The Hidden Colony Layanaka: A Caribbean Themed Dungeon For Characters Level 1-4

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THE HIDDEN COLONY

OF
LAYANAKA
a Caribbean themed
dungeon for characters level 1-4

Art and writing by Nik Vinter


THE VILLAGE
OF AGADOR
Agador is a small village made on the island of Layanaka. It is only
reachable by boat from the nearby City Port of Victoria. There are 200
inhabitants, all human, with some dwarves sometimes passing by.

There are no relevant landmarks except for the Lonely Shark tavern ran
by Eralda: a dark skinned woman with curly hair that likes to curse.
Players can buy provisions at the West Trading Post and there’s also a
mage named Plin that resides in one of the houses: he’s tasked with
helping the guards to cleanse parts of the jungle for a rapid colonization
but he’ll agree to Identify Magic items for a reasonable price.

Felios, the mayor of the village, will propose any adventuring party that
inquires about the colony to buy a full map of the place for 2000gp. He
lives in a slightly bigger stilt house in the northern part of the village.

He also has some guides that he can spare , they know the location of the
Colony but never ventured inside. Use the standard hireling prices.
BACKSTORY
The hidden colony was actually the last stand of refugees from the nearby
city prison of St.Barbara. The city was pillaged by pirates to free one of
their leaders and the other prisoners managed to escape via small boats
once the main walls were destroyed. This meant that around 200
prisoners, both men and women found themselves in perilous waters for 2
days before finally reaching the island of Layanaka.

Knowing that they would be chased the prisoners started excavating a


hidden town inside one of the mountains, hoping that one day their crimes
and their faces would be forgotten. Sadly that never happened. After only a
few months one of the women discovered a purple plant that had relaxing
properties: people would be able to forget about their troubles and live a
less stressful life in the colony. In less than a month everyone was
consuming this plant on a daily basis.

Then tragedy struck: little was known to them is that the plant had small
parasites feasting on its leaves, parasites that got ingested during the
meals and slowly started to grow until, one day, they started leaving the
bodies of its inhabitants, dismembering them from the inside and taking
ownership over the colony.
Reasons For General
Adventuring Description
Treasure: The players have heard legends of The area is vibrant and deadly. Corridors
the lost Colony and of its downfall. The tales hold dead corpses, blue blood and plants.
are murky and it’s not clear what happened The whole colony collapsed when the first
but it’s been probably untouched for decades worms started appearing and the panic took
so all of the treasure is still there! over the corridors. Barricades were erected
to keep out the undead and they can be
Exploration: Felios, a grumpy man and the
found even to this day in some of the
mayor of Agador hired a force of
passages. Even if not specified most of the
mercenaries to go and explore some strange
rooms contain small and colorful plants
ruins that the explorers have found in the
growing from the cracks and blood on the
eastern part of the island. He will pay
floor. The doors are wooden with no
1000gp for a map of the place and an
distinctive features and all of them are
assessment of its conditions.
unlocked. There is no light anywhere, but the

Family Ties: The prisoners had families, and corridors have empty torch holders.

some familiars might want to learn of the


fate of their loved ones. One (or more) of the Random
Encounters
PCs could have blood ties with some of the
old inhabitants and would like to learn more
about what happened to them.

Trade: Ertell, from the Ertell’s Trading


Roll Monster
Company has heard about a Tea with
1 Phyne Worm (1d6)
magical properties that the inhabitants of the
2 Blue Zombie (1d6)
colony knew how to brew (See “Phyne Tea”
3 Fire Beetle (1d4+1)
sidebar). He will pay 400gp for its recipe and
400gp more for a sample. The recipe can be 4 Screaming Hummingbird (1)

found in Area 44 and the tea can be made in 5 Bat (1d10)


Area 4 6 Atriel’s Influence
7 Dead Carillon (1d4)
8 Rudus (Area 27)
9 Whirling Mist (1d4)
10 Killer Bee (2d4)
11 Referee’s Choice
12 Roll Twice
Atriel’s Phyne Tea
Influence The players might learn about
tranquilizing effects of the Phyne Tea and
the

