S9 I12
the whole regiment by Captain Fluyt, a stocky, stodgy old burgher
W16 D10 Cn16 Ch14; Special—Dominate 0 HD foes.
with one glass eye and a bushy mustache.
Brimbroar, Human Fighter: LVL 9; HP 40; AC 16 (3/4 armor); ATK 2
broadsword +9 (2d4+1) or 2 pistol +8 (1d8+1); MV 30; F8 R13 W14; AL The leading families of the quiet village are currently at sixes‐and‐
Lawful (LG); XP 900; S13 I8 W5 D8 Cn13 Ch12; Special—Dominate 0 HD sevens with one another, all seeking (quietly – they do appreciate
foes.
peace and order these yankees) a map left by a local magic‐user,
27
Black Skrat, who died exploring the Upcountry. The map shows the Rogue’s Harbor has no leader, per se, with most captains doing as
location of Skrat’s treasure. they please and the citizens, temporary as they may be, forming
mobs when something needs to be done. Queenie exerts quite a
The village is governed by Lord Dywald, a stately gentlemen with a bit of influence over the people, but she doesn’t rule the place.
penchant for the luxuries of life, especially beautiful women.
Pirate, Medium Humanoid: HD 1; AC 11; ATK 1 scimitar (1d8); MV 30;
1923. Hazard Station | Village F13 R15 W15; AL Chaotic (CE); XP 50; Special—None.
Two hundred rievers, mostly ex‐henchmen who have turned to a 1941. Wind Spirits | Monster
life of freedom and larceny on the frontier, dwell here in a small
Several trees in a copse of ancient oaks are embedded with star
gathering of cabins. The log cabins are scattered in a valley
shaped stones of a smoky, grey quartz. When struck by light –
surrounded by wooded hills, each village having its own pigpen
magical or natural – they gleam with brilliant hues of blue, green
and cabin garden. The men and women of the village are surly and
and orange. Within this copse there is a crude stone statue of a
unwelcoming to those they do not know. On approach, the village
large, fiendish looking bear; a vessel that holds a fiendish spirit.
women can be seen working in the gardens or tending the pigs or
The site is guarded by three wind spirits, brothers, who in life
children, while the men hunt in the woods or relax in front of the
labored long and hard to track and trap the beast.
cabins, tending their muskets or bows.
Wind Spirit, Large Outsider (Air): HD 7; HP 30, 30, 26; AC 16; ATK 2 slams
Rievers, Medium Humanoid: HD 2; AC 11 (buckskin); ATK 1 tomahawk
(1d8) or tomahawk (1d8); MV 30 (Fly 60); F9 R10 W9; AL Neutral (LN); XP
(1d6) or longbow (1d8); MV 30; F12 R15 W15; AL Neutral (N); XP 100;
700; Special—Whirlwind (as djinni), immune to electricity.
Special—Berserk rage.
Grizzly Bear, Large Outsider: HD 12; HP 57; AC 18 [+1]; ATK 2 claws (2d6
1925. Flying Heads | Monster + constrict) and bite (2d8); MV 40; F6 R7 W6; AL Chaotic (NE); XP 1200;
Special—Incorporeality at will, immune to poison, resistance to acid,
A pyrmidal mound here is guarded by three giant flying heads. An cold, electricity and fire, magic resistance 25%, deals double damage to
entrance to the mound is hidden by a veil of illusion; within the Lawful (Good) creatures, rebuke undead as 12th level cleric, telepathy
(100‐ft.), spells (at will—bane, tongues; 3/day—armor of darkness).
mound there is a well of rasping soul‐stuff that the greatest of the
wild elf druids have used to forge powerful magic items for the 1944. Yehasuri | Monster
great kings and chiefs of their people.
The landscape here features a pit of yellow limestone with sheer
Flying Head, Huge Aberration: HD 10; HP 46; AC 18 [+1]; ATK 1 slam
sides. The pit is about 40 feet deep and maybe 300 feet to a side.
(2d6) or breath weapon; MV Fly 40; F7 R10 W7; AL Neutral (N); XP 2500;
Special—Breath weapon (60‐ft. cone of energy, 6d6 damage), swallow One of the limestone cliffs is pocked with yehasuri‐made caves
creatures, magic resistance 15%, regenerate. that form a sort of village that houses 200 of the wicked creatures.
The wild elves persecute them, keeping their numbers low . They
1929. Rogue’s Harbor | Village
mostly live by hunting small animals in the woods, though they do
not hesitate to capture and devour larger, helpless prey.
Rogue's Harbor is a hidden refuge for the pirates of the coast and
rievers, brigands and bandits on the lamb. The harbor is hidden Yehasuri, Tiny Humanoid: HD 0; AC 13; ATK 1 club (1d4); MV 20; F16 R16
amid the moss‐draped cypress of the swamp and is constructed on W16; AL Chaotic (CE); XP 25; Special—Afraid of smell of tobacco.
a few muddy islands and wooden platforms. The place can be
found via signs marked with the thieves’ cant (1 in 6 chance), 1948. Spirit Snake | Wonder
though rangers, elves and chaotics have a better chance than most
A great mound here is shaped like a serpent. A chalk outline of a
(2 in 6) of following the twisting channels that lead to the place.
serpent has been drawn atop the hill. Druids can feel the spiritual
Along the way to the settlement there are soldiers and sailors of power coursing about this hill, as can elves, and clerics have a 2 in
Gloriana and the colonies hanging in metal cages, injured, dead or 6 chance of noting the spiritual emanations. If anyone but an elf or
stark‐raving mad. The locks on the cages are trapped, of course. a druid attempts to climb this hill, the chalk outline solidifies as a
massive spirit snake, which attempts to devour the intruders.
The village houses 1d6 x 100 people at any given time, depending Intruders swallowed whole by the serpent are deposits in a narrow
on how many pirate vessels are anchored in the harbor. Some of barrow tomb within the mound.
the more interesting parts of town are the House of Vat‐Grown
Women, a sort of bordello run by the alchemist Snappy Dan and a Giant Snake, Large Animal: HD 6; HP 24; AC 15; ATK 1 bite (1d6 + poison
IV); MV 20 (Climb 20, Swim 20); F9 R10 W15; AL Neutral (N); XP 600;
tavern called the Squeaky Eel (the name referring to the rusty Special—None.
chain holding the sign) where they serve eel stew on swamp
bread. The Squeaky Eel is owned by Queenie, an aged pirate 2003. Trolls | Monster
queen who picks a handsome customer out each night and woos
them until they agree to let her have her way with them. Three avaricious trolls are squatting here next to a massive
cypress. Within a hollow, a boo hag is about to deliver a bouncing
baby troll amid the muck and squallor. The trolls have among
28
them 70 gp, two obsidians (10 gp) treasure, while the boo hag has best to protect the body from looters and defilers. They are not
a chest containing 7,000 cp, 900 sp, 70 gp, three hematites (70 evil, and they are not ill‐disposed to visitors, so long as they are
gp), a jasper (130 gp), a garnet (400 gp), a diamond (500 gp) and a honorable and well‐behaved. The tomb can serve as a safe‐haven
teak sculpture of a tortoise (10 gp). for adventurers, for the wild elves will not approach it.
Troll, Large Giant: HD 6; AC 16; ATK 2 claws (1d6 + rend) and bite (1d6); The only problem is the pack of ghoul wolves that patrol the
MV 30; F9 R12 W13; AL Chaotic (CE); XP 600; Special—Regenerate. woods. They can sense the flesh of a noble elf within the tomb,
Boo Hag, Medium Monstrous Humanoid: HD 6; HP 14; AC 15; ATK 2
and are hungry for it.
claws (1d4) and bite (1d6); MV 30 (Swim 50); F12 R10 W10; AL Chaotic
(CE); XP 1500; Special—Riding, wear skins, gaseous form (3/day). Ghoul Wolf, Medium Undead: HD 3; AC 14; ATK 1 bite (1d6 +
paralyzation 1d4+1 rounds + trip); MV 50; F14 R13 W15; AL Chaotic (CE);
XP 300; Special—None.
2007. Bloody Bones | Monster
2030. Mugwumps | Monster
A cave in the side of a hill issues forth a gurgling, spitting sound. It
smells of death, and the wild elves avoid the place. Beyond the
A village of 200 tree‐dwelling mugwumps here is controlled by a
entrance, there is a long tunnel that winds about a bit before
coven of nine necromancers, the leader being an exile from the
finally ending in a sheer cliff, about 20 feet tall. At the bottom of
magical society of Glorianastown named Glettan. The coven seeks
this pit there are great heaps and piles of bones – humanoid and
bodies to animate, Glettan having an idea about taking control of
animal. A bloody bones hides among these remains, held to the
Rogues’ Harbor (and any ships therein) and using them to attack
spot by thick, iron chains about 20 feet long. The pit is about 30
and possibly conquer Glorianastown.
feet in diameter and quite damp. It wears two magic rings on its
fingers, a ring of feather falling and a ring of water walking. Mugwump, Medium Humanoid: HD 2; AC 13 (buckler); ATK 1 club (1d4);
MV 20 (Swim 40); F12 R15 W15; AL Chaotic (CE); XP 100; Special—
Bloody Bones, Medium Undead: HD 5; AC 17; ATK 2 claws (1d6 + rend) or Surprise (4 in 6 in swamp), leap 30 feet to charge.
4 tendrils (grapple); MV 30; F13 R13 W11; AL Chaotic (CE); XP 500;
Special—Grapple AC 20, resistance to fire. Mugwump Necromancers, Medium Humanoid: HD 2; AC 13 (buckler);
ATK 1 club (1d4); MV 20 (Swim 40); F12 R15 W15; AL Chaotic (CE); XP
2021. Hot Springs | Monster 100; Special—Surprise (4 in 6 in swamp), leap 30 feet to charge, cast
spells as 3rd level necromancer (4/2/1).
A small brotherhood of wild elf druids, representing both of the
2038. Fun Guys | Monster
major tribes, dwell here amid the wild splendor of steaming,
medicinal hot springs. The elves dwell in simple lean‐tos covered A misty valley here holds a number of grand old oaks. Shelf‐like
with dressed hides, and welcome other Neutrals to their society. fungi grow on the sides of the oaks, and have the appearance of
Lawfuls and Chaotics are chased away with summoned animals or wrinkled mouths with beady eyes atop them. These fungi are quite
other spellcraft. In all, seven druids make their home here. sagacious, and are oft consulted by the wild elves and maybe a
few human scouts and druids in the know. They are strange, jolly
Seven Druids, Wild Elf Druid: LVL 3; HP 13 each; AC 11 (buckskin); ATK 1
dagger +1 (1d4) or sling +1 (1d4); MV 30; F11 R14 W10; AL Neutral (N); creatures, and sometimes spew forth clouds of spores that cause
XP 300; S11 I7 W17 D9 Cn13 Ch8; Special—Spells per day (4/2/1), speak euphoria or delerium (Fort save vs. poison) in petitioners who look
druidic, move through undergrowth, leaves no trail. as though they can use a laugh.
2027. Tomb of Sera | Dungeon
[Yes, bad puns are an integral part of fantasy games.]
The wooded hills are dotted by remnants of the ancient elves, and
2102. Expeditionary Force | Monster
this hex holds the tomb of a very noble elf, Sera, the father of
Partholón, who crossed Mother Ocean in elder days and founded A band of troll marauders from the Trow Hills to the north has
the city‐state of Nomo. The tomb is stately and untouched, with made camp here. Although they haven’t seen any action yet,
walls of moonstone. It is situated on a large platform of moss they’ve already broken into the mead and are in a drunken revel.
quartz. The tomb has no discernable entrance. The only entrance In all, there are 15 trolls here led by a jarl, Vidkun the Black.
is located on the platform, under the earth. One must figure a way Vidkun wears a magic minor belt of giantkind.
to either raise the platform or lower the earth to reach it.
Troll, Large Giant: HD 6; AC 16; ATK 2 claws (1d6 + rend) and bite (1d6);
Behind this secret door there is a steep slope covered by a MV 30; F9 R12 W13; AL Chaotic (CE); XP 600; Special—Regenerate.
permanent grease spell. The back of the door is studded with
Vidkun, Large Giant: HD 9; HP 26; AC 16; ATK 2 claws (1d6 + rend) and
spikes. At the top of the ramp there is a simple stone bier, bite (1d6); MV 30; F11 R14 W14; AL Chaotic (CE); XP 600; Special—
beautifully carved, atop of which rests the body of Sera in state. It Regenerate.
shows little decay. The body and tomb are attended by three
spirits who served the elf in life – a squire, a courtesan and a
jester. The spirits are bound willingly to the lord, and they do their
29
2105. Refugees | Monster 2132. Buzz | Monster
Elven women and children and a couple skraeling braves are A conical hat of green felt is drooped over a low branch. As one
hiding in a series of caves in this hex. The caves are contained in a draws near, they hear a distant droning sound. Should one tamper
rock plateau with chalky slopes. The top of the plateau is thick with the hat, 3d6 giant bees erupt from it, attacking all who are
with woodlands. The village of the elves was torched by a band of present.
pilgrim warriors in revenge for the sack of a pilgrim caravan.
Giant Bee, Medium Vermin: HD 3; AC 14; ATK 1 sting (1d4 + poison III);
Skraeling Brave: HD 1; AC 11 (buckskin); ATK 1 tomahawk (1d6) or MV 20 (Fly 80); F12 R13 W14; AL Neutral (N); XP 300; Special—None.
longbow (1d8); MV 30; F15 R13 W15; AL N; XP 50; Special—Elf abilities.
2136. Millhaven | Village
2114. Moose and Squirrel | Treasure
The fair village of Millhaven, known for its primitive mill and lush
A giant bull moose grazes here, standing in shallow water. A fields of corn and beans, is less well known as a hotbed of
talisman hangs from one antler, the talisman being made of conspiracy and murder. One of the outposts of the cavaliers,
copper and having the general shape of a squirrel. This magical Millhaven lies at the center of seven manor houses, the leading
talisman acts as a hedge against natural animals, forcing them to families of the district being the Fladrics, Amells and Marics. The
pass a Will save in order to come within 30 feet of the wearer of village is guarded by a single squadron of longbowmen, and the
the talisman. cavalier families can muster a squadron of lancers when needed.
Jenna Faldric is the grand dame of the village, at least at the
Giant Bull Moose, Huge Animal: HD 10; AC 15; ATK 2 hooves (1d10) and moment. What she does not know is that the agitators have
gore (3d6); MV 50; F5 R7 W13; AL Neutral (N); XP 500; Special—None.
infiltrated the village, whispering to the commoners of the
2118. Traveling Man | Monster excesses and injustice of the ruling elite. This whisper campaign is
being overseen by Owen Jolain and his two assistants, who are
Five nagual are inhabiting a ruined block house composed of posing as traveling smiths.
hastily assembled logs on the crest of a hill surrounded by a
thicket of beeches. The skin walkers are escorting a warlock, Owen Jolain, Human Assassin: LVL 5; HP 13; AC 14 (ring mail); ATK 1 sap
+3 (1d6) or shortbow +3 (1d6); MV 30; F13 R10 W13; AL Neutral (CN); XP
Wasdan, through the Purple Mountains to the Bleeding Mountains 500; S11 I14 W9 D15 C10 Ch15; Special—Poison use, backstab x3
have congress with the wicked folk who dwell therein. (paralyze or kill).
Nagual, Medium Monstrous Humanoid: HD 4; AC 16 [silver]; ATK 2 claws Jenna Faldric, Medium Humanoid: HD 3; HP 11; AC 17 (3/4 armor); ATK 1
(1d4) and bite (1d6); MV 30; F14 R11 W11; AL Chaotic (CE); XP 400; lance (1d6+1) or pistol (1d8+1) or longsword (1d8); MV 30; F12 R14 W14;
Special—Change shape (3/day—donkey, turkey or dog, 1/day—leopard). AL Neutral (N); XP 150; Special—None.
