Outcast Silver Raiders - The Mythic North (OEF) (2023!05!07)
Outcast Silver Raiders - The Mythic North (OEF) (2023!05!07)
Playtesting by Andrew Weakland, Arash Afghahi, Bruno Harvey, Callum Hughes, Cindy Xu, Dana Leavy-Detrick, David
Hedges, David Rapp, David Zurek, Edmund Wright, Emma Recknell, George Tsemberlis, Joshua Stein, Kent Camargo,
Lex Rocine, Mariann Kornelia Smith, Michael Kaufman, Molly MacFadden, Pamela Gruber, Paul VanDuyn,
Ricardo Miranda, Richard Lovejoy, Rose Hughes, Terry Ruth VanDuyn, Tiago Palhares, and Tom Hughes. Thank you all!
·Table of contents·
Introduction 10 The Newly Minted Lord 27 Lost child 43 Milton Horn, sin eater 70
What’s in this book 10 Vengeful Villagers 27 Minstrels 44 Lane Wyatt, fortune teller 72
Historical accuracy 10 Campaign objects 28 Monks of Debrooken 46 Sir Thomas, the Black Knight 74
Campaign tone 10 Putting it all together 30 Dead body 47 Delwin Holmes, executioner 76
Geography 12 Emergent randomness 30 Southron infantry 49 Agate Combs & Dexter Hardene 77
History 13 Campaign example 30 White Hawk infantry 49 Aloius, the Man of Brass 78
Belief 13 Taking notes 31 Northern infantry 49 Ralora, the Spelldancer 79
Keyed locations overview 14 Keeping secrets 31 Southron knights 50 Samuel Fitzchrist & Edgar of Slayne 81
Hexcrawl mechanics 16 A lively land 32 White Hawk cavalry 50 Wren Auldeye, monster huntress 82
Tracking time 16 Consequences 32 Northern knights 50 Grimelda, the chained woman 84
Sight and distance 16 Random events 32 Bandits 52 Strigek, the Ivory Mask 84
Getting lost 16 Disasters 33 Cult of the Ram smugglers 52 Faith Thorne, witch hunter 86
Weather 16 The mythic descent 33 Heretic pilgrims 53 Yetta English, witch 89
Dice notation 16 Getting started 33 Viking raiders 54 Sunniva Goodwine, accused witch 90
Hexploration 17 Wilderness encounters 34 Giant hunters 56 Leofsige Airaldii, the fisherman 91
Starting scenarios 26 Urchins 40 Snow cat 64 Nikko, the Steel-Masked Priest 104
Riot in Banding Prison 26 Tax collector 41 The curse dog 66 Gerald, the Monk of Saint George 105
The Crown of Carnut 26 Beggars 42 The Sleeping Folk 67 Undead Roman legionnaires 106
The Bones of Saint Lewis 27 Priest 42 Gytha Townsend, cure-all merchant 68 Adult giant 108
Witchfinders 27 Woodcutter 43 Truman Reede, distiller 70 Young giant 109
·Table of contents, continued·
Hosted dæmon 110 [3] The Alchemist’s Redoubt 144 [15] Utroat Castle 206 [20H] The Rishae Hive 266
Manifest dæmon 112 [4] Dunser 146 Quests from Lady Greystone 209 Overview 266
Bloated frog 113 Bartleby’s quests 148 [16] Hulmane’s Hermitage 210 The Sahran Invasion 269
The Beast of the Fens 114 [5] Saint Lewiston 150 [17] Cairn o’ the Mouth 212 Encounters in the Hive 271
The Black Wyvern 115 Quests for Father Linton 152 [18] Broken Span 214 Rishae stats 272
Giant spider 115 The Missing Matriarch 152 [19] Banding Island 216 Sahran stats 274
The Rishae 116 [6] The Drowned Lion Inn 154 The fog 216 Other life in the Hive 275
Rishae scouting party 116 [7] Pepin’s Outpost 156 [19A] Banding Prison 218 [R1] The Giant’s Cave 276
Rishae spider riders 117 [8] Merish Bridge 158 Exterior 220 [R2] The Pit 278
The angel Zebul 118 [9] Debrooken Abbey 160 Keep level I 222 [R3] Giant slave quarters 280
The Bone Snake 120 Quests at Debrooken 162 Keep level II 224 [R4] Buried Moon 282
Adair, the Eagle Priest 121 The Abbot’s Palace 162 Keep basement 226 [R5] Giant facilities 284
Sahran scouting party 122 [10] Old Debrooken Abbey 164 [19B] Ruined Farmhouse 228 [R6] Human pens 288
Evicted nature spirit 123 Exterior 164 [19C] Ragwen’s Cave 229 [R7] Worker’s quarters 292
Haunted tree 124 Crypts 168 [19D] Banding Circle 230 [R8] The Forum 296
Exiled druid 125 The Buried Temple 170 [20] Hidden Locations 232 [R9] Warrior’s quarters 300
The Tree Stalker 126 The Forgotten Mine 176 [20A] Black Mountain 234 [R10] Prayer chambers 302
Ewen, the Green Rider 126 The Place of Challenge & Atonement 179 [20B] Vasyl’s Palace 236 [R11] Curate’s quarters 306
Frost faerie 128 [11] Merish Landing 180 [20C] Samuel Fitzchrist’s Lair 238 [R12] Hive floor 308
The Unseelie Court 130 [12] Wrecked Longship 182 [20D] The Sunken Chapel 240 [R13] Temple interior 312
Thunderhoof, the Ageless 131 [13] The Warlock Towers 184 [20E] The Forgotten Barrow 242 Roleplaying in the Mythic North 316
The Enfield of the North 132 Exterior 188 [20F] The Ram’s Den 244 Third party license 318
Xolyxryn, the Dragon of the North 135 Ground levels 192 Quests for the Cult of the Ram 244
Locations 136 Second levels 194 [20G] The Lair of the Spider Kings 246
[1] Cleardor 138 Third levels 196 Redraven Cross 250
Quests with the White Hawk 141 Fourth levels 198 The Overseer’s House 252
Quests for Lord William Dynaver 141 Labyrinth 200 Abandoned mine 254
[2] Princeps Villa 142 [14] Great Stocking 202 Arachnid tunnels 260
A castle
looms lonely above a scrub-coated moor. Half the stones of its walls poke from beneath crumbling white
plaster. The sun breaks through stacked piles of grey and silver clouds, scattering crepuscular rays across
rocky hills. A narrow river pushes thirstily down a crevice to where the white-flecked green sea angrily
carves new crags from shoreline cliffs. The hold of law is tenuous in these lands. Lord battles lord, priest
bickers with priest, smugglers avoid the tax, and town factors skimp the tithe. The common-folk scrape
what life they can from gritty soil; fleecing sheep, selling fish, weaving blankets, hunting deer and rabbit.
Beneath the dripping thatch of the local inn, tales are made of the dangers lurking outside the palisade.
Bandits and highwaymen creep the king’s roads. Ghosts of the condemned moan beneath the gull-spack-
led gibbets at crossroads, hungry to share their rage with unwary travelers. The primeval forests hide
wolves and tree stalkers and witches. A warlock lives in the tower on that angry hill which punches
skyward from the heath like a fist. Within that gruesome tower he plays with blood and awful magics.
Laughter follows laughter as the inn’s patrons one-up each other with rumor following rumor.
The night deepens, a barrel of strong ale is rolled out, the tales become darker: there is a tomb entrance
in the cracked hillside beneath the ancient stone circle. Inside it, the ancient dead guard pagan artifacts.
The mountains hide an enclave of heretical druidic blood priests who change into beasts. To the east, on
the side of the tallest peak, a forbidden cave leads to an underworld realm of shining golden treasures
guarded by a gibbering thing of madness. Nods and shudders from the patrons. Gleaming eyes and
nervous humid laughter. All know of the rishae, they who come in dreams to steal infants into slavery
in their frozen misty kingdom. But what to make of the tale told tonight of their compact with the
ebon-robed monks? Does the Lady of the North really traffic with smugglers and witches in her quest to
throw off the Southron yoke? Could the Bishop himself really be a servant of Satan, and will these poor
townsfolk really be damned, just for hearing of the affair? Another pint, shake off the shiver.
The tales are told until the barrel runs dry. The evening gutters out. The townsfolk stumble into
the frigid night, their breath steaming before their dripping candles. They huddle in pairs and hurry to
their smoky little huts. Woolen blankets are wrapped tight as somewhere outside the palisade, wolves beg
the clouds to reveal the huge orange moon. A light rain splatters across the town. Some sleep. Others lay
awake. Some of these latter hear the crunch of what might be footfalls amidst the muddy lanes between
houses, and shudder. Just tales, echoes the comforting thought. Just tales to while away an evening.
Probably just Elmer, the old town drunk.
But it is not Elmer, crunching through their town. It is something stained, something dark, something
that drags its limbs to crack the skein of ice that protects the puddles. No. It is not poor drunken Elmer.
For this is the mythic north, and all the tales are true.
you want to strike a heroic tone where outcasts are published in 1796 that remains shocking today.
crusaders for justice, fighting for the poor and the Its scenes of religious corruption, magic, devil
downtrodden, bringing hope to the world. Maybe worship, and sin against a backdrop of castles,
you like the idea of the Mythic North, but you want monasteries, and crypts are vivid and disturbing.
things to be a little more “classic” and you’re bring-
◊ The Second Apocalypse series by R. Scott
·What’s in this book· ·Historical accuracy· ing in optional character races and classes and there
are elves and dwarves and orcs running around
Bakker, and the way it layers eldritch, terrible,
unhuman things on top of a fantastical but
The Mythic North is a hexcrawl designed for use The actual historical medieval period, while shopping for magic items at the local wizards’ guild.
grounded, medieval-inspired world.
with Outcast Silver Raiders, but compatible with fascinating as a field of study, would be a pretty crap All of those are fine, and if anyone gets any joy
most old school roleplaying games. The book con- setting for a fun roleplaying game. Pretty much ev- out of this, I will be happy. That being said, the tone ◊ Chivalry and Violence in Medieval Europe,
tains several mundane and magical factions at odds erything from power structures to equipment to I consider the default for this campaign setting is by Richard W. Kaeuper. This book shows the
with each other, 30 mapped locations, 88 detailed societal makeup to economics to the architecture lurking, ancient menace reinforced by a constant- shocking violence and horrific power of medieval
encounters, and a table of unique campaign objects. don’t really work for a classic hex and dungeon ly present overbearing religion that informs all knights and how that violence influenced
The factions, locations, encounters, and campaign crawling roleplaying game. aspects of life. Dæmonic beings infest the world, medieval society towards a more peaceful ethos.
objects are connected together so that the more the Would this collection of specific castles and dun- tempting humanity into sin and excess. These be- ◊ Powers and Thrones, by Dan Jones. A sweeping,
players interact with the setting, the more they be- geons exist in this area of medieval Europe? Abso- ings are ancient and terrible, have been with hu- modernist overview of the medieval era in
come webbed within its intrigues. lutely not. Did medieval people really believe all manity since before the rise of Christianity gave Europe, and what made it specifically medieval.
There is no plot that the outcasts play through. these superstitions and legends? Probably not, they them names and cloven hooves, and will be around
◊ Dracula, by Bram Stoker, or several of its
There is no standard way to explore this region, no were in many ways more modern in their thinking long after Christianity has fallen to dust.
adaptations, many of them great for different
set starting point or end point. Instead there are a than our media often gives them credit for. But To these beings, humans are dolls and play-
reasons. Still the master of gothic atmosphere,
set of interesting people and places which will cre- what if those medieval superstitions were all true? things. They do not ignore us, do not consider us
and the creeping dread that infects old ruins.
ate moments of emergent storytelling. A few start- And what if the Romantic-era conceptions of ten- beneath them, any more than we consider our own
ing situations are included that will immediately tie ebrous medieval geography were also all true, and possessions to be beneath us. No, they want to inter- ◊ Dark Souls / Bloodborne / Elden Ring etc.,
the outcasts into the region, but these are optional, the dramatic landscape of beautiful craggy moun- act with us, they want to break us to their will, bend by From Software. It is of course a meme at this
and a referee can use whichever hooks they wish. tains hid layer upon layer of forgotten history? And us to their whims. We are paper dolls, and they take point that everything is influenced by Dark Souls,
Referees can use the entire campaign setting as on top of all that, what if the more modern supersti- no greater joy than in ripping us to pieces. but there’s a reason for that. The games are damn
is, or just take the bits and pieces that interest them tions about roleplaying games were true, and there Giants and huge ravens and strange beings stalk good, and drip with dangerous medieval mystery.
for their own campaign setting. Need a monastery? was a roleplaying game out there that really was full the frigid hills. Crumbling crypts and cyclopean ◊ Escape Velocity and sequels, by Ambrosia
Take Debrooken Abbey. Want a weird workshop? of Satanic rituals and black magic and debauched halls of stone stretch, unknown, beneath the peas- Software for their deep exploration, simple
Take the Alchemist’s Redoubt. Want some interest- blasphemies? ants’ feet as they hurry about on their chores. A combat, and large amount of faction play.
ing NPCs or antagonists or quests? Raid the random Instead of trying to make a period-accurate perfect place for outcasts to cinch tight their cloaks
◊ Daemon, by Mayhem.
encounter list or the settlement descriptions. game, I focused on exploring a mood and themes. against the sleet, trick those dæmons, loot those an-
The Mythic North was originally designed to That mood is only a suggestion, but that suggestion cient tombs and maybe, just maybe, get out alive. ◊ Debt of Aeons, by King Goat.
represent a fantastical Scotland that never was, but is to embrace the feeling of exploring a Roman-
◊ Echoes of Battle, by Caladan Brood.
could be slotted into any fictional world, whether tic-era landscape painting with a stirring death Inspiration from other stuff
that be a fantastical version of Earth, a different metal soundtrack in the background and a cackling ◊ Guardians, by Saor.
◊ The Exorcist, directed by William Friedkin.
planet, or someplace stranger. The elements that unholy priest standing before you, tempting you to Especially the early scene in Iraq, where Father ◊ The Satanist, by Behemoth.
tie the Mythic North specifically to Earth are the ex- sip the blood from his blackened chalice. Merrin is haunted by ancient idols of the ◊ The Scythe of Cosmic Chaos, by Sulphur Aeon.
istence of medieval-style Christianity and the exis- Way less feudal economics, way more fun. Babylonian god figure Pazuzu. He stands before
tence of Roman and Celtic ruins, but these are easily ◊ Ylem, by Dark Fortress.
it, knows it is implacable, and later is killed by an
adapted to your campaign’s history and religion.
In addition to the mapped locations, the map
·Campaign tone· ancient, unreasonable, unknowable being. ◊ The life of Sir John Hawkwood, his White
Company, and Berserk, by Kentaro Miura, whose
◊ The Witch, directed by Robert Eggers. Dripping
also contains a great deal of empty space. There are So what does the Mythic North feel like? Band of the Hawk was inspired by the same.
with an atmosphere of lurking menace amidst a
some tables to help referees randomly fill hexes, but Well, that’s up to you and your group. Perhaps
backdrop of strange, unknowable magic that has ◊ The looming castles, ancient tombs, and
they should also feel free to place their own dun- the tone you want to strike in your campaign is a
swept regular people up against their will. windswept standing stones of the Scottish
geons and adventure locations into the gaps, or to silly one with Monty Python references and jokey
Highlands and islands.
fill them with other published adventures. names and peasants with strange anatomy. Maybe ◊ The Monk, by Matthew Lewis. A book first
10 11
·Geography· landscape.
·History· their lords inherit those rights from them. The peo-
The Mythic North is bounded to the south by an The only major inland body of water is the Koud- The history of the northern marches is not well ple are protected by the monarch and their vassals,
enormous ancient stone wall, to the west by the sea, loch, a frigid mountain-fed glacial body. It cuts known by its inhabitants. Furthermore, any verifi- and in return they work the lands.
and to the east by the Dergbarrow Mountains. In across the northern marches like a belt, dividing cation of that history is near impossible, given its One of these divine kingdoms is Soudenland,
distant reaches of the north, ice fields give way to the more civilized lower part from the more un- entanglement with legend and hearsay. ruled by King Edvard. King Edvard’s father, also
impassable frozen mountains that pierce the sky. tamed upper part. Where the Koudloch reaches out The first people described in any histories are the named Edvard, conquered what his people called
According to legend, Sybil’s Wall was built by an to touch the sea, it splits and splits again, forming rishae. Some say they came to our world from be- “the northern marches” by sword, demanding vas-
ancient queen of the northern marches to keep her salty marshes. These marshes are difficult to cross hind the stars, or from within the earth. Some say salship, taxes, and tribute.
people safe from raids by the always-greedy south- and extremely sparsely inhabited. they were here before humanity, and were the orig- Now under the thumb of the southrons, the tradi-
ron lords. It is tragic poetry that the wall now lies in The Dergbarrow Mountains that form the east- inal people. Some say they were the descendants of tional northern lords chafe and foment a slow-boil-
the control of those very southron lords, and is used ern boundary are snow-capped year round. They angels, or created by God on the fourth day to tend ing rebellion.
to exert complete control over trade. Other claims are tall, with an average height of 10,000 feet. Sev- to the sun, moon, and stars.
to its provenance are that the wall was actually built
by southerners to keep out northerners, or built by
eral peaks loom even taller, the tallest is at least
15,000 feet high. The mountains hold small glaciers
But they they became blasphemous and evil, or
perhaps made that way. They feasted on human
·Belief·
the Romans who used to inhabit this region. and swirling snows at all times of year, with treach- flesh. They enslaved humanity to build palaces and To the medieval inhabitants of the Mythic North,
Regardless, the wall stretches from the western erous divides and wild beasts. Some hardy folk do pleasure domes. After thousands of years, humani- Christianity is not a question. There are no atheists.
coast to the eastern mountains. The wall is 60’ high, live there, spread few and far. ty rose up and cast down the rishae. Their palaces There may be heretics who interpret the scriptures
and ranges in thickness from 6’ to 20’. It is studded There is only one reliable pass through the Derg- were burned. Their people destroyed. Now little differently from the norm, and there may be nar-
with guardposts every two miles, with two major barrow Mountains, at Cairn o’ the Mouth [17]. evidence of them remains, and most consider them cissists who think that God’s laws do not apply to
barracks. One is in Cleardor [1]. The other is at the Through this icy divide flows trade and transit from only a fiction made to scare children. them, but everyone believes in God in some fashion.
eastern end where the stone of the wall is joined beyond the eastern mountains. Thus the saying: “He After the rishae came the old folk. They wor- This belief is ingrained in every person from
seamlessly with a sheer cliff face that marks the be- who holds the Mouth holds the North.” shiped the natural world, the tides, the turning of birth, and there is no framework for questioning it.
ginning of the Dergbarrow Mountains. Just off the western coast are the islands. There the seasons. They built rude tombs of stone and The only non-believers are people from very distant
The northern marches spread about 60 miles are many small islands and rocky outcrops unin- raised up the circles of standing stones which now lands who are damned to hell for their embrace of a
from the wall up to the beginning of the northern habited except for sea birds and seals. The two ma- speckle the landscape. They worked in stone and different deity. The existence of real dæmons with a
ice fields. From the roots of the Dergbarrow Moun- jor inhabited island areas are Banding Island and copper, and some of their graves still hide treasure. measurable impact on life in the Mythic North fur-
tains to the sea is 40 miles or so. Of course, these the Kennish Islands. The old folk were conquered by the Romans. A thers and deepens this belief.
distances are as the crow flies, and even traveling Banding Island [19] was once the site of a mon- great empire from warm lands to the distant east, There is ample evidence in primary texts that
on the king’s roads, covering these distances takes astery and a few small supporting farms and fisher- the Romans conquered the entire world a thousand this was the truth of medieval Europe in the real
several days. folk. Lately it has been converted into the site of a years ago. The north was but one scene in the tapes- world. There are a few incredulous non-believers
Between the barriers of sea, mountain, wall, and brutal prison. The island is also used as a somewhat try of their vast holdings. that appear in blasphemy court records, but they
ice is a varied land of hills, lakes, marshes, and riv- unlikely staging port for a smuggling operation that The Romans laid out the blueprint for the north were often considered possessed or mad, and there
ers. The predominant biome is primeval forest, with spans the north. as it exists today. The main road is a Roman road. was no intellectual framework for atheism.
a mixture of deciduous and coniferous trees. The Kennish Islands are a set of jagged, wind- The main settlements may have been settlements of To a modern person, this may be the most alien
The forest is lighter closer to the wall, where swept, unforgiving pieces of rock strewn with the old folk, but they were also settlements of Rome. aspect of the setting. It also offers ample opportu-
habitation is comparatively dense and trees have standing stones and tombs. The trade of the Ken- Their language was Latin, still used as the language nity for roleplaying a character with a very human
been cleared to make way for agriculture. As one nish Islands is fishing, supplying the mainland both of the Church. Their capital was Rome, still the seat but very different mindset. Even devout Christian
travels north, the forests become thicker, darker, north and south of the wall. of the Church, the source of ultimate authority and gamers in today’s modern world will not be devout
and more ancient, until finally the trees become Thus can this small region on the edge of the the voice of God on Earth. Rome fell five hundred in the same way that medieval people were.
sparse once more in the desolate hills that rise to known world be simply described: A sea, mountains, years ago, but its works are still admired to this day. If a referee wants to place the Mythic North in
meet the ice fields. islands, forests, ice, hills, bogs, and a lake. A place After the fall of Rome was a time of petty fief- a world where Christianity does not exist, our sug-
Where the forest does give way, the countryside not very wide, nor very tall, nor very rich. A place doms and petty warfare. Warlords set up holdings, gestion is to keep the idea of fanatical devotion, but
is made up of rolling hills covered in heather, small of sheep, snow, and silence. A place of wind and ice and stronger warlords consolidated those holdings to a substitute deity. Perhaps outside of this region,
brush, and a variety of wild grasses. The acreage of and water. A place whose principle wealth lies in its into kingdoms. After five hundred years, a codified many different gods are worshiped. Inside this re-
farms and pastures in these regions is delineated legends and tales. A place tightly packed with the rule of aristocracy, backed by the Church, has set- gion, there is only one God, and He (or She) is wor-
by stone walls which form a patchwork across the potential for grand adventure. tled on the world. Kings rule by divine right, and shiped without thought or question.
12 13
·Keyed locations overview· Great Stocking [14] is a recently abandoned town
that is rumored to be infested with spiders.
The map has two sets of locations: known and hid-
den locations. Locations are referred to in this book Utroat Castle [15] is the Greystone family’s ances-
by their number, not by page number. tral seat of power in the north. It is the largest set-
tlement north of the Koudloch.
Known locations are numbered 1-19, and most
people in the north will have at least heard of them Hulmane’s Hermitage [16] is the desolate home of
even if they don’t know exactly where they are. an alcohol-distilling ascetic.
Cleardor [1] is the only large city in the Mythic Cairn o’ the Mouth [17] is a fortified pass through
North. It guards the only gate in Sybil’s Wall. The the Dergbarrow Mountains.
Southron forces and The Order of the White Hawk Broken Span Village [18] is a snow-covered, aban-
mercenary company are both headquartered here. doned village with a broken bridge.
The Ruins of Princeps Villa [2] contains a ruined Banding Island [19] is one of the large inhabited is-
Roman fort, statue, and temple. lands of the north, and contains four sub-locations:
The Alchemist’s Redoubt [3] is a small location on ◊ Banding Prison [19A], a former monastery,
one of the Kennish Islands where Agate Combs (En- now a prison run by the Lord of Cleardor.
counter 74) performs his alchemy. † A multi-part dungeon with four subordinate maps.
Dunser [4] is the major settlement in the Kennish ◊ Ruined Farmhouse [19B], site of a grisly murder
Islands. It is a queer place peopled by strange folk. by Samuel Fitzchrist (Encounter 77).
◊ Ragwen’s Cave [19C] is a staging ground for the
Saint Lewiston [5] is the site of a pilgrimage
Cult of the Ram, one of the factions of the north.
church. It is the headquarters of one of two major
◊ Banding Circle [19D] is a set of standing stones.
religious factions in the north.
Hidden locations are numbered 20A through H,
The Drowned Lion [6] is a fortified inn located on
and if anyone has heard of them at all, it will only be
the main road, very popular with travelers.
in rumors or stories. Finding them requires effort.
Pepin’s Outpost [7] is an isolated traveler’s rest
Black Mountain [20A] is the headquarters for a
stop on the way to Debrooken Abbey.
group of 12 especially stealthy bandits.
Merish Bridge [8] is the only secure land route
Vasyl’s Palace [20B] is the crumbling home of the
across the watery divide formed by the Koudloch
vampire Vasyl the Bloody (Encounter 86).
and its tributaries. Control of this fortified traverse
is key to control of the north, allowing for the safe Samuel Fitzchrist’s Lair [20C] is the sumptuous
transport of necessary supplies. home of a crazed religious serial killer.
Debrooken Abbey [9] is a fortified monastery, the The Sunken Chapel [20D] is an old church fully
home of The Black Bishop, head of one of the major submerged by the bog, the lair of a frog priest.
religious factions in the north. The Forgotten Barrow [20E] is the secret resting
Old Debrooken Abbey [10] is a ruined fortified place of the treasure from the Wrecked Longship.
monastery that was sacked by Viking raiders. The Ram’s Den [20F] is the small, secret headquar-
† A multi-part dungeon with five subordinate maps. ters of The Cult of the Ram.
Merish Landing [11] is a fishing village and port. Lair of the Spider Kings [20G] consists of an aban-
The Wrecked Longship [12] is the resting place of doned mining town above giant spider caves.
the Viking ship rumored to have sacked Debrooken. † A multi-part dungeon with six subordinate maps.
The Warlock Towers [13] are the home of Red Pe- The Rishae Hive [20H] is the grisly and hellish
ter, the infamous warlock. abode of a tribe of legendary rishae.
† A multi-part dungeon with ten subordinate maps. † A multi-part dungeon with thirteen subordinate maps.
14 15
·Hexploration·
These exploration mechanics are somewhat inspired by the superlative Hot Springs Island, created by Jacob Hurst,
Gabriel Hernandez, Evan Peterson, and Donnie Garcia; and published by Swordfish Islands.
A 2 mile hex has an area of approximately 3.5 square miles, so while outcasts will be able to see notable
·Tracking time· ·Weather· features like towns and monuments from a long way off, there may be other features of a hex that are not
immediately obvious. A group of outcasts can spend a watch exploring a hex to discover any extra features
In addition to providing the main pressure me- Using weather is optional. If the referee wishes
within that hex. Each time they search, they have a 2 in 6 chance of finding a notable feature. The party can
chanic of the game, time is also important in a hex- to use weather, they can use the following system:
repeat this action up to three times in each hex. All results are final, meaning some hexes may just be empty.
crawl for triggering random encounters. Random At the beginning of each day, the referee rolls
If the referee has any planned features located in the hex and the party spends a watch exploring, the
encounters act as seeds for adventures, tie the out- 2d6 on the table below to check the weather.
referee should feel free to reveal the planned feature at that time. Otherwise, the referee can roll on the
casts into the world, and make that world feel alive. On a 2-7, there is normal weather. There may be
following tables to find what feature may lie in the hex, and optionally, what traits the feature may have:
Poker chips are an ideal way of tracking time a light drizzle or clouds, but nothing that affects
that are easy to understand and easy for everyone gameplay or inconveniences the outcasts.
to see on the tabletop. The most important unit of On an 8 or higher, there is inclement weather
Random hex features (1d20) Optionally, the hex feature... (1d20)
time is a watch, which is four hours. A stack of six that affects gameplay. Note that this may require 1. Standing stones. 1. ...is haunted by a spirit or curse.
poker chips is a fast and convenient way to show the the party to seek shelter to get a good night’s rest. 2. Ancient tomb. 2. ...is the site of a recent murder.
passage of watches throughout a day. Other stacks For more info, see pg. 56 of the Player’s Guide. 3. Iron age ruins. 3. ...contains hidden treasure.
of chips can represent hours, ten-minute turns, or 4. Roman military ruins. 4. ...contains obvious but inaccessible treasure.
mission deadlines. This time tracking method is de- Inclement weather (2d6) 5. Roman temple ruins. 5. ...has ancient guardians.
scribed in full on pg. 20 of the Referee’s Compendi- 6. Ruined castle. 6. ...houses a campaign object (pg. 28).
2-7: No inclement weather.
um (referred to later in this book as “RC”). 7. Ruined church. 7. ...is dangerously cold.
8. Precipitation (seasonal rain, snow, or hail).
8. Burnt farm. 8. ...is peculiarly warm.
9. Extremely heavy precipitation.
9. Broken bridge. 9. ...is used by someone from the encounter table (pg. 36).
·Sight and distance· 10. Heavy fog.