Whenever this result is rolled roll 1d6. might want to try to brew it themselves. If that
happens Phyne flowers are present on the
1 - The character start seeing blue for 1d6
island and inside the dungeon. Drinking the
turns
Tea will make whoever consumes it immune
2 - Everyone sees small maggots crawling to Fear and Paralysis for 1d6 hours. The
upon their skin. It turns out to be an illusion effect can be acquired multiple times and
doesn't have any drawbacks but, once the tea
3 - A vision of a blue throne appears in front of
is drank whoever ingested it becomes
the PCs
infested with Parasites. The infection doesn't

4 - The characters feel like their throat is manifest for 2 weeks. After that the body will

burning and bleeding and will have to scream. start itching and the veins will pulsate during

Check for encounters the day. After 4 more days fever and vomit will
begin and the player will have to be
5 - The illusion of a blue flower manifests in bedridden. 3 weeks after drinking it the PC
front of the players. It will keep getting closer will fall into a coma and the next day 1d4
and closer and disappear after 3 seconds. Phyne Worms will come out of his dead
body.
6 - One random player will feel stronger and
he will automatically hit his next attack
AREA 1:
The Morturary
Of The
Plaguestruck
1 - A big room with old cloaks and jackets
hung on the eastern wall. The walls and the
floor are covered in purple powder.

2 - This room has a rotten table and a cabinet


a small lightning for 1d4 damage.
that contains a diary with the story of a man
that escaped from St.Barbara and witnessed 6 - 4 prisoners have risen as undead,
his loved one die in the waters. controlled by parasites in their corpses. Their
skin is of a blue tint and small holes tatter
3 - This room is empty except for some
their bodies. They are Blue Zombies.
barrels, now laying on the floor.
7 - This room got infested by plants as they
4 - A giant distillery is present in this room, its
rose trough the cracks in the stones. Now it’s
floor is now covered in a purple mush made of
a vibrant forest of colors ranging from green
rotten plants. The same mush can also be
to red. A hive of 9 Killer Bees
found in some of the barrels. The distillery
(AC7/2HP(1/2HD)/19THAC0/150’/Sting
was used to produce a drink from the Phynes
1d3*) and 1 Bee Queen (same stats but with
(see Phyne Tea sidebar). The machine can be
2HD) hides behind the secret door. Thanks to
repaired in 1d4 days if a character is
cracks in the ceiling 1d4+1 bees are always
knowledgeable enough. The plant can be
present in the room while the rest dwell in the
found outside of the dungeon or in Area 45.
hide. The corpse of a woman can be found
5 - This place was once a small amphitheater, between the plants with 73gp on it. If the
now with ruined seats. If a player stands on players destroy the hive they can find 3 pieces
the scene some Dancing Lights will appear of Crystallized Honey (150g ea.)
encouraging the player to perform. If a PC
8 - This area is also filled with plants and
performs and the exhibition is deemed
hides a deadly trap. A corpse can be seen
appropriate then he will receive the Bless
from the entrance but when the players get
effect for 1d6 turns. Otherwise a zapping
close enough to it, thick vines will come from
sound will be heard and the PC will be hit by
the floor blocking the only entrance. At the
same time the plant will emit a thick yellow Inside there are 233gp, 177sp an Onyx Ring
gas. (Save vs Poison or get blinded for 1d4 (77g) and (only if all are searched) a Girdle of
hours + after 10 rounds Save vs Poison again Giant Strength.
or die). The corpse contains a Scroll of
14 - A Grey Ooze (AC8/3HD/13 /17THAC0
Protection From Magic and 88gp.
/10’/1xTouch 2d8) guards a Tiger Eye
9 - This room contains 9 dead corpses, all (Translucent, rich brown with golden center
with small pores on their skin and with their under-hue) worth 65gp
stomachs torn apart. They were all hosts to
15 - A lever is present next to the door to the
the Phyne Worms dwelling in Area 12.
south. It stands in the middle. If moved
10 - A small Bone Dagger (55gp) is hidden downwards once it opens the door and
under a wooden plank. A secret compartment returns to the middle, if moved upwards it
in the east wall contains a pouch with 35ep closes the door and opens the door to Area 16
and two gold teeth (10gp ea.) (while also returning to the middle). To open
them both at the same time the lever must be
11 - The smell in this room is revolting as one
pulled down twice. If it’s pushed upwards
body is almost completely melted on the floor.
twice it opens a spike trap under the PC. (1d6
An Insect Swarm (7AC / 2HD /14 /18THAC0
fall damage + 1d6 spikes damage)
/60’/1xSwarm 2hp) hovers around the body
and will attack anyone that enters.