Wasden, Human Warlock: LVL 7; HP 26; AC 13 (leather); ATK 1 long 2145. Behir | Monster
sword +2 (1d8) or light crossbow +1 (1d4+1); MV 30; F13 R12 W9; AL
Chaotic (NE); XP 700; S12 I8 W13 D14 C12x Ch17; Special—Spells per day A behir makes its lair here in a great, stony hill covered with briers
(5/5/5/3), spells known (6/4/2/1).
and smelling of mouldering leaves. The beast hunts in the daytime
2120. Dughead | Village and sleeps at night, though it is not easily surprised.
Dughead is a large yankee village of 300 woodsmen. Every few Behir, Huge Magical Beast: HD 9; HP 38; AC 19; ATK 1 bite (2d4 +
swallow whole) or coils (constrict); MV 40 (Climb 15); F6 R9 W12; AL
weeks a caravan from Dweomer Bay arrives to pick up the timber Neutral (N); XP 900; Special—Spit (20‐ft. line of electricity every 10
and drag it back to the city‐state. The village is composed of rounds, 7d6 damage), immune to electricity and trip attacks.
several longhouses (barracks really) surrounded by an earthen
rampart studded with spiked logs. Dughead is governed by 2207. Red Realm | Monster
Gondolf, a jolly burgermeister who works alongside the other
This hex is avoided by all sane folks. Near the center of the hex,
woodsmen, and who does a trade in medicinal herbs on the side.
hundreds of permanent silence spells have been cast over the
The village is protected by 15 doughty pikemen. Osthet, a priest of
landscape. Should a sound ever be heard here, the very air will
Atlas (Adept 2), serves the spiritual needs of the community. He
shatter and fall, and a dimensional rift into the Red Realm of the
longs to explore the wilderness, and might well join a party of
Dead will open, unleashing all manner of undead things into the
adventurers if they ask.
Virgin Woode to work their wicked will.
Pikeman, Medium Humanoid: HD 1; AC 15 (breastplate); ATK 1 pike
(1d6+1) or short sword (1d6); MV 30; F13 R15 W15; AL Neutral (N); XP 2211. Smoldering Fort | Ruin
50; Special—None.
A red dragon from the Purple Mountains, Asfeledon by name, has
avenged itself on a pilgrim fort here, Fort Hale. The remains of the
palisade and barracks smolder here, one of the collapsed barracks
hiding the dragon’s broken eggs. Asfeledon has dispatched a
30
company of kobold warriors to retreive its eggs, and they will Cunodriedd, she taught him his magic and provided sage guidance
arrive this very night. The kobolds despise their mistress, and do and prophetic wisdom. At the bottom of her pool, there is a small
not care to die for her, so they may be up for a deal. hole through which she, assuming the form of water, can pass
through to mingle with the water of her father, Parthainnon, the
Kobold, Small Humanoid: HD 0; AC 13; ATK 1 short sword (1d6); MV 20; great underground river that ultimately flows into the swamp.
F14 R16 W16; AL Chaotic (CE); XP 25; Special—None.
Spectre, Medium Undead: HD 7; AC 15 [silver]; ATK 1 strike (1d8 + energy
2233. Riverside | Village drain); MV 40 (Fly 80); F12 R12 W9; AL Chaotic (CE); XP 1750; Special—
Powerless in sunlight, incorporeal, spawn.
The remains of a walled settlement have been converted into a
new village of cavaliers called Riverside. The village has a Water Nymph, Medium Fey: HD 6; AC 17; ATK 1 dagger (1d4); MV 30
(Swim 40); F12 R10 W9; AL Lawful (NG); XP 600; Special—Gaze (stun),
population of 100 people who raise crops and tend cattle. The
blinding beauty, dimension door 1/day, druid spells.
village is defended by a squadron of 10 demi‐lancers under the
command of the local big wig (and all‐around jerk) Montague 2332. Spirit Stone | Monster
Thatch. Montague currently has a band of pirates hidden in his
cellar – his link to Rogues Harbor, where he makes a sideline of The great spirit stone Erhaerth stands here, a granite cliff with
smuggling stolen goods. vaguely humanoid features, his beard a clutch of wild grape vines,
his hair a stand of drooping cedars. The cliff looks out over a wide
Montague Thatch, Medium Humanoid: HD 3; HP 9; AC 15 (1/2 plate); valley that eventually ends in a swampy coast in [2630]. The valley
ATK 1 lance (1d6+1) or pistol (1d8+1) or longsword (1d8); MV 30; F13
R15 W15; AL Neutral (CN); XP 150; Special—None. is an undulating plain of meadows and springs, with a few copses
of magnolias and dogwoods. The valley is also known for its
2322. Door in the Hill | Dungeon limestone mounds, tall protrusions of yellow‐white stone, devoid
of vegetation and pocked with smallish holes.
A troop of ten skeletons armed with tomahawks and clubs stands
guard before a large stone door in the side of a hill. The hill is, of The spirit stone is ancient and wise, and happily speaks to those
course, a barrow tomb housing the remains of a once great with the skill to listen on the history of the coast; of the stone
shaman of the wild elves, a skraeling firebrand called Cunodriedd, giants who once took corracles out into the surf to hunt whales
who preached undending war against his neighbors. The door is and of their stone cities, of the coming of the ancient elves and
concealed by thick brush, and one has only a very slight chance of their defeat of the sons of stone and of their own cities and
noticing it in passing. The door is heavy and thick, and rests on a gradual devolution into the wild elves and drow, and of the many
central spike. It turns easily, provided one can defeat the skeletal petty feuds of the madogs and skraelings. He can also tell of the
guardians lying in wait in the brush, and opens on a long, narrow treasures beneath the earth and sometimes of their guardians.
hallway cloaked in phosphorescent mists. A spike stones spell is
triggered by stepping into the middle portion of the long hallway. Those who would profane the valley of Erhaerth find that he is not
The hallway ends in a fork, both of these new tunnels angling defenseless. From the limestone mounds pour thousands of rats in
sharply down. great swarms and waves (technically, 2d6 swarms), their little
minds possessed only of a thirst for the profaners’ blood.
The right‐hand path ends in the burial chamber of Cunodriedd,
which is cloaked in the illusion of being a sort of storage room for Rat Swarm, Tiny Animals: HD 4; AC 14; ATK 1 swarm (1d6 + disease); MV
15 (Climb 15); F8 R12 W17; AL Neutral (N); XP 400; Special—None.
bits of pottery and old relics of his life. Behind this illusion, his
body lies in a shallow grave, his leathery skin strangely preserved. 2335. Oxford | Village
A gemstone sewn into his mouth holds a portion of his spirit
which, if the gem is touched, emerges as a dreadful spectre. Oxford is a village of 100 honest folk who live under the patronage
and protection of three families of cavaliers, the Crathens,
The left‐hand path ends in a seemingly bottomless well with a Jossideys and Quinces. Amarelle Crathen and her roguish brother,
narrow stone stair winding around it, ever downward. About 30 the infamous gambler Breo, are the de facto leaders of the
feet down the well, the stairs appear to end abruptly, and there is neighborhood, and very little passes through Oxford without their
a secret door in the wall – this secret door, if opened, triggers a knowledge. A duel is now brewing between Breo and Suliac
forceful hand spell, pushing people down the well to their Quince, a dashing older cavalier with three pretty (and perhaps
(probably) deaths, for the well extends another 300 feet. The stair too willing) daughters, Lara, Ashlee and Wilba. The entire village is
does not actually end – this is another illusion – and rather now divided between the partisans of the Crathens and Quinces,
continues to the bottom of the well. and it’s almost a certainty that visitors will be drawn into the
conflict, especially by the cunning Amarelle.
The bottom of the well has finely carved and polished walls and
holds about 3 feet of crystal clear water, in which dwells the water Oxford is defended by 10 musketeers and 5 lancers and a single
nymph Tuliannocke, a blind beauty with porcelain skin, lustrous light cannon (kept in front of the courthouse), all of them
black eyes, lips like the spent petals of a wild rose and white hair
that falls on her shoulder like a whisper. The mistress of
31
ostensibly loyal to Amarelle and her brother, but really loyal to Sergeant Handers, Medium Humanoid: HD 3; HP 10; AC 15 (breastplate);
Captain Guvere Jossidey, who would have Amarelle as his wife. ATK 1 pike (1d6+1) or short sword (1d6) or pistol (1d8+1); MV 30; F12
R14 W14; AL Neutral (N); XP 150; Special—None.
Amarelle Crathen, Medium Humaniod: HD 3; HP 17; AC 10; ATK 1 rapier
(1d6) or dagger (1d4); MV 30; F12 R14 W14; AL Neutral (LN); XP 300; 2426. Stone Face | Stronghold
Special—No penalty for fighting on horseback.
A standing stone of the ancient elves rests here on a muddy island
Suliac Quince, Medium Humaniod: HD 3; HP 9; AC 10; ATK 1 rapier (1d6) (it actually rises from beneath the island). It is carved with a grave
or dagger (1d4); MV 30; F12 R14 W14; AL Neutral (LN); XP 300; Special— face with curling tusks and large eyes that speaks in grim tones
No penalty for fighting on horseback.
when people pass it. To each it asks a riddle (any you like) which, if
Breo Crathen, Medium Humaniod: HD 3; HP 10; AC 11 (cape); ATK 1 answered correctly, causes the face to open its mouth wide,
rapier (1d6) and dagger (1d4); MV 30; F14 R12 W14; AL Neutral (CN); XP admiting people into a wonderful pocket dimension.
300; Special—None.
The pocket dimension is a valley with steep stone sides topped by
Guvere Jossidey, Medium Humaniod: HD 5; HP 19; AC 16 (1/2 armor);
ATK 1 longsword (1d8) or dagger (1d4); MV 30; F11 R13 W13; AL Neutral battlements. These battlements are patrolled by ancient elf
(N); XP 500; Special—None. warmaids garbed in shimmering scale armor and winged helms
and armed with spears and shields. Within the valley itself there is
2339. Fort Gallant | Stronghold a thick woodland of oaks that hides a small shrine of Ys. The shrine
is tended by Heldinuiri, a priest‐queen, and her harem of male
Fort Gallant is a traditional colonial fort that houses 20 rievers
slaves. The woodlands are filled with celestial animals and give off
(mercenaries in deer hides armed with tomahawks and muskets),
a throbbing vibration that causes deep despair in chaotic and
10 pikemen and 10 pistoleers. All the troops are young bravos,
lawful folks and wonderous vitality in neutrals.
barely kept under the thumb of Hunitta Rath, a statuesque
woman‐warrior of an old filibuster family too skilled to destroy, Warmaids, Medium Humaniod: HD 2+1; AC 17 (chainmail and shield);
but too willful to keep near Tremayne. ATK 1 spear (1d8); MV 30; F12 R15 W15; AL Neutral (N); XP 100;
Special—Elf abilities.
Hunitta is as fiery as her troops, and they are spoiling for a fight
Heldinuiri, Elf Druid: LVL 20; HP 78; AC 13 (leather); ATK 1 dagger +12
with the elves of the hills. Visitors can expect a test of their mettle, (1d4‐1) or dart +14 (1d4‐1); MV 30; F3 R7 W3; AL Neutral (N); XP 2000;
either a duel of drinking (rotgut, of course), wrestling (rough and S8 I8 W15 D13 C14 Chx; Special—Spells per day (6/6/5/5/5/5/4/4/4/4),
tumble is saved for when somebody is really angry) or a bout with speak druidic, move through undergrowth, leaves no trail, +2 save vs.
energy spells, shapechange (animals, plants, elementals), immune to
the fort’s mascot, a large black bear they call Emily. All of these
poison.
challenges are an excuse for gambling and drinking.
2430. Jozef Triancus | Stronghold
Hunitta, Human Fighter: LVL 10; HP 42; AC 15 (breastplate); ATK 3
ranseur +11 (2d4+2) or pistol +9 (1d8+1); MV 30; F8 R12 W12; AL Chaotic
(NE); XP 1000; S16 I7 W9 D12 C11 Ch11; Special—Dominate 0 HD foes.
The arch‐wizard and all around humble guy Jozef Triacus, he of the
braided auburn beard and curled locks, of the crimson eyes (thank
2411. Fountain in the Cave | Wonder you prestidigitation) and starry robes, has deigned to establish
himself in a comfortable manse in this hex. The manse is of the
A cave with a wide entrance and low ceiling stretches out here latest cavalier style, and is surrounded by acres of parkland and
along the side of a rushing stream, having been cut by the waters medicinal gardens. Triacus is a strapping man, hearty and hale,
of the stream generations ago. At the back of the cave, there is a with a depraved sense of humor and almost bottomless lusts. A
small spring of boiling water that gathers in a steaming pool. This quartet of rather horrific gargoyles guard the estate – gargoyles
pool is a pilgrimage site for the wild elves. An ancient war helm of that have the bodies of amazons, the heads of boars and taloned
the elves rests atop the bubbling spring and is encrusted by salts. hands and feet. Although a rapscallion and bodger, Jozef is also a
man with a sense of honor who loves his adopted country. He has
2415. Goat’s Town | Village
recently been made aware of an impending invasion from beyond
the bounds of time, and plans to be on the front lines with a hand‐
Goat’s Town is a village of 300 honest burghers who originated in
picked squad of adventurers to stop it.
Antigoon. The village is surrounded by a 4‐ft. tall rampart of stone
and three wooden watchtowers. Goat’s Town is a colorful Gargoyles, Medium Monstrous Humaniod: HD 4; AC 16 [+1]; ATK 2 claws
community, with brightly colored doors. The people wear (1d4), bite (1d6) and gore (1d6); MV 40 (Fly 60); F14 R10 W12; AL
brilliantly colored, though simple, clothes, and the village’s Chaotic (CE); XP 1000; Special—Surprise (3 in 6).
company of 15 pikemen wear the costumes of landsknechts, all
Jozef Triancus, Human Magic‐User: LVL 9; HP 27; AC 10; ATK 1 club +2
deep crimson, pearl white and aquamarine. The troops are under (1d4‐1) or dart +3 (1d4‐1); MV 30; F12 R12 W9; AL Neutral (N); XP 900;
the command of Serjeant Handers, a tall, lean man with bristling S7 I15 W11 D9 C10 Ch10; Special—Spells per day (4/5/4/3/2/1).
mustachio and suspicious, squinting eyes.
32
2442. Black Neck | Village
Khylda the greater medusa, Medium Monstrous Humanoid: HD 12; HP
The village of Black Neck is a collection of 200 friendly cowherds 50; AC 15; ATK 1 snakes (1d6 + poison III) or spear (1d8); MV 30; F9 R7
W6; AL Chaotic (CE); XP 3000; Special—Petrifying gaze.
living in timber longhouses. A collection of cavaliers and rievers,
they are a rough and tumble crowd loyal to Glorianas‐Towne and 2509. War Party | Monster
hostile to the nearby elves and the folks up north. The village is
surrounded by a low stone wall manned by 10 longbowmen. The A large warband of skraelings, 60 in all, have made camp here
lord of the village, Sir Auberon Carlisle, is a savage with the face of after a successful foray into the Trow Hills. They have a couple
an angel – all grace and condescension one moment, and fury as captive trolls tied to posts and preparing to set fire to them, all the
soon as he is challenged or disappointed. His current obsession is while raging about in a drunken stupor. The elves are under the
to own a suit of armor made from adamantine. He has the metal, command of a stone‐faced old chieftain called Sinduhiriand, who
and has hired a band of dwarves to forge it, but he needs dragon allows his warriors their freedom, but shares not in their revels.
fire and is willing to pay adventurers to find a red dragon and bring
it back alive and subdued. Skraeling Warrior, Medium Humanoid: HD 1; AC 11 (buckskin); ATK 1
tomahawk (1d6) or longbow (1d8); MV 30; F15 R13 W15; AL N; XP 50;
Special—Elf abilities.
Auberon, Human Fighter: LVL 7; HP 30; AC 16 (1/2 armor); ATK 2
greatclub +7 (1d6+2) or composite bow +6 (1d6+1); MV 30; F10 R13
W13; AL Neutral (CN); XP 700; S13 I7 W9 D12 C11 Ch10; Special— Troll, Large Giant: HD 6; AC 16; ATK 2 claws (1d6 + rend) and bite (1d6);
Dominate 0 HD foes. MV 30; F9 R12 W13; AL Chaotic (CE); XP 600; Special—Regenerate.
Sinduhiriand, Wild Elf Barbarian: LVL 10; HP 64; AC 12 (leather); ATK 1
2448. Nest in Peril | Monster
broadsword +9 (2d4+1); MV 30; F7 R12 W12; AL Neutral (N); XP 1000;
S13 I9 W11 D12 Cn13 Ch6; Special—Rage 3/day, sixth sense.
A mountain lion is menacing an owlbear’s nest, the nest being
situated in the crook of a cliff. Mother owlbear was off hunting, 2519. Dweomer Baye | City‐State
and has not yet returned. Her three cubs are in great distress.