10. Old battle site. 10. ...is menaced by beasts.
11. Extremely high winds.
The map of the Mythic North uses 2-mile hexes. 11. Gravestones. 11. ...is overgrown with vegetation.
12. Extreme seasonal temperatures (uncomfortably
Generally, characters are assumed to be able to see 12. Inhabited dwelling. 12. ...hosts no plant or animal life of any kind.
hot or cold, depending on the season).
the terrain type of the hexes adjacent to the one the 13. Inhabited castle. 13. ...is infested with daemons.
party is in, along with any major features present 14. Active church. 14. ...is a regular ritual site.
in those hexes. ·Dice notation· 15.
16.
Inhabited hamlet.
Active watchtower.
15.
16.
...is ruled by a petty tyrant.
...is difficult to leave.
Throughout this book, probabilities are often 17. Shrine to a forbidden god. 17. ...is the source of a rare item or substance.
·Getting lost· written as having a “1 in 6” or “3 in 8” or “2/6” 18. Cave or mine entrance. 18. ...is important to a faction.
chance of occurring. 19. Gallows. 19. ...causes slow madness.
When the party is traveling in the wilderness and
These notations can be read as “X in Y” or “X/Y”, 20. Strange pond or stream. 20. ...confers addictive blessings.
doesn’t have an easy-to-follow landmark like a river
and can be interpreted in a sentence as “if you roll
or coastline, it is possible for them to get lost.
One way to resolve this is for the party to nomi-
up to X on a Y sized die.” So if there is a “3 in 8 chance Example random hex roll interpretations
of the old man being home” that would mean the An inhabited hamlet that is menaced by beasts: A small collection of ramshackle farmers’ cottages. The
nate a navigator, and for navigator make a Survival
referee should roll an 8-sided die, and on a 1, 2, or 3, farmers are being stalked by wolves, who have carried off some children. Can the outcasts help?
check on the party’s behalf when they attempt to
the old man is home.
enter a new hex for the first time each day. If the
As always, it is recommended that these dice are Iron age ruins haunted by a spirit or curse: A half collapsed iron age hillfort, the home of the ghost of an
check succeeds, the party enters the hex they in-
rolled in the open, in view of players. They need not ancient warleader. He cannot rest until his stolen treasure is recovered. Any who spend the night are haunt-
tended. If the check fails, they enter a random hex
always know why the dice are being rolled, but they ed by him, and will not be able to sleep until his brooch, torc, and crown are recovered from nearby hexes.
instead, determined by a d6 roll. Once the party is
should see that the results are not being fudged.
lost, they must keep making Survival checks each
time they enter a new hex until one succeeds, oth- Shrine to a forbidden god used by someone from the random encounter table: Delwin Holmes (Encoun-
erwise they wander randomly. ter 73) is worshiping an ancient Celtic death deity, saving tokens from each of the people he executes and
leaving them at this shrine. Dare the outcasts loot the shrine and risk a curse or worse?
16 17
·List of factions· ·The Southerners·
There are six major factions vying for power and Headquartered in Cleardor [1].
influence in the Mythic North. None of the factions
are supposed to be the “heroes” or “villains” of the As the Marquess of the Northern Marches, Lord
setting. They all just exist, static, until the players William has been given exclusive right to levy taxes
interact with them. As the campaign goes on, the over these lands by the king. Despite these holdings,
players will choose to interact with some of them, Lord Williams’ financial situation is precarious.
fight with some of them, work with some of them, Maintaining Sybil’s Wall and the city of Cleardor is
and will develop enmities and friendships along the expensive. The northern lords reject his rule, and
way. Every faction described is on the brink of some taxes must be collected under threat of force. Lady
great change. The intention is that the outcasts will Greystone is raising a barely concealed rebellion
The Order of the White Hawk
be the change agents who stir the pot from a low amongst the northern lords. There is also active
smuggling which further cuts into his tax base.
Dangerous bedfellows. Without their forces, we Resources
simmer to a violent rolling boil. It is conflict that
would never be able to control this frustrating land, ◊ The support of King Edvard of Soudenland. If the
creates great stories, after all. Unable to pay for a large enough standing army
but they grow ever more powerful and Sir Hayden rebellion ever evolved to warfare, William could
To randomly pick a faction, roll 1d6: to properly control his lands, Lord William has hired
takes ever more advantage. count on Edvard to provide military support.
on the Order of the White Hawk, a professional mer-
1. The Southerners. ◊ The official support of the church. For the time
cenary company. Unfortunately their commander The Clergy of Saint Lewiston
2. The Northern Rebels. being at least, the Black Bishop and Father Linton
Sir Hayden Barnette understands Lord William’s
3. The Order of the White Hawk. Father Linton is an upstart who should be satisfied alike acknowledge Lord William as the rightful
position all too well, and the mercenary fees have
4. The Clergy of Saint Lewiston. with the status quo. His wheedling to make Saint ruler of the north by the will of God and the Pope.
grown year after year. These fees stop William hav-
5. The Monks of Debrooken. Lewiston a cathedral is unnecessarily meddlesome. ◊ Lord William is able to call upon the martial
ing enough funds to pay a standing army of his own.
6. The Cult of the Ram. forces of about 100 loyal knights and about 1000
And so the Marquess tightens his grip on the The Monks of Debrooken
things he can control. His house troops aggressively professional soldiers.
The Black Bishop is crude and arrogant, but as
·Sources of conflict· police the city, the wall, and the seas. Punishments
long as he continues to show public support for our
for evading taxes are brutal. The safety of the north Secrets
While there are many situational sources of rule, we have no problem with him.
is left to the White Hawk, who grow increasingly lax ◊ Lord William is paying Red Peter to extend his
conflict in each faction description, if an additional
in their duties even as their fees climb upward. The Cult of the Ram life through use of the Rite of Years (RC, pg. 73).
source of conflict is ever needed, the following table
A plague upon us and the north. Violent, unpre- In return, William has promised Peter that he
can be useful for inspiration (1d12):
Key personages dictable criminals. Their organization should be will someday soon send his youngest daughter
1. Addiction. scattered to the winds, their leaders violently tor- Freya to be Peter’s bride. William also has agreed
◊ Lord William Dynaver, Marquess of the Northern
2. Adultery. tured, and their heads spiked onto Cleardor’s walls. to send any orphans his forces find to Peter.
Marches.
3. Ambition. ◊ William has three daughters but no male heir. His
◊ Lady Genevieve, the Marchioness.
4. Communication.
◊ Baron Garolf, commander of Lord William’s Goals wife, Genevieve, has not gotten pregnant in some
5. Folly. years. He is desperate for an heir, legitimate or
knights, soldiery, and house guard. ◊ Crush the northern rebellion and establish a
6. Fraud. no, and has been gathering a stable of mistresses.
dependable tax base in the north.
7. Theft.
Opinions on other factions ◊ Remove the financial and martial necessity for
◊ Baron Garolf has been using a scheme of
8. Love. promissory notes, double lending, and various
the Order of the White Hawk.
9. Madness. The Northern Rebels other unsavory monetary loopholes in order to
◊ Restart mining operations in the Dergbarrow
10. Paranoia. They are our enemies, their rebellion must be pay Lord William’s bills. If all of the creditors
Mountains to create a new income stream.
11. Pride. stamped out, and they must be brought to heel and came calling at once, the Lord would be
12. Treachery. to kneel before us. Impertinent and ungodly! completely penniless.
18 19
·The Northern Rebels· The Monks of Debrooken
The Black Bishop cares only for amassing his own
Headquartered in Utroat Castle [15].
power. If he proclaimed our legitimacy, it would go
a long way, but we have more hope with Lewiston.
Lady Violet is the latest scion of the Greystone
family. The Greystones have been the rulers of The Cult of the Ram
Utroat Castle since time immemorial, and from that
Felicity’s operation damages Dynaver’s financial
castle extended their iron grip over the north for
base, which is enough for us to turn a blind eye to
generations. That all changed when the southron
the more unsavory side of her activities.
King Edvard conquered the north, killed Violet’s
father, and executed her two brothers. To avoid
fomenting instant rebellion, the young Violet was
Goals
left alive, and when she reached her age of majority, ◊ Rise in rebellion against Lord William, driving
she took control of her ancestral castle and began him and the White Hawks from the north forever.
rallying lords and knights to the cause of rebellion. ◊ Convince the church to declare for the rights
To date, the rebellion has been covert but effec- of the northerners to rule their ancestral lands.
tive. Taxes are withheld, tax collectors harassed, Rome is grudgingly silent on the issue, implying
southern knights are ambushed on dark roads and approval of the status quo. This silence leaves
never seen again. But Lady Greystone seethes with room for Lewiston or Debrooken to declare for
hatred, and aches for a day when she can rouse the north.
enough martial force to oust the southerners from ◊ General Harper Wymane wants to find a husband
her homeland once and for all. for Lady Violet.
20 21
·The Order of the White Hawk· ·The Clergy of St. Lewiston·
Headquartered in Cleardor [1]. Headquartered in Saint Lewiston [5].
Goals
One of several “free companies” that operate in Saint Lewiston is the great pilgrimage site of ◊ Raise the church of Saint Lewiston to an official
the world of the Mythic North, the Order of the the northern marches, and people come over land cathedral with Father Linton promoted to bishop.
White Hawk has been hired by Lord William of and sea to be blessed by the relics within the church. ◊ Root out the heresy and witchcraft present all
Cleardor to keep the peace in the northern marches. Its clergy, led by Father Linton, is therefore pow- over the northern marches.
In most real ways, they are the true military power erful and respected across the north. The only wrin- ◊ Expose the Black Bishop as a heretic and wizard.
in the north, and Lord William, Lady Greystone, and kle for Linton and the other clergy is that Rome has
the common folk all know it. not recognized the church as an official cathedral, Resources
Sir Hayden Barnette (none can say who actually which would give it the legitimacy Father Linton ◊ The genuine relics of a beloved saint, as well as
knighted him) is the current leader of the order and so craves and bring in even more incomes from a provenly potent holy fountain, attracting a
is under no threat of being unseated. He is popular the land holdings that would be granted along with steady stream of pilgrims and their offerings.
with the men and has led them to great financial such an elevation. ◊ A private army of elite holy knights led by Faith
The Monks of Debrooken
and military success. Hayden is not only shrewd in Thorne to defend the church and its town.
matters of warfare, but also in politics, knowing the What glory it would be to take some of their Key personages ◊ The broad support of the common folk.
very limits of how far he can turn the screws before wealth! But the Black Bishop seems like a worthy
◊ Father Linton Edison, archpriest of the church of
foe, so best to let him and his be for now.
his patrons buck from the pressure. Saint Lewiston and the leader of its clergy. Secrets
The Order engages in all manner of protection ◊ Tibalt Weaver, a priest on Edison’s staff.
The Cult of the Ram ◊ The catacombs behind the church contain a
rackets, both official and unofficial, and Hayden ac- ◊ Faith Thorne (Encounter 81), a holy knight of
Our closest actual competitor, and over-in- trapped dæmon (see Saint Lewiston [5]).
tively supports his men when they push the bound- the Order of Saint Lewiston.
volved in our business. We should wipe them out. ◊ The original home of the relics of Saint Lewis was
aries of the law too far and get into trouble.
in Old Debrooken Abbey [10], and some of those
Goals Opinions on other factions relics have never been recovered.
Key personages ◊ The fountain’s power comes from a secret brew
◊ Skim money from the populace, from tax The Southerners
◊ Sir Hayden Barnette, the charismatic and ruth- Linton buys from Hulmane’s Hermitage [16].
collection, from control of bridges and gates. To help our cause, Lord William needs to acknowl-
less leader of the Order of the White Hawk.
◊ Build up our forces so that we might overthrow edge the primacy of Saint Lewiston, and declare the
◊ Jayce Blackwell, his second-in-command.
the Lord of Cleardor and take his place, church in Cleardor as subordinate to ours.
◊ Emilie Case, the Lady Knight, well known and
establishing a permanent fiefdom for the Order.
well-loved amongst the troops.
The Northern Rebels
Opinions on other factions Resources The people of the north support the rebels, but
◊ The Order has the most money in the North. Rome supports the authority of the southern lords.
The Southerners ◊ Control of Merish Bridge, of the ports, and of the A careful balance must be maintained.
Our patron for now, and in control of the income. majority of the wall, as well as an official mandate The Order of the White Hawk
Best we keep them in power, as weak as they are. from Lord William to protect these assets.
Men of low moral character, working for the
◊ Around 1300 professional soldiers, and around
The Northern Rebels highest bidder, free of honor. The northern march-
150 mounted cavalry and knights.
A fierce enemy, but with limited resources. Their es would be well rid of them.
chances for success seem small, but with our help,
Secrets The Monks of Debrooken
they could succeed. An interesting idea to be sure.
◊ Sir Hayden is well aware that Lord William is The Black Bishop is heretic, witch, and blasphem-
The Clergy of Saint Lewiston behind on his payments and probably bankrupt, er. Debrooken should be burned and abandoned.
Holy men are of limited use to us. As long as they but also knows not to push the lord too far.
◊ The Order runs a variety of protection rackets
The Cult of the Ram
keep out of our business and bless us before battle,
across the north and regularly skims taxes. Dangerous, annoying, occasionally useful. They
we care not for their petty squabbling. They are
◊ Sir Hayden is easily smitten with men and women pay generous tithes, but rumors about their activ-
rich, but extorting the church is always risky.
he meets and is constantly covering up trysts. ities do not indicate a Christ-like bearing.
22 23
·The Monks of Debrooken· The Cult of the Ram ·The Cult of the Ram· The Northern Rebels
A useful source of information, goods, and wealth. While we currently enjoy her support, if Lady Vi-
Headquartered in Debrooken Abbey [9]. Headquartered in The Ram’s Den [20F].
God-fearing, we have no quarrel with them. olet were to take complete control of the northern
marches, she would never tolerate our operation.
Debrooken Abbey is rich and powerful. In addition The Cult of the Ram began as an operation solely
to the wealth of resources within its walls, the mon- Goals dedicated to smuggling wool, with a drawing of a
The status quo is better for us.
astery also collects income from extensive land- ◊ Increase the abbey’s wealth and landholdings. ram’s head used as graffiti to pass messages to their The Order of the White Hawk
holdings, as well as tithes from across the north. ◊ Break the power of the church in Saint Lewiston, agents. In time the Cult has grown to become a so-
Honestly, the closest to us in ethos and operational
The abbey is also a place of pilgrimage, and the making them subservient to the abbey. phisticated clandestine criminal organization, with
style. We should be wary of these sly operators.
monks collect donations from all who visit. ◊ Root out heresy wherever it is to be found ties to the church, operations in every major settle-
The monastery is led by Abbot Ekardus, known (including specifically the warlock Red Peter). ment, and a few permanent bases of operation. The Clergy of Saint Lewiston
as The Black Bishop (although he is not technically Wool is one of the major exports of the north- Similar to the northern lords, we offer them our
a bishop) for his dark hair, eyes, and robes. Ekardus Resources land, and thus, one of the things that is most heavi- support for now, but our interest is in maintaining
rules the monastery with an iron fist, reveling in the ◊ Great wealth from tenant farmers and the rich ly taxed by the Lord of Cleardor. In theory, all wool the current balance of power, which benefits us.
luxurious lifestyle the monastery’s incomes afford resources of the monastery itself. (and any other goods) shipped south must pass
him and his brother monks. ◊ A collection of minor relics and a reputation as a through the merchant gate at Cleardor, and the The Monks of Debrooken
The abbey has agents across the north, always worthy pilgrimage site, with the abbot handing lord would get his cut. In practice, the Cult offers an The Black Bishop is in practice no dirtier than any
working to increase its wealth and power. out blessing and atonement to pilgrims. alternative to paying those taxes. This alternative is other lord, and we will take his coin. But we do not
◊ The Inquisition (Encounter 61), an elite force. taken advantage of by people from all walks of life want him to rise further to power.
Key personages in the north: shepherds, town factors, clergymen,
◊ Abbot Ekardus, “The Black Bishop.” Secrets shippers, farmers, and more. The Cult then takes Goals
◊ Harald Swanson, the claustral prior (second in advantage of their clients. In addition to mundane
◊ The Black Bishop has an insane illegitimate son, ◊ Maintain the delicate current balance of secular
command of the monastery). smuggling, they deal in extortion, loan-sharking,
Samuel Fitzchrist (Encounter 77). and religious power in the north.
◊ Alice Dantrian, the Black Bishop’s housekeeper. protection rackets, and even slavery.
◊ The Black Bishop regularly summons and speaks ◊ Operate their business, unmolested by authority.
Felicity Maddox, a fierce former weaver, is the
with dæmons, claiming them to be angels. ◊ Collect blackmail material on local leaders, get
Opinions on other factions ◊ The Black Bishop is sleeping with Alice, Harald,
leader of the loose operation. Felicity had rivals in
them in financial debt to our agents.
the past, but those rivals have been removed with
and other lovers of both genders. ◊ Root out and destroy any unnatural or super-
The Southerners finality, and none now question her leadership.
natural entities, which are bad for business.
A potential ally, as long as they respect abbey’s au- While the “cult” part of the title started out as
thority over our lands and holdings. nothing more than a rumor (that Felicity did noth-
ing to discourage), some younger devotees have
Resources
The Northern Rebels begun to take the moniker a little more seriously.
◊ Dirt on most of the key players of the north.
Also a potential ally, as long as they respect the ◊ Local landholders and leaders in their pocket.
What was once a simple clandestine visual sign for
abbey’s authority over our lands and holdings. Does ◊ A flexible network of absolutely loyal operatives,
fellow smugglers has now started to become the be-
not currently have the recognition of Rome, but which can survive many being captured.
ginnings of an actual heresy.
that could change. We could even help change it.
Key personages Secrets
The Order of the White Hawk
◊ The Ram’s Den [20F] and Ragwen’s Cave [19C]
◊ Felicity Maddox, leader of the Cult.
Dangerous to the careful balance of power in are critical to the operation, and the locations of
◊ Agents all across the north...
the North, and oftentimes disrespectful of the au- both are kept secret from even most of their own
thority of the church. We would be well rid of them. operatives.
Opinions on other factions
◊ Extensive knowledge of the underbelly of the
The Clergy of Saint Lewiston
The Southerners north, including hidden paths, the lairs of
A pathetic church, clutching tight the pearls of
Lord William would exterminate us if he could... inhuman creatures, and hidden places.
their relics, without the land or wealth to ever be a
but he cannot. Even so, we need be wary of this lord.
true power. They should cede authority to us.
He has the support of the king and church, and if
we push things too far, he could become a problem.
24 25
·The Bones of St. Lewis· ·The Newly Minted Lord·
The outcasts start the campaign having com- The outcasts have been hired by a clerk in Clear-
mitted some mortal sin that has put their souls dor [1] as a group of bounty hunters. They will each
into spiritual peril. Before the start of play they all be paid 5gp if they can find a merchant named Cor-
completed a pilgrimage to Debrooken Abbey [9]. nelius Hunch. The clerk has never met this person,
This book offers a tightly packed setting full of Arthur Mannion, and is a lieutenant in the Cult During this pilgrimage they formed lifelong bonds. but Hunch has inherited from a distant relation a
characters, places, and factions. As the outcasts in- of the Ram. The referee can optionally have him Once at the abbey, they were singled out by the small estate near Cleardor, as well as its yearly in-
teract with these things, emergent plots will arise tell the group to meet him in the basement of The Black Bishop as capable sorts, and, once they con- comes and financial obligations. A certain Lord Fox-
without the referee having to decide how things Sainted Goblin, the inn in Merish Landing [11], fessed, were told that in order to clear their path to worthy counts this estate amongst his holdings, and
should proceed. But the outcasts will need some which might start them on quests with the Cult. heaven, they must assist with a great and holy work. needs someone to work it and pay its rents.
reason to start exploring the Mythic North, meeting That work is finding and recovering the bones of
◊ Hunch is known as a well-traveled merchant,
those characters, interacting with those factions, To escape the island, there are boats stashed at the Saint Lewis. With these relics in hand, no pilgrim
and the last anyone heard from him was in
and exploring the locations. These scenarios are Ruined Farmhouse [19B], at Ragwen’s Cave [19C], will have any reason to visit Saint Lewiston [5],
Merish Landing [11], where he stated that he
meant to offer referees some options for getting and there are fishing boats at the prison. Ragw- and Ekardus will reign triumphant as the prime re-
was heading towards Cairn o’ the Mouth [17] to
their group started. Referees can pick one of these, en’s Cave also receives regular night visitations by ligious power in the north.
trade at the market.
modify one of them to better suit their group, or agents of the Cult of the Ram. Rumors as to the location of the saint’s bones:
◊ To plot Hunch’s course across the north, referees
simply roll 1d6 and use the result. Referees are encouraged to be lenient with sea
◊ The feet of St. Lewis were left in hidden crypts can use the random settlements table. Hunch will
Referees could also use the location tables, en- navigation rolls to the mainland, giving the outcasts
beneath Old Debrooken Abbey [10]. spend one week in each location before moving
counter tables, and faction tables to set up their a fair chance to escape and start their adventures,
◊ The hand of St. Lewis is in a forgotten mine [20G] on, always leaving news at the last location of his
own starting situations. Perhaps a MacGuffin is probably hungry and in some random hex on the
near a place called Redraven Cross. next intended stop.
desired by faction X, located in location Y, and also shore of the mainland in the middle of nowhere.
◊ The ribs of St. Lewis are kept by the evil Red Peter
being sought by NPC Z, for one simple example.
26 27
20 A pair of loaded dice that come up 6s more often than they should.
21 A pouch of 50 Roman coins (50sp) stamped with a large statue of a Roman general [2].
22 The fingerbones of a giant in a leather pouch stamped with a tower rising from mountains [17].
24 A small box with a pair of greasy candles and a note: “Two candles of human fat, as you requested.
Several of the encounters mention campaign objects. Many of them are meant to connect to locations, Why you need them, I dare not ask - William” (Lord Dynaver of Cleardor, pg. 18).
factions, and people around the Mythic North. When rolling for a campaign object, the referee is encouraged 25 A small folding pilgrim’s icon of St. Lewis (50sp).
to note down any relationships that are implied by the person encountered owning that object, and change 26 A small bottle of distilled liquor, stamped with the sigil of Hulmane’s Hermitage [16].
their motivations to suit. Referees can also use this chart whenever they need an interesting item (in the
27 An ingenious brass automaton (200sp) that is a miniature version of Aloius (Encounter 75).
depths of a dungeon, or within a lonely house) that might draw the outcasts towards a source of adventure.
To roll 1d50, roll a D5 (if you have one) for the tens digit, and a D10 for the ones digit. If you don’t have a 28 A letter of credit good for 250 silver worth of goods from the factor at Merish Landing [11].
D5, you can generate the tens digit by rolling a D10 and divide by 2, rounding up. 29 A recipe for delicious and elaborate stew. The ingredients are available for 15sp from any food
merchant. The recipe makes one portion. If eaten when hot, the stew fulfills all hunger, and heals
Item description 1 hit point. The bottom of the recipe is attributed to “Grimelda” (Encounter 79).
A bitter black poison. If it is ingested, there is a 60% chance of death, and a 40% chance that the 30 A wooden frog toy with a head that always points towards the Sunken Chapel [20D].
1
victim experiences uncontrollable vomiting and diarrhea for 1d6 days. 31 A small silver hand mirror in a case (200sp), with a letter labeling it “For Vasyl in the Eastern
2 A black bracelet that opens doors in the Rishae Hive [20H]. Mountains” (Encounter 86).
A written pass allowing the bearer to bring a horse into Utroat Castle [15]. 32 A letter addressed to “E” (pg. 24) from “Edgar” (Encounter 77) describing how they need fresh
3
horses sent to Samuel’s home [20C] in the western woods.
4 An ancient brass brooch (200sp) that slowly calls a Skeletal Stalker from Banding Circle [19D].
33 A dragon’s scale, extremely cold to the touch. It never warms, and will chill small volumes of
It will arrive in 1d4 days after the brooch is acquired by an outcast.
liquid it is placed within (Encounter 120).
5 A recipe for “A Moste Effective Rat Disposer,” a rat poison. It causes extreme illness for 2 days
34 A Viking runestone that will very slowly roll in the direction of the Wrecked Longship [12].
in any human who eats it, and kills anything dog-sized or smaller. The ingredients cost 25 silver
from a merchant. The recipe is attributed to “Truman” (Encounter 69). 35 A blank piece of paper with Abbot Ekardus’ seal at the bottom of it (pg. 24).
6 A receipt for a shipment of wool from Lady Greystone (pg. 21) to the Cult of the Ram (pg. 25). 36 A signed and sealed pass allowing travel through the gate at Cleardor [1], worth 500sp.
7 A letter to Nan, of the Banding farmstead [19B], from her sister, asking after her wellbeing. 37 A letter from Sir Hayden (pg. 22) to one of his lieutenants, commanding them to raise the fees to
A verdigrised copper bar, stamped with the symbol of Redraven Cross [20G]. cross Merish Bridge [8].
8
38 A love letter written in a strange hand with odd wording, from a “King Terminad” (pg. 249) to a
9 A packet of opiate powder. If ingested or breathed in, it causes extreme sluggishness, lack of
woman named Betsy Drake, of Cairn o’ the Mouth [17].
awareness, and euphoria for 1d4 hours.
39 A small embroidered flag showing a stone bridge, grants the bearer free passage over Merish
10 A letter from a Lady Gretyl warning about a group of bandits at Black Mountain [20A] who name
Bridge [8] (worth 250sp to merchants and frequent travelers).
themselves after the twelve apostles.
40 A contract selling a child into apprenticeship with Red Peter at his tower [13].
11 A notarized deed to the inn at Great Stocking [14].
41 A hand-drawn map of a random location. To use, roll or pick which location it shows. Then show
12 A half-human, half fish fetus in vinegar inside a clay jar with the stamp of Dunser [4] on its side.
the player who is examining the map the actual map of that location from the book for 15 sec-
13 An enormous black feather, as long as a forearm.
onds, then let them draw their own version of it.
14 A crude drawing on a leather scrap of a cave in the side of an island [19C] with a big red X. A wax-sealed clay pot full of oddly delicious jellied eels. Eating the eels heals 6 damage, but the
42
15 A round stone with the sigil of the Drowned Lion Inn [6] carved on it. The bearer can show it to eater’s nose triples in length for 2 watches. The jar is carved with a fishy sigil and the name “Ai-
the innkeeper for privileged services. raldii” (Encounter 84).
16 A scrawled note promising the bearer a free night of lodgings, signed by “Pepin” [7]. 43 A rusted key that opens any door in the basement of Banding Prison [19A].
17 A jar of honey with a scarcity die of 1d4. When eaten, it heals 1 damage. 44 A poem called “My Northern Violet” signed by “Harper” (pg. 21).
18 A medal of a captain of the Order of the White Hawk (pg. 22). 45 A clay bottle of mead (20sp) stamped with the sigil of Debrooken Abbey [9].
19 A small ram’s skull carved with symbols. If it is night and the skull is pointed in the direction of 46 A random rishae weapon from the table on pg. 298.
The Ram’s Den [20F], the eye sockets glow a ghostly blue. A sealed tube of ivory containing a parchment with a random ritual (RC, pg. 52).
47-50
28 29
that he received a missive recently that something and where they were encountered. If the damsel in
matching Aloius’ description had been spotted in distress is named Mary and comes from Dunser, the
the snowy mountains near Cairn o’ the Mouth [17]. referee should note this down. These small details
To ensure that the outcasts do not forget about keep the world feeling real, and are the stitches that
their promise, Agate secretly puts a drug into their tie the fabric together.
food. He asks that they report back to him in one The notes will be especially helpful when refer-
This section offers referees advice on stitching to rely less on random tables, and referees will
month’s time with their progress, and if they do not, ees choose to make the tiny pushes to turn the ran-
together the contents of this book to create excit- learn the right moments to give tiny nudges that
he will ensure that they greatly regret their failure. dom events of the world into a tapestry of emergent
ing, emergent roleplaying campaigns. link the previously unlinked encounters together.