12 - Small crypts dot the corridor in what


looks like the cemetery part of the Colony.

A. Carrion Crawler
(AC7/3HD+1/13/19THAC0/60’/8xTentacles*
or 1xBite) dwells in the alcoves -

B. The area in this alcove is murky. If a


character enters to search it Save vs Magic
or lose 1d4 Intelligence for 1d4 hours.

C/D. Empty

E. A broken compass (22gp) can be


found lying on the ground behind some rocks

F. 5 Phyne Worms are feasting on a


Crawler’s corpse.

13 - This giant crypt has 30 sarcophagi. One


character can search 3 of them in 1 turn.
AREA 2:
“Goodbye”

20 - A smaller sleeping quarter with only four


beds. A Blue Zombie with no head stands in

The Blue
the middle of the room turned towards the
northern wall.

Quarters 21 - 3 Phyne Worms (AC9/2HP(1/2HD)/


19THAC0/60’/1xBite Save vs Poison or take
16 - This room is full of broken statues. 1 damage/round (cumulative)) are
Lots of them. Passing trough is difficult hanging from the ceiling. If the PCs
and will trigger a random encounter are not careful they will try and fall
check if enough noise is made. on them, attaching themselves to
the host and biting into his skin.
17 - A malformed slime is in this
A small clay figurine (45gp) can
room, its blue and shifting. He has
be found under one of the
teeth and sometimes he takes the
mattresses.
form of someone that you love.
Blue Slime (AC6/2HD/ 22 - 5 Dead Carillons
8/18THAC0/40’/1xBite x ( A C 4 / 2 H D /
2d4 + Save vs Poison or get 18THAC0/50’/1xBite
Charmed). When he dies 1d6, upon death a
he dissolves, leaving on small insect will run
the ground a medallion out from their
with a photo of a woman b o d i e s
worth 477gp. producing
some music)
18 - This room was an
are present in
alchemy lab, now
this room. They
it’s full of broken
are undead that
glass vials and
produce a slow
tables.
and sad carillon
19 - A sleeping sound whenever they
room, it has six move. They won’t
beds, rotten attack the PCs on
and gray. On sight and will react
the northern only if they make
wall a writing noise in their
in blood that presence (they find it
s p e l l s very irritating). In the
middle of a room stands a cube made of glass, 26 - 3 more Blue Zombies can be found here.
too heavy to lift. Inside of the cube is a One of them holds a pouch that contains two
Longsword +1. opals (20g ea.)