The city‐state of Dwoemer Baye is located on a the outlet of the
Owlbear, Large Magical Beast: HD 5; AC 15; ATK 2 claws (1d6) and bite Brandywine River. It is surrounded by several wooden forts which
(1d8); MV 30; F10 R11 W16; AL Neutral (N); XP 500; Special—None.
send scouts into the Virgin Woode to guard against raids by the
2502. The Sedan Chair | Monster wild elves. Dweomer Baye is a haven for adventurers who seek to
unearth the riches of the ancient elves that they believe lie within
The greater medusa Khylda, scion of a monstrous barony in the the Virgin Woode. It will be given more detail in the NOD 20.
Bleeding Mountains, has been sent on an errand by her over‐
bearing mother. She rides in a sedan chair swathed in thick, velvet 2523. Tormented Ghosts | Monster
curtains. The sedan chair is carried by eight ogrillons and
Tormented ghosts of elves and men, thirteen in all, roil through a
accompanied by an honor guard of twenty orcs mounted on
cavern screeching and moaning. The ghosts are bound to the
worgs. Her companion Zeerdana, a young medusa, rides with her.
magic spear (a +2 spear of wounding) that killed them. The spear is
The medusas bring a valuable gift to the king of the Trow Hills.
the property of a gnarled old hill troll called Xyd, who has dwelled
Orcs, Medium Humanoid: HD 1; AC 17 (chainmail, shield); ATK 1 pole axe in these hills since time immemorial (a troll’s regeneration allows
(1d8+1) or hand axe (1d6); MV 30; F13 R15 W16; AL Chaotic (CE); XP 50; them to live forever if nobody takes a torch to them). Xyd ignores
Special—None. the ghosts, who may not harm him, but would surely like to be rid
of them.
Worg, Medium Magical Beast: HD 4; AC 14; ATK 1 bite (1d6+trip); MV 50;
F11 R10 W15; AL Chaotic (CE); XP 400; Special—None.
Xyd the Troll, Large Giant: HD 6; HP 25; AC 16; ATK 2 claws (1d6 + rend)
and bite (1d6); MV 30; F9 R12 W13; AL Chaotic (CE); XP 600; Special—
Ogrillon, Medium Humanoid: HD 2; AC 14; ATK 1 strike (1d6); MV 30; F12
Regenerate.
R15 W16; AL Chaotic (CE); XP 100; Special—None.
Zeerdana the medusa, Medium Monstrous Humanoid: HD 6; HP 24; AC
15; ATK 1 snakes (1d4 + poison III) or dagger (1d4); MV 30; F12 R10 W10;
AL Chaotic (CE); XP 1500; Special—Petrifying gaze.
33
2531. Glorianas‐Town | City‐State 2535. Pixie Faire | Monster
Glorianas‐Town is a beautiful little port town founded by the A band of avaricious little pixies dwells on a wooded island in the
cavaliers. It features lovely buildings, including a fine courthouse, middle of a lazy river. The elves often come here to trade with the
where meets the Court of Gentlemen, and the manor of the Lord wee folk, who in turn trade with the fey of the woods and water.
Proprietor, Ashbalot Tremerie, the son of a favored courtier of The trees of the island are quite tall, and serve the purpose of
Gloriana. Almost as impressive is the manse of the Virginie watch towers for the little folk. The pixies’ faire has all manner of
Company, founded by Ashbalot’s father and many other high wondrous items for folk to buy, though magic items bought from
ranking lords and knights. the pixies always carry a cunning curse.
The town is a market for rum, horses, tobacco, indigo, hogs and Pixie, Small Fey: HD 0; AC 16; ATK 1 shortsword (1d4) or short bow (1d6);
silk. The alleys are rife with dark magic and the back taverns with MV 20 (Fly 60); F17 R13 W12; AL Lawful (LG); XP 50; Special—Magic
arrows, magic resistance 5%, spells.
pirates and smugglers, for though the cavaliers pride their honor
and good names, they also enjoy the good life, and are not against 2538. Imperiled Warlock | Monster
using henchmen to do their own dirty work. Men outnumber
women two to one in this colony, and women will find themselves An elven warlock, Remeth of the Drousy Eyes, is trapped in a
beset by suitors (honorable or otherwise) as soon as they set foot crumbling stone shrine dedicated to Kerne by three assassin vines.
in the town. The vines cling to the building and hold tight the door. Within the
shrine, there is a bronze statue of Kerne, sitting in the lotus
The roads of Glorianas‐Towne are paved with red brick and the position, his head topped by great antlers. The idol is a bronze
buildings are mostly painted white, with colorful doors and golem, and it is overseen by the ghost of a courtesan‐priestess of
brilliant gardens fronting them. The air is hot and humid here, with the elder days, Einna. The priestess is currently in consultation
mosquitos aplenty; during the summer months, diseases are with the warlock, though one can’t do much to help the other.
rampant and most folk wear nosegays to keep their corruption
from their nostrils. Ghost, Medium Undead: HD 6; HP 22; AC 15 [silver]; ATK 1 hurled object
(1d4); MV Fly 30; F12 R12 W10; AL Chaotic (NE); XP 1500; Special—Aging
Glorianas‐Towne is protected by a long palisade and several touch, frightful moan, possess, incorporeal, rejuvenation.
wooden towers. The town is defended by a company of longbow‐
Assassin Vine, Large Plant: HD 4; HP 16; AC 15; ATK 1 slam (1d8 +
men, a company of pikemen and two companies of demi‐lancers. constrict); MV 5; F10 R17 W14; AL Neutral (N); XP 400; Special—Surprise
The warriors wear blue livery emblazoned with a silver crescent. (4 in 6).
34
2605. Trail of Death | Monster farmers, it is governed by a triune of elder priestesses, Frija
Goodhope, Neisha Golde and Pethany Miller. While those three
A tall ridge is topped by a dozen swaying pines. These pines are a women technically rule the village, the real power in the village is
bit more than they seem, for there are archer trees. A band of the town’s miller, barber and owner of the dry goods store, Nat
pilgrims from Greenhill [2710] made the mistake of seeking an Wadwen, an ambitious man who the locals suspect worships Pluto
easy trail through this hex and came to close to the trees. A few more than Diana.
dead pilgrims and mules, as well as four barrels of cider, now litter
the side of the trail. Nat is currently planning the wedding of his daughter, Honoria, to
a wealthy yankee from the coast, a wedding frowned upon by the
Archer Tree, Large Plant: HD 7; HP 25; AC 13; ATK 1d4 needles (1d6 + elder priestesses. The wealthy man is actually a privateer, Brintner
poison II); MV 5; F9 R15 W15; AL Neutral (N); XP 700; Special—None.
Kyrk, on the lamb and hiding from the authorities of Dweomer
2612. Green Dragons | Monster Bay. Brintner has a few pirates along as groomsmen, and while
they’re preparing for the wedding, they’re also on the hunt for a
A clutch of baby green dragons is tucked away in a deep crevice buried treasure said to lie about 3 miles north of the village.
within a cave set about 40 feet up on a rocky prominence fringed
with pines above and brambles below. There are five baby Brintner Kyrk, Human Fighter: LVL 9; HP 47; AC 18 (3/4 armor); ATK 2
pike +9 (1d6+2) or 2 pistol +8 (1d8+1); MV 30; F9 R11 W14; AL Chaotic
dragons in all, and their nursemaids, a gang of 20 kobolds armed (NE); XP 900; S14 I7 W5 D13 Cn10 Ch11; Special—Dominate 0 HD foes.
with short bows and spears. Mother is away in the Trow Hills,
hunting for game. Her nest lies within her horde, which consists of 2714. Butterbrook | Village
14,000 cp, 1,800 sp, 25 gp and a silver bowl (100 gp).
Butterbrook is a small town of 500 yankees, farmers and
Kobold, Small Humanoid: HD 0; AC 13 (leather); ATK 1 short sword (1d6) merchants, good and true, living in sturdy homes in sight of a
or dart (1d4); MV 20; F14 R16 W16; AL Chaotic (CE); XP 25; Special— small, stone blockhouse garrisoned by 15 pikemen and 10 long‐
None.
bowmen under the command of Captain Brold Clodvir, a doughty,
Baby Green Dragon, Small Dragon: HD 8; HP 8; AC 17; ATK 2 claws (1d6) salty old soldier of Antigoon. The town is governed by Mayor
and bite (1d8); MV 40 (Fly 150, Swim 40); F9 R9 W8; AL Chaotic (LE); XP Haslot Ashe, a magician of some little ability who gave up the
2000; Special—Cone of corrosive gas (20‐ft.), cause fear (10‐ft. radius),
adventuring life for the business of a jeweler. The town is in a
sense invisible, resistance to acid, water breathing.
furor over the capture of an agitator spy, Melvorn Locke, now in
2614. Boo Hag | Monster the pillory. His comrades are now harassing the countryside in
black hoods, screaming for rebellion and really just living the life of
A boo hag dwells here in a wooden hovel built on stilts in the brigands. There are thirty men in the band.
midstof a swampy stream. She might be glimpsed sitting in the
entrance to the hovel plucking on a banjo. When folk approach, Brigand, Medium Humanoid: HD 1; AC 12 (leather); ATK 1 tomahawk
(1d6) or longbow (1d8); MV 30; F13 R15 W15; AL Neutral (N); XP 50;
she ducks back into the hovel, but makes note of them and plans Special—None.
on following them and attacking when the time is right. Within her
hovel, she holds a captive elf maiden, Ymannae, bound and Brold Clodvir, Medium Humanoid: HD 3; HP 11; AC 15 (breastplate); ATK
gagged, awaiting an opportunity to use her skin on a hunt. She has 1 longsword (1d8) or pistol (1d8+1); MV 30; F12 R14 W14; AL Neutral
(N); XP 300; Special—None.
a treasure of 100 gp and two moss agates (150 gp).
Haslot Ashe, Human Magic‐User: LVL 2; HP 5; AC 11; ATK 1 club +0 (1d4)
Boo Hag, Medium Monstrous Humanoid: HD 6; HP 23; AC 15; ATK 2 or dart +1 (1d4); MV 30; F15 R14 W11; AL Neutral (N); XP 200; S9 I16
claws (1d4) and bite (1d6); MV 30 (Swim 50); F12 R10 W10; AL Chaotic W14 D14 Cn10 Ch10; Special—Spells per day (4/3).
(CE); XP 1500; Special—Riding, wear skins, gaseous form (3/day).
2718. Fort Hesperides | Stronghold
2647. Violet Fungi | Monster
Fort Hesperides is a wilderness abbey owned and garrisoned by
Eight violet fungi are clustered within the entrance to a damp
the Brothers of the Temperant Heart, a Lawful band of clerics and
cave. The remains of a thief lie under them, the glint of a silver
men‐at‐arms under the command of Father Commander Audred.
ring showing on his bony finger. The ring is trapped, though. A slim
The brotherhood consists of Audred, six lesser clerics (mounted on
metal cord is tied to the ring under the body, and if pulled releases
warhorses, wearing half‐plate and armed with light maces and
a fusilade of poisoned darts (poison III).
shields) and ten men‐at‐arms (longbowmen). All of the men are
Violet Fungus, Medium Plant: HD 2; AC 13; ATK 4 tentacles (1d6 + poison yankees and devout worshipers of the Hesperides, the daughters
II); MV 10; F12 R16 W15; AL Neutral (N); XP 200; Special—None. of Atlas, whom they regard as celestial maidens and governors of
the stars and thus the fate of men.
2710. Greenhill | Village
Currently, the brothers are holding the scurilous seadog Mad Jack
The pleasant community of Greenhill is set on a green ridge that Ryburn. Ryburn has ties to the cavaliers (he’s a smuggler), and
overlooks the lower woodlands. A sprawling village of 400 pilgrim
35
word has gotten back to Glorianas‐Towne that he is a captive of experiments. He also has ties to the pirates of the coast, making a
the yankees. side‐line of identifying magic items for them, casting a few spells
and warning them when the patrol galleys are about. Once
Clerics, Medium Humanoid: HD 2; AC 15 (breastplate); ATK 1 light mace apprenticed at the court of Bermoothes, he was exiled for his
(1d4+1) or throwing hammer (1d4); MV 30; F12 R15 W12; AL Lawful
(NG); XP 200; Special—Turn undead, cleric spells per day (4/2). casual relationship with the truth and sympathy for living things. In
his tower, he works at transforming animals into strange hybrid
Audred, Human Cleric: LVL 10; HP 37; AC 15 (breastplate); ATK 1 rod of monsters, keeping his beasts in the cellar. A trio of monks, strange
alertness (+1 light mace) +8 (1d4+3); MV 30; F8 R12 W7; AL Lawful (NG);
women with shaved bodies, scarlet eyes and coral skin, are his
XP 1000; S13 I11 W13 D9 Cn9 Ch12; Special—Turn undead, spells per day
(6/5/4/3/3/2), rod of alertness. servants and guardians.
2722. Whispy Webs | Monster Strange Monks, Medium Humanoid: HD 3; AC 11; ATK 1 strike (1d6); MV
40; F12 R12 W12; AL Neutral (N); XP 300; Special—Stunning attack,
deflect arrows.
A collection of caverns here overlooking the sea is thick with webs
spun by a giant phase spider. One might spot Theonais Pepper, Gibral the Great, Human Magic‐User: LVL 7; HP 20; AC 10; ATK 1 club +0
master thief, sitting on the rocks below the cave mouth, plotting (1d4‐2) or dart +2 (1d4‐2); MV 30; F13 R13 W9; AL Neutral (CN); XP 700;
the way he is going to enter the caves and steal the infamous S5 I15 W14 D12 Cn10 Ch9; Special—Spells per day (4/5/3/2/1).
Sigbad, the Hammer of Thunderbolts which is believed to be
2801. Shadow Wolves | Monster
hidden within.
A circle of low hills, covered with shaggy green grass, hides a
Phase Spider, Large Magical Beast: HD 5; HP 19; AC 15; ATK 1 bite (1d6 +
poison IV); MV 40 (Climb 20); F10 R11 W14; AL Neutral (N); XP 500; hollow thick with petrified apple trees. The trees are grey‐green in
Special—Ethereal jaunt. color and hung with stone apples which have a variety of magical
applications (as ingredients, magic foci and the like). The petrified
Theonais Pepper, Human Thief: LVL 8; HP 24; AC 12 (padded); ATK 1 club
orchard is roamed by a pack of twelve shadow wolves, the pets of
+4 (1d4‐1) or shortbow +6 (1d6); MV 30; F12 R8 W14; AL Neutral (N); XP
800; S7 I11 W6 D14 Cn9 Ch12; Special—Backstab x3. an entombed dryad who dwells within one of the trees and
weaves her schemes of vengeance through her force of will and
2734. Gimbral the Great | Stronghold abiltity to communicate telepathically with monsters and animals.
Gimbral the Great (self‐named) is a crotchety old wizard who Shadow Wolf, Medium Undead: HD 4; AC 14 [+1]; ATK 1 bite (1d6
seeks solace above all else. He dwells in a lighthouse on the coast, strength + trip); MV Fly 40; F14 R13 W14; AL Neutral (N); XP 1000;
Special—Incorporeal.
holding the office on behalf of the city fathers of Dweomer Bay in
exchange for a small allowance and the freedom to work on his
36
2830. Portal | Wonder geysers live wights – withered elves with lank hair and empty eyes.
When people attempt to cross the landscape, they are attacked by
On the shores of the sea there is a small bay of unknown depths, 2d6 wights, who spring up from the geysers as they scream,
with water as black as Hell and still as the grave. Three pillars rise scaring the crap out of people.
from the middle of the bay, about ½ mile from shore. Two of the
pillars are grey and stand about 20 feet above the water, while the Wight, Medium Undead: HD 4; HP 8; AC 15; ATK 1 slam (1d4 + energy
third is white and squat and stands just 5 feet above the water. drain); MV 30; F14 R14 W11; AL Chaotic (CE); XP 1000; Special—None.
2915. Orombuani’s Catacombs | Dungeon
By rowing out to the low pillar and anointing it with a magical
potion or oil (the kind does not matter), the grey pillars become a
A weird collection of elven ruins dots the center of this hex,
brilliant white and the space between them, large enough for a
swathed in black willows and covered with scarlet mushrooms
cog to slip through, wavers. Meanwhile, a figure of a man, not
that pop with a blast of sulfur when one touches them. The ruins
unlike the yankees in his topcoat, breeches and tricorn hat,
form a sort of maze – narrow streets, variably sized chambers
appears and says in a strange tongue that he is pleased to guide
without rooves, with staircases heading nowhere (though a few
adventurers into his world, one not unlike our own. In fact, this is
might send one to a pocket dimension, if the TK is feeling saucy),
the world of Namera, which is covered in the Hex Crawl Chronicles
arches bedecked with grimacing grotesques and the like. There are
written by yours truly and published by Frog God Games. This
catacombs as well, and within these there dwells a persnickety
portal leads to a hex (any you like) on the Pirate Coast.
warlock, Gayven Larrow, and his cadre of were‐cougars – three
sisters who hunt the woods and compete for the handsome
2838. Hospitality | Village
Gayven’s attentions (while simultaneously letting him know in no
Hospitality is a village of cavaliers surrounded by a neighborhood uncertain terms that he could very well end up their dinner).
of outbuildings and manors. In all, the are supports 400 people in Gayven is as much a prisoner as a master to these she‐demons,
cavalier‐style dwellings. The fort is defended by a garrison of 15 but he is determined to delve into the catacombs until he finds the
billmen in scarlet livery, 5 lancers and a single sergeant named Otis still‐beating heart of the Princess Oromburani, a legendary
Longe. Otis answers to the local grandee, a dour old man named demonologist who once called these ruins home.