The referee notes this down, and decides that the storytelling. Remember five sessions ago, when you
A good rule of thumb is that the primary change
outcasts will become very ill with withdrawal if they encountered Grimelda, the Chained Woman (En-
·Emergent randomness· agents should be the players, followed by the dice,
and lastly by the whims of the referee. Those whims
do not return to the Redoubt and receive the anti- counter 79) outside the walls of Cleardor [1]? Well
dote in about a month. here she is again, outside the walls of Utroat Castle
This book is designed to create emergent story- certainly have a place in the game; as a referee runs
The outcasts are ferried by Dexter from the Re- [15]. What could she be up to?
telling through heavy use of random tables. The the game, they will start to see where a little bit of
doubt to the largest Kennish isle, and given general To assist referees, we have created a double-sid-
locations, factions, encounters, and campaign ob- well-considered drawing of connections between
directions to the town of Dunser [4], where they ed Mythic North notes sheet, which can be down-
jects frequently cross-reference each other. The the random events will bear great narrative fruit.
can hire a boat back to the mainland. The outcasts loaded freely from www.osr-rpg.com.
intention is that as the party explores the world, But fear not, even with no adjustments at all, you
set out on the long road to Cairn o’ the Mouth, ready
narratives will emerge through the linking of these can have a meaningful campaign in the Mythic
facets. This creates a unique play experience each North just by relying on random tables.
to see what they encounter next. Dunser is full of
possibilities for intrigue, and the journey ahead has
·Keeping secrets·
time, and ensures that the players and referee all
ample opportunities for encounters. The NPCs of the Mythic North hide many dark se-
remain surprised by the events of the campaign. ·Campaign example· The outcasts will also remember well Arthur crets. This world is painted in shades of grey, tend-
The descriptions for the entries on the random
Mannion, who started the riot at the prison, and his ing towards black. Nobody is all good, nobody is all
tables assume that the referee will make intelligent In our example campaign, the referee chooses to
offer of work if they meet him at the inn in Merish bad, but most characters’ intentions are focused on
use of the tables on offer to fill in missing details. use the Riot in Banding Prison starting scenario
Landing [11]. Perhaps they will stop by on their trip attaining power, not goodwill towards others.
An example is the Knight Errant entry (Encoun- (pg. 26). The outcasts speak to Arthur Mannion, who
to the north... In the course of play, some of those dark secrets
ter 56). It includes six possible chivalric quests for offers to meet them in two weeks time in Merish
With no prepwork from the referee, the outcasts should come out. Discovering them will add de-
the knight errant encountered by the party. The Landing [11], but are left to find their way to that
have a mission, a shaky allegiance, multiple con- licious feelings of intrigue and discovery to your
first entry is the stereotypical rescue of a damsel in place on their own.
tacts to interact with, and a place in the world. Their campaign. But the process should be slow.
distress. The damsel in question is not given a spe- The outcasts explore Banding Island while evad-
campaign will develop as they have more random The players might ally with the Black Bishop and
cific name. A village is mentioned, but the name and ing guards and looking for a way out. After finding
encounters and interact with the locations from the get deep into his confidences before learning that
location of that village is not specified. A “sticky fin- a grisly murder scene at the Ruined Farmhouse
map. The referee in this example has made a few he is trafficking with dæmons. They may hear of
gered wizard” is mentioned, but the location is not [19B] and a mysterious stone circle [19D] with some
snap decisions (Agate and Dexter having access to Red Peter always in a positive light at first, and only
given. The intention with an entry like this is that unfriendly skeletons, the party randomly encoun-
a boat, Agate drugging the outcasts to ensure their discover the depths of his evil when they are sent on
the referee make use of the random tables to fill in ters Agate Combs and Dexter Hardene (Encounter
obedience), but has otherwise relied on random ta- an innocent-seeming errand to his tower.
the details. In doing so, the world is knit together. 74). The referee decides that instead of the cart they
bles to supply the important details. Not all the secrets need reveal evil within oth-
Referees should feel free to add small villages, are described as traveling with, they have a small
ers. Perhaps Father Linton of Saint Lewiston sets
hamlets, towns, and other features to their cam- boat nearby, as this makes more narrative sense for
paign map as the encounters demand. an encounter on the relatively small island. The out- ·Taking notes· the outcasts on the trail of a suspected witch, but as
they investigate, they come to realize that the accu-
Another design intention for the random tables casts, desperate to escape the island, make a deal
One of the key tasks of a successful referee will be sations are simply a result of a misunderstanding,
is that the setting can be run with low preparation with Agate that they will help him find the “brass
taking relevant notes. The referee’s notes need not and the accused witch is innocent.
on behalf of the referee. Instead of having to create man” (Encounter 75) he is looking for in exchange
be exhaustive or immensely detailed, but keeping As with so much else, the gradual and naturalistic
a plot and hope the players cooperate by interacting for taking them off the island.
notes helps with the verisimilitude of the world. reveal of the secrets behind the characters of the
with that plot, the referee can use the random ta- Agate sails them to his Redoubt [3], where he
They are especially necessary when relying north increases player agency. The referee does not
bles to determine what happens each session, then offers them lodging for a night or two, then asks
on random events and filling in the blanks. If the reveal the true motivations of NPCs through exposi-
build off of player reactions to those random results that they depart on their mission to find Aloius. The
players encounter Edmund and Sabriel (Encoun- tion, instead the players are given agency to discov-
to create moments of drama and excitement. outcasts ask where he might be found and the refer-
ter 92) twice, the referee should note down when er those facts on their own through exploration.
As a campaign develops, the referee may choose ee, rolling on the random locations table, tells them
30 31
·A lively land· that their actions had real consequences, and will be deal with Red Peter, who summoned a dæmon to societies, weird creatures, and odd magical effects.
more engaged than ever in the game world. possess the dogs. Either way, if the outcasts are in By keeping the world above relatively mundane,
The referee should not be afraid to alter, build
The referee should strive for impartiality in this a settlement when this event comes up, it’s sure to the world below seems even stranger by compari-
up, or destroy parts of the map in a campaign. Fac-
as with all things. Encounters with the outcasts’ en- cause a stir, and the outcasts will investigate. son. After a multi-session delve into the weird pas-
tions may rise and fall. NPCs may die forever. The
emies should still feel fair. Their actions should reap sages beneath Old Debrooken Abbey, returning to
outcasts should be able to have agency and affect
their world. If they choose to assist Lady Violet,
reasonable reactions. Stealing and getting caught
may make the outcasts unwelcome in a settlement
·Disasters· the surface and the bumbling of the farmers in the
fields above should feel almost like the outcasts are
she may one day gain enough power that she rides
and subject to arrest if they return, but there should In the spirit of altering the campaign, the referee taking a breath of fresh clean air after spending a
south with her forces and attacks Cleardor, slaying
probably be a way they can right their wrong. Hav- could choose to throw in a large disaster that chang- long time holding their breath in murky water.
Lord William and overthrowing the city.
ing them wake up to an avenging army outside their es something fundamental about the world. This When designing their own locations or thinking
The Black Bishop and Father Linton are set up
tent in the morning in reaction to knocking over the technique is best used when the outcasts have ex- about the placement of locations from published
to be in conflict. The outcasts may choose a side,
local merchant would seem like an unfair and un- plored a decent section of the map and things need adventures, referees can make use of this contrast
and that side may win or lose as the campaign pro-
warranted overreaction. some fresh action. Some ideas: to good effect. Strange and fantastical locations can
gresses, with one faction falling entirely out of pow-
Every hero needs their foil, and by leaning into be placed deep in the wilderness, far from mun-
er, and another rising. Debrooken Abbey may be 1. A rent opens in the earth between Debrooken
consequences, the players will likely provide emer- dane civilization, in caves and crypts and mines...
sacked. Saint Lewiston’s rock-hewn statuary may be and Saint Lewiston, and dæmons pour forth.
gent foils for the referee. or placed beneath the centers of the civilized world,
torn down. It’s up to the outcast’s actions. 2. The rishae come boiling out of the mountains
the citizens blissfully unaware of the strangeness
Perhaps the outcasts anger the Order of the and take over several settlements.
White Hawk, take shelter in Merish Landing, and as ·Random events· 3. An enormous section of Sybil’s Wall comes
going on beneath the flagstones of their town.
a result the town is burnt to the ground with half its crumbling down, crushing buildings and people.
inhabitants slain.
If things are getting stale in the campaign, the
players are lacking in self motivation to explore the
4. The Pelagic God of Dunser rises from its watery ·Getting started·
The referee might roll for a random hex fea- hole, floods the coasts, and sends an army of
world, or the emergent randomness is failing, ref- Before beginning a campaign in the Mythic North,
ture which ends up becoming an important central fish people to enforce its unknowable will.
erees may want to spice things up by throwing in the referee should read through the Player’s Guide
meeting place in the campaign, entirely outside of 5. Edwin Morch is freed from his magical bonds,
a random event. Some sample formulas are below, and get a good feeling for the rules. They should also
the written descriptions in this volume. slays Red Peter, and uses his mastery of plasmid
but referees can get creative with their own formu- read the first section of the Referee’s Compendium
If the outcasts kill or destroy characters from the magics to enslave the people of the north.
las for what is appropriate in their own campaigns. for additional rules, and read the opening sections
random encounter list, the referee may have to re- 6. Xolyxryn the Frost Dragon tears down from the
of this book (pgs. 1 to 37) to understand how to run
roll those results in the future, or fill those entries 1. Battle between [faction] and [faction] 1d6 hexes frozen reaches, laying waste to the north.
the setting and to get a feel for the general political
in with characters of their own creation. away from [location].
and geographic layout of the land.
All of these outcomes (and more!) are fine, and 2. [Encounter] caught spying for [faction] on
[faction].
·The mythic descent· It is not necessary to read the entire Mythic
even desirable. These big events and changes will
North book. Skimming to get an idea of the contents
make the world come alive for all the participants, 3. [Encounter] killed [encounter] near [location]. One design note on the Mythic North that refer-
is a good idea, but it isn’t necessary to memorize the
including the referee. 4. [Settlement] has been razed by [faction]. ees should be aware of is the idea of the “mythic
details of every encounter and location.
5. [Encounter] found murdered at [location]. descent.” Referees will notice that most of the loca-
That being said, before running one of the large
6. Riot in [settlement] sparked by [encounter]. tions, while they are full of interesting plot hooks,
·Consequences· treasure, and characters, are not wildly fantastical.
dungeons (Old Debrooken Abbey, The Warlock Tow-
ers, Banding Prison, The Lair of the Spider Kings, or
The other side of player agency is that the out- Some of the formula outcomes will make no sense The surface world is supposed to be the dark mirror
the Rishae Hive), the referee should take some time
casts will inevitably get into trouble. As their star and you may want to re-roll. Other times the results of medieval society as described in the Introduc-
to read through the entire dungeon and understand
rises with one faction, they will inevitably come that seem the most outlandish might actually result tion, with a sprinkling of magic and wonder to keep
how its pieces fit together. Luckily, it is probably
into conflict with another faction. Referees should in the most interesting scenarios. things interesting.
quite rare that in one session a party would journey
lean into this. Being hunted, being attacked, being One random result might be “Wild dogs caught However, when the outcasts descend into the
to one of these places without the referee having
cursed by enemies: these are all exciting outcomes spying for Lady Violet on the Cult of the Ram.” This earth, in places like Old Debrooken Abbey [10] or
some advance warning in an earlier session.
for the players, even if they feel like “bad” things may look like an automatic re-roll. But with some the Rishae Hive [20H], things get markedly strang-
Once the referee has read the opening of the
for the outcasts. creative interpretation, the referee could turn this er. Generally, the deeper underground they descend
Mythic North and has a general understanding of
The players are unlikely to feel like they are be- into an interesting plot hook. How could wild dogs (and the further from the centers of civilization),
the setting, the only things left to do are find some
ing persecuted, even if the outcasts they portray spy for Lady Violet? Maybe she hired a druid, who the more odd and strange the environments be-
players, pick or create a starting scenario, make
are going through hell. The players will feel excited shapechanged into a wild dog. Maybe she struck a come. There are ancient curses, alien gods, spider
some characters, and start playing!
32 33
Use these tables to generate NPC names. The surnames have been randomized so you can just roll once and
read across, or roll twice for a random combination of first and last name.
Female Male Surname Female Male Surname
1 Agate Adam Groves 51 Lari Kamden Wakefield
2 Alison Aelfstan Hatheway 52 Lark Kelton Fairchilde
3 Alodie Ainsley Duarte 53 Lassie Kendrick Barton
As the outcasts travel around the north, they are ◊ Some encounters include tasks for outcasts. If
4 Alvina Aldway Hambleton 54 Lauren Kennard Fields
bound to run into many people and creatures. Some the outcasts are not hostile towards the character 5 Ashley Algar Clinton 55 Leanne Kingsley Good
locations have their own encounter tables, but the and get to chatting, they may be offered these 6 Athela Becket Humes 56 Leigh Knox Darwin
table on pg. 36 is the major encounter table for the quests. Some may offer a reward, others do not. 7 Audrey Beornred Turnbull 57 Lilyana Kynaston Broadbent
book and can be used whenever the outcasts are not Referees can roll, pick, or make up other tasks for 8 Beda Beortric Hulle 58 Lindley Leofric Palyer
in a settlement. The table is from 1 to 120, but has 88 outcasts. 9 Bedelia Beowulf Berry 59 Lodema Lewis Clifford
10 Beverly Brinley Howland 60 Lorna Liam Hampton
unique entries as some encounters are more likely ◊ Encounters include a broad variety of other
11 Blake Ceolmund Ecclestone 61 Louella Lloyd Strudwicke
than others. The referee should always roll 1d100, tables. Referees should always feel free to roll or
12 Bliss Chadwick Woodrow 62 Lynn Logan Auldeye
but will add +10 or +20 depending on the specific pick from the options on offer, which are always 13 Blossom Clayton Bagley 63 Madison Marshal Akers
terrain the outcasts are in, as described on pg. 36. suggestions, not hard rules. 14 Cedrica Clifford Eldred 64 Maida Milton West
Random encounters make the world come alive 15 Cerelia Clive Alden 65 Marigold Morris Carmin
for the players, offer the outcasts opportunities to
interact with the world, and make travel exciting.
·Targeted encounters· 16
17
Corliss
Dahlia
Cooper
Crawford
Wyndham
Bardsley
66
67
Mary
Meg
Nash
Nedric
Easom
Caulfield
18 Daisy Cynefrith Weaver 68 Melba Nial Ware
Without encounters, there is no reason for the out- There will be times when the outcasts are search-
19 Deana Dane Warwick 69 Nelda Nixon Bird
casts to choose to take one route over another. En- ing for a specific entry from the encounter list. They
20 Della Deorwin Elmere 70 Nell Oakley Hollins
counters mean that players never know if a route is may have clues to that being’s whereabouts (and it 21 Dena Dexter Mender 71 Norma Osgar Tashe
perfectly safe or not, and the players may choose to is good practice to make those clues actually lead to 22 Doanne Dudley Huxley 72 Norvella Osmond Whittlee
take a longer route in order to avoid terrain where their target), but referees can also choose to make it 23 Eadda Dunstan Hawkins 73 Oletha Oswald Aylmere
the chance of an encounter is higher. Random en- more likely the encounter will happen. 24 Earline Ealhstan Haward 74 Opeline Parker Fisher
counters provide the game with a chance to sur- If the outcasts are targeting someone from the 25 Ebba Edmund Bush 75 Orlan Pearce Radcliffe
26 Edith Edwig Bloodworth 76 Ornelle Phillip Parrywye
prise the referee just as much as the players. random encounter list for a quest, the referee
27 Edmonda Egbert Homewood 77 Pamela Presley Bean
In this book, random encounters are not assumed should feel free to replace any roll of doubles (11, 22,
28 Egarda Eofor Craftford 78 Payton Preston Eadsle
to be dangerous or hostile. Many encounters have 33, etc.) with the entry for the target of the quest, 29 Elfrida Esmond Wolfe 79 Philberta Riley Winter
a definite potential for violence, but there are few making it more likely that the outcasts will find that 30 Erline Evan Dexter 80 Piper Roland Cook
where there is no possible resolutions outside of un- person without completely railroading the event. 31 Everild Fergus Wembley 81 Posy Rowain Hamme
thinking violent combat. 32 Everly Finley Wilson 82 Primrose Ryder Wright
33 Faith Franklin Dwerryhouse 83 Rae Sanford Greene
Referees should use the encounter distance, sur-
prise, and reaction rules from the Referee’s Com-
·Activities encountered· 34 Farrah Fulton Reids 84 Rohesia Sawyer Wyatt
35 Fern Gage Walton 85 Rose Seawine Harden
pendium (RC, pg. 24), unless there is a strong narra- The referee may want a generic set of activities
36 Flyta Garry Hart 86 Rovena Stanley English
tive reason why those rules would not apply. that almost anyone from the encounter list might 37 Geraldine Graham Blackbourne 87 Rue Stuart Winthrop
be engaged in when they are discovered by the out- 38 Gleda Greysen Cockle 88 Sigourney Tatum Glass
34 35
·Checking for encounters·
While resting While traveling If an encounter occurs
If the party rests without traveling, the referee When the party is traveling, the referee should The referee should roll 1d100 on the following table when generating a random encounter.
should check for encounters once at the beginning check for encounters once at the beginning of
of each day and once at the beginning of each night. each watch. On roads, the referee adds nothing to the roll.
If an encounter does occur, the referee can roll 1d3 On trails and in plains, the referee should add +10 to the roll.
to determine which watch the encounter occurs in. In all other wilderness, the referee should add +20 to the roll.
Encounter chances while resting Encounter chances while traveling If the party encounters something that has been killed or otherwise removed from the world as a result of
On roads: Roll 1d12, encounter on a 1. On roads: Roll 1d10, encounter on a 1. previous events, the referee should simply roll again on the table (or replace the entry on the table with
On trails and in plains: Roll 1d10, encounter on a 1. On trails and in plains: Roll 1d8, encounter on a 1. something else for future rolls of that number).
In all other wilderness: Roll 1d8, encounter on a 1. In all other wilderness: Roll 1d6, encounter on a 1.
1 - 15 Plainfolk 55 Giant hunters 77 Samuel Fitzchrist & Edgar of Slayne 99 Hosted dæmon
16 - 18 Merchant 56 Knights errant 78 Wren Auldeye, monster huntress 100 Manifest dæmon
19 Foreign travelers 57 Guarded prisoner 79 Grimelda, the chained woman 101 Bloated frog
20 Urchins 58 Escaped prisoners 80 Strigek, the Ivory Mask 102 The Beast of the Fens
21 Tax collector 59 Denizens of Dunser 81 Faith Thorne, witch hunter 103 The Black Wyvern
22 Beggars 60 Apprentice of Red Peter 82 Yetta English, witch 104 Giant spider
23 Priest 61 The Black Bishop’s Inquisition 83 Sunniva Goodwine, accused witch 105 Rishae scouting party
24 Woodcutter 62 Wild dogs 84 Leofsige Airaldii, the fisherman 106 Rishae spider riders
27 - 28 Monks of Debrooken Abbey 65 Snow cat 87 Meluasin, the Drowned Woman 109 Adair, the Eagle Priest
29 - 30 Dead body 66 The curse dog 88 Ehasurus, Immortal Wanderer 110 Sahran scouting party
31 - 33 Southron infantry 67 The Sleeping Folk 89 Wandering ghost 111 Evicted nature spirit
34 - 36 White Hawk infantry 68 Gytha Townsend, cure-all merchant 90 Ulfhild, the Great Raven 112 Haunted tree
37 - 39 Northern infantry 69 Truman Reede, distiller 91 Escaped dream 113 Exiled druid
40 - 42 Southron knights 70 Milton Horn, sin eater 92 The archangel Sabriel, and Edmund 114 The Tree Stalker
43 - 45 White Hawk cavalry 71 Lane Wyatt, fortune teller 93 Possessed animal 115 Ewen, the Green Rider
46 - 47 Northern knights 72 Sir Thomas, the Black Knight 94 Nikko, the Steel-Masked Priest 116 Frost faerie
48 - 49 Bandits 73 Delwin Holmes, executioner 95 Gerald, the Monk of Saint George 117 The Unseelie Court
50 - 51 Cult of the Ram smugglers 74 Agate Combs & Dexter Hardene 96 Undead Roman legionnaires 118 Thunderhoof, the Ageless
52 Heretic pilgrims 75 Aloius, the Man of Brass 97 Adult giant 119 The Enfield of the North
53 - 54 Viking raiders 76 Ralora, the Spelldancer 98 Young giant 120 Xolyxryn, Dragon of the North
36 37
16 · 17 · 18
Merchant
Merchants prefer to stay in the safety of civili- Tasks for outcasts
zation, but their jobs often require them to travel
◊ Escort to destination (2gp each if nothing
from town to town. When they travel, they do it
happens, 4gp each if they see action).
nervously and in the company of guards.
◊ Scout ahead (2gp each).
Merchants may have unique items for sale,
◊ Find a buyer for a campaign object (pg. 28).
though their prices are always 20% higher on the
◊ Find a buyer for an artifact (RC, pg. 84).
road. They will buy from travelers they consider
safe, though they pay 20% less than normal.
Merchants carry 5d10gp and 5d10sp. Each of §Merchant§
their guards carry 2d10sp, chainmail armor, and ei- Cha +0 Con +0 Dex +0 Int +0 Str +0 Wis +0
ther shields* and swords (50%), or shortbows (50%).
AC 12 HD 1 HP 1d8 (5) Save +0 Morale 5
Move Walk 15’ [3 squares]
Number encountered
Improvised weapon
◊ 1d3 merchants.
1 - 15 ◊ 1 pair of mules or horses pulling a small wagon
+0 to hit, 1d6 damage.
per merchant.
Plainfolk ◊ 2d4 guards per merchant. §Merchant guard§
Workers of the land, grubbing along the muddy Plainfolk skilled trades (1d12) Cha +0 Con +0 Dex +0 Int +0 Str +1 Wis +0
lanes and dusty tracks, wrapping threadbare cloaks Goals AC 15/16* HD 3 HP 3d8 (15) Save +1 Morale 6
1. Miller.
around huddled forms, praying to be left unmolest- ◊ Reach their destination safely. Move Walk 15’ [3 squares]
2. Cook.
ed on whatever errand has caused their journey. ◊ Sell to travelers on their journey. Sword attack
3. Lawman.
Plainfolk typically travel in small groups, some- ◊ Discover new trade routes. +3 to hit, 1d8+1 damage.
4. Ecclesiastical judge.
times with a mule and cart. One or two of those peo- ◊ Buy unique wares at low prices. Shortbow attack
5. Clerk.
ple will ply a specific trade, the rest will be peasants, 60’ [12 squares], +2 to hit, 1d6 damage.
6. Squire.
family members, apprentices, or the like. Plainfolk
7. Farmer.
carry their tools, typical traveling gear, and each
8. Physician. Merchant specialties (1d12)
has 2d10sp in their belt pouch.
9. Shipwright. If the outcasts are interested in what the merchants are selling, referees can roll or pick from the table
10. Innkeeper. below to discover each merchant’s usual wares, along with whether this merchant has any unique goods for
Number encountered 11. Blacksmith. sale (the Chance column), and what those unique goods might be. If outcasts are seeking a specific ingredi-
◊ 1d6+1 commoners, one with a skilled trade. 12. Carpenter. ent, traveling merchants can be an excellent source for procuring that item.
◊ 1d4-1 mules, if a 4 is rolled, they have a cart.
38 39
19 Tasks for outcasts Rumors Goals
Foreign travelers ◊ Guard them to the nearest settlement (3gp each). 1. Some men in red robes have been kidnapping ◊ Get back safely to luxurious home in Cleardor.
◊ Introduction with the local leader (3gp each). children, the younger the better, and taking ◊ Sell goods at a fat markup.
Unintelligible tongues in unfamiliar faces bab- ◊ Get them to the coast without being discovered them into the mountains north of the loch. ◊ Avoid agents of the church collecting tithes.
ble unknown languages. Strange clothing worn in by the local authorities (8gp each). 2. Some kids got paid to be fake children for those
strange styles. Armor that fits differently, boots ◊ Find a relic from a Hidden location (10gp each). odd people who live in Dunser, that town on the Tasks for outcasts
that are cut at innovative angles. Foreign travelers Kennish Islands. ◊ Collect taxes from those who haven’t paid up
intrigue and excite. 3. Larry got eaten by a frog in the marshes west of (pays 10% of whatever gets collected).
When refereeing foreign travelers, rely on roll- §Foreign traveler§ Merish Bridge. ◊ Procure rare or valuable items (pays half their
ing a random location destination and combining it Cha +1 Con +1 Dex +0 Int +1 Str +0 Wis +0 4. It’s not safe to sleep near that old Roman statue value, not interested in regular loot).
with one of the listed goals to give the group a mo- AC 15 HD 4 HP 4d8+4 (24) Save +2 Morale 5 in the south. ◊ Visit Hulmane’s Hermitage [16], collect some of
tivation. Some goals will make the travelers wary
Move Walk 15’ [3 squares] Hulmane’s mysterious potion, and bring it to the
of outcasts, others will make them eager to engage
Exotic sword attack tax collector’s home in Cleardor [1] (6gp each).
with the locals.
Foreign travelers are assumed to have at least
+3 to hit, 1d8+2 damage, 1 shock. 21
Shortbow attack
some training in the local language, otherwise they Tax collector §Tax collector§
likely would not have been sent out on this journey. 60’ [12 squares], +3 to hit, 1d6 damage.
Cha +0 Con +1 Dex +0 Int +0 Str +0 Wis +0
They may be able to offer translation services. Generally fat, happy, and universally despised, tax
collectors are given a contract by the local ruler to AC 12 HD 2 HP 2d8+2 (12) Save +0 Morale 4
Assuming a European Mythic North, travelers
will speak the language from some other mythically 20 collect taxes, usually for a lower amount than the
collector demands. Anything beyond the contract
Move Walk 15’ [3 squares]
European country, or perhaps Arabic. In your own Improvised weapon
campaign, use whatever language fits best. Urchins that the collector can harvest from the populace, +0 to hit, 1d6 damage.
Foreign travelers each carry 1d6gp, 2d10sp, ex- they keep for themselves. As a result, tax collectors
A group of wandering children. No parents, no
otic armor, and strange swords that are worth 150% act as a sort of wealthy merchant, often willing to
responsibilities, wise beyond their years. With very §Elite guard§
of their normal value. take payment in the form of goods, as long as they
little hope, and a small amount of stolen food and
believe they can make a profit. Cha +0 Con +1 Dex +0 Int +0 Str +1 Wis +0
gear. The larger children defend and abuse the
Number encountered small. The group is equal turns suspicious, cautious,
Tax collectors carry, in addition to large amounts AC 17 HD 4 HP 4d8+4 (24) Save +2 Morale 8
of silver (10d100sp) and gold (2d20gp): fine cloth, Move Walk 15’ [3 squares]
◊ 2d4 foreign travelers. clever, and willing to work, though with no particu-
wool, grains and other non-perishable foodstuffs,
lar loyalty to anyone or anything. They carry 1d6sp Trained sword attack
furs, gems, and other valuables.
Spirit animals each, and relatively worthless gear.
Tax collectors travel in armored carriages with
+5 to hit, 1d8+2 damage.
Roll randomly (RC, pg. 35) or pick from this list: elite guards as well as a personal bodyguard. Elite Longbow attack
◊ Boa constrictor. Number encountered guards wear half plate armor, carry swords and 120’ [24 squares], +4 to hit, 1d8 damage.
◊ Butterfly. ◊ 2d6 children. shields, and have longbows available for ranged at-
◊ Cobra. tacks. They carry 4d10sp. The tax collector’s body-
§Tax collector’s bodyguard§
◊ Flamingo. Goals guard wears chainmail and carries a great sword as
Cha +0 Con +2 Dex +1 Int +0 Str +2 Wis +0
◊ Heron. ◊ Find something to eat. well as 4d20sp.
◊ Jaguar. AC 16 HD 6 HP 6d8+12 (42) Save +3 Morale 9
◊ Get some strong alcohol.
◊ Sleep in a warm bed. Number encountered Move Glide 20’ [4 squares]
Goals ◊ Get some money. ◊ 1 tax collector. Sweeping blow
◊ Make contact with the local ruler. ◊ Find a permanent home. ◊ 2d4 elite guards. +8 to hit, 1d10+2 damage, hits up to three targets
◊ Reach a Hidden location. ◊ 1 personal bodyguard. standing next to each other.
◊ Deliver a message from their monarch. Tasks for outcasts ◊ 2 horses pulling an armored carriage. Flashing blade
◊ Find a boat on the western coast. ◊ Provide the children with paid work. +4 to hit, 1d10 damage, attacks twice each round.
◊ Recover a lost relic. ◊ Hire one on as a bad but cheap retainer. Spirit animal
◊ Recruit adventurers for a task at home. ◊ Figure out who’s been kidnapping them. Hippopotamus, Snake, or Vulture.