23 - The door to this room is locked and 27 - This is the hiding place of Rudus, a small
trapped with a swinging ball (2d4 points of human thief that came here to retrieve the
damage). Dexterity check for half. From the amulet in Area 38. He came to the Colony
inside the room looks like an old armory with four days ago and found this secret room that
armor stands and heavily rusted weapons. he now uses to rest. He hasn’t yet found a way
None is salvageable but in one of the cabinets to open the door to Area 37. Being very
is a black key (opens Area 37) opportunistic and vile if he hears the PCs
fighting in Area 26 he’ll come out and
24 - Someone re-purposed this room as a
propose them to form an alliance. He will do
camp. Then, the occupant decided to end his
anything to avoid combat and to convince the
life: in its middle there is a man wearing a
party that, whatever their goal is, the path
leather armor, a sword trough his stomach.
towards it lies trough Area 37. If the PCs
Blue maggots are now crawling under his
successfully recover the Amulet he’ll try to
skin. The body holds nothing of value but if
run away with it as soon as possible.
the PCs spend more than one turn in this
room they’ll start hearing whispers in their 28 - A Talking Statue (AC3/3HD/
heads suggesting them to end their lives. 17THAC0/20’/1xSword 1d6) is in the
northern corner of the room. It will ask
25 - A Screaming Hummingbird (AC9/1HD/
philosophical questions to everyone that
19THAC0/120’/1xBite 1d4) has a nest in this
enters. If the PCs ignore it or don’t answer for
room that is connected to the surface trough
more than 30 seconds while remaining in the
a small shaft. If the characters get too close to
room the statue will magically close
his nest he will first make a small
the door and animate, attacking the
screeching noise (Roll for
PCs while screaming “Why do we fight
random encounters)
for?”, “Our existence is based on
and, if the party
assumptions” and similar phrases.
doesn’t get back,
he’ll unleash a hellish 29 - A giant plant can be found in this room.
scream (Roll for random It’s 10’ tall, with purple and blue leaves. Its
encounters, 3-in-6 roots extend deep into the floor
chances. Everyone and PCs inside the room can hear
hearing the scream will moans and whispers coming from
be deafened for 1d6 hours with a 20% the cracks as if hell itself is
chance of remaining deaf for life). The speaking to them. This room is an
nest contains 246sp, 37gp and a small eternal struggle between hordes of Parasites
hearth shaped bone. (AC9/2HP(1/2HD)/19THAC0/120’/Bite save
vs Poison or become infected after 1d8 hours
unless cured) and the plant. Every turn from
the cracks in the floor rises a cloud of gas that
kills the parasites, but at the same time more
vermin crawl inside trough the walls and the
ceiling. A corpse lies between the worms and
the plant’s roots. It has a Hammer of Energy
Drain and 55pp on him but recovering it
would mean avoiding both the gas (2d8
damage, Save vs Poison halves) and the
Parasites

30 - A covered mirror hangs in this room. If


the cover is removed whoever watches inside
will be teleported into a Violet World and will
be forced to fight a copy of himself. Defeating
the copy is the only way of escaping.

31 - This room was started but never finished.


It was supposed to be a hall but its
construction got interrupted because of an
underground lake. A small Hydra (5HD) took
the lake as his lair (there is an underwater
passage that connects the small basin with a
bigger one). Inside the lake there’s a wooden
chest that can be seen from outside. The
hydra has only a 10% of being present in the
room and, if absent, will come 3 rounds after
someone enters the lake to retrieve the chest
(taking it outside requires at least 5 minutes).
The container holds 1433gp, 3661sp and
4293cp as well as 2 diamonds (500gp ea.)
and a Scroll Of Hold Person

32 - This room is empty and partially


collapsed. A body lies smashed by the rocks
but holds nothing of value.
AREA 3:
of 15 gems).

34 - This room is completely red. Art pieces


are hanging on the wall, some of them are

The Ways Of
destroyed others still preserved. They’re
protected by a magical field that permeates