Sir Rampart Adele, sufferer of gout and possessor of a violent,
Were‐Cougar, Medium Monstrous Humanoid: HD 6; HP 20; AC 16 [silver];
righteous temper. ATK 2 claws (1d6) and bite (2d6); MV 30; F12 R10 W10; AL Chaotic (CE);
XP 600; Special—Lycanthropy.
Among the more interesting people dwelling in the neighborhood
are a guide named Yart Pendleton and an alchemist, Franton Gayven Larrow, Human Warlock: LVL 5; HP 29; AC 12 (leather); ATK 1
Boggs, who is working on a way to purify water. heavy flail +1 (1d6+1) or hand crossbow +1 (1d4); MV 30; F13 R13 W12;
AL Chaotic (CE); XP 500; S11 I7 W8 D9 Cn11 Ch14; Special—Spells per day
(5/6/3), spells known (5/3/1).
Yart Pendleton, Human Ranger: LVL 4; HP 18; AC 13 (ring mail); ATK 1
broadsword +4 (2d4+1) or heavy crossbow +3 (1d6+1); MV 30; F11 R11
W15; AL Lawful (CG); XP 400; S14 I8 W15 D12 Cn9 Ch8; Special—Favored
enemy (animals).
2848. Green Pillar | Wonder
A tall stone pillar, green as emerald, stands in a tangled, over‐
grown old cherry orchard, bright with blooms in the spring, loaded
with large, black cherries in the summer. An ancient battle axe,
bronze and covered with verdigris, is lodged in the side of the
2934. Fort Liberty | Village
pillar, which, though ancient and weathered, appears to have
been covered with bas‐reliefs of vines. Fort Liberty is a palisaded village of 200 men and women who
make a living mining iron and tin in the surrounding hills. They are
If the battle axe is removed from the pillar, the pillar releases a
rough folk, and proudly fly the agitator flag over their fort. The fort
thick, greenish gas that flows towards the ground. As it touches
is defended by a small militia of 20 rangers and a sergeant, an old
plant life, it causes that plant life to grow (per plant growth) and
elf‐fighter called One‐Eyed Garney. The recent arrival of Bresnan
animate (per entangle or, for trees, liveoak).
Falderleigh, an engineer and minor wizard from Dweomer Bay, has
The axe is a +1 battle axe, +3 vs. plants. created quite a stir. He’s taken up residence in a cottage near the
fort and he’s working on building an airship – the first in the
2908. Screaming Geysers | Monster colonies – that he plans to use to explore the mysterious west.
The landscape here gradually turns into a landscape of bare One‐Eyed Garney, Human Ranger: LVL 5; HP 23; AC 11 (buckskin); ATK 1
battleaxe +5 (1d8+1) or staff sling +4 (1d4+1); MV 30; F11 R11 W12; AL
granite and poisonous salts. Geysers scream night and day,
Lawful (CG); XP 500; S14 I8 W13 D10 Cn9 Ch6; Special—Favored enemy
spewing steam and erupting with terrible noises. Within these (plants).
37
3002. Ashfield | Village Ashkabar, Gaasyendietha, Medium Dragon: HD 8; HP 29; AC 16; ATK 2
claws (1d4+1) and bite (1d8); MV 30 (Fly 150, Swim 60); F9 R9 W9; AL
Chaotic (CE); XP 800; Special—Immune to fire, immense body heat, cone
Ashfield is a triangular fort and village of 300 pilgrims. Governed
of fire (40‐ft. cone, 3d6 damage).
by Elder Nansa, the pilgrims are preparing for war with the
yankees, who they believe are responsible for summoning bulettes 3101. Nechadelyn the Morose | Stronghold
to destroy their fields. Elder Nansa saw that this was true in a
vision, but in fact she is allied with the agitators, and part of a The wizard Nechadelyn, a beady‐eyed old scholar with drooping
conspiracy that summoned the bulettes to start a war. The fort is mustache and bald pate, dwells here in a shabby motte‐and‐bailey
manned by ten pikemen and five cuirassiers. castle of wood defended by a coterie of twelve hobgoblins drawn
from the Trow Hills. Recently, he has come into the possession of a
Elder Nansa, Human Druid: LVL 5; HP 27; AC 12 (padded); ATK 1 scimitar fugitive from the trolls, a waifish looking vampire called Tatemion,
+3 (1d8) or sling +4 (1d4); MV 30; F10 R12 W9; AL Neutral (N); XP 500;
S12 I11 W16 D14 Cn15 Ch13; Special—Spells per day (5/4/3/1), speak originally a maiden of Lyonesse, a vampire for the past 30 years.
druidic, move through undergrowth, leaves no trail, +2 save vs. energy He holds her in the top of his tower under a glass canopy behind
spells, shapechange. thick, velvet curtains. She is chained and held by enchantments,
and shudders whenever he enters in the daytime, always
3013. Beaver Lodge| Monster
threatening to draw the curtains and destroy her. In return, he
A family of four giant beavers dwells here in a lodge that has studies her, hoping to find a cure for her that he might make her a
created a rather large lake. The elves used to fish here, with the less dangerous companion in his golden years.
permission of the beavers (they’re fairly intelligent), but have long Hobgoblin, Medium Humanoid: HD 1+1; AC 15 (studded, buckler); ATK 1
since had to quit the place due to the ravages of the settlers. spear (1d8); MV 30; F13 R15 W15; AL Chaotic (LE); XP 50; Special—None.
The beavers have a small treasure they’ve stowed away over the Nechadelyn, Human Magic‐User: LVL 10; HP 27; AC 10; ATK 1 club +3
years – it consists of 70 gp, a rock crystal (30 gp) and two (1d4) or dart +3 (1d4); MV 30; F12 R12 W8; AL Chaotic (NE); XP 1000; S9
I13 W12 D10 Cn9 Ch8; Special— Spells per day (4/5/4/3/3/2).
tourmalines (800 gp each).
Tatemion the Vampire, Medium Undead: HD 10; 39; AC 15 [silver]; ATK 1
Giant Beaver, Medium Animal: HD 4; AC 13; ATK 1 bite (1d8); MV 20 bite (1d6) and slam (1d6 + energy drain); MV 30; F10 R10 W7; AL Chaotic
(Swim 30); F11 R11 W17; AL Neutral (N); XP 400; Special—None. (CE); XP 2500; Special—Vampire abilities.
3017. Abbey of Vesta | Stronghold 3119. Giant Rattlesnake | Monster
The beloved cleric Sister Neremiah Crosse has established a A gargantuan rattlesnake has held this hex for decades, sliding
fortified abbey here dedicated to Vesta, the goddess of the hearth. among the limestone canyons and feeding on any animals fool
Her Sisters of the Holy Loaf dwell here, baking sacred bread and enough to wander into its range. A small troupe of actors, on their
doing their best to convert the trappers and few elves that still way from Ashville [3122] to Fort Hesperides [2718], has been
roam the woods to the worship of Law. The sisters, fourteen in forced to hide in a cave from the beast, which lurks nearby, its
number, also hide a store of mithril for the Governor‐General of rattle often betraying its position. Among the actors is the
Dweomer Bay. Two nights ago, the mithril turned up missing, and damoisele Arleena of Dweomer Bay, pride and joy of Robig Finley,
the whole nunnery is atwitter over the theft! master of the gemner’s guild.
Sister of the Holy Loaf, Medium Humanoid: HD 1; AC 15 (breastplate); Actor, Medium Humanoid: HD 0; AC 10; ATK 1 club (1d4); MV 30; F13
ATK 1 heavy mace (1d6+1); MV 30; F13 R15 W13; AL Lawful (LG); XP 100; R16 W16; AL Neutral (N); XP 25; Special—Trickery as a skill.
Special—Turn undead, spells per day (3/1).
Giant Rattlesnake, Huge Animal: HD 10; HP 40; AC 15; ATK 1 bite (1d10 +
Sister Neremiah, Human Cleric: LVL 10; HP 49; AC 15 (breastplate); ATK 1 poison IV); MV 20 (Climb 20); F5 R8 W10; AL Neutral (N); XP 1000;
heavy mace +8 (1d6+3) or bolas +6 (1d4); MV 30; F8 R12 W6; AL Lawful Special—None.
(LG); XP 1000; S16 I11 W16 D10 Cn15 Ch13; Special—Turn undead, spells
per day (6/5/5/3/3/2).
3123. Ashville | Village
3038. Meteor Dragon | Monster
Ashville is a prosperous little village of 100 fishermen, alive with
This hex contains a rather deep crater, formed recently by a enthusiasm for the agitators and their call for liberty. The village
meteor that streaked in from the high heavens. The crater is a has a small militia of five local men armed with a smattering of
smoking ruin, the explosion knocking down trees in a mile radius muskets and longbows. The place is a safe haven for agitators, and
and setting off a forest fire that was, thankfully, squelched quickly currently the sage, spy and master orator Paulibus Snyth is holed
by heavy rain. In the midst of the crater there slumbers the up here, waiting for the heat to die down in Dweomer Bay.
serpentine form of Ashkabar, a meteor dragon whose home used
Paulibus Snyth, Human Assassin: LVL 4; HP 14; AC 15 (ring mail); ATK 1
to be an asteroid that orbited Solis. It was thrust into the void of punching dagger +2 (1d3+1) or light crossbow +4 (1d4+1); MV 30; F14
space by the machinations of a rival dragon, and he is now a R11 W15; AL Neutral (CN); XP 400; S10 I14 W7 D17 Cn10 Ch13; Special—
denizen of Nod. If awoken, it is likely he will fly into a rage. Poison use, backstab x2.
38
3143. Elswic | Village Espagildas, Sea Elf Venturer: LVL 6; HP 17; AC 14 (studded leather); ATK 1
short sword +1 (1d6‐2) or dart +4 (1d4); MV 30 (Swim 40); F14 R13 W10;
AL Chaotic (NE); XP 600; S5 I11 W9 D13 Cn7 Ch16; Special—Appraisal, +1
Elswic is the southernmost human settlement, a gathering of small
save vs. traps, haggling, +1 henchman, contacts, pidgin, smuggler, elf
manses of the roudiest young barons among the cavaliers and traits.
their retinues, as well as a number of riever mercenaries who
dwell in log cabins and resent the hell out of their employers. The 3244. Phael | Stronghold
population of Elswic numbers 100 cavaliers and 20 rievers. They
have a small inn (really a tavern with a loft) that serves corn The sea elf magus Phael dwells here in an ancient stone tower
whiskey and generous cuts of game and several guides willing to under the sea. He maintains a large archive of Atlantean
hire on to walk folks into the wild in search of adventure. knowledge on stone tablets, and is working on carving the history
of Atlantis into the walls of the tower in the form of bas‐relief
3146. Giant’s Cave | Monster geometries and art. The stone tower is mounted on the back of a
giant mechanical crab that lies buried beneath the sand. A school
The mountain giant Sawhide Rex dwells in a cave here. No of six giant stingrays guard the tower; one is an amorous were‐ray
stranger to trouble, the arrival of Fort Defiance in [3346] has called Onnualda, who can also take the form of a beauteous
caused him to become a bit more shy in recent years. He holds a female sea elf. She was a courtier of the empress who fell into
treasure of 900 gp, 17 gems (200 gp each), a jar of dark green ink, disfavor after she contracted her curse. Naturally, she and Phael
a copper ring (10 gp), two cloth‐of‐gold tabards (250 gp), a silk are not terribly loyal to the empire.
scarf (10 gp), a gold orb (500 gp), a gold bracelet (500 gp), a silver
amulet (100 gp), a hickory walking stick (10 gp), a silver necklace Stingray, Large Animal: HD 7; HP 22; AC 15; ATK 1 bite (1d8) or sting (1d6
+ poison III); MV Swim 60; F9 R9 W15; AL Neutral (N); XP 350; Special—
(100 gp), a copper statue (10 gp), copper vambraces (10 gp), ring
Sting.
of protection +2, a potion of delay poison, a potion of barkskin (+2),
a scroll of flare and a potion of remove paralysis and is currently in Onnualda the Were‐Ray, Medium Monstrous Humanoid: HD 4; AC 14
discussion with the agitator swordswoman Merlyn Trudice for a [silver]; ATK 1 spear (1d8) or sting (1d4 + poison III); MV 30 (Swim 60);
F14 R11 W11; AL Chaotic (CE); XP 400; Special—Sting, lycanthropy.
combined attack on Fort Defiance. Sawhide is skeptical about the
attack, but the promise of sheep and cattle has him seriously Phael, Sea Elf Magic‐User: LVL 11; HP 25; AC 9; ATK 1 dagger +3 (1d4‐1)
considering it. or dart +3 (1d4‐1); MV 30 (Swim 40); F11 R12 W8; AL Neutral (LN); XP
1100; S6 I14 W10 D8 Cn9 Ch8; Special—Spells per day (4/5/4/4/3/2/1),
Merlyn Trudice, Human Fighter/Assassin: LVL 3/3; HP 17; AC 15 (studded elf traits.
leather & buckler); ATK 1 rapier +4 (1d6+1) or dart +4 (1d4); MV 30; F12
R11 W14; AL Neutral (CN); XP 300; S13 I13 W10 D13 Cn12 Ch4; Special— 3306. Lich Mountain | Monster
Poison use, backstab x2, dominate 0 HD foes.
There are many legends about the lonely, green mountain here,
Sawhide Rex, Mountain Giant, Huge Giant: HD 16; HP 47; AC 17; ATK 1
and explorers have given it a wide berth. The wild elves tell of an
club (2d8+4) or boulder (2d8+4); MV 30; F3 R7 W8; AL Neutral (N); XP
800; Special—None. ancient wizard with steel bones who dwells beneath the
mountain, serving the demons of old and spreading curses and evil
3226. Sea Elves | Monster throughout the region.
A small scouting force of sea elves has esablished a camp here in These stories are true. The elf wizard Avanus escaped the
the shallows. The camp consists of whaleskin pavilions huddled vengeance of Asur by delving into lich‐hood before the curse
near a submerged rocky cliff. The small army consists of 100 sea occurred. Avanus commands plagues of insects and scores of
elves in scale armor and their patented breathing helmets, and summoned demons, which he uses to hold aloft the ancient
their commander Prince Namrem, an arrogant warrior with arched mountain, his throne room being located beneath it in a grand hall
eyebrows and a chiseled jaw. of petrified demon pillars. Further under the earth, there is a salty,
subterranean lake of great size where is hidden the lich’s treaure
Sea Elf, Medium Humanoid: HD 1; AC 14 (scale); ATK 1 spear (1d8); MV
30 (Swim 40); F15 R13 W15; AL Neutral (N); XP 50; Special—Elf traits.
trove (he has a map). The lich’s spellbooks are rather odd – a
collection of peerless jewels that, when illuminated by magical
Prince Namren, Sea Elf Fighter: LVL 5; HP 27; AC 16 (scale); ATK 2 trident light, project his spells on the walls. There are nine jewels in all,
+7 (1d6+3) or light crossbow +7 (1d4+1); MV 30 (Swim 40, Fly 40); F11 each one containing multiple spells.
R13 W12; AL Neutral (LN); XP 500; S17 I10 W8 D16 Cn10 Ch12; Special—
Dominate 0 HD foes, elf traits.
Avanus the Lich, Medium Undead: HD 12; HP 47; AC 15 [+1]; ATK 1 strike
(permanent paralysis); MV 30; F9 R9 W6; AL Chaotic (CE); XP 3000;
3240. Sea Elf Slaver | Monster Special—Sight causes fear, immune to cold, electricity, polymorph and
mind attacks, spells (4/4/4/4/3/3/2).