40 41
22 23 §Priest§ 25
Cha +1 Con +0 Dex +0 Int +0 Str +0 Wis +0
Beggars Priest Lost child
AC 12 HD 1 HP 1d8 (5) Save +0 Morale 5
The crippled, the infirm, the insane, and the social- Important figures for people from all walks of life Children become lost for all manner of reasons
Move Walk 15’ [3 squares]
ly unacceptable make up a miserable group of roam- and statuses, priests travel the roads of the Mythic in these wild and untamed lands. What unites lost
Improvised weapon
ing beggars. They travel slowly on foot between the North, comfortable in their immunity to banditry, children is their fear, their vulnerability, and their
+0 to hit, 1d6 damage.
towns, churches, and villages of the Mythic North. protected in their minds by God. desire to be found and sheltered. Lost children don’t
They have very little of value, and are desperate for Many villages do not have resident priests, and carry much of value. A lost child will often be wary
coin or paying work. rely on traveling priests to stop by and perform the of outcasts, but also will need their help.
Beggars carry 1d6 silver pieces each, and very sacraments that let them live life in a way blessed by 24 Referees can roll or pick from the following ta-
little else of value. God. Priests live off of tithes as they travel, and will bles if they need help deciding on a backstory and
expect safe passage, food, and drink from anyone
Woodcutter goals for the lost child. In terms of rewards, a pow-
Number encountered they encounter along their journey. Woodcutters work alone or in pairs, venturing erful noble will likely offer outcasts more for their
◊ 2d4 beggars. While some priests are appointed, often as a po- into dark and dangerous forests to chop wood, then child’s safe return than a poor farming family. Ref-
litical reward, most inherit priesthood from their carrying it back to civilization with mule and cart. erees are encouraged to be creative and remember
Goals fathers. Priests in the Mythic North may marry and Woodcutters typically travel with one or two axes, that children will often lie.
have families. Even permanently itinerant priests leather armor, cords of wood, a mule, and 2d10sp.
◊ Find something to eat.
◊ Get some strong alcohol.
will have comfortable homes in one of the major There is a 1 in 6 chance they are carrying a cam- Child of (1d6)
settlements that they sometimes return to. paign object (pg. 28). 1. A powerful noble from a large town.
◊ Get some money.
Priests carry staves, crucifix medallions (100sp), Woodcutters have made their peace with the 2. An official or innkeeper from a small town.
◊ Receive healing.
and 2d20sp. They have a 1 in 6 chance of carrying a woods, and have learned to leave well enough 3. A traveling merchant.
campaign object (pg. 28).
Tasks for outcasts alone. They will not offer any information without 4. A poor farming family.
prompting. That being said, if the party specifically 5. Fisherfolk.
◊ Allow them to guide the party to their destination Number encountered asks about any of the beings above result number 60 6. An orphanage.
for 30 silver.
◊ 1 priest. on the random encounters list, they will prove to be
◊ Hire one of them on as a laborer retainer.
◊ Give them coin or face a curse.
a wealth of knowledge. The woodcutter will chat at How were they lost (1d6)
Goals length, and the referee can feel free to let the play- 1. Wandered off.
ers read in full the random encounter entry. The
Beggar’s curse ◊ Spread the word of God.
woodcutter will only know of the first result asked
2. Kidnapped by bandits.
◊ Root out heresies and Biblical misunderstandings. 3. Stolen by the fae folk.
Players should not know if the beggar’s curse is about. Any other beings or creatures, they haven’t
◊ Experience the best that life has to offer. 4. Family was killed.
real or not. A beggar’s curse can be resisted with a heard of, or have not yet encountered in the woods. 5. Taken by warlock’s apprentice (Encounter 60).
Charisma save, which the referee should roll se-
Tasks for outcasts 6. Their memories are fuzzy and strange.
cretly. A cursed outcast will suffer a -1 penalty on
all rolls until they do a suitably good deed for the
◊ Take a letter to a random location (3gp each). §Woodcutter§
◊ Go check on a settlement in a random hex (6gp). Cha +0 Con +0 Dex +0 Int +0 Str +2 Wis +0 §Lost child§
one who cursed them.
◊ Investigate a hidden location (pg. 232) and report
AC 14 HD 3 HP 3d8 (15) Save +2 Morale 7 Cha +0 Con -2 Dex -1 Int -1 Str -2 Wis -2
back to the head priest in Cleardor (7gp each).
§Beggar§ Move Walk 15’ [3 squares] AC 9 HD 1 HP 1d4 (1) Save +0 Morale 3
Cha -1 Con -1 Dex +0 Int +0 Str -1 Wis +0 Why is this priest traveling? Tree-felling blow Move Walk 10’ [2 squares]
+4 to hit, 1d8+2 damage with an axe. If an 8 is Pathetic punch and bite
AC 11 HD 1 HP 1d8 (4) Save +0 Morale 4 ◊ To perform a marriage.
rolled for damage, a random one of the victim’s -4 to hit, 1d2-1 damage.
Move Stagger 15’ [3 squares] ◊ To perform a baptism.
extremities (roll 1d5, head, left arm, right arm,
Filthy knife ◊ To perform a funeral.
left leg, right leg) is chopped off.
-1 to hit, 1d4-1 damage. ◊ To administer communion.
◊ To collect tithes.
◊ On a mission for one of the factions (pg. 18).
42 43
26 out there, for those foolish enough to seek... now his ghost wanders the lake to and fro...
Wrecked Longship [12]; Forgotten Barrow The truth of this tale is left to the referee.
Minstrels [20E].
16. A bawdy ballad of Freddy the Priest, who
Traveling troubadours in colorful motley, fash- bles on pg. 17 to fill a random hex with an adventure 8. A partner to the poem above, of Old Debrooken, wanted his cincture to be unleashed, but did
ioning their own poems, stories, and epic songs seed based on the content of the tale. the place that was burnt, but from whose not want to annoy his Lord God and so got
based on history and tales real, imagined, and em- The minstrels are happy to give more informa- duty the watchman could not be turned, he’s his pokings and kissings only with frogs...
bellished. Minstrels, in addition to singing and re- tion on the tales, though their information will usu- there to this day, he’s lived a long life, what The Sunken Chapel [20D].
citing, play instruments of all sorts. They may also ally be somewhat vague (“Oh I heard that frog priest could be his secret... The honey? The wine?
17. The doomed romance of witch and witch
juggle, tumble, act, and play the fool. was seen in the bogs south of the River Koud”), and Old Debrooken Abbey [10].
hunter, by faith they are enemies but love each
Minstrels are kindred spirits with outcasts, and possibly misleading.
9. The story of the ghosts of Rome who other, she of great beauty and him of great zeal,
are eager to hear tales of grand adventure they can 1. A humorous ballad of lonesome Lord William, haunt the wall to the south and scream a broom in her hand and in his, holy steel...
use to entertain at the next tavern or great hall they whose wife, out of spite, would not bear and moan and jangle their bones unless Yetta English, Encounter 82; Faith Thorne,
find themselves in. him a son, and so now he and she cuckold coins are placed at night in their mouths... Encounter 81.
Minstrels carry valuable musical instruments each evening, what delight, oh what fun! Princeps Villa [2].
worth 250sp each, wear colorful clothing, and carry 18. A questioning rhyme of the River Koud: did you
Lord William of Cleardor, pg. 18.
2d20sp each. 10. The warning limerick of Sir Thomas, who know it was long? Did you know it was cold? Did
2. A dark song of an abbot all dressed in black, judges those who are dishonest, and chops you know that within it there is a deep hole?
who entertained women and men and all that,
Number encountered off the heads of bad children in bed and It goes down to the sea and even beneath and
and now has a bad son with vile appetites who to sinners cold death he does promise... the treasure within it a Nereid doth keep...
◊ 1d6 minstrels.
uses black murder to while away his nights... Sir Thomas the Black Knight, Encounter 72. The truth of this tale is left to the referee.
Abbot Ekardus, pg. 24.
Goals 11. A song of the Rishae who creep in at night and 19. A foreign song of a mystical tree and of
3. The lay of King Arthur’s tomb, where the old steal little children and give dogs a fright, they those who eat it how far they can see into
◊ Hear news and stories which they can use to
warrior met his great doom, where treasure live in the earth and they eat human flesh and the lands of the ghosts and the dead, and
create new tales.
is buried but the ghosts there are scary and if you never meet one your life will be blessed... only return by eating the berries of red...
◊ Make coin en route by entertaining with songs
can be found only by the light of the moon... The Rishae Hive [20H]. Referee’s Compendium, pg. 88, The Tree of Souls.
and tales and stories and rumors.
The truth of this tale is left to the referee.
◊ Gamble. 12. A tale of deceit, of a holy priest, a bless’d man 20. The legend of the dragon of snow and frost, who
◊ Avoid violence at all costs. 4. The tale of Great Stocking, a once prosperous who was undone, to a dæmonic will he did lives in the north and with humans is wroth,
town where doings were flip turned upside succumb. But buried now in sacred crypts, who guards a great treasure in a cavern of ice
Tasks for outcasts down by a woman and spiders and druids and of his transgression what has become... and preys upon wanderers wand’ring at night...
holly, only go if you dare, to visit is folly... Saint Lewiston [5]. Xolyxryn, Frost Dragon, Encounter 120.
◊ Spin a tale that can be made into a legend (1gp).
Great Stocking [14].
◊ Convince Harper Wymane to let the minstrels 13. A sad but humorous ballad, of a king of the
perform at Cairn o’ the Mouth [17] (3gp each). 5. The haunting legend of Arstan Lodge, where spiders in love with a woman, how he spins §Minstrel§
◊ Deliver a letter to a beautiful married woman a bridge once stood and times were good, but her up bedsheets of spidery linen, and lights Cha +2 Con +0 Dex +1 Int +1 Str +0 Wis -1
in Utroat Castle [15] or Cleardor [1] and bring ‘twas broken to ruins by a giant’s broad hand, her up candles with spidery sheen, but the face
AC 13 HD 1 HP 1d8 (5) Save +0 Morale 4
back her answer (3gp each). and is now known only as Broken Span... of this sad lover would cause her to scream...
Broken Span Village [18]. Move Walk 15’ [3 squares]
The Lair of the Spider Kings [20G].
Minstrel tales (1d20) 6. A children’s ditty of a friendly old giant who
Dagger
14. A rousing chant of the Wanderer, he who comes
+0 to hit, 1d4 damage.
A tale costs 15sp to hear, and the minstrels will grew giant beans on giant old trees, until and watches and knows, he watches and knows,
sing a maximum of three tales in one night. Each the bad men came and beat out the giant Thrown dagger
he ages so slow, the seasons pass, the years
tale beyond the first will cost a few more coins. brains and left all the villagers crying... 15’ [3 squares], +2 to hit, 1d4+1 damage.
they die, Ehasurus watches all lives pass by...
Referees can roll 1d20 or pick a tale from the The truth of this tale is left to the referee. Ehasurus, Immortal Wanderer, Encounter 88.
list. For entries without a specific tie to the Mythic
7. A poem of the northmen who raided at dawn 15. A yearning air of the maiden of the loch, who
North, referees can let the tale be a false rumor, can
then were cursed with bad weather by our drowned herself so long ago for the love of
create their own adventure locale, or can use the ta-
angry Lord God, their boat ran aground, a boy which she thought she had lost, and
they fled to the peaks, the treasure’s still
44 45
29 · 30
Dead body
27 · 28 Dead bodies litter the Mythic North. Dead bodies are great tools for creating stories within a campaign.
Who killed this person? Why? Referees can use a character who the outcasts are already familiar with, and
Monks of Debrooken Abbey leave an obvious token they can identify on the body, or can randomly determine a perpetrator by rolling
Debrooken is the center of the church’s power in again on the random encounter table.
the north, and its monks act as wealthy land own- §Debrooken monk§ To discover the state of this body, referees can roll 1d6 or pick the result that makes the most sense from
ers, merchants, and are even trained as warriors. the following table:
Cha +0 Con +0 Dex +0 Int +1 Str +1 Wis +2
Monks have many reasons to leave the abbey and AC 16 HD 3 HP 3d8 (15) Save +1 Morale 6
travel the north, running errands, making deliv- 1. Beaten to death.
Move Walk 15’ [3 squares]
eries, picking up supplies, checking on tithes, and 2. Hanged.
Blessed flail attack
sometimes carrying out clandestine tasks for Abbot 3. Gnawed upon.
+3 to hit, 1d8+1 damage.
Ekardus, known as The Black Bishop. 4. Diseased.
Monks travel with guards and lay brothers, and Debrooken blessing chant 5. Starved.
often with a horse and cart as well. Monks and The monk blesses one ally within their line of 6. Actually a family, butchered.
guards wear half plate while traveling, and carry sight. The blessing confers a +2 to hit and +1 to all
blessed flails. Monks will often have goods worth other actions for 1d10 turns. To randomly determine a motive for the death, referees can roll 1d6 or pick the result that makes the most
3d100sp, and will each carry 2d10sp. Guards carry sense from the following table:
2d10sp and shortbows. Lay brothers rely on rations
§Debrooken lay brother§
carried by the monks, and have none of their own
Cha +0 Con +0 Dex +0 Int +1 Str +0 Wis +0 1. Robbery.
coin or special belongings.
2. Viciousness.
For more information, see Debrooken Abbey [9]. AC 14 HD 1 HP 1d8 (5) Save +1 Morale 5
3. Religious disagreement.
Move Walk 15’ [3 squares]
4. Personal squabble.
Number encountered Trained stave thrust 5. Natural causes.
◊ 1d6 monks. +1 to hit, 1d6 damage. 6. Madness.
◊ 1d4 guards.
◊ 1d6 lay brothers. Dead bodies have usually been looted, but they have a 1 in 6 chance of holding a campaign object (pg. 28).
§Debrooken guard§
Goals Cha +0 Con +1 Dex +0 Int +0 Str +1 Wis +0
◊ Carry out their mission with no interruptions. AC 16 HD 2 HP 2d8+2 (12) Save +1 Morale 7
◊ Be treated with caution and respect. Move Walk 15’ [3 squares]
◊ Elevate Debrooken above all other local churches. Blessed flail attack
+3 to hit, 1d8+1 damage.
Tasks for outcasts Short bow attack
◊ Travel to Debrooken to see what work the Black 60’ [12 squares], +2 to hit, 1d6 damage.
Bishop might have for a group of outcasts.
46 47
31 · 32 · 33 ees should feel free to adjust as fits the campaign.
Referees can roll on the random locations table
Southron infantry (rear cover) to determine the target for this group’s
The southron forces are headquartered in Cleardor [1]. mission. Some ideas for why they may be sent to
For more on the southern faction, see pg. 18. their target location:
48 49
40 · 41 · 42 Missions
Southron knights Knights, like soldiers, are always traveling, usu-
ally from their headquarters to another location.
The southron forces are headquartered in Cleardor [1].
As the campaign progresses, there may be rea-
For more on the southern faction, see pg. 18.
sons why knights are traveling beyond those listed
below (perhaps the outcasts have incited open war-
fare between two factions, for instance), and refer-
43 · 44 · 45 ees should feel free to adjust as fits the campaign.
Referees can roll on the random locations table
White Hawk cavalry (rear cover) to determine the target for this group’s
The Order of the White Hawk is headquartered in Clear- mission. Some ideas for why they may be sent to
dor [1]. For more on the mercenary faction, see pg. 22. their target location:
Elite cavalry troops, sent out on errands across Tasks for outcasts
the north. Knights are haughty, probably achieved ◊ Check in with the faction’s leader at their
their position through heredity, and believe them- headquarters. Alternately, referees could roll
selves to be blessed by God to do what they wish. using the mission tables from Cleardor [1] or
Mercenary knights of the White Hawk may be less Utroat Castle [15] and have the knights give the
wealthy, but no less proud. outcasts those tasks when encountered.
Plainfolk and even clergy are rightly terrified of ◊ Assist with the group’s current mission.
knights. Upon their horses in armor, trained from ◊ Scout ahead for knightly lodgings.
the age of 3 to do battle, knights are the modern ◊ Carry a message back to their headquarters.
equivalent of a main battle tank, but a tank with all
manner of vicious human hungers and vices.
Knights use traveling as an opportunity to enjoy §Knight§
themselves: drinking, feasting, whoring, and brutal-
Cha +0 Con +2 Dex +1 Int +0 Str +2 Wis +0
izing the peasants along their journey.
AC 19 HD 3 HP 3d8+6 (21) Save +2 Morale 9
Knights wear plate armor with shields, ride
horses with plate barding, and carry polearms and Move Walk 15’ [3 squares], Ride 30’ [6 squares]
swords. They also carry 2d4gp each. Mounted charge
§Knight’s mount§
Only after moving on horseback: Cha -1 Con +0 Dex +0 Int -3 Str +2 Wis +0
Note that missions and tasks for outcasts are shared by +7 to hit, 1d10+2 damage, reach. Victim must pass AC 16 HD 3 HP 3d8 (15) Save +1 Morale 7
Soldiers and Knights (on pg. 49). a Strength save or be knocked down. Move Run 30’ [6 squares]
Flashing swords Rearing kick
Number encountered 2 attacks per turn, +3 to hit, 1d8+2 damage. The horse uses their entire combat turn to kick. +2 to hit, 1d10+2 damage, reach. The victim must also
◊ 1d6 knights with mounts. Strong sword blow pass a Strength save or be knocked down. Riders may not take an additional action on a turn in which
◊ 3 in 6 chance: 2d4 mounted soldiers (see pg. 49). +5 to hit, 1d8+2 damage. their horse kicks.
50 51
48 · 49 50 · 51 52
Bandits Cult of the Ram smugglers Heretic pilgrims
Desperate men and women, forced into a life of The Cult of the Ram is a large criminal organiza- A haggard group of travelers, adults and chil- Sample heresies
robbery, extortion, and murder upon the untamed tion that performs smuggling, extortion, blackmail, dren, with cautious eyes and ragged clothing.
1. Yahweh was once a man like you and I. He
roads of the north. runs protection rackets, and even occasionally en- In these days of wickedness, heresy flourishes.
discovered the secrets of the world, and only
Bandits wear leather armor, carry daggers, short gages in some medieval forms of slavery (a not un- The teachings of the church are clear, but there are
then ascended to the godhead.
swords, and shortbows, and have 3d10sp each. A common practice). those who insist on defying them, on reinterpret-
2. Jesus did not ascend into Heaven, but walks
group of bandits has a 2 in 6 chance of carrying a They have clandestine bases of operation in ing, reimagining, or just rejecting the immutable
the Earth today, and will come to those pious
looted campaign object (pg. 28). most sizable settlements in the north, and have all facts of religion decided by the ancient Synod and
enough to receive him.
Bandits share stats with Smugglers. manner of business from the mundanity of moving espoused in the Holy Creed. The belief of heretics,
3. All marriages must involve three people, and
goods in wagons without running into soldiers, to persecuted as they are, is often stronger, more will-
must strive to produce three heirs, the first
Number encountered complicated operations to embroil powerful figures ful, more ardent than the belief of mere Christians.
belongs to God and is sacrificed upon birth, the
◊ 2d4 bandits. into webs of intrigue. Heretics are cautious, guarded, and firm in their
second belongs to Lucifer and is sacrificed on
Smugglers wear leather armor, carry daggers, faith. They will keep their beliefs guarded unless
their thirteenth birthday, and the third belongs
Goals short swords, and shortbows, and have 3d10sp they have strong trust in someone, and only then
to Humanity and with prayer and meditation,
each. A group of smugglers has a 2 in 6 chance of will slowly start to reveal the details of their heart-
◊ Rob travelers. may find enlightenment.
carrying a looted campaign object (pg. 28). held religious truth, seeking to save the souls of
◊ Sell looted goods to crooked merchants. 4. The God of Genesis was a jealous, greedy,
Smugglers share the same stats as bandits (previ- their new companions.
◊ Get away with big scores. grasping God, and the story of humanity is
ous column). Most will present as normal but somewhat wild-
the story of their journey towards escaping
eyed characters, with a subtle but suspicious ab-
Tasks for outcasts For more on the Cult of the Ram, see pg. 25. sence of usual Christian charms, hand signs, and
His clutches, which was accomplished by the
◊ Kill a guard captain in the nearest settlement birth of Jesus, who died, slew Jehovah, and was
other behaviors. They often travel with their entire
reborn as the new God.
(8gp each). Number encountered families, and will carry a small amount of wealth
5. The Archangel Gabriel, first amongst the Host,
◊ Help set up a big score at Debrooken Abbey (3d20sp and 1d6+1gp), as well as mundane items.
◊ 2d4 smugglers. is the intercedent between God and Man. He
(share of the loot). The leader has a 3 in 6 chance of having a campaign
◊ Help kill or capture someone else from the is a creature of balance and duality and has, in
random encounter table that the bandits wish
Goals object (see pg. 28).
these dark times, turned away, thus preventing
◊ Move goods, unnoticed by authority. the dawn of true Enlightenment from shining
vengeance upon (2d4gp each).
◊ Eliminate threats to their operation.
Number encountered upon humanity.
◊ Get rich or die trying. ◊ 2d4+2 adults. 6. The sayings of Jesus hide esoteric truths,
§Bandit or Smuggler§ ◊ Follow orders and move up in the ranks. ◊ 1d4+1 children. and by uncovering their hidden and divine
Cha +0 Con +0 Dex +1 Int +0 Str +0 Wis +0 numerologies, ascetics can unlock power over
52 53
53 · 54 Number encountered
Viking raiders ◊ 1 Viking Leader.
◊ 2d6 Viking Raiders.
From the distant lands of frozen ice come occa-
sional raiders, looking to burn, pillage, and take
Goals
what sport they may from the agricultural bounty
◊ Plunder and pillage for the glory of the old gods.
of the Mythic North. The residents of the north-
◊ Burn the temples of the weakling crucified Jesus.
lands speak in fear of these barbarians, and though
◊ Find lost Viking treasure from ages past.
the days of near-constant raids are mercifully in the
◊ Slay mythic beasts of legend.
past, the occasional Viking band looking for loot
and glory can still be found roaming the hills and
roads of the northern marches. Tasks for outcasts
Vikings wear leather armor, carry hammers and ◊ Renounce the false god or die.
axes and shields, and each carry a piece of looted ◊ Challenge in single combat or a drinking contest,
treasure worth 3d100sp. The viking leader carries a and they will do you one (likely violent) favor.
huge war axe and wears jewelry worth 500sp. ◊ Provide clues as to the lost Viking treasure.
§Viking leader§
Cha +1 Con +2 Dex +1 Int +1 Str +3 Wis -1
AC 16 HD 4 HP 4d8+8 (28) Save +2 Morale 10
Move Walk 15’ [3 squares]
Huge war axe swing
+7 to hit, 1d10+3 damage.
Huge war axe parry
If an attack against the Viking Leader misses, the Viking Leader makes an attack
roll at +5. If this roll is successful, the incoming attack is parried and the attacker is
thrown back 5 feet and knocked prone.
Berserker
When the Viking Leader is reduced to half HP or below, they goes berserk, and get
-2 to their AC, but can make 2 attacks per turn.
§Viking raider§
Cha +0 Con +1 Dex +1 Int +0 Str +2 Wis -1
AC 15 HD 2 HP 2d8+2 (12) Save +1 Morale 8
Move Walk 15’ [3 squares]
Axe or shield strike
+4 to hit, 1d8+2 damage.
Berserker
When a Viking Raider is reduced to half HP or below, they go berserk, and get -2 to
their AC, but can make 2 attacks per turn.
54 55
55 56 location of a saintly relic with mysterious healing
powers. It lies in a cave (or was it a ruin?). The place
Giant hunters Knights errant is rumored to be haunted by the spirits of dæmons,
but the relic must be recovered, for the glory of God!
It is well known amongst the people of the north- Number encountered Though most knights are tied to their lord or their
lands that giants roam the mountains and hills, land, there are some who have neither, whether by Find a missing child
◊ 2d4+1 giant hunters.
bellowing, eating sheep, stealing children, tearing accident of war, fortune, or birth. These rare figures The first son of the local town’s official has been
down walls, befouling wells, and generally carrying have their skill at arms, their horses, and their holy missing since the last full moon. The townsfolk say
on in a most un-Christian way. Just as wolves must §Giant hunter§ arms and armor, but not much else. They wander this happens from time to time, and that the sprig of
be driven from flocks of sheep, giants must be driv- Cha +0 Con +0 Dex +1 Int +1 Str +1 Wis +0 the lands of the Mythic North, looking for worthy holly left in his tiny bed indicates the devious mal-
en from the lands of men. foes to duel, damsels in distress to rescue, or even, feasance of the fae folk, who are hard to find and
AC 16 HD 2 HP 2d8+2 (12) Save +1 Morale 8
Giant hunters are those who, for gold, glory, or if they are hungry enough, roofs that need mending harder to defeat, since they refuse to fight fair...
Move Walk 15’ [3 squares]
vengeance, have taken up the noble cause and roam or walls that need rebuilding. Duel a worthy foe
Pike thrust
the lands searching for giants. Once a giant is found, Knights errant wear plate armor with shields, The knight’s chivalrous valour in battle has been
+3 to hit, 1d8+1 damage, 10’ reach.
the hunters lay their traps and slay the foul beasts. ride horses with plate barding, and carry polearms besmirched by rumors spread by a local viper! The
Giant trapping weapons and nets
Giant hunters wear chainmail, carry pikes, giant and swords. They also have 2d20sp and 2d6gp each. knight journeys to best this foe in public battle.
+1 to hit, victim must pass a Dexterity save or
man catcher polearms, weighted nets, vessels of
become trapped. Trapped targets have a -4 to Thwart a dark prophesy
alchemist’s fire, and various bait, traps, and spe- Number encountered The knight has acquired an ancient pictorial scroll,
their AC and halve their movement. Trapped be-
cialized weapons for capturing and slaying giants. ◊ 1d2 knights with their mounts.
ings can free themselves with a Strength check. showing a dark prophesy happening in a mysteri-
Not every giant hunter will have every one of these
The check is at -1 for every weapon currently ous, desolate location nearby, that seems to show
items. They have 4d10sp each.
trapping the target beyond the first. Goals a horde of dark creatures spewing forth from the
There is a 3 in 6 chance that the giant hunters are
Alchemist’s fire ◊ Complete their quests. earth. What has been foretold must be thwarted!
on the trail of a giant when encountered. Otherwise,
Thrown weapon, 60’ range. 1d6 initial dam- ◊ Find worthy companions to join them.
they have been recently bested by a giant and are
age, and 1d6 damage for 1d4+1 turns or until ◊ Seek out new quests from the local populace.
limping back to safety. §Knight errant§
the alchemist’s fire is washed or scrubbed off. ◊ Get paid.
Cha +0 Con +2 Dex +1 Int +0 Str +2 Wis +0
To throw, the giant hunter makes a Dexterity
Goals (if on the trail)
check at +2. On a success, the alchemist’s fire hits Knight errant quests AC 19 HD 3 HP 3d8+6 (21) Save +2 Morale 9
◊ Wreak vengeance upon a specific giant that Move Walk 15’ [3 squares], Ride 30’ [6 squares]
the target. On an unsuccessful check, it lands in While much of their time is spent performing odd
destroyed their home, killed family, or performed
a random direction from the target, a number of guard jobs and doing hard labor for coin, knights er- Mounted charge
some other despicable act.
feet from the target equal to 1d4 multiplied by 5. rant are hungry for epic quests that can bring them Only after moving on horseback:
◊ Kill or capture a giant for a bounty from a random
Throwing provokes attacks of opportunity. glory and fame. The truth of these quests is left up +7 to hit, 1d10+2 damage, reach. Victim must pass
faction (pg. 18).
Enormous man trap to the referee, and judicious use of related random a Strength save or be knocked down.
◊ Kill a giant for sport or glory.
This huge trap takes two arms to carry. The gi- tables is encouraged to generate details. Strong sword blow
ant hunter can spend a turn laying out this enor- +5 to hit, 1d8+2 damage.
Goals (if recently defeated) mous bear trap in a square. If anyone steps on
Rescue a damsel
A fair maiden with golden hair from a nearby vil-
◊ Get back to safety as quickly as possible. it or is dragged into the square, the trap springs
lage has gone missing, carried off at night by a
◊ Defend their homestead from giant retribution. shut. The target must pass a Dexterity save or §Knight’s mount§
sticky-fingered old wizard, who lives in a hovel and
◊ Find someone to assist with their crushed bones. take 1d6 damage and the trap clamps on their Cha -1 Con +0 Dex +0 Int -3 Str +2 Wis +0
uses and misuses young ones for foul experiments
leg. If they move with the trap on their leg, they AC 16 HD 3 HP 3d8 (15) Save +1 Morale 7
and sacrifices. She must be rescued at all costs!
Tasks for outcasts move at half speed and take 1d4 damage.
Move Run 30’ [6 squares]
Slay a monster
◊ Assist in a giant hunt (8gp each). Actinic dust
A fearsome beast spawned from the pit of the devil Rearing kick
◊ Offer succor to defeated hunters. The giant hunter can use a combat action to
himself has been destroying farms, killing livestock, The horse uses their entire combat turn to kick.