Knowledge the room so taking them outside will prove


almost impossible. There is a set of stairs that
leads nowhere, a painting of an empty 10ft.
33 - The tree different areas have shafts
white room that can actually can be entered
extending out to the surface. Red and purple
and an image of a blue and white circle cold
vines crawl down the walls, the sun not visible
to the touch. In the middle of the room stands
and probably covered by foliage. Every area
an Art Populi (AC4/3HD/17THAC0/50’/
has a giant statue, 10ft high. Every statue has
2xSword 1d6), a small humanoid made out of
a mask, big as a man, that, when removed,
metal that served both as a critic and a
reveals an open area behind it. Taking off
guardian for the gallery. As soon as the PCs
each mask is hard but can be done by
enter he will activated and, in a broken state,
climbing on the statue’s back and removing
will start asking opinions about the art pieces.
the big iron locks.
If the party leaves without giving a
A. Hideous face with no mouth or nose satisfactory answer he will attack.
and with 20 eyes. Behind is an a group of 28
35 - This a library, but most books are
Gorbels (AC3(10\*)/2HD/19THAC0/120'/
completely white. Some of them are actually
1xExplosion 1d6 or 1xClaw 1d4). They will
stuck to the bookshelves and can’t be
fall into the room as soon as the mask is
removed. A thorough exploration (3 Turns)
removed and escape into other rooms of the
reveals a book containing a brief description
dungeon. Replace the bat encounter in the
of the mechanism of Area 37 and a book
Random Encounters table with 1d6 Gorbels.
containing the story of the colony downfall.
B. A feline mask with real tiger teeth. A
36 - A dead body sits on a chair, face deep in
giant Gas Spore lingers in the
a book he was writing, his stomach torn apart.
area. Every PC that enters the head will
The host has long escaped and the book is too
mistake it for a Beholder.
permeated in blood to be read. A Banshee
C. A completely black mask. The insides haunts this place (AC3/7HD/
of the head are filled to the brim by mouths 13THAC0/1xClaw 1d8 or 1xDeath Wail*).
that will start screaming as soon as the mask The Banshee will not pursue the players
is removed. In between the mouths are outside of the room. The body holds a Potion
precious gems that can be removed (3 gems Of Healing and a Golden Knife (322g). The
worth 100gp e.a. every 10 minutes but roll secret room can be accessed both from this
two extra Random Encounter Checks. A total area and Area 35 by examining a bookcase
and pulling a book called “The Hidden Way”. adorn this piece of jewelery. When worn the
The room contains the bones of a dead user gets +2 to all of their stats, but forges a
woman that, if removed from this place, will pact with the demon contained within. This
put the Banshee to rest. There is also a Wand ultimately dooms the wearer of the amulet
Of Fear with 6 charges. that, unless decursed, will die in 1d6 weeks
by violent means even if the amulet is
37 - This door is made of metal and it’s
removed. This is the item that Rudus (Area
closed. The key can be found in Area 23. The
27) is looking for.
door can’t be forced or destroyed by normal
means (a knock spell will work). This area is
deadly. The middle of the room has a
pressure plate that is likely to activate when
the party enters to investigate. Pressing it will
close the door behind them and turn on 6
Statues (AC-2/3HD/14THAC0/90’) (3 for
each end of the room) that will simply take the
PCs with force and throw them into Area 38.
Each statue has a switch on the neck that
turns it off. If Rudus is with the party he’ll find
an excuse and stay outside of the room while
the party is investigating: he knows that the
area is trapped and doesn’t want to risk his
life.

38 - The door to this room can be opened by


normal means only via the pressure plate in
Area 37. Lots of corpses are laid on the floor,
all dead and with no eyeballs in the sockets. If
the party is thrown into the room the door will
immediately close and the oxygen will start to
be sucked out of it. This will not be noticeable
at first but by examining the corpses it can be
inferred that everyone died by asphyxia. After
1 Turn in the room everyone will die and after
2 Turns the door will open again.
Purposefully no solution to this room is
provided as to not influence the DM. One of
the corpses holds the Amulet of Shenarh:
Seven large ovals of onyx set in forged gold
AREA 4:
to the zombie for 1 round.

44 - This room is empty and holds ruined


gardening supplies and rotten seeds as well

The Thorn
as a book with the recipe for making Phyne
Tea.