A team of four giant trilobite, each about the size of an ox, are
crawling along the sands here, pulling behind them a sort of 3309. Fort Wilderness | Stronghold
sledge. The sledge belongs to the sea elf merchant Espagildas, a
dealer in metal salvage and slaves. Four mermaids, in chains, swim Fort Wilderness is a wooden fort occupied by a force of 25
behind the sledge. musketeers, 10 rangers and 6 pistoleers under the command of
39
Colonel Stevin Lathair, a dashing old knight errant of Lyonesse who of Minerva who will pay for secret knowledge from the ancient
now serves the governor‐general of Dweomer Bay. The fort is ruins in the hinterland.
served by a chaplain of Minerva named Sister Becca Bered.
Bloody Ann, Human She‐Devil: LVL 11; HP 57; AC 14 (leather tunic); ATK 2
A princess of Nomo, Fitzira, has been secreted here in this fort, warhammer +10 (1d4+2) or 1 pistol +10 (1d8+1); MV 30; F8 R7 W9; AL
Neutral (CN); XP 1100; S15 I7 W8 D14 Cn12 Ch14; Special—Chaste,
hidden away from the factions that now struggle over the remains deflect missiles, aura of emotion, righteous rage.
of that once grand empire. A belligerent suitor, Sir Verctis, has
arrived from Guelph bearing a jewel from the Crown Prince Zarah, Human Cleric: LVL 4; HP 18; AC 14 (mail shirt); ATK 1 warhammer
+2 (1d4+1) or sling +2 (1d4); MV 30; F11 R14 W11; AL Lawful (LG); XP
Geluves to win her hand, but he has been rebuffed and is fuming.
400; S12 I12 W13 D10 Cn12 Ch13; Special—Turn undead, spells per day
Desirous of revenge, his wicked assistant Yesoto, is planning to (5/4/2).
turn the lady into a zombi (not the undead variety).
3404. Fort Constance | Village
Yesoto, Human Magic‐User: LVL 3; HP 10; AC 10; ATK 1 quarterstaff ‐1
(1d6‐2) or light crossbow +1 (1d4+1); MV 30; F14 R14 W12; AL Chaotic This rather large wooden fort houses 400 colonists. It is situated
(NE); XP 300; S5 I14 W12 D9 Cn12 Ch12; Special—Spells per day (4/3/1).
near the river, with a large sandy bank giving barges, keelboats
Sir Verctis, Human Duelist: LVL 6; HP 23; AC 13 (leather); ATK 1 rapier +6 and canoes a place to land and trade. The fort is surrounded by
(1d6+1) and dagger +6 (1d4+1); MV 30; F13 R9 W14; AL Neutral (N); XP fields of potatoes, beans and corn. The fort has an outer wall of
600; S13 I13 W8 D15 Cn11 Ch8; Special—Spells per day (4/3/1). timber, about 10‐ft. tall and in a pentagon formation, with five
watch towers. Within these walls, a few animals are kept, and the
Becca, Human Cleric: LVL 4; HP 12; AC 12 (mail shirt); ATK 1 morningstar
+2 (2d4) or sling +0 (1d4); MV 30; F12 R16 W11; AL Lawful (LG); XP 400; citizens and soldiers dwell in timber longhouses. At the heart of
S12 I11 W12 D4 Cn8 Ch12; Special—Turn undead, spells per day (5/3/2). the settlement there is a taller wooden fort, referred to by the
locals as “the redoubt”, where dwells the settlement’s governor,
Lathair, Human Fighter: LVL 10; HP 45; AC 15 (breastplate); ATK 3 glaive
+10 (1d8+1) or 1 pistol +9 (1d8+1); MV 30; F8 R12 W12; AL Lawful (LG);
Quine, appointed by the burgesses of Dweomer Bay, who
XP 1000; S14 I9 W11 D10 Cn10 Ch10; Special—Dominate 0 HD foes. chartered this settlement. Quine has 20 musketeers and two
sergeants, Celess and Garnon, under his command.
3317. Helm | Treasure
Among the notable citizens of Fort Constance are the blacksmith,
A discarded sea elf breathing helm is half‐buried in the sand here. Oss, Broch, who trades with the wild elves of the wood, and Edina,
The helm can be reversed to fill with air rather than water by an who runs a small inn and tavern. The settlement also boasts the
alchemist or elementalist of at least 3rd level, as it must be shifted services of an alchemist called Ogitt, who is engaged in a rather
from a conneciton with the elemental plane of water (Neptunus) secretive experiment involving harnessing the thunder‐bolts of
to the elemental plane of air (Jovis). heaven to produce life! Ogitt’s wife, a devout woman, has grown
suspicious of his activities and has given her concerns to the
3333. Antique Lamp | Treasure
puritan Quine, a devotee of Albion.
An ancient, brass lamp is hanging from a low bough on a gnarled Quine, Human Puritan: LVL 2; HP 12; AC 13 (ring mail); ATK 1 greatsword
oak. The lamp is half‐filled with oil and contains three pebbles. +3 (1d10+1) or pistol +2 (1d8+1); MV 30; F12 R15 W11; AL Lawful (LG);
When one of these pebbles is exposed to heat, it turns into a 3 XP 200; S14 I4 W14 D11 Cn11 Ch4; Special—+2 save vs. fear, +2 save vs.
chaos, +1 to hit chaos, damage creatures only hit by silver, cold stare,
dice fireball that explodes in a 30‐ft. radius.
minor miracle 1/day, turn undead.
Sergeant Borge, Medium Humanoid: HD 3; HP 9; AC 15 (breastplate);
ATK 1 pike (1d6+1) or short sword (1d6) or pistol (1d8+1); MV 30; F12
R14 W14; AL Neutral (N); XP 150; Special—None.
3419. Royal Pearl | Monster
The Royal Pearl, a pirate caravel, is anchored off the coast here
awaiting the arrival of a merchant caravel, Glorious Industry,
headed to Tremayne with a treasure meant for Gloriana herself.
The treasure includes a black pearl, discovered by adventurers in
3346. Fort Defiance | Monster the lands to the north. The pirates are commanded by the shade
of Blackbeard. The crew is composed of twenty‐five skeletons.
Fort Defiance is a large fort with a 20‐ft. tall wooden palisade and They have acquired an ancient crown composed of five gold
5‐ft. deep ditch. It has four 24‐ft. tall towers and houses 90 blue panels with settings for five black pearls. When black pearls worth
amazons under the command of she‐devil called Bloody Ann. Fort at least 5,000 gp each have been placed in the settings, the crown
Defiance was settled by amazons from across the sea and is will permit the crew to return to earth as living beings.
fiercely independent. Bloody Ann is assisted by Zarah, a priestess
40
Blackbeard the Draug, Medium Undead: HD 6; HP 29; AC 17; ATK 1
cutlass (1d6) or claw (1d4); MV 30 (Swim 30); F12 R12 W10; AL Chaotic
(CE); XP 600; Special—Control ship, control weather 1/day, resistance to
fire (it pays to be waterlogged).
Skeletal Pirate, Medium Undead: HD 1; AC 15; ATK 2 claws (1d4) or short
sword (1d6); MV 30; F15 R15 W14; AL Neutral (N); XP 50; Special—None.
3428. Kelp Forest | Monster
Luminous kelp grows beneath this shallow portion of the sea,
creating a ghostly glow that most ship captain avoid. This is wise,
for living in this kelp forest are a scholarly race of aquatic folk, the
moonfish. The moonfish are a scholarly folk, much taken with the
study of humanity. They have a certain level of control over the
kelp, which that can animate to drag sailors off of ships and into
the depths, where they are studied. Unfortunately, the subjects
never survive these studies.
Animated Kelp, Large Plant: HD 4; AC 15; ATK 1 slam (1d8 + constrict);
MV 5; F10 R17 W14; AL Neutral (N); XP 400; Special—Surprise (4 in 6).
Moonfish, Medium Magical Beast: HD 2; AC 13; ATK 1 strike (1d4); MV 5
(Swim 60); F12 R11 W15; AL Neutral (N); XP 200; Special—Kelp.
3437. Atlanteans | Monster
The Atlanteans who dwell off the coast have been successful of
late, consolidating an empire of undersea city‐states. As they have
conquered most of the undersea city‐states, they are now turning
their avaricious eyes to the land, and have concocted a plan to
crossbreed their warriors with air‐breathing humanoids. They have
constructed a strange craft that resembles a giant nautilus with
black, rubbery tentacles (per the black tentacles spell) and several
projectors that can spew forth various versions of the cloud spells
(fog cloud, acid fog, etc.). They plan to pilot this submersible to the
coast and attack a small boat, capturing any females aboard for
their experiments. The nautilus is commanded by Captain Sarbrax.
Captain Sarbrax, Sea Elf Fighter: LVL 3; HP 7; AC 14 (scale mail); ATK 1
barbed spear +4 (1d8+2); MV 30 (Sswim 40); F12 R14 W15; AL Neutral
(LN); XP 300; S14 I7 W8 D9 Cn11 Ch12; Special—Dominate 0 HD foes.
Sea Elf, Medium Humanoid: HD 1; AC 14 (scale); ATK 1 spear (1d8); MV
30 (Swim 40); F15 R13 W15; AL Neutral (N); XP 50; Special—Elf traits.
41
42
ALTAMAHA‐HA (Georgians)
MONSTERS
Large Animal, Neutral (N), Animal Intelligence; School (1d4)
HD 8
Fearsome AC
ATK
MV
14
1 bite (1d6) and 1 slam (1d8)
Swim 50
SV F8 R8 W14
Creatures XP
400 (CL 8)
The Altamaha‐ha is a giant river creature that looks vaguely like a giant
sturgeon with a bony ridge on its back and a snout like a crocodile. The
monster is grey in color, with a belly the color of parchment. Mostly
harmless, they are curious creatures who are attracted to humanoid
Every culture has things it believes go bump in the night, and the activity, and those ridges on their backs have a nasty habit of damaging or
aboriginal inhabitants of North America and the later settlers of capsizing river craft. Boats under which the animal scrapes must pass an
that continent are no different. Along with the monsters of item saving throw or spring a leak.
Africa, it’s a shame these fascinating creatures have been used so
ARGOPELTER (Lumberjacks)
little in fantasy gaming. Hopefull this article will even the odds a
bit. The cultures from which these monsters originate are noted Small Aberration, Chaotic (NE), Animal Intelligence; Solitary
in parentheses after the monster’s name. Naturally, most of
these beasties have been given the fantasy once‐over to make HD 2
them fit for heroic battle and plunder. AC 15
ATK 2 tendrils (1d6 + constrict) or hail of splinters (30‐ft. cone; 1d4)
MV 100 (Climb 100)
ACHIYALATOPA (Zuni) SV F16 R11 W15
XP 300 (CL 4)
Large Outsider (Earth), Lawful (LG), Low Intelligence; Solitary
HD 5 Argopelters are quite possibly related to the choker. They look like apes
AC 20 with slender, wiry bodies and rubbery, brownish grey skin. Their arms are
ATK 1 bite (2d4) or 1 burst of feathers (200 ft., 1d8) like muscular, whip‐like tendrils which they wield like whips, either
MV 30 striking with them or using them to entangle foes. Argopelters inhabit
SV F10 R11 W12 hollow trees. They are incredible quick, and thus are capable of surprising
XP 500 (CL 6) on a roll of 1‐5 on 1d6. The creatures mostly survive on owls and wood‐
peckers, and their litters of pups are only born on February 29th.
The achiyalatopa is a large, flightless bird of the deserts and prairies
Special Qualities: Surprise (5 in 6)
infused with elemental energies. Immensely powerful, the earth quivers
as it tromps by. It has feathers composed of flint, which it can throw at
AXEHANDLE HOUND (Lumberjacks)
targets up to 200 feet away. Mildly intelligent, the achiyalatopa is a crude
and brutish force for good in the world, though its bumbling and
Medium Magical Beast, Neutral (N), Animal Intelligence; Solitary
impetuous nature often causes as much trouble as it solves.
HD 4
Spells: 1/day—protection from evil
AC 16
Special Quality: Resistance to acid, magic resistance ATK 1 head butt (1d8) or spit acid (1d6)
MV 40
SV F11 R11 W17
XP 400 (CL 5)
Axehandle hounds are actually insect creatures, not unlike stout stick
insects, the size of wolves, with plate armor‐like carapaces of mottled
brown and green. They have large, wedge like heads and thin bodies
supported on six short legs. Axehandle hounds can spew acid that
dissolves wood (item saving throw required or the object is ruined). They
can spew this acid once every 1d4 rounds in a 30‐ft. cone.
Special Qualities: Immune to acid, surprise (3 in 6)
43
AZABAN (Abenaki) BOO HAG (Gullah)
Small Fey, Neutral (CN), High Intelligence; Pack (1d4) Medium Monstrous Humanoid, Chaotic (CE), Average Intelligence; Solitary
HD 1 HD 6
AC 14 AC 15
ATK 1 bite (1d4) ATK 2 claws (1d4) and bite (1d6)
MV 20 (Climb 20) MV 30 (Swim 50)
SV F16 R13 W12 SV F12 R10 W10
XP 100 (CL 2) XP 1500 (CL 8)
Azeban are the spirit animals of raccoons. They look like somewhat large Boo hags are monstrous women of the swamp. Similar to vampires, they
raccoons with very human eyes. They are mischievous folks, though not drain the life of their foes by riding them at night while they sleep and
malevolent, who enjoy tricking animals and humanoids into doing stealing their breath. A hag squatting atop a person drains one hit dice or
services for them, or into giving them their food. level from them every 10 minutes.
44
FEATHERTOP (Nathaniel Hawthorne)
Deer women are shapeshifting fey of the unseelie court, who use their
wiles to prey on unsuspecting (or simply foolish) men. Deer women can Medium Construct, Neutral (N), Average Intelligence; Solitary
assume the form of beautiful maidens, wise, old crones or white‐tailed
deer. In human form, their inhuman nature can be discerned by their HD 2
feet, which are a deer’s hooves, and their doe eyes. AC 14
ATK 2 slams (1d4)
A deer woman uses her spells to seduce or charm men, lulling them into a MV 30
false sense of security, and then stomping them to death. They are SV F15 R15 W16
warded away with tobacco smoke. XP 100 (CL 2)
Spells: 3/day—charm person; 1/day—suggestion
Feathertops are scarecrows which the druids of the pilgrim culture bring
to life to guard their homes and gardens and run errands for them (and
DWAYYO (Marylanders)
sometimes work mischief). As long as they smoke the pipes given them,
they retain the appearance of being actual human beings, unless they
Medium Magical Beast, Neutral (N), Low Intelligence; Pack (1d8)
gaze into a mirror, in which their true nature is revealed. When so faced
HD 3 with their real form, feathertops must pass a Will save or smash
AC 14 themselves to bits rather than face not being human.
ATK 2 slams (1d3) and bite (1d6)
MV 40 GAASYENDIETHA (Seneca)
SV F12 R12 W15
XP 150 (CL 3) Medium Dragon, Chaotic (CE), Average Intelligence; Solitary
HD 8
Dwayyos are bipedal wolves with human arms and hands. They are
AC 16
covered with black fur and have bushy tails. They are capable of running
ATK 2 claws (1d4+1) and bite (1d8)
on all fours, or standing to attack, much in the manner of bears. They are
MV 30 (Fly 150, Swim 60)
the mortal enemies of the snallygasters.
SV F9 R9 W9
XP 800 (CL 9)
FASTACHEE (Seminole)
Gaasyendietha, or meteor dragons, are a breed of dragon that hatches
Small Humanoid, Lawful (NG), Average Intelligence; Clan (1d20)
from fallen meteors. They have serpentine bodies covered with scales of
HD 1 a metallic black, though their bellies are a dull red in color. Meteor
AC 12 dragons can fly, but they do not have wings. Meteor dragons usually
ATK 1 weapon dwell in the shallows of rivers or lakes, where they bury their treasure
MV 20 beneath large stones.
SV F14 R15 W15
A meteor dragon’s body is immensely hot, and when it is not immersed in
XP 50 (CL 1)
water, it is engulfed in fire. Three times per day, and no more than once
every three rounds, a meteor dragon can breathe a cone of fire that deals
The fastachee are the dwarves of the hilly portions of the Virgin Woode,
3d6 points of damage in a 40‐ft. cone. Even underwater, a meteor dragon
exiles from the Bleeding Mountains who settled here long ago. They have
can choose to create a 10‐ft. radius area of boiling water around
reddish‐brown skin and black hair, which they wear long, braiding both
themselves for up to 3 rounds per day, though this costs it one use of its
the hair on their heads and their chins. The fastachee have long since
breath weapon.
given up on mining, save for the working of flint and granite. They are
now mostly farmers, growing corn and raiding medicinal gardens. They Special Qualities: Immune to fire
enjoy a +2 bonus to save vs. poison and magic. They usually wear
buckskin armor and wield tomahawks.