◊ Run ahead to warn the hunters’ home that throw blinding, choking dust into the air. Any-
and devouring children. It has been tracked to a +2 to hit, 1d10+2 damage, reach. The victim must
rageful giants are coming. one in a 15’ circle must make a Constitution
nearby cave or ruin, and it now must be slain! also pass a Strength save or be knocked down.
save or become blinded for 1d4 turns.
Recover an artifact Riders may not take an additional action on a
The priest of the local village church has divined the turn in which their horse kicks.
56 57
57 §Prisoner guard§ 59
Guarded prisoner Cha +0 Con +0 Dex +0 Int +0 Str +1 Wis +0 Denizens of Dunser
AC 15 HD 3 HP 3d8 (15) Save +1 Morale 6
Crimes are committed throughout the Mythic
Move Walk 15’ [3 squares]
Off the southern coast of the Mythic North is the Strange and secret goals
North, and while most prisoners will simply rot in island village of Dunser [4]. While trader captains
Sword attack ◊ Find a pool in the mountains that burbles forth
a tiny cell or town donjon until they die or their and fisherfolk will claim that the people of Dunser
+3 to hit, 1d8+1 damage. seawater. Drown a fresh water fish in it, and bring
sentence is served, some are important enough that are normal, the common folk across the land can be
that fish back to the House of the Tide Readers.
they need to be transported from one place or an- Shortbow attack heard when in their cups to whisper about the place
◊ Capture a female woodlands hawk, and gather
other for trial or interrogation. 60’ [12 squares], +2 to hit, 1d6 damage. as an ill-rumoured and evilly shadowed seaport of
oil from the pools of the northern wastes. When
Most guarded prisoners will be traveling towards death and blasphemous abnormality.
the oil incites a male to mate with the hawk, the
either Cleardor [1] or Utroat Castle [15], though The rumors are true, in a sense, and some of
they may less commonly be headed towards Band- 58 the folk of Dunser are born strange. Narrow heads,
hawk will birth the Black Egg in the House of the
Tide Readers six days later.
ing Prison [19A], Debrooken Abbey [9] or Cairn o’ bulging watery blue eyes, flat faces with grey-blue,
the Mouth [17].
Escaped prisoners heavily veined skin, small ears, and strangely large
◊ A beast from another place swims the waters
of the Koudloch. The House of the Tide Readers
Prisoners will be accompanied by guards tasked Having only recently won their freedom, escaped hands and feet that are kept gloved and booted at all
requires a bagful of its roe.
with ensuring the safe arrival of their charge. These prisoners tend to be wild, wary, desperate, and dan- times.
◊ The frog priest of The Sunken Chapel [20D] is a
guards are typically heavily armed and wary for gerous. Use the same process as Guarded prisoner These folk are raised in the House of the Tide
blasphemer and must be eliminated.
escape and rescue attempts. They wear chainmail, above to determine what crime the prisoners were Readers in Dunser, kept apart from the rest of the
carry swords and shortbows, and 3d10 silver each. accused of. populace, and consulted as soothsayers and seers.
Escaped prisoners may have escaped from any of Sometimes, strange errands send these Tide Read- §Dunser Tide Reader§
Number encountered the settlements in the Mythic North, from Banding ers out into the greater world to accomplish queer Cha +1 Con -1 Dex +1 Int +2 Str -1 Wis +1
◊ 1d2 prisoners. Prison, or from guards while being transported. errands, often with bodyguards.
AC 12 HD 4 HP 2d8-1 (10) Save +2 Morale 7
◊ 1d6 + (number of prisoners) guards. Escaped prisoners wear no armor and carry a Tide Readers wear cloaks and cover most of their
Move Shamble 10’ [2 sq], Swim 50’ [10 sq]
◊ Mule and cart. motley collection of pilfered and improvised weap- bodies and faces. They are unarmed, carry staffs
ons. They usually have no valuables (though they with horrifying iron carvings on their tips (worth Staff attack
+2 to hit, 1d6-1 damage.
The prisoner is accused of (1d8) may promise valuables to those who help them). 300sp to the right buyer), and will usually be carry-
ing a campaign object (pg. 28). Fish-mawed shriek
1. Stealing.
2. Treason.
Number encountered Dunser guardians wear leather armor, carry har- The Tide Reader unhinges their jaw and shrieks,
◊ 1d4 escaped prisoners. poons and nets, and have 2d20sp each. all within a 120’ circle must make a Wisdom save
3. Witchcraft or sorcery.
or be stunned, losing their next combat turn.
4. Spying for an enemy of the government.
5. Tax evasion. Goals Number encountered After shrieking, the Tide Reader must spend 2
◊ 1d3 Tide Readers. rounds getting their jaw back to normal before
6. Murder. ◊ Return to their home safely and unseen.
◊ 2d4 Dunser guardians. they can shriek again.
7. Heresy or dire religious sin. ◊ Recover their valuable belongings.
8. Conspiracy to overthrow the government. Water spout
◊ Wreak vengeance upon their captors.
If immersed at least above the ankles in any body
◊ Escape the Mythic North.
§Dunser guardian§ of water, the Tide Reader can shoot a noxious
Desperate offers of prisoners Cha +0 Con +0 Dex +0 Int +0 Str +1 Wis +0 water spout at foes up to 30’ away:
◊ Riches beyond anyone’s wildest dreams.
§Escaped prisoner§ AC 16 HD 2 HP 2d8 (10) Save +1 Morale 7 +6 to hit, 1d6 damage, if hit make a Constitu-
◊ Influence with a faction.
Cha +0 Con +0 Dex +0 Int +1 Str +0 Wis +0 Move Walk 15’ [3 squares] tion save or become diseased. Each morning for
◊ Dark power.
2d4 days, a diseased victim must pass a Consti-
◊ Secrets of a faction or place. AC 12 HD 1 HP 1d8 (5) Save +0 Morale 4 Harpoon thrust
tution save or take 1d4 damage immediately
◊ Location of an ancient treasure. Move Walk 15’ [3 squares] 10’ [2 squares] reach, +3 to hit, 1d8+1 damage.
upon waking.
◊ The satisfaction of saving an innocent. Improvised or stolen weapon Net toss
+0 to hit, 1d6 damage. 10’ [2 squares], +1 to hit, victim must pass a Dex-
terity save or become trapped. Trapped targets
get -4 to their AC and halve their movement. Tar-
gets can free themselves with a Strength check.
58 59
60
Apprentice of Red Peter
Red Peter is a powerful soothsayer, political advi-
sor, and warlock. He has a few apprentices which he
§Apprentice of Red Peter§
sends out into the world to fetch him ritual ingredi- Cha +1 Con +0 Dex +0 Int +2 Str +0 Wis +0
ents, slaves, and sacrifices, while he stays safe in his AC 12 HD 2 HP 2d8 (10) Save +1 Morale 6
tower conducting strange experiments. Move Walk 15’ [3 squares]
Peter’s apprentices dress in red robes, wear
Dagger
their hair and beards long, and are accompanied by
+1 to hit, 1d4+1 damage.
guards, and sometimes slaves.
Blood mist
Red Peter’s apprentices carry daggers and staves,
The apprentice deals 2 damage to themselves,
and 2d6gp each. Each apprentice has a 3 in 6 chance
sprays a cloud of bloody mist, and vanishes for
of carrying a campaign object (pg. 28) and a 2 in 6
one round. A Wisdom check from a foe engaged
chance of carrying a random ritual (RC, pg. 52) writ-
in close combat will see through the mist.
ten in Latin.
Red-mailed guards wear burnished red chain- Backstab
mail, carry swords and shields and shortbows, and Once vanished, +6 to hit, 2d4+2 damage.
have 2d10sp each. Poison blood spit
The apprentice bites their own wrist, dealing
For more on Red Peter, see pg. 184. 3 damage to themselves, then can spit 2 times:
+4 to hit, 1d6+1 damage, 20’ range.
Number encountered
◊ 1 apprentice.
§Red-mailed Guard§
◊ 1d4+1 guards.
Cha +0 Con +0 Dex +0 Int +0 Str +1 Wis +0
◊ 1d4-2 slaves.
AC 16 HD 3 HP 3d8 (15) Save +1 Morale 7
60 61
61 Tasks for outcasts
The Black Bishop’s Inquisition ◊ Check in with the Black Bishop at Debrooken
Abbey [10], who may have a mission for them.
A group of fearsome armed and armored mounted
Alternatively, referees could roll using the
warrior monks, wearing black armor, black surcoats
mission tables from that location and have the
with large red crosses, and wielding spiked maces,
Inquisition provide one of the tasks.
some attached with flexible chains.
◊ Share evidence of heresy the outcasts have seen
Feared, respected, and hated, the inquisition of
around the north.
the Black Bishop of Debrooken Abbey is an elite
◊ Confess to the monks any sins the outcasts have
force sent out on missions for the church, under
committed.
the direct command of Abbot Ekardus himself. The
monks are adept in combat, ministry, and interro-
gation. The Inquisitors are haughty, righteous, and §Inquisitorial warrior monk§
are used to being obeyed quickly. Cha +0 Con +1 Dex +0 Int +1 Str +1 Wis +0
They wear half plate armor, carry maces with
AC 17 HD 3 HP 3d8+3 (18) Save +2 Morale 8
spiked heads on the ends of chains, and shields,
Move Walk 15’ [3 squares], Ride 30’ [6 squares]
with a few instead carrying crossbows. Their horses
wear chain barding. They each wear a holy symbol Crossbow attack
worth 200sp, and carry 1d100sp each. The leader 60’ [12 squares] +2 to hit, 1d10 damage.
also has 1d6 gold and a campaign object (pg. 28). Mace attack
+4 to hit, 1d8+1 damage.
Number encountered Whirling mace attack
◊ 1d4+1 monks. One time in each combat, a monk can spin their
◊ 1 lead monk. maces on their chains for extra damage. After
they perform this attack, a monk drops to the
Mission bottom of the initiative order for the rest of the
combat scene:
Referees can roll on the random locations table
+0 to hit, 1d8+4 damage.
(rear cover) to determine the target for the inqui-
sition’s mission. Some ideas for why they may be Mounted charge
traveling to or from their target location: A monk on horseback can use their entire turn
to ride by a target, using their horse’s full move-
1. Root out rumors of heresy. ment, and attack the target at any point during
2. Gather ritual components for the Black Bishop. their horse’s movement:
3. Collect tithes. +3 to hit, 1d8+2 damage. Victim must pass a
4. Take custody of a prisoner. Strength save or be knocked down.
5. Plant evidence of heresy on a representative of
Horse kick
St. Lewiston.
A monk on horseback can give up their move-
6. Defend the laity from predatory nobles.
ment action and use their combat action to kick
7. Escort tools and weapons to the abbey.
with their horse, attacking a target either in
8. Clean up a murder committed by Samuel
front or behind their horse:
Fitzchrist (Encounter 77).
+2 to hit, 1d10+2 damage. Victim must pass a
Strength save or be knocked down.
§Monk’s mount§
Debrooken blessing chant
Cha -1 Con +0 Dex +0 Int -3 Str +2 Wis +0
The monk blesses one ally within their line of
AC 12 HD 2 HP 2d8 (10) Save +1 Morale 5 sight. The blessing confers a +2 to hit and +1 to all
Move Run 30’ [6 squares] other actions for 1d6 turns.
62 63
·Animals·
Wild animals are rarer in the Mythic North than
they were in the past, but cold winters, mindful
shepherds, and disease can drive desperate animals 64
to prey on small groups of traveling humans.
Animals almost always attack at night, prefer to
Bear
attack when no-one is on watch if possible, and will
often stalk a traveling party for a few nights before
Number encountered
◊ 1 bear.
working up the courage to attack. Referees can roll
1d3 to determine how many nights the outcasts will
§Bear§
hear sniffling, scratching, or small sounds in the
Cha -2 Con +3 Dex +1 Int -2 Str +4 Wis +1
darkness before the animals actually move to attack
(thus giving the party a chance to do something AC 13 HD 4 HP 4d8+12 (32) Save +3 Morale 6
about the attack). Move Lumber 20’ [4 squares]
Massive claws
62 +7 to hit, 1d10+4 damage, and victim must pass a
Dexterity save or be grappled.
Wild dogs Terrible bite
If a bear has grappled a target, it may bite them:
Number encountered +10 to hit, 2d6+6 damage.
◊ 2d8+2 wild dogs.
§Wild dog§ 65
Cha -2 Con -1 Dex +2 Int -3 Str +0 Wis +0
Snow cat
AC 14 HD 1 HP 1d8-1 (4) Save +1 Morale 4
Move Lope 20’ [4 squares] Number encountered
Rip and tear ◊ 1 snow cat.
+1 to hit, 1d6 damage.
§Snow cat§
63 Cha +0 Con +1 Dex +3 Int -2 Str +2 Wis +2
AC 15 HD 3 HP 3d8+3 (18) Save +2 Morale 5
Wolves Move Slink 20’ [4 squares]
Pounce
Number encountered On unaware targets, or when attacking a tar-
◊ 2d6+2 wolves. get from behind, the snow cat may pounce:
+6 to hit, 1d8+3 damage, victim must pass a
§Wolf§ Strength save or be knocked down.
Cha -1 Con +0 Dex +2 Int -2 Str +0 Wis +1
Eviscerate
AC 14 HD 1 HP 1d8 (5) Save +1 Morale 5 On a knocked down target only:
Move Lope 20’ [4 squares] +7 to hit, 2d4+2 damage.
Rip and tear Fearsome claws
+2 to hit, 1d6 damage. +5 to hit, 1d8+2 damage.
64 65
66 67
The curse dog The Sleeping Folk
An ugly medium sized dog, flea-bitten with patches of missing fur and fiercely intelligent eyes. When the A circle of people sleep in a small field or clear- 5. The Sleeping Folk agreed to engage in a bargain
referee rolls this result, the outcasts have been cursed to be hounded by the dog. ing, overgrown with clovers and dandelions. The with a Manifest dæmon (Encounter 100),
The outcasts will first see it from far off, or maybe lurking in the shadows. From then on, it causes mis- sleeping folk are all sitting cross-legged, slumped who tricked them and put them into an eternal
chief until they catch or kill it. The dog will do things like bite through ropes to trap the outcasts down in over in a deep sleep. Their clothes are slightly out of slumber as “payment” for their bargain.
pits, push doors closed to lock them in, scatter hot coals to start fires, urinate on a bedroll or on rations, and style and slightly tattered. Their hair is long and un- 6. The Sleeping Folk are dreaming, and in the
anything else a dog could do that would cause major inconvenience, and maybe even mild danger. kempt. Spiderwebs grow on them, a few have birds’ dream are holding back a powerful dæmon from
The curse dog is a spice in your campaign, and should be used as such. Maybe only every fourth session nests in their hair. manifesting in this reality. If they are awakened,
does it show its face, before fleeing off into the darkness, tail wagging, tongue lolling, pleased with itself for They cannot be awakened by any normal means. the dæmon will burst forth and spread chaos
having created another giant hassle. If they are pushed or moved small amounts, they across the land.
The outcasts should come to hate and despise the dog, but it will be very difficult to get rid of. The dog is will mumble wordlessly and adjust themselves
more intelligent than most humans, and will avoid or cheerfully disable traps set for it. The dog will try to back into their original sleeping position. If they The outcasts will most likely want to find a way to
never come within striking distance of the outcasts, and will flee immediately if missile weapons are fired at are wounded or moved out of the clearing they will awaken the Sleeping Folk. Once they are encoun-
it, always avoiding the first ranged attack. quickly cough, gasp, and die, without opening their tered, the referee should feel free to have people
The curse dog has an armor class of 21, and will die to any blow. eyes. One side effect of their long sleep is the cre- encountered in the Mythic North point towards po-
ation of the Escaped Dream (Encounter 91), which tential cures for the eternal sleeping. Some ideas of
wanders the landscape, warping reality around it. ways the Sleeping Folk could be awakened:
Once the Sleeping Folk have been encountered,
1. A ritual described in The Warlock Towers: Red
the next time the outcasts would encounter some-
Peter’s Library [13:23].
one, the referee does not roll the dice (or rolls and
2. A potion from The Alchemist’s Redoubt [3].
ignores the result), and instead the outcasts en-
3. A phrase in the language of the Dunser [4] Tide
counter the Escaped Dream (this only happens once,
Readers (Encounter 59).
and only if the outcasts have not already encoun-
4. Liquor from Hulmane’s Hermitage [16], held
tered the Escaped Dream).
under their noses or tilted down their throats.
How the sleeping folk came to be here, and why
5. An exorcism performed by a powerful clergy
they are sleeping is left up to the referee. Some sug-
member such as Father Linton of Saint Lewiston
gestions:
[5], the Black Bishop of Debrooken Abbey [9],
1. The Sleeping Folk were cursed by Red Peter’s a member of the Black Bishop’s Inquisition
predecessor, Edwin Morch. They were a mob (Encounter 61), Faith Thorne (Encounter 81),
who assembled to burn him out of his tower. or an itinerant priest (Encounter 23).
2. The Sleeping Folk were cursed by Yetta English 6. A cure-all peddled by Gytha Townsend
(Encounter 82). They were elders who chased (Encounter 68).
her out of her village and were hunting her
down to kill her. She cursed them to fall asleep, If the Sleeping Folk are awakened and it’s clear
and without them, their village withered and that the outcasts are responsible, the Sleeping Folk
disappeared. will likely be grateful for the assistance. If they are
3. Faerie members of the Unseelie Court grateful, they can point the outcasts in the direction
(Encounter 117) put the Sleeping Folk to sleep of a cache of ancient medallions they buried nearby
as a joke. for safekeeping, which is worth 10gp.
4. The Sleeping Folk are the original inhabitants of
Great Stocking [14], put to sleep by Achtland
as punishment for angering her.
66 67
68 §Beast of Living Earth§
Gytha Townsend, cure-all merchant Cha -3 Con +3 Dex +0 Int -3 Str +3 Wis -2
AC 12 HD 6 HP 6d8+18 (48) Save +3 Morale 12
A woman dressed in patchwork clothing, riding on a specialized, colorful wagon pulled by a pony be-
Move Squelch 15’ [3 squares]
decked in motley. Gytha sells bottles of snake oil, pots of magic unguents, love potions, brooms to sweep out
Massive blow
devils, and other paraphernalia. Gytha pays generous tithes and otherwise avoids clergy at all costs.
+9 to hit, 1d10+3 damage, Strength save or be knocked down.
If attacked, Gytha carries a summoning rod. She will break it to summon a giant beast made of planty
sinews, smelling of loam and earth. The beast will obey her commands and attack anyone who threatens her. Ropy tendrils
10’ range, target must pass a Dexterity save or be ensnared. Once ensnared, victims will lose their ac-
Gytha’s Wagon tions each round until they pass a Strength save to break free.
Toxic breath
Inside her wagon, Gytha has a bed, many cupboards, and a small ritual altar. A cupboard beneath the altar
Triggers once per combat, when more than one person is within 15’:
contains many ritual components. Gytha will not willingly admit anyone into her wagon. Gytha carries no
Targets must pass an Intelligence save or lose 1d6 x 100 experience points, as well as a Charisma save
weapons, and in her wagon is 1d100+100sp as well as 1d8gp.
or be possessed by fungal spores. Those possessed by fungal spores are controlled by Gytha until they
If the outcasts are looking for a specific potion or remedy, the referee can feel free to include it amongst
pass a Charisma save.
Gytha’s wares. Gytha usually has 1d4+4 concoctions from her wares ready to be mixed and then sold, as well
as more mundane concoctions that are reputed to make crops grow, increase fisher yields, assist (or hinder)
pregnancies, and all manner of other things of interest to the common folk of the Mythic North. Gytha’s Wares (1d20)
Gytha has to specially prepare each concoction before sale, and will only mix them with her wagon door 1. A velvety, herbaceous potion that causes the drinker to shrink to half size for 1d4 hours. 1 dose, 100sp.
shut, after being paid. Gytha will warn that the user’s belief and faith has a large impact on whether or not 2. A clear tincture for the eyes, to cure cataracts and blindness. Requires taking all 10 doses to work. 100sp.
the concoctions are effective. When each concoction is brewed, the referee should secretly roll 1d10. On 1, 3. A bitter potion that causes the drinker to become insubstantial in moonlight, able to be seen, but ghostly,
the concoction poisons the drinker when drunk, making them very ill and at a -3 to all actions for 1d6 days. and able to pass through solid objects for 1d4 hours. 1 dose, 200sp.
On 2-4, the concoction will have no effect. On a 5-10, the concoction works as advertised. 4. A tub of blue ointment that causes body parts to turn invisible for 1d4 hours. 1 dose, 200sp.
5. A thick red, jelly-like unguent that when rubbed on the skin induces extreme sweating, to cleanse the
Gytha’s spirit animal blood of impurities. 1 dose, 100sp.
◊ Swan. 6. A fine grey powder that induces sneezing fits. 10 doses, only 50sp!
7. A thick black oil, to spread on wood, that causes extremely hot flames when lit. 5 doses, only 50sp!
8. A small vial of foul smelling liquid that induces vomiting when ingested. 2 doses, 100sp.
§Gytha Townsend§ 9. Very strong alcohol. 6 doses, 100sp.
Cha +0 Con +0 Dex +0 Int +0 Str +0 Wis +0 10. A pink-tinged, rose-scented potion that will cause the drinker to fall in love with the one who buys it.
AC 12 HD 1 HP 1d8 (5) Save +0 Morale 5 1 dose, 200sp.
11. An herbal blue potion that when drunk, cures 2d4 hit points of damage instantly. 1 dose, 200sp.
Move Walk 15’ [3 squares]
12. A salty green potion that allows the drinker to breathe under water for 1d4 hours. 1 dose, 150sp.
Staff
13. A blood red liquor, very salty, that transforms the drinker into a strong beastly form, giving them +3
+0 to hit, 1d6 damage.
Strength and +2 Constitution for 1d4 hours. 3 doses, 400sp.
14. A grey bottle that contains enough of a reactive mixture to fill a large room with choking, viscous,
opaque smoke when exposed to air. 1 dose, only 50sp!
15. Various sweet-smelling perfumes. 20 doses each, 100sp.
16. A metal box with a soaked sponge, which causes anyone who smells it to take 1d4 damage and fall
unconscious for 1 hour. 2 doses, 100sp.
17. A strong poison, which, if ingested, will cause grave illness. Affected persons must make a Constitution
save every day for 7 days, and are too weak to do anything but rest in bed. At the end of that time, if
they have more failures than successes, they will sicken and die within 1d4 days. Otherwise, they will
get better in 1d4 days. 1 dose, 300sp.
18. A medicine to cure epilepsy, cramps, and various other ailments. Requires taking all 6 doses. 100sp.
19. A paste which if smoked will cause realistic visions of other places, and other times. 1 dose, only 50sp!
20. A bottle of violet liquid that can be sprinkled to remove a curse from a place or person. 1 dose, 200sp.
68 69
69 §Large adult son§ Spirit animal §Milton Horn§
Truman Reede, distiller Cha +1 Con +1 Dex +0 Int +0 Str +1 Wis -1 ◊ Lizard. Cha -1 Con +0 Dex +1 Int +1 Str +0 Wis +2
AC 14 HD 2 HP 2d8+2 (12) Save +1 Morale 6 AC 13 HD 2 HP 2d8 (10) Save +5 Morale 4
An old man with foul breath, a long beard, and
Move Walk 15’ [3 squares] Motivations Move Walk 15’ [3 squares]
few teeth. Truman travels with his two large adult
Sword blow ◊ Accompany dangerous people who are likely to Punch
sons, who man a complex, alchemical looking wag-
+2 to hit, 1d8+1 damage. cause deaths. +0 to hit, 1 damage.
on with brass contrivances, spigots, tubes, glass
Thrown flaming bottle ◊ Share a meal over the fire with friends. Dæmonic strike
bulbs, and other moonshine brewing equipment
1 in 6 chance to recharge each turn, unless next ◊ Learn about recent deaths. If injured and unable to flee, Milton can manifest
sticking up and out at various odd angles.
to the wagon, in which case Truman will keep ◊ Eat delicious food beyond what he normally gets. an enormous ghostly dæmonic clawed hand by
Truman is a distiller, making strong alcohol for
them coming indefinitely: ◊ Murder sinners in order to feed his dæmons. taking 2 points of damage each time he attacks:
various medicinal, agricultural, and recreational
uses. He travels between towns, buying grains, col- 30’ [6 squares], +1 to hit an area 20’ [4 squares] +8 to hit, 2d6+4 damage.
lecting other ingredients, and hawking his wares. across, 1d6+1 damage, and targets must pass a
Dexterity save or get caught on fire and take
Spirit animal 1d6 damage each round until the fire is put out
with a successful Dexterity save.
◊ Giraffe.
Number encountered
◊ 1 old distiller.
◊ 2 large adult sons.
70
Milton Horn, sin eater
Goods for sale
A long, lean, rascal of a man with watery eyes and
◊ Bottle of fine liquor, 50sp.
limp hair, carrying a wooden bowl and dressed in
◊ Bottle of rare liqueur, 100sp.
ragged clothing. For several hundred years, Milton
◊ Flammable liquor, 50sp.
Horn has traveled from settlement to settlement,
◊ Smelling spirits to rouse the dead, 50sp.
taking on the sins of the deceased by consuming
◊ Solvent, 20sp.
bread and beer that have been ritually waved over
◊ Antiseptic, 30sp.
their corpses. The villages pay him for this service,
and send him on his way with spit and curses.
Tasks for outcasts
Milton’s unnaturally long life is due to the
◊ Accompany the wagon either south to Cleardor
dæmons that accompany him, feasting on the sins
[1], or north to Utroat Castle [15] as guards (2gp
he consumes. Every fortnite, Milton must eat a dead
each).
person’s sins, or risk the dæmons emerging. This
◊ Gather rare flowers from the mountains and
has driven Milton to all sorts of heinous acts over
meet in St. Lewiston [5] (4gp each).
the years. He has murdered. He has infected wells
◊ Make an introduction with the Cult of the Ram
with plague. He has set fires and pushed children off
(5gp each).
cliffs. Sometimes, his dæmons help him in his task.
◊ Steal a specific liqueur recipe from Hulmane’s
Outcasts, as fellow dealers of death, may be at-
Hermitage [16] (7gp each).
tractive travel partners to Milton, who will assist
them in small ways as long as he and his dæmon-
§Truman Reede§ ic passengers are kept well fed. Milton has lived a
long life by avoiding conflict, but if traveling with
Cha +0 Con -1 Dex +0 Int +0 Str +0 Wis +0
the outcasts, he will do small things to try to ensure
AC 12 HD 1 HP 1d6-1 (3) Save +0 Morale 4
that death follows them.
Move Walk 15’ [3 squares]
70 71
71 D6: Body–area of life 1. Apollo, the Sun - Vitality, ego, self-expression.
D20: Focal point
2. Luna, the Moon - Emotions, instincts, habits
Lane Wyatt, fortune teller The six-sided die gives Lane an indication of the
and moods.
The twenty-sided die gives Lane an idea of the
area of life the reading pertains most to. Other dice general location for resolving the problem. The ref-
A thin, serious young man who does illegal for- 3. Mercury - Intellect, logic, thinking,
can also give indications as to what specifics the eree should use the location table on the rear cover.
tune readings for coin, never stays in one place for communication.
body dice is speaking to. Lane gives a stuffed fetish Lane will describe the location in vague physical de-
too long, and is always on the look out for agents of 4. Venus - Pleasure, romance, love, money.
doll full of stones to the subject of the reading. The tail, with a general direction (e.g. “far to the north-
the church. 5. Mars - Aggression, drive, desire, competition.
subject closes their eyes and tosses the doll and west, in a frozen land, I see a castle looming above
6. Jupiter - Luck, growth, optimism, excess.
catches it six times while Lane watches. Whichever fields” for Utroat Castle). Lane prepares and drinks
Spirit animal area of the doll the subject favors determines the
7. Saturn - Limitation, boundaries, structure,
a sweet-smelling herbal tea and then meditates into
authority.
◊ Gazelle. relevant area of the body. a trance, before describing the place he sees.
8. Uranus - Individualism, eccentricity, rebellion.
1. Heart - Sociability, passion, emotions. 9. Neptune - Illusion, imagination, dreams,
Lane’s Fortune Telling 2. Legs - Physical well-being, mental stamina. spirituality.