Halls 45 - This is a Hydroponic Greenhouse where


different flowers grow:
39 - This room is completely pitch black and
no light can pass trough. A . Orifax Blooms - Red flowers that smell
of blood and feel wet to the touch
40 - A table with a hundred black skulls laid
on it. If even one of the skulls is touched the B. Phyne Flowers - Can be distilled into a
PC that touched it will hear a maniacal tranquilizing but deadly drink. If inspected
laughter in their head. closely some minuscule blue worms can be
seen
41 - A Blue Serpent (AC7/3HD/
18THAC0/80’/1xBite 1d6 Save Vs Poison or C. Soer Vines - Hideous fleshy vines, they
become sick after 1d4 hours. Anyone sick will smell horribly and sting if touched
vomit blue blood for 3 days) dwells in the
D. Blachids - The smell of this flower is
ruins. It’s blue, almost ethereal. He will not
deadly. Anyone getting close must Save vs
attack any creature infested with parasites. If
Poison or take 1d6 damage and vomit for 1
dead he’ll become mist and dissolve. Replace
turn. If a second save is failed then the
the Whirling Mists with him in the Random
character dies. Inside the bulb of the flowers
Encounters table. The secret room contains a
small gems grow that are worth 500gp e.a. (4
Scroll of Stone To Flesh and a crystal
total)
pitcher (3000g, 50% chance of breaking
every time the carrier takes damage). 46 - The ceiling of this room is an endless
night. Red orchids grow on the floor, reaching
42 - This room contains a scene similar to
almost 1 feet of height.
area 40, except this time the table is full of red
bones. If one of the bones is touched they will 47 - The ceiling of this room is an endless sun.
all vibrate and slowly fall to the floor one by Blue orchids grow on the floor, similarly to
one. room 45. A Tiger Beetle (10AC/2+1HD/
16THAC0/1xBite 2d4) infested with
43 - 3 Blue Zombies can be found here.
Parasites hides in the flowers. The infection
Purple flowers grow out of their skin.
made it more fragile but with each hit it has a
Whenever those zombies are hit there’s a
10% of transmitting the infection)
30% chance that the flowers will release a
cloud of spores incapacitating everyone next 48 - This room is massive and it’s completely
covered in blue vines and flowers. Water
drips from the ceiling and mist hovers 2
inches above the floor. Atriel Vox (3AC/4HD/
16THAC0/60’/2xCurved Blade 1d6) wanders
the room, unable to find peace. He’s 10ft. tall,
his veins are visible from afar, his eyes are
clouded with mist. He’s not immediately
hostile to the party, and he will ask them to
end his misery. If the party refuses then he
will attack them, but he will take a “Later” as
an answer. If a fight ensues every other round
a Whirling Mist (8AC/1HD/19THAC0/120’/
1x1d6 Save Vs Paralysis or lose 1 round) will
appear next to a random player. Atriel won’t
give up without a fight even if it’s his desire to
die. If attacked he will proceed to take out two
blades from his mouth, spilling purple blood
everywhere, and use them to attack the
players. The throne in the middle of the room
is magical. If used when Atriel is dead it will
grant the user domain over the mist allowing
him to spawn one Whirling Mist under his
control while inside the room or inside a
misty area.

49 - This room is filled with invisible gas that


filters from the cracks in the floor. Whenever
someone enters this room make them Save
Vs Paralysis. If they succeed end exit
immediately nothing happens, otherwise they
get paralyzed for 1 turn (Roll for Random
Encounters). The cupboards hold some
pouches with 30gp, 41pp and 433sp.
BESTIARY
much that he went as far as inserting a
sword into his throat to stop them from
moving. It didn’t help. The only thing he
wants is to die, everything else is irrelevant.
Art Populi Summoner: Once every other turn he will
involuntarily summon a Whirling Mist that
Armour Class: 2
Hit Dice: 3 (12hp) will aid him in battle.
Attacks: 1 × weapon (1d6)
THAC0: 18 [+3]
Movement: 30’ (20’)
Blue Zombie
Saving Throws: D10 W11 P12 B13 S14 (4) Armour Class: 8
Morale: 12 Hit Dice: 2 (9hp)
Alignment: Neutral Attacks: 1 × weapon (1d6 or by weapon)*
XP: 75 THAC0: 18 [+1]
Number Appearing: 1 Movement: 60’ (20’)
Treasure Type: None Saving Throws: D12 W13 P14 B15 S16 (1)
Morale: 12
Art is a weird concept, but even in a Alignment: Chaotic
colony of cutthroats and murderers there is XP: 20
space for beauty. An Art Populi is a magical Number Appearing: 2d4 (4d6)
creation of mages and engineers, a Treasure Type: None
humanoid machine made of metal that
understands art and despises people that These creatures are the old
don’t want to understand it. Normally it inhabitants of the colony. After drinking the
functions as a guide, eager to explain the tea parasites made their way into the body of
history and the meaning of art pieces. The the victims and slowly started crawling
one in the colony, however, is malfunctioning towards their stomach and vital organs.
and will employ his metal sword to smite When the vermin became big enough they
anyone that stands in his path. ripped the body of their hosts escaping
trough their chests. While some people were
Immunity: Unaffected by sleep spells. lucky enough to die on the spot, others had a
weaker organism and succumbed to the
parasites in their brain and are now left
wandering forever in the halls of the colony.
Atriel Vox
Infested: When the Blue Zombie dies there’s
Armour Class: 3
Hit Dice: 4 (16hp) a 1 in 6 chance that the Parasite will escape
Attacks: 2 × weapon (1d6) the corpse to try and find another dead body
THAC0: 16 [+3] to inhabit.
Movement: 60’ (20’) Guardians: Always attack on sight.
Saving Throws: D10 W11 P12 B13 S14 (4) Initiative: Always lose (no roll).
Morale: 12 Undead: Make no noise, until they attack.
Alignment: Neutral
XP: 400 Immune to effects that affect living creatures
Number Appearing: 1 (e.g. poison). Immune to mind-affecting or
Treasure Type: None mind-reading spells (e.g. charm, hold, sleep).