45
GOLDEN BEAR (Shawnee) HIDEBEHIND (Lumberjack)
Huge Animal, Neutral (N), Animal Intelligence; Solitary or pair Medium Magical Beast, Neutral, Low Intelligence; Solitary
HD 8 HD 3
AC 15 AC 13
ATK 2 claws (1d10 + constrict) and bite (2d8) ATK 2 claws (1d4 + constrict) and bite (1d6)
MV 40 MV 40
SV F6 R9 W14 SV F12 R12 W15
XP 800 (CL 9) XP 450 (CL 5)
The golden bear is a huge bear of the hills with golden fur (a very Hidebehinds are large, bear‐like creatures with a natural ability to
expensive pelt, worth its weight in gold!). become two‐dimensional, allowing them to hide behind even very narrow
trees. In essence, this allows to surprise with a 90% chance of success,
HEADLESS HORSEMAN (Washington Irving) regardless of the victim’s skill at avoiding surprise. They are also
surrounded by an aura of silence in a 10‐ft. radius, allowing them to stalk
Large Undead, Chaotic (CE), Average Intelligence; Patrol (1d6) and attack with complete silence. Hidebehinds are utterly black in color –
fur, eyes, claws, teeth, etc. They are nocturnal hunters.
HD 7
AC 18 HODAG (Lumberjack)
ATK 1 sword (1d8 + special) and 2 hooves (1d6) and bite (1d4)
MV 30 (Mounted 50) Medium Magical Beast, Neutral, Animal Intelligence; Throng (1d4)
SV F12 R12 W10
XP 1750 (CL 9) HD 5
AC 16
Headless horsemen may be encountered alone or in small patrols. The ATK Gore (1d8) and tail (1d8)
souls of horsemen who have perished in battle and now seek vengeance MV 40
on the living. They appear as soldiers of various types, always mounted on SV F11 R11 W16
black horses and always lacking a head. Most carry lanterns, perhaps even XP 250 (CL 5)
jack‐o‐lanterns, and slashing swords.
Hodags are grotesque chimeras of the Virgin Woode, having the head of a
Headless horsemen are dangerous opponents. The whinny of their frog, the grinning face of an elephant (sans trunk but including two
spectral horses and their own shrieks, screams and maniacal laughter terrifying tusks) and the body, legs and spikey tail of a stegosaurus,
cause fear (as the spell) in those with 3 HD or less. They prefer to get their without the back plates. They are carnivores, and quite quick despite their
victims running away, that they might swoop in and attempt to ungainly appearance. They favor the flesh of dogs, and the presence of
decapitate them. Attacks with their swords that roll a natural ‘20’ have a dogs in a camp often attracts them.
chance at decapitation; the target must pass a Reflex save to avoid this
terrible fate. Mounted warriors who are decapitated will rise as headless HOOP SNAKE (Lumberjacks)
horsemen themselves in 24 hours, while all others who are decapitated
rise as wraiths, none of them under the control of their creator. Small Magical Beast, Neutral, Animal Intelligence; Solitary
Headless horsemen have but a single weakness. They cannot cross HD 2
running water, like streams or rivers. Make it across a bridge, and they AC 14
cannot follow, though they may throw their lanterns in a fit of pique. ATK Bite (1d4 + poison III) or tail (1d8 + poison III)
MV 20 (Rolling 100)
Note that the headless horsemen’s stats represent the horseman upon
SV F13 R11 W18
his horse – the two are rarely separated. That being said, it is possible to
XP 200 (CL 3)
remove a headless horsemen from his steed, though he always gets a
Fortitude saving throw to resist, and can, the next round, “teleport” back
The hoop snake is an odd reptile that can grasp its tail in its mouth and
onto his mount. The two creatures live and die as a team.
roll like a wheel, and at a very rapid clip. When so rolling (this counts as a
Spells: 3/day—ethereal jaunt charge), it can straighten at the last moment, stiffen its body, and launch
itself like a javelin at a foe, striking with its tail. Otherwise, it acts much as
Special Qualities: Immune to fear and all mind effects a normal viper. Hoop snakes have scales of rust and brown.
46
JACKALOPE (Lumberjacks) Kanontsistóntie have a breath weapon they can use once every three
rounds, and no more than three times per day. The breath weapon is a
Small Fey, Neutral (N), Animal Intelligence; Clutch (1d8) 60‐ft. cone of pure energy that deals 6d6 points of damage. Objects
deposited in their mouths linger for a moment, and then disappear in a
HD 1 cascade of colored motes of light. Living creatures so transported into the
AC 14 “belly of the beast” suffer 6d6 points of damage, and, if they live, find
ATK Gore (1d6) themselves suffering 1d6 points of energy damage per day as they are
MV 30 slowly processed and digested by the head.
SV F 8, R 10, W 8
XP 100 (CL 2) Special Qualities: Magic resistance 15%, regenerate
Jackalopes are fey rabbit‐like creatures with deer‐like antlers atop their MANNEGISHI (Cree)
heads. The milk of a jackalope is medicinal, granting a +2 bonus to save
vs. poison or disease for those who imbibe it. They enjoy whiskey, and Small Fey, Neutral (CN), High Intelligence; Band (2d8)
can be attracted by a flask of whiskey left out at night. Jackalopes can
HD 0
only breed during electrical storms.
AC 14
Jackalopes are tricksters at heart. They can imitate any humanoid voice ATK Knife or dart (1d3)
they hear, and can throw their voices (per the ventriloquism spell). MV 40 (Climb 30, Swim 40)
SV F17 R13 W12
Spells: At will—ventriloquism; 3/day—dimension door. XP 50 (CL 1)
Special Qualities: Magic resistance 15% Mennegishi are malevolent little trickster folk who dwell between the
rocks in rapid streams. They take delight in capsizing canoes and in
JOINT SNAKE (Lumberjack) causing all manner of annoyance and heartbreak to humanoids. They are
appear as lanky humanoids with six‐fingered hands and overly large heads
Large Magical Beast, Neutral (N), Animal Intelligence; Solitary without noses. They are ravenous creatures, and often attack humans (in
an indirect way, or with ambushes) to steal their food. They arm
HD 6
themselves with flint knives and darts.
AC 15
ATK Bite (1d6 + constrict) Spells: 3/day—audible glamer, pyrotechnics, silent image, ventriloquism;
MV 30 (Climb 30, Swim 30) 1/day—invsibility.
SV F9 R10 W15
XP 600 (CL 7) MOTHMAN (West Virginia)
Joint snakes are constrictors that may have a bit of troll blood in them, for Medium Aberration, Chaotic (NE), Average to High Intelligence; Solitary
they have the ability to regenerate. They are a persistent symbol for the
Agitators, who believe even divided and in secret, they remain united. HD 8
AC 16 [+1]
Special Qualities: Regenerate ATK 2 claws (1d6)
MV 20 (Fly 60)
KANONTSISTÓNTIE (Mohawk) SV F11 R11 W8
XP 2000 (CL 9)
Huge Aberration, Neutral (N), High Intelligence; Solitary
The mothmen are eerie, malevolent beings who haunt the fringes of
HD 10
civilization. They are an alien race that once settled the coasts of the
AC 18 [+1]
Virgin Woode, in the times before the battles between the Kabir and the
ATK Slam (2d6) or breath weapon
Old Ones, developing a grand civilization of sparkling cities. Many of the
MV Fly 40
ruins to be found on the coast belong not to the ancient elves, as is often
SV F7 R10 W7
supposed, but to the mothmen. They often kill humanoids, apparently for
XP 2500 (CL 12)
the joy of killing, or carry them away to their secret places to torment and
question them about all they know.
Kanontsistóntie are giant, flying heads that appear to be constructed of
bronze. They have unmoving faces and apparently sightless eyes, though The mothmen now dwell underground in a tragic parody of their former
they see all. Their mouths are agape and one can discern powerful civilization. They are relatively few in number. They appear humanoids
energies within. The ultimate purpose of these entities is unknown and with dark grey skin and great, moth‐like wings. Their eyes glow with a
often seems contradictory from day to day. They primarily seek
faint, reddish hue, and cause fear as a gaze attack (creatures with fewer
sustenance in the form of grain, lording it over lesser peoples and
than 4 Hit Dice must pass a Will save or flee for 3d12 rounds). Mothmen
threatening them with destruction if they fail to pay tribute.
47
stand about seven to nine feet in height. They can communicate SHUNKA WARAKIN (Ioway)
telepathically with other sentient beings within 60 feet.
Medium Animal, Neutral (N), Animal Intelligence; Pack (1d4)
Despite their seemingly fragile wings, mothmen can carry up to 300
pounds, and often grapple their opponents, carry them into the air and HD 6
then drop them on the ground below. AC 14
ATK Bite (1d8)
Spells: At will—ethereal jaunt, pyrotechnics
MV 50
Special Qualities: Magic resistance 30% SV F9 R9 W15
XP 300 (CL 6)
PAMOLA (Abenaki)
Shunka warakin are large monsters that resemble wolf‐hyena cross‐
Medium Outsider, Lawful (LN), High Intelligence; Solitary breeds. They have reddish‐yellow fur and a hunger for canines.
HD 8 SNALLYGASTER (Marylanders)
AC 17 [+1]
ATK Slam (1d6+1) Large Dragon, Chaotic (CE), Average Intelligence; Solitary
MV 30 (Fly 60)
SV F9 R8 W8 HD 8
XP 800 (CL 9) AC 20
ATK 2 claws (2d6) and bite (2d8) and tentacles (1d6 + constrict)
Pamolas are spirits of storm and winter that appear with the body of MV 30 (Fly 80)
men, the heads of mooses and the wings and taloned feet of eagles. They SV F8 R8 W9
typically live in the high mountains, where the air is cold, descending to XP 800 (CL 9)
the lowlands to bring pronouncements from their masters, the storm
giants, or from the elemental planes that spawn them. Snallygasters are a rather odd breed of dragon that dwells in the Purple
Mountains. They have steel grey scales, metallic beaks with razor‐sharp
Spells: 3/day—gust of wind; 1/day—cone of cold, control weather teeth, enormous wings and hook‐like claws. Snallygasters also have
several writhing, barbed tentacles sprouting from their chests and a
Special Qualities: Immune to cold
single, cyclopean eye in the center of their forehead.
PUKWUDGIE (Wampanoag) Snallygasters are silent swoopers and bloodsuckers. They are creatures of
chaos, the result of elven dalliances with infernal powers. Because of this,
Small Humanoid, Neutral (N), Average Intelligence; Band (2d6) they can be held at bay by a Lawful (Good) cleric presenting his holy
symbol as though turning undead. Snallygasters cannot be forced to flee
HD 0
or be destroyed by these holy symbols, but they can be forced to keep 30
AC 12
feet away from the cleric for up to 10 minutes.
ATK By weapon
MV 20
SPLINTERCAT (Lumberjack)
SV F14 R16 W16
XP 50 (CL 1)
Medium Magical Beast, Neutral (N), Animal Intelligence; Solitary
The pukwudgie are the native gnomes of the Virgin Woode, little golk HD 4
with grey skin, large noses and long fingers and ears. Unlike the gnomes AC 14
of the Motherlands, the puwudgie are an irascible sort, who hold a rather ATK Bite (1d6) or slam (2d6)
deep hatred of humans and elves. MV 40
SV F11 R10 W17
Pukwudgie can take the form of giant porcupines up to three times per
XP 400 (CL 5)
day. When in gnome form, they arm themselves with short knives, spears,
short bows and clutches of poison (poison I) arrows. When a pukwudgie
Splintercats are odd creatures that look like stout mountain lions with
kills a person, he lays claim to his soul for 1 week of time. During that
broad, flat heads. They so love honey that they charge at trees hosting
time, the soul must attend the pukwudgue as a shadow.
beehives, smashing into them so hard that the trees are killed; they lose
Spells: 1/day—produce flame, speak with dead their branches and leaves and are utterly blighted. This rather odd
method of feeding leaves them with a terrible headache and in an
eternally foul mood.
48
TEAKETTLER (Lumberjack)
TALES OF THE
SPACE
Small Magical Beast, Neutral (N), Animal Intelligence; Pack (1d6)
HD 2
AC 13
ATK Bite (1d4) or belch steam
MV 20
PRINCESS
SV F13 R13 W18
XP 200 (CL 3)
Teakettlers are shy animals that look like stubby legged hounds with the
ears of a bobcat. They have elemental fires in their bellies that permit
them, when their thirst is thoroughly slaked, to belch out powerful cones
(30‐ft.) of scalding steam (3d6 damage), usually no more than three times
per day. Teakettlers always walk backwards, as though this is the most
natural thing in the world for them.
WAMPUS CAT (Cherokee)
Medium Magical Beast, Neutral (CN), Average Intelligence; Solitary
HD 4
AC 16
ATK 2 claws (1d3 + rend) and bite (1d4)
MV 40 (Climb 20)
SV F11 R11 W14
XP 400 (CL 5)
Also called ewah, the wampus cat is jet black cougar with red hind
quarters. It is capable of assuming the shape of a humanoid female,
usually with elven characteristics and dressed in the pelt of black cougar.
These wild women retain the claws of a cougar, and delight in carousing
with humanoids and, when the mood takes them, of killing them.
YEHASURI (Catawba)
Tiny Humanoid, Chaotic (CE), Average Intelligence; Band (2d8)
HD 0
AC 13
ATK By weapon
MV 20
SV F16 R16 W16 Astounding adventures in the retro future!
XP 25 (CL 0)
Space Princess is a rules‐lite game of sci‐fi
Yehasuri are the goblins of the Virgin Woode. They appear as tiny, hairy
wildmen armed with spears and darts. They dwell in burrows beneath
exploration and rescue. Roll up a team of heroes,
tree stumps (they enjoy fermented stump water) and issue out at night to enter the dark lord’s space fortress, rescue the
hunt for animals and any unfortunate humanoids they might come upon. princess and escape into hyperspace.
The smell of tobacco, either tobacco smoke or the juice, drives them
away in a panic.
Easy to learn, easy to play
BOOK $10 | PDF $5
JMS
49
CLASS
The
Broadsword
of God
Illustration by Jon Kaufman
Historically, the puritans were an English religious sect that
operated in the 16th and 17th centuries. The terms
“puritan” and “preciseman” were coined as insults; the
people called themselves “the godly”. The puritans, by and
large, were interested in returning Christian worship to
what they believed was a purer form. In general, this
involved problems they had with the trappings and rituals
WEAPONS ALLOWED
of the Catholic Church and its progeny, the Anglican
Church. In England and the United States, puritans are Any
often associated with strict moral guidelines, religious
zealotry and witch hunts. SKILLS
50
When a puritan turns his gaze on a creature for at least TABLE: PURITAN CLASS ADVANCEMENT
one minute, he can determine that creature’s alignment.
LEVEL HD ATK FORT REF WILL TITLE
This cold stare is unnerving to those of a Chaotic (Evil)
1 1d8 +1 13 15 13 Confessor
disposition, forcing them to succeed at a Will saving throw 2 2d8 +2 12 15 12 Penitent
or hurry away. 3 3d8 +3 12 14 12 Pilgrim
4 4d8 +3 11 14 11 Preciseman
5 5d8 +4 11 13 11 Firebrand
A puritan’s devotion to Law (Good) grants him the ability
6 6d8 +5 10 13 10 Hexenhammer
to turn undead and Chaotic (Evil) outsiders, as a cleric of 7 7d8 +6 10 13 10 Shepherd
one level lower. 8 8d8 +6 9 12 9 Zealot
9 9d8 +7 9 12 9 Puritan
10 10d8 +8 8 12 8 Puritan
In addition, a puritan can call down one minor miracle (i.e.
11 +3 +9 8 11 8 Puritan
a 0‐ or 1st level cleric spell) each day by grasping a holy 12 +3 +9 7 11 7 Puritan
symbol or prayer book and invoking the name of his 13 +3 +10 7 11 7 Puritan
Creator. The puritan does not have to memorize or 14 +3 +11 6 10 6 Puritan
15 +3 +12 6 10 6 Puritan
prepare this spell in advance. At every odd level, the
16 +3 +12 5 10 5 Puritan
puritan gains the ability to call down one additional cleric 17 +3 +13 5 9 5 Puritan
spell per day, thus two cleric spells at 3rd level, three at 18 +3 +14 4 9 4 Puritan
5th level, four at 7th level, and so on. 19 +3 +15 4 9 4 Puritan
20 +3 +15 3 8 3 Puritan
A 9th level puritan can settle near a village or town and
construct a fortified church. The church should be made of
stone and should be large enough to house the puritan and JMS
his followers. A puritan who becomes an elder attracts 1d6
men‐at‐arms per level, 1d6 first level clerics (1 in 6 chance
per person of being a puritan instead of a cleric) who wish
to serve and train under them and one 3rd level puritan to
serve as a lieutenant. These puritans should be generated
as characters under control of the player.