If the outcasts pay Lane 50sp, he will do a reading 3. Hands - Speed, time, swiftness. 10. Pluto - Power, transformation, death and
for one of them. The outcast must ask a single ques- 4. Head - Academic, mental, problem solving. rebirth.
tion (if it is too specific, Lane will protest, saying 5. Arms - Physical struggle, effort, anger.
that specific questions put a person on too narrow a 6. Gut - Looking within, ego, self, ideals. D12: Ancient God–action required
path and can lead to disaster). A reading takes about
The twelve-sided die tells Lane which of the an-
an hour, and is accompanied by various rituals at
cient Greek gods governs the question, and which
each step. Lane will only do one reading each night. D8: Earthly Aspects–the virtue required action is thus most recommended to resolve the
To perform a reading, the referee should secretly
The eight-sided die indicates the area of physical question. Lane has a set of divination sticks carved
roll 4-, 6-, 8-, 10-, 12- and 20-sided dice, consult the
reality the question relates to, and gives Lane an to look like aspects of the gods that he rolls on the
tables below, and craft a fortune-telling narrative.
idea of which core virtue is needed to resolve the ground, consulting the pattern created to deter-
Referees should also feel free to commit to the nar-
question in a way that will be most beneficial. Lane mine which one is in governance of this reading.
rative created through the fortune-telling, and have
has a disc-shaped stone carved with eight strange
it effect the game world in later sessions, thus creat- 1. Athena - Study.
foreign symbols evenly spaced along the outer edge.
ing a “true” prophecy. 2. Ares - Violence.
He spins the disc, splashes water on it, and watches
3. Dionysus - Fellowship.
where the droplets land.
4. Hades - Peace.
D4: Season–general guidance 1. Heaven - Integrity. 5. Hecate - Magic.
2. Marsh - Respect. 6. Hephæstus - Fortifying.
The four-sided die tells Lane which seasonal as-
3. Fire - Courage. 7. Hermes - Investigation.
pect is most important in finding an answer to the
4. Thunder - Honor. 8. Hypnos - Meditation.
question being asked. Lane tosses a sprig of holly,
5. Wind - Compassion. 9. Iris - Communication.
fresh grass, flowers, and a dead leaf into the fire
6. Sea - Honesty. 10. Nemesis - Balance.
from up high. Whichever burns fastest and bright-
7. Mountain - Loyalty. 11. Nike - Travel.
est indicates the season for the reading.
8. Firmament - Self control. 12. Zeus - Prayer.
1. Winter - Rest, recharge, defend, hunker down,
hold out.
2. Spring - Start new things, plant seeds of new D10: Planet–the nature of the problem
growth.
The ten-sided die tells Lane which planet most
3. Summer - Toil without burning out, work hard,
governs the question, and gives an idea of the true
sweat.
nature of the problem, even if it is not immediate-
4. Autumn - Make strong moves, harvest what
ly obvious. Lane consults the stars and the sky to
was sown.
determine which planet is in ascendance for this
question.
72 73
72
Sir Thomas, the Black Knight
A towering knight, well over seven feet tall, clad in elaborate black plate armor, carrying a huge shield,
with a gigantic two-handed maul held easily in one hand. Sir Thomas is a half-mythical force for vengeance
in the Mythic North.
If the outcasts have made absolutely no enemies in the Mythic North and have not killed anyone, Sir
Thomas approaches and sets his maul head down onto the earth and asks, “who hath wronged thee?” Once
the outcasts answer, Sir Thomas lumbers off, saying only, “vengeance shall be done.”
If the outcasts have made enemies, and have killed people in the Mythic North, Sir Thomas will attack
them. With each strike he will say in a gravely voice: “For [name], who you hath slain.” Sir Thomas will stop
attacking once one of the outcasts is killed. Once he stops attacking, he will ask “and now, who hath wronged
thee?” as described above.
Sir Thomas is implacable, and once encountered, will follow the outcasts at a walking pace until one of
them is slain, or he is slain. He will walk over (or through) walls, beneath lakes or rivers or even the sea, will
slay any who attempt to stop him. He will not stop until his task is completed.
If Sir Thomas is ever slain, his armor collapses, empty, and rusts away before the outcasts’ eyes. His black
onyx heart is worth 5,000sp.
74
73 Spirit animal 74
Delwin Holmes, executioner ◊ Spider. Agate Combs & Dexter Hardene
A hulking, quiet, haunted man who travels in fin- A charismatic alchemist traveling with his mis-
Motivations
ery, wearing many rings and bracelets. He carries shapen, obedient, soft-spoken assistant Dexter
◊ Find a woman who would accept his lifestyle and
with him several coils of rope (for cheap executions Hardene on a strange-looking cart. The duo is look-
become his wife.
in towns that have a gallows), an enormous pitted ing for Agate’s lost creation: Aloius, the Man of
◊ Peruse beautiful illuminated manuscripts.
axe (for medium cost executions, and for towns that Brass (Encounter 75).
◊ Save enough coin to leave the executioner’s life.
have no gallows), and a huge two-handed sword (for Agate has beautiful, piercing blue eyes, thick
◊ Talk about things that are not his career.
expensive executions). Delwin barely speaks, and black hair, and long, delicate fingers. Agate wears
gets no joy out of his profession. He was born into it, eyeglasses of his own invention, with multiple
§Delwin Holmes§
and though he did not choose it, it has made him see swappable lenses. He usually stays at The Alche-
Cha +0 Con +1 Dex +0 Int +1 Str +3 Wis +0
people in a perverse way. mist’s Redoubt [3], but if encountered, is traveling
Delwin is a pariah in most places he visits, and AC 15 HD 4 HP 4d8+4 (24) Save +2 Morale 7 on a small one-pony cart containing many bottles,
tends to end up associating with others that society Move Stride 15’ [3 squares] odd metal implements, and strange glass vessels.
sees as undesirable. Axe swing Agate is cautious of being branded a heretic, and
Delwin wears chain armor, carries a bag of tools, a +6 to hit, 2d4+3 damage, 1 shock. will not initially be forthcoming about his mission,
beautifully illuminated personal diary (with accom- If max damage is dealt, the target is beheaded. his alchemy, or his creation. Agate will have with
panying inks and quills), an axe, and a two-handed him 2d3 bottles of his creations (see pg. 145), but is
Sword swing
sword across his back. He has 1d6gp and 2d20sp in not interested in selling them. He keeps them with §Agate Combs§
+7 to hit, 1d10+4 damage, 1 shock.
his pouch, as well as a campaign object (pg. 28). him primarily for his own use and for defense. He Cha +1 Con -1 Dex +0 Int +2 Str -1 Wis +1
If max damage is dealt, the target is beheaded.
is wearing stained clothes, carries with him a staff, AC 12 HD 3 HP 3d8-3 (12) Save +2 Morale 5
and 1d3gp plus 1d20+20sp. Move Walk 15’ [3 squares]
Dexter Hardene is a large, misshapen, simple
Staff strike
man who trusts Agate, and almost no-one else. Dex-
+0 to hit, 1d6-1 damage.
ter looks to Agate for permission to speak, and calls
Agate “master.” Without Agate, Dexter is loathe to
make decisions. If Agate is slain, Dexter will attempt §Dexter Hardene§
to continue on Agate’s work, with predictably awful
Cha -1 Con +2 Dex -1 Int -2 Str +2 Wis -1
results. Dexter is wearing leather armor and wields
AC 13 HD 3 HP 3d8+6 (21) Save +2 Morale 5
a large maul that he carries over his shoulder.
Move Plod 15’ [3 squares]
76 77
75
Aloius, the Man of Brass
A smooth-faced man of shining brass, about six feet tall, moving in a smooth-stuttering gait. Aloius was
created and imbued with plasmic alchemical life by his creator, Agate Combs (Encounter 74).
Once he was brought to life, Aloius found himself confused about his place in the world, possessed of full
intelligence, but with no memories, and the emotional maturity of a child. Agate wanted Aloius to be his
servant, but Aloius wanted to find his purpose, wanted to learn to read (which Agate forbade), and most
importantly, wanted to find love.
Aloius is deeply afraid of being recaptured by Agate, for whom he has massively complicated feelings of
both love and hate. He knows the way to The Alchemist’s Redoubt [3], and can show explorers the secrets
of that place. He will be a stalwart and loyal companion to any outcasts who agree to help him create a com-
panion, but will become enraged if he feels that not enough progress is being made towards his goal.
Once the secrets to creating Aloius are deciphered, the outcasts will realize that to create a companion of
brass, they must drain the life-force from several recently alive bodies as part of the alchemical process.
Aloius carries nothing of particular value. But if the outcasts complete his goal, his internal alchemical
processes, sparked by love, will open his glowing chest, which will produce from the coal within a lump of
solid gold worth 5,000sp.
78 79
77
Samuel Fitzchrist & Edgar of Slayne
A psychotic religious serial killer traveling Spirit animals
with his hulking guardian, Edgar of Slayne. Samuel
◊ Samuel Fitzchrist: Cobra.
is charismatic, dressed in tight black velvet, with a
◊ Edgar of Slayne: Ox.
sword at his hip and a gold crucifix at his neck. Ed-
gar is dressed in black robes, has no tongue, carries
a huge hammer on one shoulder, and a large sack
Goals
on the other. ◊ Find victims to torture and crucify.
Samuel is the illegitimate child of the Black Bish- ◊ Ensure none know that Samuel is behind the
op. He would be handsome, but his face is lopsided. Great Work.
He is a charismatic and smooth talker, is in excel- ◊ Procure fine clothes and fine food.
lent physical condition, and believes himself a mes- ◊ Stay in the best inns and taverns.
senger from God.
Samuel was beaten and preached at by Ekardus
§Samuel Fitzchrist§
as a child and now has strange religious visions that
Cha +1 Con +0 Dex +2 Int +1 Str +0 Wis -1
compel him to kill again and again, crucifying his
victims and inflicting upon their bodies the wounds AC 16 HD 4 HP 4d8 (20) Save +2 Morale 7
of Christ. This process sexually excites him to the Move Walk 15’ [3 squares]
point that he climaxes, after which he becomes Sword strike
ashamed and contrite. +4 to hit, 1d8 damage.
Samuel wears black leather armor, carries a Dagger throw
sword and 4 daggers, and wears a large golden cru- 15’ [3 squares], +6 to hit, 1d4+2 damage.
cifix worth 100sp.
Edgar of Slayne is a former member of the Black
Bishop’s Inquisition (Encounter 61), who also §Edgar of Slayne§
dresses all in black. Edgar’s tongue has been burned Cha -1 Con +2 Dex +0 Int +1 Str +2 Wis +1
out for some past sin.
AC 15 HD 5 HP 5d8+10 (35) Save +3 Morale 8
Despite his brutish appearance, Edgar is intelli-
Move Trudge 15’ [3 squares]
gent and thorough. Edgar’s task is to protect Samuel
and to ensure that his activities are not discovered. Hammer blow
Edgar believes that Samuel is doing the Lord’s work, +7 to hit, 1d10+2 damage, 1 shock.
and does not disturb the horrifying scenes that Hammer swing
Samuel creates. Attacks up to three targets in front of Edgar.
Edgar wears black chain armor, wields an enor- +3 to hit, 1d10 damage each.
mous wooden sledgehammer, and carries the duo’s
traveling gear in a large pack that he slings over one
shoulder. The pack contains 1d6gp, 100+1d100sp,
many large metal nails, simple woodworking equip-
ment, a key to Samuel Fitzchrist’s Lair [20C], and
4 large gold crucifixes on chains, each worth 100sp.
80 81
78
Wren Auldeye, monster huntress
A young woman aged beyond her years, armed to the teeth, dressed in ragged clothing, who is dedicated to Spirit animal Tasks for outcasts
slaying monsters and beasts. ◊ Falcon. ◊ Help her take down a dæmon she has been
Wren’s family was killed by a strange beast when she was a teenager. She now stalks the landscape, travel- tracking in the area (3gp each).
ing from town to town, searching for rumors of monsters and beasts, and slaying them if she can find them. ◊ Tell Wren about any monsters or dæmons the
Wren’s hard life has aged her quickly. She is often spattered with mud and dried blood, and likes to outcasts have seen.
decorate her equipment, clothing, and hair with bones, feathers, scales, and other trophies taken from her Wren’s foothold traps ◊ Hire Wren to accompany the outcasts on their
various hunts. Wren is friendly but wary, and is always happy to share a drink with fellow travelers. Wren had these made by the blacksmith in Utroat journey as a special retainer, at a rate of 200sp
Wren wears leather armor and carries a hand-made miniature crossbow, a quiver of special bolts, two Castle [15]. They function like bear traps, and any- (4gp) per session. At the referee’s discretion,
primitive foothold traps of her own invention, a halberd with a half-length handle, a bottle of strong poison, one who steps on one takes 1d6 damage and is held this may require a successful Charisma check,
a bottle of healing draught, and 1d20+20sp. in place until they make a successful Strength unless Wren is independently motivated by the
check to escape. outcasts’ quest.
§Wren Auldeye§
Cha +0 Con +1 Dex +1 Int +0 Str +2 Wis +0
AC 15 HD 3 HP 3d8+3 (18) Save +2 Morale 8
Move Walk 15’ [3 squares]
Halberd strike
+5 to hit, 2d4+2 damage, 1 shock.
Custom crossbow strike
45’ [9 squares], +4 to hit, 1d8+1 damage. Wren can shoot 3 times before needing to reload.
Special crossbow bolts
Instead of using the standard crossbow bolts above, Wren can spend a combat action loading a special
type of bolt into the crossbow. After firing a special bolt, Wren must spend an additional combat action
to reload the crossbow. This can be with regular bolts, or another special bolt. Each type of bolt can only
be fired once per combat scene.
Poison bolt: 1d4+1 damage and victim must pass a Constitution save or become poisoned, taking 1d4
damage each turn until they pass a Constitution save.
Sleep bolt: 1d4+1 damage and victim must pass a Constitution save or fall asleep in 1d4 turns. This sleep
will last for 1d4 hours. Awakening someone who has been put to sleep by a sleep bolt requires at least 2
turns of shaking, tossing cold water, or some other method. Once the victim awakens, all their actions
will be at a -1 modifier for 4 turns from extreme grogginess.
Blessed bolt: 1d4+1 damage, plus an additional 2d4 damage to Sorcerers, dæmons, and any who traffic
with dæmons.
Flame bolt: 1d4+1 damage, and there is a 3 in 4 chance that the bolt explodes and the victim is set on
fire. If this happens, the victim takes an additional 1d4 damage the turn they are hit by the bolt, plus 1d6
damage for each turn they are set ablaze, until they take some action to put the fire out.
82 83
79 §Grimelda§
Grimelda, the chained woman Cha +1 Con +1 Dex +1 Int -1 Str +2 Wis -1
AC 15 HD 4 HP 4d8+4 (24) Save +3 Morale 7
An ancient, obese woman with lank hair. Grimelda
Move Clomp 15’ [3 squares]
is nude except for being wrapped in tight chains
Chain slice
with large attached hooks. The hooks on the ends
Attacks up to two separate targets, each up to 10’
of the chains are pierced through her sallow skin,
[2 squares] away:
where maggots drop from the ragged holes. She is
+5 to hit, 1d8+1 damage.
carrying a large golden bowl in one flabby hand.
Grimelda was once a normal young woman, but Chain wrap
was kept chained in a tower by her jealous husband, Grimelda flings a chain out at one target. The tar-
who wanted no other men to see her. In her sorrow, get must pass a Dexterity save or be pulled in
she succumbed to whispers in her head, trapped close to Grimelda on the next turn. Victims must
one of the servants sent in to feed her, and stran- pass a Strength save to break free.
gled them with her chains. Kept thin on far too little Head bite
food and driven to madness, the young Grimelda If a victim has been wrapped in chains for two
started greedily devouring the raw flesh of the ser- turns and is next to Grimelda, on her next turn,
vant. At this point a dæmon manifested, revealed she can open wide her maw and bite off their
it was the source of the whispers, and Grimelda head by passing a Dexterity check.
agreed to merge with it.
Grimelda now exists to trap and chain and de-
vour people. Grimelda lures in victims by cooking
a delicious-smelling stew in her enormous golden
80
bowl. Grimelda is jolly but violent and unpredict- Strigek, the Ivory Mask
able, prone to swinging her hooked chains around
A man wearing an ivory mask shaped like an East-
in the air, claiming she was just playing around if
ern demon’s face, wielding an enormous glaive
she “accidentally” slices someone.
with a huge bladed tip. He has a giant square shield
Grimelda can be convinced to accept a blood
strapped to his back that he wears like a backpack.
sacrifice in lieu of eating someone. If the sacrifice
Unknown to others, the mask is fused to his face.
takes 1d6+1 damage and pours blood into the bowl,
It was possessed by a dæmon, and now he follows
Grimelda will drink it, and thank the party, giving
them stew in return. Eating the stew heals anyone
the dæmon’s strange goals. He has wandered ever §The Ivory Mask§
westward from his distant homeland, and now Cha +0 Con +3 Dex +3 Int +0 Str +3 Wis +0
eating it for 2 hit points, assures that the next day’s
wishes to cross the sea. He does not know the lo- AC 17 HD 3 HP 5d8+9 (34) Save +2 Morale 9
weather will be bright and pleasant, and prevents
cal language, and will communicate with muffled
anyone who eats it from getting lost for 2 days. Move Stride 15’ [3 squares]
grunts, pointing, and drawing in the dirt.
If Grimelda is given the blood of a Sorcerer,
If someone defeats him, the mask will fall to the Wearing the Ivory Mask Glaive strike
Grimelda will roar with delighted laughter, and will Reach, +8 to hit, 1d10+3 damage.
ground, revealing a young Eastern man’s face. If The wearer of the mask gains +3 to Strength,
offer to accompany them on their journey, hiding
they wear the mask, they will gain great power, but Dexterity, and Constitution. They also gain +2 to Whirling glaive
whenever they enter towns. All she asks for in re-
will struggle to maintain control of themselves. The their attack bonus, and gain +2d8 hit points. If they +4 to hit up to 3 targets standing next to each
turn is another dose of sorcerous blood each week.
Ivory Mask is carrying strange armor, his glaive, take the mask off, they lose all these benefits. To other, 1d10+3 damage each.
Grimelda carries over 100’ of hooked chain
his giant shield, 2d6gp in a foreign currency, and take the mask off, they must pass a Wisdom save. Turtle build up
wrapped around her body, and a large golden bowl
2d20sp in that same currency. He is oddly not car- They must also make a Wisdom save for every week The Ivory Mask concentrates on defense for 1
worth 1,000sp.
rying any of the usual adventuring gear like a wa- that they wear the mask. If they have ever failed round, hiding beneath their shield. Their AC
terskin, rations, or a bedroll. He does not seem to raises to 20. For each unsuccessful attack that
Spirit animal need these things.
three of these cumulative saving throws, they can-
not take the mask off again, and the dæmon takes targets them when they are turtling, they get a
◊ Anglerfish.
over their body until they die. +1 to their next attack roll.
84 85
81 Number encountered §Faith Thorne§
◊ Faith and 1d4+1 additional knights. Cha +1 Con +2 Dex +0 Int +0 Str +2 Wis +1
Faith Thorne, witch hunter AC 19 HD 5 HP 5d8+10 (35) Save +3 Morale 10
Church in St. Lewiston. Faith wears beautiful enam- ◊ Assist Faith in hunting down the accused witch. Mounted charge
eled red and white armor, wields a massive iron ◊ Report to Father Linton in Saint Lewiston [5]. Only after moving on horseback:
mace with a cross-shaped head, and travels with a +9 to hit, 1d10+2 damage, reach. Victim must pass a Strength save or be knocked down.
cadre of similarly armed and armored knights. The accused witch (1d8) Cruciform mace
Faith is unyielding and devout, and believes in Referees may also feel free to use the full random encoun- +7 to hit, 2d4+2 damage.
his holy mission with ardor. He prays thrice daily, ter table instead of this table. Shield bash
and will brook no disrespect towards God or him- +3 to hit, 1d4+2 damage. Victim must pass a Strength save or be knocked down.
1. A plain-looking girl from a local village who
self from anyone. Faith and his knights are wear-
was caught cavorting with dæmons (Sunniva Holy beam
ing enameled plate armor, carry shields, cruciform
Goodwine, Encounter 83). Faith points his mace at a target and prays, using both his movement and combat actions. While praying,
maces, holy symbols around their neck (100sp
2. A bewitchingly beautiful woman, traveling his AC is 12. At the beginning of his next turn, if he is not interrupted, his target will take 4d4 holy dam-
each), and each have 1d6gp and 1d20sp.
alone except for her dæmonic cat familiar age. A successful Wisdom save reduces the damage by half.
When encountered, Faith is on the trail of an ac-
(Yetta English, Encounter 82). Armor of Faith
cused witch. Referees may roll on the table below,
3. A strange man which trouble follows like a 1 in 6 chance to recharge each turn. As a combat action, Faith can pray and make a Wisdom check. If suc-
or pick or roll from the full random encounter table
storm crow (Milton Horn, Encounter 70). cessful, he creates a shimmering holy aura around himself or one of his knights, which has 2d6 hit points
to discover the identity of the accused.
4. A string bean of a man, ensorcelling the minds and must be destroyed before the target can be damaged.
Once the accused has been identified, the next
of the common folk with fortune telling (Lane
time the outcasts would encounter someone, the
Wyatt, Encounter 71).
referee does not roll the dice (or rolls and ignores
5. A foreign woman who bewitches and robs
the result), and instead the outcasts encounter the
travelers with forbidden sexual dances (Ralora,
accused. This only happens once, and only if the
the Spelldancer, Encounter 76).
outcasts have not already encountered the accused.
6. A group of travelers spreading profane untruths
along the King’s roads (Heretic pilgrims,
Spirit animal Encounter 52).
◊ Eagle. 7. A sacrilegious killer who has been leaving a
trail of bodies crucified in a mockery of Christ’s
sacrifice (Samuel & Edgar, Encounter 77).
8. A woman dressed in motley, selling false and
§Knights of Saint Lewiston§ evil cures (Gytha Townsend, Encounter 68).
Cha +0 Con +2 Dex +0 Int +0 Str +2 Wis +0
AC 18 HD 3 HP 3d8+6 (21) Save +2 Morale 9
Move Walk 15’ [3 squares], Ride 30’ [6 squares] §Knight’s mount§
Mounted charge Cha -1 Con +0 Dex +0 Int -3 Str +2 Wis +0
Only after moving on horseback: AC 16 HD 3 HP 3d8 (15) Save +1 Morale 7
+7 to hit, 1d10+2 damage, reach. Victim must pass Move Run 30’ [6 squares]
a Strength save or be knocked down.
Rearing kick
Cruciform mace The horse uses their entire combat turn to kick.
+5 to hit, 2d4+2 damage. +2 to hit, 1d10+2 damage, reach. The victim must
Shield bash also pass a Strength save or be knocked down.
+1 to hit, 1d4+2 damage. Victim must pass a Riders may not take an additional action on a
Strength save or be knocked down. turn in which their horse kicks.
86 87
82 3. A measure of talent: a random skill of at least +1 is
reduced by 1 (minimum of 0).
Yetta English, witch 4. A little trust: lose 1 Charisma.
A tall, charming, incredibly beautiful woman who 5. A draught of health: lose 1 Constitution.
dresses in rich, colorful fabrics. Yetta travels alone 6. A pinch of time: age 20 years, lose 1 Dexterity.
on a pony clad in silks, accompanied by a black cat 7. A piece of your mind: lose 1 Intelligence.
who rides either on her shoulder, or perched on the 8. A portion of strength: lose 1 Strength.
horn of her decorative saddle. 9. A pearl of wisdom: lose 1 Wisdom.
If Faith Thorne (Encounter 81) has not been 10. A mote of life: lose 1d3 hit points (minimum of 1).
encountered yet, Yetta will be on the run from him 11. A portion of swiftness: -3 on initiative checks.
and his witch-hunting knights. If Faith Thorne has 12. Your dying breath: the outcast dies after only 2
been encountered, and Yetta was not his quarry, she unsuccessful death saves (instead of 3).
is merely traveling, without many cares.
Secretly, Yetta is an actual witch. She has sold her
soul to a dæmon and has been blessed with eternal
§Yetta English§
youth, wealth, and power. The dæmon rides inside Cha +3 Con +0 Dex +1 Int +1 Str -1 Wis -1
her cat, and sometimes at night she can be heard AC 13 HD 3 HP 3d6 (12) Save +2 Morale 5
speaking with it. If attacked, Yetta’s cat will grow in Move Walk 15’ [3 squares]
size to defend her.
Curse
Yetta carries fine clothes, a walking staff, some
1 in 6 chance to recharge at the beginning of Yet-
jewelry worth 250sp, and a campaign object (pg.
ta’s turn. Roll on the table above. The effects are
28). Anything else she needs, she conjures from her
applied instantly and last for 1 watch, unless the
finely trimmed satchel.
target passes a Wisdom save.
Spirit animal
◊ Panther. §Yetta’s cat (transformed)§
Cha +2 Con +2 Dex +3 Int +0 Str +2 Wis -1
Yetta’s witchcraft (1d12) AC 15 HD 3 HP 3d8+6 (21) Save +2 Morale 6
Yetta can offer the outcasts assistance with what- Move Slink 20’ [4 squares]
ever they need. This could be information about Fearsome claws
an item or person they’re seeking, healing of their +5 to hit, 1d8+3 damage.
wounds, the secret to defeating a powerful foe, food, Breath of hell
shelter, or anything else that would be very helpful Once per combat, the cat can attack with its fetid
to the outcasts at this point in the campaign. breath, covering an area approximately 20’ x 20’
In return, Yetta asks for boons from the outcasts in front of it. Everyone caught in the cloud must
drawn from the table below. pass a Constitution save or fall to the ground
“In return, can you share with me…” the character coughing and retching for 1d4 turns.
will feel something spiritually drain out of them,
Pounce
and will have a sense of foreboding, but then the
On unaware or incapacitated targets, or from be-
moment passes. The next time it’s convenient, Yetta
hind, the cat may pounce:
disappears, and after resting, the outcast learns the
+7 to hit, 1d8+3 damage, victim must pass a
mechanical effect of paying the cost.
Strength save or be knocked down.
1. A hint of knowledge: lose 50% of the XP progress Eviscerate
towards the next level. On a knocked down target only:
2. A drop of courage: -1 to base attack bonus. +7 to hit, 2d6+4 damage.
88 89
84
Leofsige Airaldii, the fisherman
A strange, fishlike man from the town of
83 Dunser. Leofsige wears a long jacket, carries
fishing gear, has moist skin, and smells of old
Sunniva Goodwine, accused witch
fish. He sells strange dried fish from beneath
A normal looking, somewhat plain young woman wearing threadbare clothing. Sunniva is on the run after his jacket, and is eager to attach himself to the
being accused of being a witch by an older woman in her village. outcast’s party.
If Faith Thorne (Encounter 81) has not been encountered yet, Sunniva Goodwine will be on the run from Leofsige carries a large pack with fishing
him and his witch-hunting knights. If Faith Thorne has been encountered, but Sunniva was not his quarry, rods, lines, lures, and nets. He has 2d6 portions
Sunniva is trying to evade capture from a mob of villagers. of fish ready to eat that he will sell. In addition
Sunniva is desperate for help, and knows that if she is caught, she will be burned. She has little of value, to finding buyers for his fish, Leofsige is eager
just her clothes and a small bag with some foodstuffs, a campaign object (pg. 28), and 2d10sp. to travel with the outcasts, generally acting like
a nuisance, causing inadvertent loud sounds,
Spirit animal making foolish suggestions, and being over-ea-
◊ Dove. ger to please.
90 91
85 86 §Vasyl the Bloody§
Possessed armor Vasyl the Bloody Cha +2 Con +2 Dex +2 Int +1 Str +3 Wis +0
AC 16 HD 6 HP Special* Save +3 Morale 9
A suit of platemail possessed by a dæmon, striding A guarded wagon of foreign design, with 4 pale,
Move Startling speed 20’ [4 squares], Fly (as a bat) 60’ [12 squares]
and clanking across the landscape. It leaks red and listless thralls guarding it. The thralls are named
black light, and flames dance beneath the visor. Ihor, Lazar, Vratislav, and Yeseniya. Inside sleeps *Can be slain by being burned to death, by being exposed to the sun, by having a stake driven through his heart, or
“Give me bloood!” it hisses. If the outcasts agree, it Vasyl the Bloody, a vampire, inside a coffin full of by having his head cut off. Otherwise completely unharmed by any physical or magical damage, and heals instantly.
sucks 1d6 hp from each of them, then is amenable to grave dirt. During the day Vasyl will be asleep, and Will flee from crosses, turning into a bat and flying away.
strange conversation. It will answer questions, but the thralls will tell anyone who asks that their mas- Command
in a roundabout way, always trying to obfuscate the ter had a long night, is currently asleep, and would Vasyl reaches out a hand, stares into the target’s eyes, and gives them a simple, physical command. The
actual truth without lying. be happy to entertain them once he awakens. target must pass a Wisdom save or obey the command. If a target has resisted this ability, it can no longer
If no blood is offered, it attacks. The possessed Vasyl is traveling to find new companions to be used on them.
armor cannot run, so is easily fled from, though it bring back to his Palace [20B] to entertain him and Claws
will often chase those who flee it for days. share his unlife. He is not particularly picky, though Vasyl’s fingernails extend into deep red talons:
To discover who created the armor (and then he does prefer companions who are interesting, +9 to hit, 1d6+3 damage, victim must pass a Constitution save or suffer 1hp of bleeding damage each
lost control of it), the referee can roll again on the talkative, and attractive. turn until they pass a Constitution save.
random encounters table. Their motivation is left Vasyl is dressed in foreign finery and is a hand-
Embraced
up to the referee, but the referee should now note some, charming man. The thralls are wearing dirty
Vasyl and his target make opposed Dexterity checks. If Vasyl wins, he wraps the target in a tight em-
that whoever was rolled knows a ritual to summon leather armor and carry polearms of peculiar de-
brace. Once embraced, the target must pass an opposed Strength check to break free. Vasyl’s AC drops
a dæmon to invest a suit of armor. sign. Inside Vasyl’s wagon is a treasure-box contain-
to 12 while he is embracing.