Sometimes captains leave the sinking


ship, sometimes they sink with it. Atriel Vox Blue Serpent
didn’t have much choice the day of the
disaster. He was the first one to consume the Armour Class: 8
Phyne Tea but also one of the last ones to Hit Dice: 2 (9hp)
succumb to its effect. While dying he prayed Attacks: 1 × Bite (1d6 Save Vs Poison)*
to Lenir, god of Mists and Unknown Futures THAC0: 18 [+1]
and asked for help, and Lenir answered. The Movement: 80’ (40’)
god purged every trace of parasites from his Saving Throws: D12 W13 P14 B15 S16 (1)
body, leaving him a suffering old man, bound Morale: 10
forever to his throne. Atriel hears parasites Alignment: Neutral
crawling inside of him every day, it suffers so XP: 50
Number Appearing: 2d4 (4d6)
Treasure Type: None Parasite
Armour Class: 9
It has probably been the mist, or the Hit Dice: 1/2 (1hp)
will of Lenir. No one knows what gave birth Attacks: 1 × Bite*
to this creature but now it resides in our THAC0: 19 [+0]
world without a purpose. It appears as an Movement: 40’ (10’)
ethereal snake, 10’ long, that leaves a blue Saving Throws: D12 W13 P14 B15 S16 (1)
mist wherever it goes. Morale: 6
Alignment: Neutral
Etheral Bite: Whenever someone gets bitten XP: 5
by the Serpent they must Save Vs Poison. Number Appearing: 1d8 (4d8)
Treasure Type: None
Anyone that fails the save will get sick after
1d4 hours and will have to spend the next 3
days vomiting blue blood Sometimes a creature doesn’t have to
Misty Body: The Serpent can’t die and be big to be deadly. A Parasite is such
example. Small worms, big 3 inches when
whenever slain he will become mist and fully grown and around 0.1 inches when born
dissolve, just to reappear in a different are the cause of the downfall of the Colony.
location after some time. Present on the Phyne leaves they will inhabit
Infravision: 60’ the body of anyone so unfortunate to
consume them. They will incubate for 2
weeks and then proceed to take control of
the host (See Phyne Tea sidebar). Every
Dead Carillon infested creature holds 4d8 Parasites inside
of it and every Parasite has a 5% chance of
Armour Class: 4 growing into a Phyne Worm.
Hit Dice: 2 (9hp)
Attacks: 1 × Claw (1d8) Contagious: Whenever a Parasite bites a
THAC0: 18 [+1]
Movement: 60’ (20’) creature it has a 10% of depositing eggs
Saving Throws: D12 W13 P14 B15 S16 (1) inside of it
Morale: 12
Alignment: Chaotic
XP: 20
Number Appearing: 1d4 (4d6) Phyne Worm
Treasure Type: None
Armour Class: 9
Hit Dice: 1/2 (2hp)
A flebile carillon sound echoes in the Attacks: 1 × Bite (Poison)*
distance. The Dead Carillon is coming. THAC0: 19 [+0]
These creatures resemble zombies, but Movement: 60’ (20’)
while someone could think they’re undead, Saving Throws: D14 W15 P16 B17 S18 (NH)
they’re not. They’re simply dead and empty Morale: 7
shells controlled by a Carillon Worm. Alignment: Neutral
Whenever the creature moves it makes a XP: 10
Carillon sound that encourages the other Number Appearing: 2d4 (1d8)
Dead Carillons nearby to follow, forming a Treasure Type: None
heard. They’re not openly hostile but the
Worms hate noise. If someone in the room
(or close enough) makes a ruckus the Whenever a Parasite manages to steal