51
The barbarian disdains the use of full suits of armor, and instead
NOTIONS opts for piecemeal armor. Each fledgling barbarian hero can
decide, at character creation, to buy as many pieces of armor as
they like – well, up to eight pieces of armor anyways. Each piece
Armor Up costs 25 gp, improves one’s Armor Class by 1 (i.e. up 1 or down 1,
depending on your system) and reduces their Charisma score by
1. A barbarian cannot allow their Charisma to fall below 3, so
starting out with low charisma puts a solid ceiling on how much
Like a armor you get to wear as a barbarian. This doesn’t sound fair? By
Crom, barbarians don’t whine about life not being fair – go be
paladin you lousy #$%#%.
Barbarian GETTING RANDOM
For each piece of armor you order, you roll on the following table
to find out what you get. After all, only a real poser would
With that in mind, and in the spirit of ridiculous, barbarian‐style
armor, I present the following scheme:
BARBARIAN ARMOR
Armor is for cowards, and nobody likes or respects a coward –
not buxom serving wenches, not grizzled men‐at‐arms, not
squirrely thieves, not fat merchants and certainly not the local
lord with a quest that needs fulfilling.
1. Helm: There is a 5% chance that the helm is topped with
In old school parlance, being unlikable = low charisma.
wicked horns or antlers or some other sort of emblem. If the
In a barbarian milieu, armor = cowardice. helm as horns, you keep your point of Charisma you lucky dog.
Therefore: Cowardice = Unlikable = Low Charisma
52
2. Sabatons: Yeah, metal shoes. If this is your only piece of armor 7. Shoulder Guards: If your Charisma is still 15 or higher when
you lose an extra point of Charisma. What kind of dork walks you get these, you can add a cape; otherwise it would just make
around wearing nothing but metal shoes? you look like you were trying too hard.
9. Mail Loincloth: Naturally there is a cloth
undergarment involved here. You may hate
cowardice, but there are limits. Add a mail
brassiere if you’re a female barbarian,
unless you want to kick it amazon style.
10. Disc Armor: Disc armor isn’t as dorky as
a breastplate, but it still shows a lack of self‐confidence, which is
like a taped up pair of eyeglasses to a barbarian.
3. Breastplate: This can be a metal breastplate or a shirt of mail
or shirt of scales. It boosts Armor Class by 2, but also knocks 2
points off your Charisma.
53
RANDOM
Murder Most
Random!
The next time you need to generate a random murder for
characters to solve, or perhaps explain the origin of the ghost
they are busting, these random tables might come in handy …
WHERE? (d30)
54
AMPUTATOR
MONSTERS
Large Undead, Chaotic (CE), Low Intelligence; Gang (1d4)
HD 8
Necromantic AC
ATK
MV
14
2 pincers (2d4)
30
SV F10 R11 W10
Masterpieces XP
800 (CL 9)
Amputators are made by removing the hands from a dead gorilla
and replacing them with large, metal pincers. Most of these
gorilla corpses are shaved by the necromancer and covered with
tattoos of magical glyphs ‐ needless to say, amputators are rather
Necromancers are often frustrated artists, and their desire to horrifying.
outdo their brethren is fierce. While the pedestrian necromancer
is content with creating zombies, skeletons, ghouls and the like, When an amputator's pincer attack is a natural '20', the target
the true artist labors on a unique creation and creates a manual suffers double damage and must pass a Fortitude saving throw
to hide away for others to one day find. (save vs. petrification) or have an arm twisted off. If the target is
wearing armor, the armor first makes an item saving throw. If
DAME SANS MERCI successful, the target's arm remains attached to their body. If the
item saving throw fails, the armor is torn off the arm and the arm
Medium Undead, Chaotic (NE), Average Intelligence; Solitary is now in danger of being torn off.
HD 5
AC 15
FULL‐THROATED SCREAMER
ATK 2 flailing fists (1d6) or gaze (see below)
Small Undead, Chaotic (CE), Average Intelligence; Solitary
MV 30
SV F13 R13 W11 HD 6
XP 500 (CL 6) AC 16
ATK Slam (1d4 + 1d4 cold) or scream (see below)
A dame sans merci appears as a feminine skeleton wrapped in MV Fly 30
tight, black leather (sometimes studded with spikes) that has SV F13 R12 W10
been padded (to create the curvaceous feminine shape) with a XP 600 (CL 7)
rare form of fungus cultivated by some death cults and wicked
alchemists. The skeleton has onyx eyes. Possibly the oddest of created undead, the full‐throated
screamer appears as three preserved heads encased in crystal
The dame sans merci can focus its withering gaze on any one spheres. The heads must have belonged to a fishwife, politician
target within 30 feet. They target must pass a Will saving throw and braggart in life. They float within 5 feet of one another, and
(save vs. magic) or be affected per the spell ray of enfeeblement. can slam into people or, once per day each, issue a terrible
Once per day, it can breath a cone (15‐ft long and 10‐ft wide) of scream that affects all within 30 feet. Those within range of the
necromantic spores that play on a person's mind. Roll 1d4 and scream must pass a Will saving throw (save vs. magic) or their
consult the table below: lowest mental ability score (intelligence, wisdom or charisma)
suffers 1d4 points of damage. If this score is reduced to half
D4 EFFECT normal, the victim becomes either a mindless berserker (wisdom;
1 Fear
2 Rage per rage), babbling fool (intelligence; per feeblemind) or mad
3 Confusion dancer (charisma; per irresistible dance).
4 Despair
All within the cone must pass a Fortitude saving throw vs. poison
or be affected by a random mind effect (see above) for 2d4 JMS
rounds.
55
or Mongols. Maybe they ride swift hill ponies (no stirrups,
CAMPAIGN WORLD though, so no mounted combat) and use stone‐tipped
spears and arrows and stone axes in combat. Assume that
stone weapons do one dice‐type less of damage than the
The metal versions in your favorite set of rules.
Armor in this setting is simple enough anyhow, but for
humans it probably consists of furs (AC 11 or +1 AC) or
Prehistoric cured hide armor (AC 12 or +2 AC). Humans might use
wicker shields (normal shield bonus) as well.
World If you use something like "favored classes", these humans
favor the barbarian class.
NEANDERTHALS
Neanderthals are close kin to human beings. In our setting,
I was reading an article about primitive humans gettin' they are the high tech stone users, building cities of stone
busy (yeah, I'm street like that) with Neanderthals. (again, Flintstone‐style) and building primordial empires
Apparently, the idea of a world with several sentient races (maybe on the bones of pre‐human civilizations like those
(i.e. Tolkien’s Middle Earth) is not as outlandish as one of the ophidians and elder things). Since we're used to
might think. Human beings shared the planet with a few Neanderthals being depicted as the "dumb cousins", I like
other members of homo sapiens. the idea of them being the most civilized people in the
game, with a well‐organized chieftain system, armies,
This may not be as exotic as sharing it with elves, dwarves organized religion (probably druids, but clerics would be
and halflings (well, maybe not halflings), but it makes me cool as well), etc. Of course, the greatest of the
think again about the fun of running a game with Neanderthal kingdoms should be in the Neander valley ‐
Neanderthals and other "humanoids", especially if you this is their Carolingian Empire ‐ imagine how cool their
smash it together with an REH‐style Atlantean age of Roland would be!
fantastic adventures and ancient civilizations. Imagine an
ancient, pre‐ice age Europe swarming with prehistoric (Oh ‐ what about themeing the Neanderthal city‐states off
beasts and powerful Stone Age empires that are of different stones ‐ the Sapphire City, the Emerald City (!),
antecedents to the real ancient civilizations of Europe. the Obsidian City, the Granite City, etc.)
Naturally, we’ll need to bend reality a bit to make this You can probably use the dwarf racial abilities for your
campaign world work. Neanderthals, making them tough guys who are hard to kill
and who have expertise when working with stone and
First, let's look at our player character races. delving into cave systems. Neanderthal males stand 5.5
feet tall, females 5 feet tall.
HUMANS
Neanderthals have the same basic weapons as human
You should know these folks pretty well, just look around.
beings, but also have armor that uses horn and bone in its
For human beings, use whatever rules you would normally
construction (AC 13 or +3 AC).
use for humans in your favorite system.
If you use favored classes, neanderthals probably favor the
For our purposes, we'll say the humans are the new kids on
fighter class.
the block, moving up from Africa, so they're going to take
the roll of nomadic raiders and conquerors, a' la the Huns
56
stood about 3 to 4 feet tall and used stone tools probably
on par with the homo erectus level of technology.
The halflings, as near as scientists can figure, lived on an
island with giant rats, Komodo dragons, elephants
(stegodons – excellent name) and giant lizards! These guys
HOMO ERECTUS are totally designed for fantasy games, and must have
been pretty slick operators to survive.
Homo erectus appears to have been a slightly more
primitive form of hominids than the early humans and You might want to change their “favored class”, if you use
Neanderthals. They are hunter‐gatherers that use primitive such things, to ranger.
stone and bone tools and rely more on brawn than brains,
and could therefore be an analog for half‐orcs in the game
MEGANTHROPUS
(without the mixed parentage).
Indonesia produces all the best hominid fossils!
Since homo erectus is more primitive and "close to Meganthropus is the opposite of the halflings, giant
nature", you could use the druid as their favored class. humanoids who were probably also related to homo
erectus. Since we have no elves in this setting (unless we
You could also use homo erectus as brigands and pirates, do, of course, see below), these fellows might make a good
sniping at the edges of Neanderthal civilization without any additional race. Meganthropus stood about 8 feet tall and
real ability to conquer it. Heck, maybe the Neanderthal is probably best represented with the half‐ogre race
legions use homo erectus and halfling (see below) (whichever version you prefer). They would be about as
auxiliaries as scouts and light infantry in their battles with advanced as homo erectus and the halflings, but probably
the orcs and hobgoblins. rely on their great strength more than tools.
FLORES MAN (HALFLINGS) If you use “favored classes” in your game, the fighter or
barbarian probably works well for meganthropus.
Flores man was not discovered in Europe, but that’s not
going to stop us. How could you possibly do cave man OTHER NOTIONS
fantasy gaming without including the recently discovered
“hobbits”? The halflings are small humanoids, maybe a bit If you really need to have "elves" in your game, I'd suggest
hairier than the humans and Neanderthals, who dwell in replacing them with ophidians, or even just using them “as
thick woodlands in burrows. You can use the traditional is”, beautiful fey creatures who are shepherding the
halfling racial abilities for the cave halflings. In reality, they
57
humanoids on their way to civilization or fighting to keep
them from threatening their own civilization.
Weapons do a bit less damage in this campaign, but there
Mystery Men!
is less armor to go around, so things should probably even
out in that regard. To keep fighters and clerics (and
paladins and whatever else you use) the "most armored"
classes in the game, maybe restrict the other classes that
can use armor to nothing more than furs and no shields.
Now, evil humanoids. They're still lurking about, of course.
Gnolls and their hyaenodons, kobolds worming their way
through the earth, goblins hiding in the woods, orcs and
hobgoblins giving the early humans a run for their money.
Do I even need to mention the lizard men and troglodytes?
(And yeah, if your lizard men don't look they wandered in
from the “land of the lost”, you're just not getting the
point of this setting!) Heck, maybe you could re‐cast all of
the "evil humanoids" as having dinosaur features ‐ T‐Rex
hobgoblins, triceratops orcs, 'raptor goblins, etc.
Quick and Easy Superhero Roleplaying
Most of the mythological creatures are appropriate in the
Stone Age. After all, many were born from the blood of the Easy to learn, easy to play
"mother of monsters", who predated humankind. Dragons
are great additions to a prehistoric world, as are bulettes BOOK $8 | PDF FREE!
and ankhegs, and a setting like this just begs for packs of
blink dogs and worgs. A few monsters ‐ rust monsters, iron http://www.lulu.com/spotlight/jmstater
golems, giant robots ‐ should be avoided unless they are
remnants of the ancient ophidians found in the mega‐
dungeons they have left behind.
58
NPC’s
Three
Bad Bishops
Let's review, for a moment, the cleric.
The cleric was the original middle child of fantasy gaming, stuck
square between the magic‐user and fighter in terms of spell use
and fighting ability, and the first class born from play, designed to
challenge a vampire player.
Side Note: If you want to thoroughly understand the undead of
the grand old game, you need to watch the Universal and
Hammer horror films. Never understood the whole "vampire
energy drain touch" thing? Watch Captain Kronos. You'll should forgive the sin of "awesome headgear aversion" in his
understand. Plus Caroline Munro ... followers.
So, the cleric, as it was introduced into the rules, became a mix of He was paired up on the crusade with a bunch of stupid fighting‐
a Van Helsing‐style vampire hunter and medieval bishop‐of‐war, men who quarreled all the time over leadership, but managed to
with the stylistic emphasis on the latter rather than the former. keep things focused with his spiritual leadership throughout the
Who were these battling bishops of the Middle Ages that helped ordeal. When he died (probably of disease*), some claimed that
inspire the cleric we all know and love, you ask? Read on … he pulled the old Obi Wan trick (remember, it was a "long time
ago", so it technically occurred before the First Crusade) and
ADHEMAR OF LE PUY, BISHOP OF PUY‐EN‐VELAY returned as a ghost to cheer the foot soldiers on.
Human Cleric, Lawful (LG) Special Abilities: Turn undead, spells (6/5/4/3/2/1)
LVL 9 (24 hp)
Equipment: Chainmail, longsword, mitre, holy symbol, warhorse
AC 15
and riding gear
ATK Longsword +6 (1d8)
MV 30 * Side Note: Died of disease? Hello! Cure disease, low level spell,
SV F10 R12 W8 what's the deal? Well, it turns out that many of these bishops,
AB Str 12 Int 13 Wis 15 Dex 12 Con 8 Cha 14 uninformed of the rules, used edged weapons and thus cannot
XP 2250 (CL 11) cast spells. Fortunately, fighting bishops of the future will be
forewarned.
Adhemar (totally made up name, right?) hailed from France, and
he plays an important part in the First Crusade. You can see him
to the right, wearing the mitre*.
* If your 9th level cleric (level title, bishop) doesn't enter the
dungeon fully armored and wearing a mitre, he should be
stripped of his clerical powers and forever consigned to being a
second‐rate fighter. No Lawful or Chaotic deity worth his salt
59
TURPIN, ARCHBISHOP OF REIMS
Human Cleric, Lawful (LG)
LVL 12 (34 hp)
AC 16
ATK Almace +11 (1d8+3)
MV 20
SV F7 R11 W7
AB Str 13 Int 11 Wis 16 Dex 9 Con 10 Cha 14
XP 3000 (CL 14)
Special: Turn undead, cleric spells (6/6/5/4/3/2/2);
Odo is a little more "traditional cleric" than the others, or at least
pretended to be. Apparently, the Bayeux Tapestry belabors the
fact that he did not actually shed blood during the battle, and he
is pictured armed with a club rather than an edged weapon
urging the soldiers to battle, perhaps with a bless spell. This could
be the origin of the cleric’s inability to use edged weapons.
Odo also gained his fortune by killing things (well, people) and
taking their stuff, which I think cements him as a true fantasy
cleric, albeit a chaotic one. He joined the First Crusade (see
above), but died before he actually got there, thus robbing the
crusaders of some very useful cure (or inflict) wounds spells.
Special Abilities: Turn undead, spells (6/5/4/3/2/1)
Equipment: Chainmail, club, holy symbol, warhorse
JMS
60
CORUNDAR (Pars Fortuna)
PARS FORTUNA
HD 4; AC 16; Atk 3 straws (1d6+1) or spray; Move 9; Save 13;
CL/XP 6/400; Special: Immune to acid and cold, resistance to fire
The
and electricity (50%), surprise on 1 on 1d10, acid spray for 2d6
points of damage.
PC Race: +1 Con, ‐2 Dex; surprised on 1 on 1d10; acid spray
Corundar 1/day, immunities and resistances; knack for finding secret doors
CORUNDAR (Space Princess)
Illustration by JMS HD 4; DEF 16; FIGHT 10; SHOOT 7; MOVE Slow
STR 6; DEX 3; MEN 5; KNO 4; DL
The corundar are a silicon‐based lifeform native to volcanic areas.