If it is defeated, most of the armor will crumple ing two campaign objects (pg. 28), a painting of a
Bite
into a rusted heap, leaving behind only its strange young woman (200sp), 2d6gp, and 1d100+100sp.
If Vasyl has embraced a target, he will bite them and drink their blood. Each turn that the target does not
symbol-inscribed helmet. This helmet takes up 2
break free from his embrace, Vasyl drains 1d6hp of blood.
slots and is worth 500sp. Spirit animals
◊ Thralls: Oxen.
◊ Vasyl: Swan.
§Possessed armor§
Cha -3 Con +0 Dex -2 Int -3 Str +2 Wis -1
Tasks for outcasts
AC 18 HD 3 HP 3d8 (15) Save +2 Morale 9
◊ An outcast returns with Vasyl to his palace (10gp
Move Stomp 15’ [3 squares] (cannot run) for that person, 3gp for the others).
Spear attack ◊ The outcasts come visit him in a week or so,
Reach, +5 to hit, 1d8+2 damage. bringing companions, for a party (1gp each).
◊ Find Vasyl a new and trustworthy majordomo for
his palace (5gp each).
◊ Bring evidence of Faith Thorne’s (Encounter
81) demise to the palace (7gp each).
§Vasyl ‘s thralls§
Cha -2 Con +1 Dex -1 Int -1 Str +1 Wis -2
AC 13 HD 1 HP 1d8+1 (6) Save +1 Morale 9
Move Walk 15’ [3 squares]
Peculiar polearm
Reach, +3 to hit, 1d10+2 damage.
92 93
87 ding was never sealed. Her belly did not swell. Fail-
ure for them both. His father shouted, and the vio-
Meluasin, the Drowned Woman lence he received, he passed onto her.
Meluasin is a spiritual creature of the waters. One day her husband’s father sent him out on an
She drowned long ago and now haunts travelers errand, and her husband brought her along. A sun-
who tarry near pools, rivers, lakes, and the sea. ny day, the first interest he’d ever shown in her. She
Meluasin is always encountered near a body of sat while they ate beside a cheerily babbling stream
water. If a body of water is already mapped in the and nibbled on the vittles the cook had packed. He
hex that the party is exploring, she appears near grabbed her by the hair and drowned her.
that water. If no body of water exists, the referee Completely unsatisfied, Meluasin stayed on after
should add a small pond, pool, puddle, or stream, she had been drowned. She thought of haunting her
whatever is most appropriate for the environment. husband or her father. But they had never cared for
The body of water should be large enough that a her, and she cared not for them. Instead, Meluasin
woman could dive into it and be fully immersed. wants what she never had in life: true love.
If encountered during the day, Meluasin appears She has married a few times since being drowned,
as a beautiful woman wearing a delicate gossamer but all her spouses have let her down, left her, re-
gown, sitting near her water, singing in a beautiful fused to join her in the cool freshness of the waters
voice. If encountered at night, Meluasin will appear below. She waits still for a soul mate, someone to
inside her body of water, leaning her arms on the sink with her forever into the peaceful, silent deeps.
edge of it, crying loudly in a pitiful voice. She is still
beautiful, but damp, and beneath the surface of the Tasks for outcasts
water, her body ends in a long, serpentine eel tail. ◊ Deliver a love letter, sealed inside a watertight
If threatened, angered, or if her body of water clamshell, to a person in a random settlement
is defiled or polluted by the party, Meluasin’s form (1gp each).
shifts, and she becomes more drowned in appear- ◊ Gather beautiful plants or shells from six
ance: skin darkening and bloating, eyes growing different shores, three must be freshwater, three
wide and dark, mouth stretching into a too-wide must be salt, they cannot be within 8 miles of one
maw. She will try to drag attackers into the water another (2gp each).
with her, hold them down, and drown them. ◊ Find her latest husband, a wealthy man who lives
in the nearest town, and bring him back to her,
Meluasin’s story unharmed (4gp each).
Meluasin was married young and to an unwilling ◊ Find her a new partner, someone she can share
husband. The marriage was not his idea, nor was it her life with beneath the water with (5gp each).
hers. Her father’s head sat on his neck like a grave-
stone as he drove the oxen. In the cart, in the only Meluasin in combat
white clothing she owned, Meluasin felt tears pres- As a ghost, Meluasin cannot be harmed by physical
suring the skin around her eyes but knew better weapons. If attacked with magic, she will flee into
than to let them fall. her body of water and disappear.
The deal was done. Hands shaken, wax pressed to Meluasin has one attack, a grapple. She makes
vellum. The sheep and one of the oxen herded for- a Strength check at +1, opposing her target’s
ward into new pens, where they adjusted with nary Strength. If successful, she drags her quarry into
a backwards glance or question as to their change of the water and holds them down. The victim may
home and scenery. Meluasin watched those beasts make 3 Strength saving throws to break free, the
and tried to be as they were, placid and accepting. first at no penalty, the second at -1, the third at -2.
But her husband didn’t want this marriage. Her If they succeed, Meluasin releases them. If they fail,
presence enraged him. He never took her, the wed- she drowns them and disappears with their corpse.
94
89
Wandering ghost
A ghost dressed in spectral rags, bearing the wounds of its death. It begs the outcasts to help it finish its
business. If they refuse, it will haunt them.
Being haunted means that each night before bed, each outcast must roll 1d6. On a 1, they do not get a good
night’s rest and there is a 50% chance that one of their rations spoils. While they are haunted, the ghost will
also ruin stealthy approaches with creaking noises and moaning 50% of the time.
The ghost will rest if their task is accomplished.
88
Ehasurus, Immortal Wanderer
An old man with a long beard, white hair, and dusky skin. Ehasurus is dressed in a strange style, with
tattered robes mixed with furs and pouches. He carries a staff and wears a strange floppy hat. Ehasurus is an
immortal, cursed to wander undying for all eternity. His memories of his early days are faded and strange,
visions of dusty ziggurats, golden palaces, beasts with the heads of men, and other such things.
Ehasurus is eternally lonely, and desires stories to fill his mind and endless days. If the outcasts agree to
tell a personal story about their past (which must be done in character, and the referee can judge if Ehasurus
considers it detailed enough), Ehasurus may reveal something useful to the outcasts. This can be an ancient
story of the region, the location of a hidden place, information that could help on their current quest, a foe’s
weakness, or something similar.
If Ehasurus is attacked, he will disappear in a flash of light. If he is attacked and the referee ever rolls this
result again, the encounter is re-rolled.
Spirit animal
◊ Owl.
96 97
90 §Raven swarm§
Ulfhild, the Great Raven Cha -2 Con +0 Dex +4 Int -2 Str +0 Wis +2
AC 16 HD 1 HP 1d6 (3)* Save +1 Morale 5
An enormous raven with a ten-foot wingspan. Ulf-
Move Fly 60’ [12 squares]
hild is accompanied by a large unkindness (flock)
of mundane ravens. Ulfhild was birthed from the *Or treat as a single enemy with 3d6 x 3 hit points.
body of an ancient dying god. She can transform at Harry
will into a fierce-eyed tall woman clad in soft black Every 3 ravens in the swarm can join forces to
clothing. However, she cares not for humanity or harry a single target: +4 to hit, 1d4 damage, and
their speech (she is fluent in Old Norse, but only the victim must pass an Intelligence save or
knows a few sparse words of modern languages), lose their next movement action.
and prefers to stay in raven form and communicate
with telepathic visions. If she does transform into
human form, she acts playful and mocking.
Ulfhild desires worship and propitiation, spe- 91
cifically in the form of human innards, which she
finds distractingly delicious. She also appreciates
Escaped dream
“dry-aged” (rotting) flesh of all kinds, but the more A ghostly, indeterminate, colorful, laughing pres-
intelligence the flesh once housed, the better. ence at the center of a reality-warping field. As the
If Ulfhild’s desires are met, she will preen and Escaped Dream approaches, or the outcasts ap-
fawn over her new acquaintances, accompanying proach it, colors become more intense, the ground
them and sending ravens to aid them for 1 week becomes wavy, things become unreal and bizarre.
(the ravens can alert the party to danger or harass
foes) before becoming hungry for more guts or
Maintaining visual focus on the Escaped Dream is Dream-like effects
impossible.
meat. If her demands are not met, she will attack Once the Escaped Dream has been encountered, ◊ Colors shift.
once or twice then fly away, cawing. the next time the outcasts would encounter some- ◊ Plants grow strange fruit
one else, the referee does not roll the dice (or rolls that sing and dance.
Number encountered and ignores the result), and instead the outcasts ◊ Birds walk and fish fly.
◊ 1 Ulfhild, the Great Raven. encounter the Sleeping Folk (Encounter 67). This
◊ 3d6 mundane ravens. only happens once, and only if the outcasts have not ◊ The sky can be swum
already encountered the Sleeping Folk. through.
The Escaped Dream was created by the dreams of ◊ Trees grow upwards
§Ulfhild as a raven§ The Sleeping Folk and wanders through our reality, into pink castles.
Cha +0 Con +0 Dex +4 Int +1 Str +0 Wis +0 changing and warping things that it touches. Refer-
AC 16 HD 3 HP 3d8 (15) Save +2 Morale 5 ees are encouraged to get creative, recalling movies ◊ Bears in space ships battle
Move Fly 60’ [12 squares] like Fantasia, A Field in England, Spirited Away, The space aliens.
Wall, Eraserhead, and anything else unusual. ◊ People the outcasts know appear and
Dive bomb
The Escaped Dream moves at a walking pace in say strange things that half make sense.
Ulfhild uses her full turn to move up to her full
random directions, affecting reality as it moves.
movement, attacking up to three targets along
Most of its affects are temporary, but some are per- ◊ Up is down, left is right, forward is back.
her path: +7 to hit, 1d6 damage each.
manent. If it reaches a civilized area, there could be
Harry ◊ Mundane events result in unexpected
dire consequences as the populace experiences ev-
Ulfhild flaps in the air above her target, pecking and terrible violence.
er-shifting mass hallucinations.
and clawing: +7 to hit, 1d6 damage, and the vic-
◊ Objects melt into each other and fuse.
tim must pass an Intelligence save or lose their
next movement action.
98 99
92 will require to get back up to full strength. Expo- §Edmund§ §Sabriel (in its Glory)§
sure to sun helps Sabriel, as does clean water and
Sabriel and Edmund fresh vegetables. It will refuse to eat meat, which
Cha +1 Con +1 Dex +0 Int +0 Str +0 Wis +0 Cha +4 Con +4 Dex +3 Int +2 Str +4 Wis +2
AC 12 HD 1 HP 1d8+1 (6) Save +0 Morale 5 AC 18 HD 6 HP 6d8+24 (54) Save +3 Morale 10
A peasant travels in an open cart pulled by a Edmund finds peculiar (“especially with them nas-
Move Walk 15’ [3 squares] Move Walk 15’ [3 squares], Fly 30’ [6 squares]
donkey. A strange otherworldly being is chained in ty fangs…”). While recuperating, its skin will start
to glow, its eyes will start to glow with white light, Hoe Holy smite
the back of the cart, covered in a rough tarpaulin.
its wings will regrow their feathers, and a halo will +0 to hit, 1d6 damage. One target in sight takes 2d4+4 damage. A Cha-
The peasant’s name is Edmund, a very tall, cheerful,
start appearing over its head. Once it is fully healed, risma save halves the damage.
friendly fellow.
The otherworldly being is an angel named Sabri- it will glow so brightly as to be hard to look upon. Marble punch
§Sabriel (wounded)§
el. Sabriel has six eyes, a wide fanged mouth, point- If Sabriel is nursed back to health, it will follow +10 to hit, 2d8+4 damage.
through on its word and bless all who helped it. All Cha +1 Con +1 Dex +1 Int +2 Str +1 Wis +2
ed ears like a devil, pearlescent white skin with faint
blue marbling beneath the surface, and four ragged their wounds will be healed. 2d20 large, gleaming AC 15 HD 3 HP 3d8+3 (18) Save +2 Morale 8
wings. Sabriel is sexless and has some bruises and gold coins marked with a cross and a halo will fall Move Shuffle 10’ [2 squares]
blue-scabbed cuts. Mistreatment since its capture in a shower upon every person who assisted it. Each
and being kept away from the sun under the tarp coin is worth 1gp each. Sabriel will gift the one who
has caused its wings to molt, shedding ragged feath- helped it most with the artifact Sabriel’s Blessing.
ers everywhere. Sabriel will then fly up into the brightest point of
Sabriel occasionally tries to speak in an ancient the sun and disappear.
language (Aramaic) which Edmund does not under-
stand. When it speaks, the words sound faintly cho- Sabriel’s Blessing
ral, as if multiple voices are saying the same words A small, elaborate monstrance with a single sil-
in unison. Sabriel’s voice is melodic, if a bit hoarse. ver feather floating in the center. If the owner ex-
Edmund is taking Sabriel to the nearest large set- poses it to sunlight for a few hours, it will glow with
tlement to see if he can sell it. Edmund found Sabri- a silvery-blue light. After three days, this light will
el mucking around in his back garden, spoiling the be a pure silver in color, and the next time the own-
vegetables. Edmund sees Sabriel as little more than er prays over it, they will sprout silver spirit wings.
an animal, and often cheerfully kicks or whacks it, These wings last for one hour, grant the power of
especially if it’s talking too much. flight, heal all the bearer’s wounds, and grant them
a protective aura. The aura extends 10’ from the
Edmund’s spirit animal bearer, and deals 1d6 damage per turn to all who
◊ Meerkat. wish them harm.
After the second time using the artifact, the
Freeing Sabriel spectral wings will remain faintly visible after the
effect has faded for one day. The bearer’s skin will
If the outcasts gain some way of understanding
be slightly whiter. The monstrance will emit a very
Sabriel, they will hear a haughty angel of the Lord
faint choral singing at all times.
who promises punishment and damnation upon
After the third time, the spectral wings will re-
all who have wronged it and held it in this muddy
main clearly visible and a faint halo will appear for
hellhole. It came down as a messenger on a mis-
one week. The bearer’s skin will look almost like
sion from Michael itself, was bedeviled by a minor
marble. The monstrance will be almost blinding to
dæmon along their journey, and finds its current
look at when fully charged, and will clearly emit
circumstance ridiculous. While it will at first simply
wordless choral singing and harp music at all times.
demand to be freed, eventually it will promise rich-
After the fourth time using the artifact, the bear-
es and blessings to any who assist it.
er’s wings and halo will be permanent. They will
If Sabriel is freed, it will attempt to fly, then,
have one more day to spend on Earth before their
finding that its wings will not hold it, will seek
new wings carry them inexorably upwards into
shelter and succor for the three or four weeks it
heaven.
100 101
93 They must make a Charisma save. If they pass, the §Possessed dog§ §Possessed goat§
dæmon disappears in a puff of blood-colored smoke.
Possessed animal If they fail, they are subject to one Dæmonic Trans-
Cha -3 Con +1 Dex +2 Int -3 Str +1 Wis -2 Cha -3 Con +2 Dex +1 Int -3 Str +2 Wis -2
AC 14 HD 1 HP 1d8+1 (6) Save +1 Morale 9 AC 13 HD 1 HP 1d8+2 (7) Save +1 Morale 9
A dæmon possessed beast. The referee should roll formation and one Verminic Transformation (RC,
Move Lope 20’ [4 squares] Move Charge 20’ [4 squares]
when the animal is encountered to discover its type: pg. 62) for two hours.
After that time, they must make an Intelli- Dripping teeth and claws Headbutt
1. Dog. +3 to hit, 1d6+1 damage, and the victim must pass +3 to hit, 1d6+2 damage, and the victim must pass
gence save. If they fail, the transformations are
2. Goat. a Constitution save or become diseased. Each a Strength save or become knocked down.
permanent. If they pass, the dæmon is forced out of
3. Boar. morning for 1d6 days, a disease victim must pass
their body and disappears. Cloven hooves
4. Swarm of 4d6 rats. a Constitution save or take 1 damage immedi- On a knocked down target only: +5 to hit, 1d6
5. Horse.
6. Bear.
Who exorcised the dæmon into the beast? ately upon waking. damage, and the victim must pass a Dexterity
1. Gerald, the Monk of St. George (Encounter 95). save or take an additional 1d4 damage.
The dæmon infestation has caused the animal to 2. The Black Bishop (see pg. 24).
bulge and swell with strange mutations and drip
§Possessed boar§
3. Monks of Debrooken (Encounter 27).
viscous fluids from ragged holes and orifices. The Cha -3 Con +2 Dex +1 Int -3 Str +3 Wis -2 §Swarm of possessed rats§
4. Father Linton (see pg. 23).
beast absolutely cannot be reasoned with, and must AC 13 HD 2 HP 2d8+4 (14) Save +1 Morale 9 Cha -3 Con -1 Dex +2 Int -3 Str -1 Wis -3
5. A wandering priest (Encounter 23).
either be fought or fled from. 6. A village priest from a random settlement, or Move Charge 20’ [4 squares] AC 12 HD 1 HP 1 per rat Save +1 Morale 8
When it is defeated, the dæmon will shriek forth from a random nearby hex. Tusk rip Move Swarm 15’ [3 squares]
and attempt to possess one of those who defeated it. +5 to hit, 1d8+2 damage. Bite and chew
Tusked charge Rats swarm a target. The target must make a
After making a full move: +5 to hit, 1d8+4 dam- Dexterity save. If they pass, they take 1d4 dam-
age, and the victim must pass a Strength save age. If they fail, they take 1 damage for every 2
or become knocked down. rats in the swarm.
Tentacle flop
A tentacle flops out of the boar’s eye socket and
§Possessed bear§
grasps at a nearby target:
+3 to hit, 1d4 damage, and the victim must pass Cha -3 Con +4 Dex +1 Int -3 Str +4 Wis -2
a Wisdom save or flee in terror for 1d3 rounds. AC 13 HD 5 HP 5d8+20 (45)* Save +3 Morale 6
Move Lumber 15’ [3 squares]
§Possessed horse§ *Each time the bear is dealt 5+ damage by a single at-
tack, a maggot-thing flops out of the bear’s flesh.
Cha -3 Con +1 Dex +0 Int -3 Str +3 Wis -2
Massive claws
AC 12 HD 3 HP 3d8+3 (18) Save +2 Morale 9
+9 to hit, 1d10+4 damage, and the victim must
Move Gallop 30’ [6 squares]
pass a Dexterity save or be grappled.
Rearing kick
Terrible bite
The horse uses their entire combat turn to kick.
If the bear has grappled a target, it may bite
Reach, +2 to hit, 1d10+2 damage, and the victim
them: +10 to hit, 2d6+6 damage.
must pass a Strength save or be knocked down.
Breath of death
The horse snorts out fly-ridden fetid air in a §Maggot-thing§
cloud 20’ [4 squares] across in front of it. Any Cha -3 Con -1 Dex -2 Int -3 Str -1 Wis -3
caught in the cloud must make a Constitution AC 10 HD 1 HP 1d4 (3) Save +0 Morale 12
save or be unable to take any action except move
Move Squelch 5’ [1 square]
5’ during their turn. The cloud dissipates in 1d4
Acidic tentacle limbs
rounds.
-2 to hit, 1d4 damage.
102 103
94 95
Nikko, the Steel-Masked Priest Gerald, the Monk of Saint George
A priest of a nature religion from a distant land, wearing a steel mask with an elongated vertical mouth An armored, mounted monk with gold-chased
opening and square eyes, and a heavy black cloak. Nikko wields a heavy barbed censer and is surrounded by weapons and armor under sackcloth, wearing a
§Gerald, Monk of Saint George§
a cloud of incense as she walks along the road. golden mask in the shape of a dragon. His horse is Cha +1 Con +1 Dex +0 Int +1 Str +2 Wis +0
Nikko has traveled from the distant East seeking the secret of immortal life, which she plans to bring back wearing elaborate barding that makes it look like a AC 20 HD 4 HP 4d8+4 (24) Save +2 Morale 8
to her master. Nikko knows her master’s wisdom is an asset to the very world, and thinks it is only correct dragon. Move Walk 15’ [3 squares], Ride 30’ [6 squares]
that her master live forever, so as to bless the world with a never-ending font of wisdom. Gerald comes from a monastery outside Jeru- Mounted charge
When Nikko is encountered, the referee should roll on the locations table (rear cover) to discover her salem, and is seeking the bones of Saint George. Gerald can use his entire turn to ride the horse’s
target destination. Nikko will have heard rumors of the place, and will have a general idea of its location. According to the founding story of his monastery, full movement and make an attack:
She is currently headed in the wrong direction. Nikko believes that someone in that location knows of “The Saint George is the Dragon, so Gerald is seeking +7 to hit, 1d8+2 damage, victim must pass a
Eternal Lotus,” a white flower that grants immortality to the one that eats it. dragon bones to bring back as holy relics. Strength save or be knocked down.
Nikko never removes her mask, and keeps her body hidden under robes. If her limbs are revealed (in Gerald’s quest has been long, his speech is
Horse kick
combat, for example) it can be seen that they are covered in swirling geometric tattoos. Nikko is carrying a strangely accented. He is, other than his heretical
Gerald can use his entire turn to kick with his
traveling pack, two large bricks of incense, wears leather armor beneath her robes, and has 1d6gp + 1d100sp beliefs about Saint George, a devout follower of the
horse, attacking a target either in front or be-
minted in a foreign currency. teachings of the Church. Gerald has his golden ar-
hind his horse:
mor (6,000sp), the barding of his horse (8,000sp),
+2 to hit, 1d10+2 damage. Victim must pass a
Spirit animal 2d6gp and 2d20sp, a holy symbol, and a rough map
Strength save or be knocked down.
§Nikko, the Steel-Masked Priest§ which shows the location of Saint George’s body,
◊ Wolf. Sword attack
Cha +0 Con +0 Dex +2 Int +1 Str +0 Wis +1 deep in the northern mountains.
+6 to hit, 1d8+2 damage.
AC 16 HD 2 HP 2d8 (10) Save +1 Morale 7
Breath of Saint George
Move Walk 15’ [3 squares] Spirit animal 1 in 8 chance to recharge at the beginning of Ger-
Censer swing ◊ Lion. ald’s turn. Gerald breathes fire in a cone 30’ long
Reach, +3 to hit, 1d8+1 damage, and victim must and 15’ wide. Everyone caught inside it takes
pass a Wisdom save or have a -1 to their attacks 4d6+4 damage. Passing a Dexterity save halves
against Nikko for the rest of the combat scene. this damage.
104 105
96
Undead Roman legionnaires
A troupe of skeletal, undead Roman soldiers,
staggering across the landscape, trailing dust and §Undead Roman legionnaire§
flies. This jovial band of skeletons is on the hunt for Cha -2 Con +1 Dex -1 Int -1 Str +1 Wis -1
their leader’s amulet. Their leader, Spurius Gaius, AC 15 HD 1 HP 1d8+1 (6) Save +1 Morale 7
won it from Niall Conbhairi, the “famous” Celtic
Move Shamble 15’ [3 squares]
chieftain, in an arm wrestling contest.
Bony
The undead Romans speak an archaic version
Legionnaires take half damage from edged weap-
of Latin, though any characters who speak Latin
ons and double damage from blunt weapons.
should roughly be able to communicate with them.
These undead Romans are delighted by their con- Spear strike
tinued unlife, and although Spurius is deadly seri- +2 to hit, 1d6+1 damage.
ous about his mission, the rest of the legionnaires Turtle up
are happy to enjoy the breeze, the sky, and the 4 or more legionnaires can spend their entire
moonlight as they stagger throughout the Mythic turn scuttling into formation. While in forma-
North. They love to tell jokes, and even the worst tion, their movement slows to 10’ [2 squares], but
jokes are laughed at uproariously. they have +2 to their AC.
As to who has the amulet, the referee can feel Reform
free to roll on the encounter table or the locations On the turn after they drop to 0 hp, each legion-
table to determine its whereabouts. naire has a 50% chance of reassembling at full
Each legionnaire has 1d10sp (in ancient Roman health, with a dry cackle.
denarii of course), while Spurius is carrying an ad-
ditional 1d10gp. If the outcasts help the undead
recover the amulet, Spurius will be happy to give §Spurius Gaius§
them all of the wealth of his legion (since when they Cha -2 Con +1 Dex -1 Int -1 Str +1 Wis -1
return to the ruins of Princeps Villa [2] they will all AC 15 HD 1 HP 1d8+1 (6) Save +1 Morale 7
fall to dust anyway).
Move Shamble 15’ [3 squares]
The legionnaires are wearing archaic armor
Bony
equivalent to chain, carrying shields and spears.
Spurius takes half damage from edged weapons
and double damage from blunt weapons.
Number encountered
Gladius swing
◊ 3d10 legionnaires + Spurius Gaius.
2 attacks, +4 to hit, 1d6+1 damage.
Reform
On the turn after he drops to 0 hp, Gaius has a
50% chance of reassembling at full health. He
does not cackle.
106 107
Number encountered
◊ 1d2 adult giants.
◊ 1 in 4 chance of being accompanied by 1d2 young giants (see below).
§Adult giant§
Cha -2 Con +3 Dex -2 Int -3 Str +4 Wis -2
AC 10 HD 8 HP 8d8+24 (64) Save +4 Morale 6
Move Trudge 20’ [4 squares]
Club
+6 to hit, 2d8+4 damage.
Throw rock
40’ [8 squares], +3 to hit, 2d6+4 damage.
Grab
The giant and their target make opposed Dexterity checks. If the giant wins, they snatch up their target
and squeeze them, inflicting 1d4+4 damage.
Bite
After grabbing a target, the giant may attempt to bite them in half: +8 to hit, instant death.
Toss
After grabbing a target, the giant may toss them. The target is thrown 20’ forward, takes 1d6+4 damage
upon landing, and is knocked down.
98
Young giant
Smaller than an adult giant, with less hair, standing only about 10 feet tall, wearing no clothing, carrying
a club. Often encountered in small groups.
Number encountered
◊ 1d4 young giants.
97 §Young giant§
Adult giant Cha -2 Con +2 Dex -1 Int -3 Str +3 Wis -2
AC 11 HD 5 HP 5d8+10 (35) Save +3 Morale 5
An enormous misshapen humanoid. Twenty feet tall with huge, bulging features, wearing no clothing,
covered in bristly hair, wielding a club or a huge rock. Giants make lots of noise as they move about the Move Trudge 15’ [3 squares]
countryside, giving ample warning of their presence. Giants are barely more intelligent than livestock, and Club
live to eat and hunt and procreate. They love eating humans and their livestock, and love drinking alcohol +4 to hit, 2d6+3 damage.
(though they have no clue how it is created). Throw rock
Giants come from the frozen plains and hills of the northlands, and if this one is encountered very far 30’ [6 squares], +1 to hit, 2d4+3 damage.
south, it is likely covered in half healed wounds, with maybe a black eye, and only half its hit points. It is
difficult to reason with giants, though they can be captured, baited, or herded.
108 109
man holds within its mind and heart the best way to Dæmons can offer powerful rewards to outcasts §Hosted dæmon of Lust•
·Dæmons· torture themselves. Dæmons love discovering what who help them, but will always do so in a way that Goals: Participate in the most extreme sexual acts,
those internal tortures are. encourages the outcasts to debase themselves. plundering the depths of the human body.