creatures will control the body to rush and enough nutrients from his brethren it
put an end to the life of the noisemaker. becomes a Phyne Worm. These 1’ long blue
centipedes dwell in dark locations and feast
on corpses.
Infested: When the Dead Carillon dies the
Carillon Worm will leave the body and Contagious: On a hit the poison enters the
hastily run away, producing an allarming victim’s body and starts dealing 1 damage/
tune. round for 1d6 rounds. The damage is
Initiative: Always lose (no roll). cumulative.
Screaming weapons that are as intricate as ineffective
for normal people to use.
Hummingbird
Energy Immunity: Unharmed by fire, cold,
Armour Class: 5 and electricity.
Hit Dice: 1 (1hp) Guardians: Always attack on sight.
Attacks: 1 × Beak (1d4) Initiative: Always lose (no roll).
THAC0: 19 [+0]
Movement: 140’ (100’)
Saving Throws: D15 W15 P16 B16 S16
Morale: 7
Alignment: Neutral
Whirling Mist
XP: 10 Armour Class: 8
Number Appearing: 1 (1d2) Hit Dice: 1 (5hp)
Treasure Type: None Attacks: 1 × 1d6*
THAC0: 18 [+1]
A swirl of colors and wings flickers Movement: 60’ (20’)
trough the air. It’s a small and innocent Saving Throws: D12 W13 P14 B15 S16 (1)
looking bird native from the Sola Morale: 12
Archipelago. It’s usually pacific unless Alignment: Chaotic
provoked and it tends to weave small nests XP: 5
inside abandoned buildings. The peculiarity Number Appearing: 2d4 (4d6)
of the bird is its scream: it can be 130 dB Treasure Type: None
strong at its peak and it can deafen anyone in
the vicinity. It’s very taxing for the bird to Lenir is the god of Mists and of
employ fully his ability so usually it first Unknown Futures, the colony is now his
delivers a warning with a high pitched noise. domain. The Whirling Mists are ethereal
manifestations of his will. They appear out of
Scream: Whenever the Hummingbird nowhere and dissolve into nothingness when
decides to use his scream it will first use a slain, such is his desire. Whenever it passes
weakened version as a warning. If the party trough someone it makes him remember his
doesn’t get back, it’ll unleash a hellish worst mistakes in life.
scream (Roll for random encounters, 3-in-6
chances. Everyone hearing the scream will Fearful Fog: If the Whirling Mist manages to
be deafened for 1d6 hours with a 20% hit someone, fear will blink in the eyes of the
chance of remaining deaf for life). victim. Save Vs Paralysis or be paralyzed for
1 Round.
Talking Statue Misty Body: The Mist can’t die and
whenever slain he will become mist and
Armour Class: 4 dissolve, just to reappear in a different
Hit Dice: 3 (13hp)
Attacks: 3 or 1 × weapon (1d6) location after some time.
THAC0: 17 [+2]
Movement: 60’ (20’)
Saving Throws: D10 W11 P12 B13 S14 (4)
Morale: 12
Alignment: Chaotic
XP: 250
Number Appearing: 1
Treasure Type: None

Art has been built for consumption,


where there is none to consume it animates
and goes mad. Such is the fate of these
talking statues that in their spare time walk
around pondering about deep questions on
life. They’re made of stone and has been
built to last. Of different forms and shapes,
most of them have beautiful and artsy

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