They grow in and consume mineral salts in solution, but can PC Species: Mineral (new type, see below) / multiple arms and
survive on humanoid blood if necessary. Most corundar lair multiple legs (must spend 1 point of Luck to play a Corundar)
around a mineral spring, preferably underground, using the
spring as a hatchery and as their main source of food. Mineral Alien: Mineral aliens are composed of rock or crystal.
They have slow movement and DEF +2.
Corundar consider themselves creatures of perfection. They
attempt to beautify their lairs by making the walls, floors and CORUNDAR (Blood & Treasure)
ceiling smooth and angular. They likewise favor perfection in
Medium Elemental (Earth), Neutral (LN), Average Int.; Clutch (1d6)
living creatures, both in mind and body. Corundar will always
attack creatures with a combined intelligence and charisma score HD 4
of less than 20, and always attack creatures with the lowest AC 16
combined score first. Generally, three corundar will rush the ATK 3 straws (1d6+1) or spray (10‐ft., cone; 2d6 acid)
imperfect creature, while others will circle them and provide MV 30
defense until the imperfect specimen has been destroyed. SV F11 R14 W14
XP 400 (CL 6)
Corundar look like pyramidal lumps of crystal, about 3 to 4 feet in
height and colored red, blue, orange or green. They are CORUNDAR AS CHARACTERS
supported on four stubby, crystalline legs and have three long Corundar characters modify their starting ability scores as
mineral straws protruding from their main body mass. These follows: Con +1, Dex ‐2. They have darkvision to a range of 60
straws can move in the manner of tentacles, and are razor sharp feet and are only surprised on the roll of 1 on 1d10 due to their
on the edges. Corundar have tiny motes of light moving through ability to see in 360‐degree angle. A corundar character can spray
their bodies, originating in their hollow center, where they a 10‐ft. cone of acid once per day for 2d6 points of damage.
maintain a pocket of mineral salt solution. They can control these Corundar speak Common and might also know Dwarven, Earth
motes as a means of communication (a difficult language to learn, Elemental, Gnome, Goblin and Orc.
requiring a minimum intelligence of 15). They can see with their
entire bodies, making them very difficult to surprise. They can
sense vibrations from the air and ground as well, making it
possible for them to understand speech.
Corundar attack with their straws, whipping and slicing with them
or using one of them to spray a corrosive solution of mineral salts
(10‐ft. long cone, 2d6 points of acid damage, save for half
damage, usable once per day). Corundar are immune to acid and
cold and suffer only half damage from fire and electricity.
This is what happens when I DON’T commission art
61
SAMPLE CORUNDAR LAIR mined by the corundar; there are usually 2d6 corundar here
collecting the ore.
1. Empty Cavern: This cavern is untouched by the corundar, who
use it as a buffer between their lair and the outside world; they 11. Rest Chamber: Corundar need to sleep about 6 hours a day;
have erected a crude “scarecrow” here – essentially a skeletal this chamber holds 2d6 sleeping corundar.
corpse on a slab of rock.
12. Mud Chamber: This chamber is filled with steaming hot mud;
2. Guard Post: Two corundar are always on guard here; when not the corundar have created a pool for the mud and channels
otherwise occupied, they are grinding the walls with their straws. leading from the walls; they bathe in the mud when damaged.
3. Low Cavern: This cavern hosts a hot spring that was 13. Guard Post: Two corundar guards.
insufficiently infused with minerals to serve the corundar; it is a
14. Vibro‐Chamber: This space has acoustics that allow the
10‐ft. deep pool of scalding water (2d6 damage per round) that
corundar to create pleasant vibrations – in essence, a corundar
sends a thick mist into area [1].
concert chamber.
4. Guard Post: Three corundar are always on guard here.
15. Mineral Baths: There are 3d6 young here and 2d4 adults.
5. Workshop: Five corundar work here grinding stone into tools
JMS
and other pleasing shapes and turning shed crystal into lenses for
the temple.
6. Temple: The corundar worship a clear crystal pyramid that
represents perfection to them; small lenses are hung from the
ceiling by thin chains; the temple is guarded by two corundar and
the idol is attended by a priest who cast spells as a 5th level
magician.
7. Laboratory: The corundar high
priest [7] maintains a laboratory
here; the walls are carved into
shelves holding various jars and
beakers of mineral solutions; a
vat has been carved from the
stone in the center of the room –
there is a 1 in 10 chance that it
holds the makings of a potion.
8. Guard Post: Two corundar are
always on guard here.
9. Forge and Foundry: This room
contains a vent of super‐heated,
poisonous gas (the corundar are
immune, of course, since they
need not breath, but the gas
does mar their appearance) that
they use for purifying and
working copper ore; there is a
30% chance that two corundar
are here working.
62
SPACE
PRINCESS
Four
New
Classes
Illustration by Allen Anderson
Sure, everybody loves classic Space
Princess. But after 30 years (hey, the
game will be 30 years old someday), you
need a little variety when you’re breaking
into the star fortress to rescue the space
princess from the dark lord. With that in
mind, I present four new classes for Space
Princess.
BIONIC WARRIOR
Bionic warriors are usually space warriors
or astronauts who have been rebuilt due
to injuries sustained in the line of duty.
They are strong and quick, and come with
their own built‐in super science. Some
hold a grudge against the scientists who
built them, while others are glad to use
their new‐found abilities to help others.
SKILLS: Bionic warriors can add their SKILL
to the following tests: Climb (STR), Leap &
Swing (STR) and SWIM (STR)
63
LEVEL HIT DICE SKILL LUCK Primitives love to throw themselves into hand‐to‐hand combat.
Robo‐Man/Woman 3 3 2 They score double damage with their fists or hand weapons, and
Cyber‐Man/Woman 5 6 1
Bionic Man/Woman 8 10 0 enjoy a +1 bonus to initiative.
Bionic warriors have three random bionic implants in their Unfortunately, primitives are quite unfamiliar with the futuristic
bodies. These implants can be disabled with other super science technology common in Space Princess. They suffer a ‐5 penalty to
devices (electro‐scramblers, EMPs, etc.). use super science; the penalty either applies to a test to activate
or repair the technology or as a penalty to hit with super science
D20 IMPLANT weapons. Each time a primitive is exposed to super science, they
1 Bionic brain (ie. mento‐helmet) afterwards can attempt a KNO test (DC 15). If successful, they
2 Bionic calves (leaps as though had a SKILL of 12)
reduce their penalty by 1 point, and can eventually eliminate the
3 Bionic claws (retractable claws allow an additional claw attack
for 1d4 points of damage) penalty completely.
4‐6 Bionic ears (can listen at doors as though the bionic warrior had
a SKILL of 12) SPACE HIPPIE
7‐9 Bionic eyes (i.e. night goggles)
10 Bionic feet (i.e. gravity boots)
11 Bionic finger (finger acts as a basic ray gun with 3 shots per day Space hippies travel the star‐ways, spreading their message of
and can be used to disable devices as though the bionic warrior enlightenment. Space hippies are adventurous sorts. Some are
had a SKILL of 10) rugged individualists, while others are just posers looking for a
12‐13 Bionic fists (fists are as potent as laser swords)
14 Bionic jaw (gains additional bite attack that deals 1d4 points of handout and their next smoke of Venusian red, but all space
damage) hippies cast disdain upon the “Herberts” – authority figures who
15 Bionic lungs (immune to toxic, narcotic and poisonous fumes don’t share their beliefs.
and gases and can hold breath for 10 minutes)
16‐17 Bionic nose (i.e. locator)
HIT DICE: Space hippies roll d6 to determine hit points
18 Bionic skeleton (i.e. exoskeleton)
19 Bionic skin (i.e. body armor)
20 Bionic thighs (increases movement from slow to normal, REQUIREMENT: MEN of 4 or higher
normal to fast or fast to very fast)
SKILLS: Space hippies can add their SKILL to the following tests:
PRIMITIVE Identify substance (KNO), calm situation (MEN), hide (DEX), move
silently (DEX), charm strangers (MEN), play instrument (MEN)
Not every warrior in the universe is a star warrior. Quite a few ‐
maybe most warriors ‐ hail from less advanced planets, or have STARTING GEAR: Space hippies start with a musical instrument
even found themselves transported astrally or bodily through the clothes on their backs – they disdain weapons, but will fight
time from a less advanced society. These men and women are to defend themselves from the Herberts (and space monsters)
called primitives, and they are no less heroic for not having using their feet and fists. Space hippies aren’t looking for trouble,
studied practical astrophysics or 25th century literature. but they can handle what they find.
64
RIGHT ON! (DC 10): All whom the space hippy targets are filled day. Each additional use has a 1 in 6 chance of opening a time rift
with righteous energy and enjoy a +2 bonus to all tests, but not to (see below).
attacks.
DIMENSION DOOR (DC 20): The time traveler can move through a
KEEP ON KEEPIN’ ON (DC 10): All who hear this that are under the rift in space up to 30 feet away. Any attempt to slide into a space
effect of some mental effect can make a new test at +2 to shake taken up by another physical body results in failure. This can be
it off. combined with a Leap Forward in time by increasing the DC by 2
for every round of time to be displaced. The distance one moves
SPACE TRUCKIN’ (DC 15): Pilots who hear this music enjoy a +1 with a Dimension Door can be increased by 5 feet for every 1
bonus on all pilot tests. point increase in the DC.
AQUARIUS RISING (DC 25): All whom the space hippy targets with LEAP BACKWARD (DC 15): The time traveler leaps backward in
this masterful song can spend one free luck point on any test or time, materializing within their own body. This has the practical
attack they make while the effect lasts. This can only be done effect of giving them a "do over" on some action they have just
once per adventure. attempted.
PROTEST (DC 20): This protest song has the ability to counter any LEAP FORWARD (DC 15): The time traveler leaps up to three
sonic ability or attack (including damage‐dealing harmonics) used rounds ahead in time. Essentially, they disappear for 3 rounds
by an opponent. and then re‐appear in the exact same spot, in the exact same
position, three rounds later. Each round the time traveler wishes
Animals and simple beasts suffer a ‐2 penalty to tests against
to add to this duration increases the DC of the test by 1.
these effects, while militant aliens enjoy a +1 bonus. The effect
lasts as long as the space hippy plays their music +1d4 rounds. TIME STOP (DC 25): You make time cease to flow for everyone
but you. You are free to act for 1d4+1 rounds of apparent time.
TIME TRAVELER You can still be harmed by energies that were already in effect
(i.e. by walking through a laser beam that has been frozen in
The complexities and wonders of space are nothing when
time). While the time stop is in effect, other creatures are
compared to time! The time traveler is an expert in quantum
invulnerable to your attacks. You cannot move or harm items
mechanics who owns a "quantum device", also known as a time
held, carried, or worn by a creature that has been time stopped,
machine. Time travelers need not be from the "present" of Space
but you can affect any item that is not in another creature’s
Princess ‐ they could be from the far future or even the distant
possession. You are undetectable while time stop lasts.
past. There are rumors that a gentleman scientist living in 1895
created one of the first time machines. If a time rift is opened by the quantum device, roll 1d6 to
determine the effect:
HIT DICE: Time Travelers roll d8 to determine hit points
D6 EFFECT
REQUIREMENT: KNO and MEN of 6 or more 1‐2 The rift opens and a carnosaur steps through to savage the time
traveler and his allies.
SKILLS: Time travelers add their SKILL to the following tests:
3‐4 The rift opens and 1d6 morlocks step through to menace the time
Quantum Mechanics (KNO)
traveler and his allies.
STARTING GEAR: Quantum device, hand weapon, one super 5 Each creature within 30 feet must pass a MEN test or be thrown
science item 1d10 rounds (roll for each creature) into the future (per the leap
forward ability).
LEVEL HIT DICE SKILL LUCK
Time Cadet 2 4 3 6 The temporal energies of the rift alter the people within 30 feet of
Chrononaut 5 8 1 it. Each person must make a MEN test (DC 20) to avoid these
Time Lord 7 12 0 alterations. Those who are altered either become brutish cave
people (i.e. change class to Primitive) or evolve into mental
supermen (i.e. change class to Esper).
Time travelers have four tricks they can perform with their
quantum device. Each one requires a Quantum Mechanics test. JMS
Failed tests can be re‐tried as many times as the time traveler
likes, but the quantum device can be safely used three times per
65
NOTIONS
Thinking
About Angels
We often talk about under‐used (and over‐used) monsters in
fantasy games, but I rarely hear people bring up angels as an
underused monsters. But let’s think about it – aside from the
railroady‐save‐the‐world‐from‐elder‐evil sorts of games, most
fantasy roleplaying concerns a bunch of plunderers and tomb
robbers. Even though some might be, technically, lawful (or
lawful good), why wouldn't some angelic vengeance show up
once in a while when the party violates a consecrated tomb and
carries away the burial goods or busts in on some humanoids
who aren't, at that moment, breaking God's Law and slaughter
them wholesale, carting away their treasures. Angels just seem to
show up when a “lawful” character summons them for help.
I think there are a few reasons why this attitude predominates.
1) In a culture with Judeo‐Christian roots (whether you believe or
not, the roots are there), fighting angels seems wrong ‐ i.e. not But what if we take a more unforgiving view of angels? Angels are
just non‐lawful, but deeply chaotic. It’s like kicking puppies. Fine relentless enforcers of the deity or deities of Law on the Material
for an "Evil Campaign" perhaps, but otherwise it’s just weird. Plane. They take orders from an entity that is, by definition,
always right (maybe this entity is always right in your campaign,
2) The Referee is "God". You can fight berserkers, orcs, basilisks, or maybe Lawful entities think he/she/it always is). "Thou shalt
balrogs, flail snails, etc. all day long, and it makes sense, because not kill" isn't a suggestion, it’s a rule. You go around killing things,
they're just supposed to be there. But if an angel shows up and even wicked things, and eventually you're going to run into some
scolds the party with a fireball, it must be because the Referee is divine interference (maybe a cumulative 1% chance per killing,
trying to punish you for wrecking his dungeon or world. first you tangle with a lesser deva, and then work your way up to
a solar).
3) History might be another problem. For generations, supposed
believers in The Book wore their religion on their sleeve while These are angels that encourage the concept of "martyrdom for
engaging in plunder and slaughter. Angels didn't punish them, so one's beliefs" (i.e. pacifism in the face of sure death, because the
why should they punish us? We often posit ‐ "What would a point is to die with your alignment intact, not with the most XP or
fantasy world be like if The Gods were real?", but not ‐ "What GP), not the "muscular Christianity" of the 19th century. Steal a
would a fantasy world be like if Vengeful Enforcers of the Ten pound of gold, lose a pound of flesh. It's a different view of angels
Commandments were real?". Perhaps we should. than we usually take, but isn't that the point? Players won't see it
coming, and you can finally get some use out of those solars,
4) Finally, we tend to take a very soft, Michael Landon sort of planetars, devas, etc. that are taking up space in your favorite
view of angels in popular culture. You know, technically the monster book.
adventurers are the good guys (or at least mostly focus their
killing and robbing on evil folks), so, you know, the angels are Anyhow ‐ just a thought.
kinda‐sorta on their side.
66
Designation of Product Identity: The following items are hereby designated as Product Identity in
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Designation of Open Game Content: Subject to the Product Identity designation above, the following COPYRIGHT NOTICE
portions of NOD 19 are designated as Open Game Content: the magic items; the names, spell
parameters (range, duration) and game mechanics of the new spells; the names, statistics, and text Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
for the new monsters; the names, statistics, special abilities and advancement table for the new
classes; the statistics for the characters; and anything else contained herein which is already Open System Reference Document Copyright 2000‐2003, Wizards of the Coast, Inc.; Authors Jonathan
Game Content by virtue of appearing in the System Reference Document or some other Open Game Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R.
Content source. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and
Dave Arneson.
OPEN GAME LICENSE Version 1.0a
NOD 19, Copyright 2012, John M. Stater. Author: John M. Stater.
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the
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67
ALSO FROM JOHN M STATER …
GAMES
BLOOD & TREASURE SPACE PRINCESS
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years of gaming – play your game, your way
MYSTERY MEN! PARS FORTUNA
The rules lite super heroic role playing game The rules you know with races, monsters
and magic you’ve never seen
MAGAZINES
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Ibis ‐ city of magic, vampires, Venatia, Pleasure Palace of Three fantasy cities, new race Mu‐Pan, wushen class, Gods
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America, Jack‐of‐All‐Trades … Pars Fortuna races … demonologist … Mutant Truckers …
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