A dæmon bent on physical, mental, and emotional
Thankfully for humanity, while dæmons exist If the hosted dæmon is attacked, they will mani-
destruction of humanity can be a controversial and even Can offer: Permanent boosts to Charisma, love
in their millions or billions, they are for the most fest stronger physical dæmonic characteristics, vio-
unnecessary addition to a roleplaying game session or spells and potions (RC, pg. 94).
part consigned to Hell. There they must await the lently sprouting wings, thick talons, and hardening
campaign. Some types of dæmons may be fine with some
death of a body before they can begin the eternal their skin against attacks. §Hosted dæmon of Pride•
groups, and completely inappropriate for others. The best
torment of a soul. Their ability to affect physical re- To simplify the vast hosts of dæmons for refer- Goals: Be praised by others, be raised above others,
practice is to ask, not in character, if your players are
ality and the material plane of existence is entirely ees, they are grouped into eight major types: one have power over others.
comfortable with something before introducing it to the
dependent on humans. Humans must be tempted or for each of the seven deadly sins, plus blasphemy
game. If your group is using a psychological safety tool Can offer: Permanent boosts to Strength, knowl-
tricked into summoning them, speaking with them, (potentially the worst sin of all). When encountered,
like the X-Card (a recommended practice!) it’s also a good edge of rituals (RC, pg. 50).
and making bargains with them. referees can roll or pick from the following table:
time to remind players that it exists.
The power dæmons can offer is worth nothing to
This might spark a conversation about what would §Hosted dæmon of Sloth•
and would not cross the line for everyone, which is ex-
them, and so they give it freely if they think that Hosted dæmon types (1d8) Goals: Sleep, procrastinate, be indolent and inac-
doing so will cause more human misery. One of the 1. Hosted dæmon of Blasphemy.
cellent information for a responsible referee to have. And tive, affect the masses towards laziness.
highest goals for any dæmon is to persuade a human 2. Hosted dæmon of Envy.
even if everyone is fine with anything, the referee could
into making the necessary sacrifices to bring them Can offer: Permanent increase in hit points, arti-
say something like: “Sounds like everyone is fine with 3. Hosted dæmon of Gluttony.
into full physicality. A dæmon physically present in fact armor (RC, pg. 84).
this, but just a reminder, we have this X Card on the table, 4. Hosted dæmon of Greed.
our reality is a horrible thing, capable of rendering 5. Hosted dæmon of Lust.
and if anything is making you feel uncomfortable, in this §Hosted dæmon of Wrath•
great violence upon a great many souls. Luckily, this 6. Hosted dæmon of Pride.
scene or any other, just tap it and we’ll end the scene and Goals: Start fights, take part in murders, start vio-
is a difficult task, and there are few humans that can 7. Hosted dæmon of Sloth.
move on to something else, no questions asked.” lent conflicts, fly off the handle and go berserk.
be convinced to perform such an act. 8. Hosted dæmon of Wrath.
Two types of dæmons are provided here: Hosted
What are dæmons? §Hosted dæmon of Blasphemy§
Can offer: Permanent boosts to attack bonus, arti-
dæmons have a limited physical impact and are fo- fact weapons (RC, pg. 84).
Dæmons are a core concept of the setting of the cused on manipulation, while Manifest dæmons are Goals: Make a mockery of God and his churches and
Mythic North, and the implied setting of the Out- fully present on the material plane and are some of holy symbols in ways both low and large.
cast Silver Raiders ruleset. Magic and innumerable the toughest combat foes outcasts will ever face. §Hosted dæmon§
strange things are attributed to “dæmons” through- Can offer: Permanent boosts to Intelligence, dæ-
Cha +2 Con +1 Dex +1 Int +1 Str +1 Wis +0
out the books. So what exactly is a dæmon? monic transformations (RC, pg. 62).
In the Judeo-Christian default setting of the
99 AC 15 HD 4 HP 4d8+4 (24) Save +3 Morale 8
§Hosted dæmon of Envy§ Move Walk 15’ [3 squares]
Mythic North, dæmons exist as malevolent spir- Hosted dæmon Goals: Steal the possessions, powers, lives, liveli- Dæmonic claws
its who have magical powers that defy the laws of
hoods, beauty, and youth of others. +5 to hit, 2d4+1 damage, 1 shock.
physics. Dæmons live in Hell, a plane of existence A minor dæmon possessing a human host. From a
where the spirits of sinners are sent after death distance, this charismatic traveler looks no differ- Can offer: Permanent boosts to Dexterity, artifact Fell command
to be tortured until the end of time. As humanity ent from any other person, but in close quarters, trinkets (RC, pg. 84). One target must make an opposed Charisma
is driven by the need to eat, stay warm, procreate, the host will evoke a few strange (but not disgust- check. If the dæmon wins, the target obeys their
avoid injury, and find inner satisfaction, dæmons ing) mutations, such as tinted skin, bright eyes with
§Hosted dæmon of Gluttony§ commands for 1d4 rounds. The victim may make
are driven by a physical need to torment humans. goat-ish pupils, small horns, scales, cloven hooves, a Goals: Engage in hedonistic orgies of consumption an Intelligence save to attempt to break the
It is their very reason for being. Without humans, tail, a forked tongue, or unnaturally red hair. involving even the very strangest and most taboo control after each round.
they have no reason to exist. Rather than attacking the party, the dæmon will substances and objects. Bad blood mayhem
While this torture can often include a physical as- look to ally with, cajole, and trick the party. Their Can offer: Permanent boosts to Constitution, ar- Once per combat, the dæmon may slice itself with
pect (pitchforks, hot coals, intestines strewn across aim is to get the outcasts to help them accomplish tifact implants (RC, pg. 84). its own talons and call upon the lords of Hell. The
sharp rocks, etc.), dæmons also delight in creative their goals, or to have those goals performed by the dæmon takes 6 damage, then deals 2d6+3 damage
mental and emotional torture. Some of these tor- outcasts themselves. Generally, dæmons want to §Hosted dæmon of Greed§ to everyone within 10’ [2 squares] of its body.
tures come from the realization of external fears, increase the amount of suffering that humans ex- Goals: Amass wealth at all costs, ideally harming Winged retreat
but the most exquisite ones come from within. perience, and take particular joy in causing self-de- others while doing so. If a dæmon fails a morale check, they sprout
Dæmons know instinctively that each individual hu- structive or sinful behavior. wings and attempt to fly away at 30’ per round.
Can offer: Large amounts of wealth.
110 111
101 §Bloated frog§
Cha -3 Con +2 Dex -2 Int -3 Str +2 Wis -3
Bloated frog AC 10 HD 4 HP 4d8+8 (26) Save +2 Morale 6
An enormous frog, covered with boils and burst Move Hop 10’ [2 squares]
100 blisters. The frog is hopping towards The Sunk- Big hop
en Chapel [20D] with a captive human inside its +0 to hit. The frog attempts to hop on top of a tar-
Manifest dæmon mouth. The jowls wobble and drip with thick mucus get within 10’ [2 squares]. If successful, the target
Eight feet tall, covered with scales, magnificent horns rearing from its head. Mighty claws, blazing eyes, as it hops. The frog’s eyes are gigantic glossy black takes 1d8+2 damage and is pushed to one side.
an enormous maw of razor sharp teeth, writhing tentacles tipped with dripping sphinctrous holes, malig- pools that hold no hint of intelligence as it hops in- Tongue slap
nant sores clustered with tiny rolling eyes. A dæmon manifest in our reality is terrifying and disgusting to exorably towards its destination. Reach, +6 to hit, 1d6+1 damage and the victim is
behold. The person inside its mouth is alive, dulled with stuck to the tongue. In two rounds they will be
These creatures speak inside their victims’ minds with a roaring voice from the depths of the mag- a potent, thick frog saliva. To set their identity, the pulled close enough to be swallowed. Stuck tar-
ma-filled earth. They demand obedience and obeisance, with failure to comply rewarded with a messy and referee can roll another random encounter number, gets can escape by passing a Strength check.
painful death. or decide that the victim is a townsperson from one Swallow
Given their powerful nature, referees are encouraged to give the outcasts ample warning before engaging of the settlements of the Mythic North. +2 to hit against a target stuck to its tongue. If
a manifest dæmon in combat. A dæmon might be seen flying towards a nearby settlement, destroying an- If attacked, the bloated frog will spit out its vic- the attack hits, the target is swallowed into the
other random encounter in the wilderness, or playing with the guts of a previously slain party. Dealing with tim before settling in for a fight. frog. Upon being swallowed and for each round
the appearance of a single manifest dæmon can become the entire focus of a part of a campaign. they spend inside the frog, victims must make a
Besides fighting (and likely dying) to the claws of a manifest dæmon, parties of outcasts could also try Constitution save. If they fail, they fall uncon-
strategies such as abandoning one of their number to be gleefully tortured to death, agreeing to the dæmon’s scious. If they pass, they take 1d4 damage.
wishes and escaping later, or using holy objects and exorcisms to attempt to banish or at least drive off the
dæmon temporarily.
§Manifest dæmon§
Cha +3 Con +2 Dex +2 Int +1 Str +3 Wis +0
AC 18 HD 8 HP 8d8+16 (56) Save +4 Morale 10
Move Stride 15’ [3 squares], Fly 30’ [6 squares]
Mighty claws
+11 to hit, 2d8+3 damage, 2 shock.
Lashing tail
+10 to hit, 1d10+3 damage, victim must pass a Constitution save or take 2 poison damage each round
for 1d4 rounds.
Sulphurous spit
The dæmon can give up its movement action and make a Constitution check. If it is successful, it can
use this attack:
30’ [6 squares], +8 to hit, 1d4+2 damage, and victim takes 2 acid damage each round for 2d4 rounds.
Breath of Hell
Once per combat, the dæmon can attack with its awful breath, covering an area approximately 30’ square
in front of it. Everyone caught in the cloud must pass a Constitution save or fall to the ground coughing
for 1d4 turns.
112 113
102 103 104
The Beast of the Fens The Black Wyvern Giant spider
A huge, six-legged nightmare, bigger than an ox, that lurks within the swamps and bogs of the Mythic A reptilian beast larger than a full grown bull cow, An enormous spider swollen to unbelievable size
North. It has huge, fleshy gills, many eyes, and can breathe water and air. Its pallid flesh writhes with its standing like a bird, with two powerful back limbs through the unholy magic of the rishae. They are
larval fen maggots, as big as a fat child’s forearm. It periodically shakes off these pestilent young, but they and two leathery winged forelimbs. It has a long, only slightly more intelligent than their smaller
inevitably suckle back onto its flesh and use their pudgy tails and sucking mouths to reattach to their host. sinuous tail tipped with a barbed stinger. A wyvern brethren, and hunger for prey.
The area around the Beast of the Fens will always be marshy, with deep pools and swamp plants. The has a terrifying screech, like an oversized eagle, and To capture prey, a giant spider relies on its web-
party should be warned of its presence by slopping, gasping sounds from the marsh, or by seeing errant fen is as intelligent as a lion. Wyverns attack from the bing, either spun in advance, or shot from the pul-
maggots swimming through murky water. sky, and are somewhat clumsy when walking on sating orifice at the end of its abdomen. Encounters
Inside the fen maggots are small brain-pearls (worth 100sp each), and inside the head of the Beast itself their feet. with giant spiders should be presaged with signs
is a large shining brain pearl worth 1,000sp to the right bidder. The blood of the Beast can be used to brew Only one pair of black wyverns has been spotted such as thick webbing strung between trees and
potions of water breathing, and its guts (and the guts of its offspring) are excellent lures for fishing, as well in the Mythic North, and only one beast at a time. rocks, or the bodies of past victims hung in cocoons.
as amazing fertilizers. They terrorize the countryside, carrying off cat- A spider’s nest will have 1d4 cocoons around it.
tle, destroying farms, and haunting the forests and Within each of these cocoons can be found 0-2 of the
Number encountered moors. Once a black wyvern has been encountered, following items:
◊ 1 beast. the referee should determine a random hex within
1. A pouch with 100+1d100sp.
◊ 2d4 maggots. 3 hexes of the current hex. Within this hex, the nest
2. A gem worth 1d6gp.
will be hidden. Within the nest is a single egg, al-
3. Campaign object (pg. 28).
ways guarded by one wyvern, while the other is out
4. A random weapon.
§Beast of the Fens§ §Fen maggot§ hunting.
5. A random set of armor.
Cha -3 Con +2 Dex -1 Int -3 Str +2 Wis -1 Cha -3 Con -1 Dex +1 Int -3 Str -2 Wis -3 Clever outcasts who defeat the black wyverns
6. A necklace worth 6gp.
may be able to harvest scales, the poison stinger,
AC 13 HD 4 HP 4d8+8 (28) Save +2 Morale 6 AC 13 HD 1 HP 1d4-1 (2) Save +0 Morale 12
the poison sac, leather from the wings, and the de-
Move Swim 20’ [4 squares], Walk 10’ [2 squares] Move Swim 15’ [3 squares], Flop 5’ [1 square]
licious, nutritious wyvern egg, which is rumored to §Giant spider§
Tentacle whallop Bite have myriad magical powers. Cha -3 Con +1 Dex +1 Int -3 Str +2 Wis +0
+6 to hit, 1d8+2 damage. +0 to hit, 1d4 damage, and latch onto target. A
AC 14 HD 3 HP 3d8+3 (18) Save +2 Morale 5
Dive beneath latched target must use an action to dislodge the
maggot, or take 1 damage each turn. §Black wyvern§ Move Sidle 20’ [4 squares], Climb 15’ [13 squares]*
The Beast uses its turn to dive beneath the wa-
ter and disappear, even in pools that don’t seem Respawn Cha +0 Con +2 Dex +2 Int -1 Str +3 Wis +1 *Giant spiders can climb vertically and upside down.
large enough to conceal it. It will burst forth in The maggot dislodges from a bitten victim and AC 16* HD 6 HP 6d8+12 (42) Save +4 Morale 8 Bite
2 turns. goes towards the Beast. When it reaches the +5 to hit, 1d8+2 damage, and the victim must
Move Hop 10’ [2 squares], Fly 60’ [12 squares]
Burst forth Beast, it reattaches, healing the Beast 1d4 hp. make a Constitution save. On a failure, they
*On the ground, the wyvern’s AC is 12.
The Beast bursts out of any water, mud, or muck, take 1d4 poison damage each turn until they
Swooping sting pass a Constitution save. If they are reduced
spraying everyone within 10’ of it with a thick
While flying only. +7 to hit, 1d6 damage. Victim to 0 health by this poison, they fall unconscious,
coating of mud. Everyone splattered must take
must pass a Constitution save or be poisoned, stable at 0 hit points.
an action to clear off the mud, or be at a -2 to all
taking 1d6 damage each turn until they pass a
their actions until they do. Clawed limbs
Constitution save or die.
Maggot shake Reach, +5 to hit, 1d8+2 damage.
Bite
1 in 8 chance to recharge at the beginning of Web fling
+7 to hit, 2d8+3 damage.
the Beast’s turn. The Beast shakes its body and 15’ [3 squares], +5 to hit, victim is covered in web-
Carry off and drop bing which reduces movement to 5’ and gives
throws off 2d4 Fen Maggots, which attack any
While flying only. +3 to hit. The target is snatched them a -2 to attack actions. Victims may take
aggressors.
in the wyvern’s claws. The next turn, the wyvern a combat action to make a Strength check to
drops the target, dealing 1d4 damage per 10’. break free.
114 115
·Rishae· Number encountered 106
Rishae are a technologically advanced civili- ◊ 2d4 rishae scouts. Rishae spider riders
zation of humanoid beings that dwell beneath the
A group of rishae of high rank, riding in strange
earth. They feed on flesh, including the flesh of hu- Rishae scout activities (1d6) §Rishae riders§
saddles atop barely tamed gigantic spiders. Depend-
mans, and make heavy use of human and giant slave 1. Heading out to capture slaves, with nets, collars,
ing on their mission, they may have a wagon with Cha +0 Con +0 Dex +2 Int +1 Str +0 Wis +0
labor in their underground hives. chains, and magical soporifics.
them. AC 16 HD 3 HP 3d8 (15) Save +1 Morale 8
Rishae gain weird strength from artificial light 2. Coming back from a slave run, with 2d6 dazed
These rishae wear light grey silvery-colored Move Walk 15’ [3 squares], Ride 20’ [4 squares]
sources inside their hive, and will wither if they humans in a chained caravan, some wounded.
chainmail, carry halberds, and 1 or 2 in the party
spend too long apart from that light. Rishae mag- 3. Raiding livestock. Halberd
have magitech bowguns. Each rishae bowgun has a
itech is similarly powered by the light from their 4. Collecting ritual reagents for the priests of their Reach, +2 to hit, 1d8 damage.
crystal embedded in it which will fade quickly, but
hive, and they bring specially prepared crystals underground temple. Magitech bowgun
will still be worth 200sp each. A wagon will have 4
with them to power their devices. These crystals 5. Chasing Sahrans (Encounter 110) who raided 90’ [18 squares], +4 to hit, 1d6+2 damage, 2-hand-
of these crystals.
only have at best 2 watches of energy before being their hive. ed, can make 2 shots before requiring a combat
used up. Rishae receive only a small measure of 6. Chasing escaped human slaves. action to recharge.
strength from the moon, and the sun weakens them. Number encountered
Spider charge
Rishae encountered during the day will be hid- ◊ 1d4+1 riders on giant spiders.
The rishae may use its full turn to charge, mov-
den as best they can under trees, inside caves, or §Rishae scout§ ◊ +1 wagon (if results 1-3 are rolled below).
ing at least 15’ in a straight line and attacking:
amongst ruins, sleeping and resting. Rishae would Cha +0 Con +0 Dex +2 Int +1 Str +0 Wis +0 ◊ +1 rishae curate (if result 6 is rolled below).
+4 to hit, 1d8+2 damage.
never purposefully let themselves be caught outside AC 16 HD 2 HP 2d8 (10) Save +1 Morale 6 Spider attack
during the day, so something must have gone wrong
Move Walk 15’ [3 squares]
Rishae spider rider activities (1d6)
The rishae may use its full turn to command its
if the party encounters them in this state. Rishae 1. Heading out to capture slaves, with one
Spear spider to attack using its reins. Pick one of the
encountered during the day will be sluggish and will additional spider pulling a delicate, oddly-
Reach, +2 to hit, 1d6 damage. attacks from the giant spider below.
be more likely to desire negotiation. designed wagon made of a light, silvery-grey
Rishae do not usually speak human languages, Sword
metal that seems to float above the ground
considering humans to be beasts of burden, one step +2 to hit, 1d8 damage.
without wheels. §Giant spider mount§
above cattle. They can sometimes be reasoned with Magitech bowgun 2. Coming back from a slave run with the wagon Cha -3 Con +1 Dex +1 Int -3 Str +1 Wis +0
through gestures and drawings, but only if they are 90’ [18 squares], +4 to hit, 1d6+2 damage, 2-hand- full of 2d6 drugged human captives.
AC 13 HD 2 HP 2d8+2 (12) Save +2 Morale 6
at a disadvantage. ed, can make 2 shots before requiring a combat 3. Combing back from a slave run with two young
For more information on the rishae, see The action to recharge. Move Sidle 20’ [4 squares], Climb 15’ [3 squares]*
giants inside a wagon.
Rishae Hive [20H]. 4. Rushing to the coast to gather skins full of salt *Giant spiders can climb vertically and upside down.
water, a precious rarity underground. If they climb on the ceiling, any riders risk falling off.
5. Hunting Sahrans (Encounter 110) who raided Bite
105 their hive. +3 to hit, 1d8+1 damage, and the victim must
6. Accompanying one of their curates (pg. 272) for make a Constitution save. On a failure, they
Rishae scouting party a ritual that needs to be done under the stars. take 1d4 poison damage each turn until they pass
a Constitution save. If they are reduced to 0hp
A group of rishae on foot, traveling outside of
by this poison, they fall unconscious and stay sta-
their subterranean abode to hunt for meat, slaves,
ble at 0 hit points.
and magic power.
These rishae wear light grey silvery-colored Clawed limbs
chainmail, carry spears or swords, and 1 or 2 in the 10’ [2 squares] reach, +5 to hit, 1d8+2 damage.
party have magitech bowguns. Each rishae bowgun Web fling
has a crystal embedded in it which will fade quickly, 15’ [3 squares], +3 to hit, victim is covered in
but will still be worth 200sp each after losing its ef- webbing which reduces movement to 5’, gives
fectiveness as ammunition. them a -2 to attack actions, and a -1 to other ac-
tions. Victims may use a combat action to make a
Strength check to break free.
116 117
107 Number encountered
Zebul will have an appropriate number of thralls
The angel Zebul to accomplish its activity above. This could be hun-
An upsettingly tall creature with too many dreds of thralls for some tasks. If the referee needs a
joints, an elongated neck with the bones coming random number, roll 1d100+20.
through the skin, two scabrous wings, and a long,
cross-shaped head with a giant black, bleeding eye
§The angel Zebul§
in the center. Its limbs end in horns, and roses grow
Cha +2 Con +3 Dex +1 Int +3 Str +3 Wis +2
from its flesh. It smells of rose petals and incense.
Zebul at full height is over twelve feet, with its AC 13 HD 8 HP 8d8+24 (64) Save +4 Morale 10
wings rising even higher still. Move Stride 20’ [4 squares], Fly 40’ [8 squares]
Zebul is one of the Creator’s many experiments Horned limbs
before It settled on the basic form of humanity, +10 to hit, 2d8+3 damage, 2 shock.
and was abandoned millennia ago to walk the earth Cruciform eye beam
alone. Zebul was created at a time of transition in 2 in 6 chance to recharge at the beginning of Ze-
the Creator’s thinking between a universe set on bul’s turn.
precisely ordered principles of mathematics and 30’ [6 squares], +10 to hit, 1d10+3 damage. Victim
logic, and a more turbulent, organic universe. must make a Wisdom save or become unable to
Zebul is a being who craves order above all else, attack Zebul out of awe.
and uses its powers and influence to set up hier-
Voice of creation
archies and rearrange the natural world to some-
Zebul commands a person or thing to obey its
thing more clean. Zebul easily commands the weak-
bidding. This can cause the earth to reshape, wa-
willed, and once it has set up an ordered operation,
ter to flow, fires to light or extinguish. Intelligent
will sit in contemplation watching its thralls work.
beings commanded by Zebul can make an Intel-
Depending on where Zebul is encountered, it
ligence save to resist obeying its commands.
may be engaged in any number of ordered activi-
Shape thrallish flesh
ties. The referee can pick one of the options from
Zebul can command his thralls to sprout weap-
the following list, or make up their own to suit their
ons from their flesh. This can harden their skin,
campaign.
grow their bones into new shapes, change the or-
der of their glands. These things always happen
Zebul’s activities with good order and symmetry. These changes
◊ Replanting trees and bushes in a strictly
can give his thralls new attacks, bonuses to their
organized pattern.
AC, or other benefits, though it usually kills a
◊ Organizing all the people in a small village into
handful of them when the changes are made.
an extreme hierarchy where every person is
above and below someone else, with homes and
tasks to match. §Zebul’s thralls§
◊ Digging up an abandoned graveyard and creating Cha -1 Con -1 Dex -1 Int -2 Str +1 Wis -2
gigantic mathematical designs on the ground
AC 11 HD 1 HP 1d8-1 (4) Save +0 Morale 12
with the bones.
Move Stumble 10’ [2 squares]
◊ Flattening hills to make perfectly flat ground.
◊ Straightening the curvature of rivers or sections Improvised weapon
of coastline. +0 to hit, 1d6+1 damage.
◊ Capturing wild animals and housing them in pens
according to precise structures of size and color.
118 119
108 109
The Bone Snake Adair, the Eagle Priest
An enormous serpent of rolling bones, the prod- A tall man dressed in plain brown robes with
uct of a mad wizard’s experimentations. The bones §The Bone Snake§ long brown hair, bearing a striking resemblance to
are not snake bones, but instead are the myriad Cha -3 Con +2 Dex +0 Int -3 Str +3 Wis +0 his familiar, a golden eagle with a twenty foot wing-
bones of other creatures. The bones fall off and scat- AC 17 HD 8 HP 8d8+16 (56)* Save +4 Morale 12 span and a beak tipped in silver Celtic tracery. Adair
ter as the snake slithers over the land, before inex- wears jewelry and fetishes made from the bones and
Move Stumble stagger 15’ [3 squares]
orably being drawn back in by some unseen force claws of birds of prey.
*The Bone Snake’s head has 8d8+16 hit points. Shatter-
towards the core. For a head the bone snake has a Unless the outcasts have encountered him be-
ing the skull will destroy the snake. The Bone Snake’s
gigantic compound skull with an enormous mouth fore, Adair is furious that someone or something
body has several thousand hit points, and doing dam-
full of mismatched teeth. (roll again on the random encounter table) has been
age knocks bones off at a rate of 1 meaningful bone
The bone snake mindlessly hunts living prey, despoiling the natural landscape, driving game
per 8 hit points of damage done. To free a captive from
eating everything in its path. Inside its bony body away, and generally disrupting the natural order of
within the Bone Snake, at least three bones must be
can be seen a variety of human and animal corps- things. If the result of the random encounter roll is
knocked off in the same area. Otherwise, doing dam-
es in various stages of decomposition, fermented 109, or if it is the outcasts who have been engaged in
age to the body does very little to stop the endless de-
offal discharge leaking across the bones and left these type of activities, Adair will be furious at the
vouring of the Bone Snake.
as a stinking trail behind it. Amongst the putrefy- outcasts and demand they change their ways.
ing dead are occasionally trapped creatures that Tripartite bite Adair can transform into an eagle at will, though
were swallowed whole or rolled over without be- Can only target foes attacking the head: he will hide this fact from anyone he encounters un-
ing minced to pieces. These unfortunates clatter +10 to hit. On a hit, the victim must make a Dex- less the situation turns desperate. In combat, Adair
against their mobile bone cage, screaming for as- terity save. On a success, they take 2d8 damage. will strap on a set of golden talons held together
sistance until their throats are raw. A few escape. On a failure, they are devoured. Devoured targets with leather straps and scream out eagle screeches.
Most are beaten to death by the constant flinging, must make an Intelligence save. On a failure, Adair can offer information about the world as
shuddering, and shaking of the bone snake. Their they are bitten in half. On a success, they fall into it looks from the sky, valuable scouting knowledge
bones extend the snake. the cage of the bone snake’s body. for almost any location in the Mythic North (though
The bone snake is about 70’ long, and about 6’ Errant bone he will be unwilling to travel far distances if they do
across. The bone snake contains 2d4 valuable ob- Can only target foes attacking the body. Every not relate to his mission).
jects worth 150sp each inside its gory innards, as attacker is targeted by a bone flying out:
well as 1d3 campaign objects (pg. 28). The bone 15’ [3 squares], +4 to hit, 1d8+3 damage. Spirit animal
snake’s eyes are both gigantic rubies worth 1000sp Trapping ribs ◊ Some bird of prey.
each. When the bone snake is encountered, the ref- If an attack targeting the Bone Snake’s body
eree can roll a couple times on the following table to misses, the Bone Snake has a 1 in 8 chance of roll-
see if anyone is still alive inside it. ing onto the attacker. If it does, the victim must
make a Dexterity save or be trapped within the §Adair, the Eagle Priest§
What lives within the Bone Snake? (1d6) Bone Snake. Cha +0 Con +1 Dex +2 Int +1 Str +0 Wis +1
1. A hapless villager. AC 14 HD 3 HP 3d8+3 (18) Save +2 Morale 7
2. A bruised and mutilated farmer. Move Walk 15’ [3 squares]
3. Someone from the random encounter table.
Golden claw strike
4. Terrified livestock. §Adair’s Eagle§
2 attacks, +1 to hit, 1d6 damage.
5. A priest who dies as the outcasts watch. Cha +0 Con +0 Dex +3 Int -2 Str +0 Wis +2
6. Nothing but shredded humans. Transform
AC 16 HD 2 HP 2d6 (8) Save +1 Morale 5
Adair can transform into an eagle matching his
Move Fly 60’ [12 squares] familiar in a matter of seconds. His clothes trans-
Swoop form with him. Adair will usually only transform
+3 to hit, 1d6 damage. to escape, not to attack.
120 121
Sahran loot §Sahran shaman§
110 §Sahran purifier§
A sahran that has been genetically modified to spout Cha +2 Con +0 Dex +1 Int +1 Str +1 Wis +0
Sahrans carry only their weapons. Looted glass
Sahran scouting party laser guns have a scarcity die of 1d6 that must be
flames from its mouth. It has an enormous membra- AC 15 HD 3 HP 2d8 (10) Save +2 Morale 5
nous hump on its back to carry the oily substance it
rolled each time they are fired. The guns are worth Move Walk 15’ [3 squares]
A motley group of technologically advanced spews forth.
lizardmen with gaping mouths like catfish, strange 300sp. Sahran glass swords are worth 250sp each. Reptilian God’s Blessing
Cha -2 Con +1 Dex -1 Int +0 Str -1 Wis +0
glass weapons hanging from leather straps strung Can only be used once per combat. The shaman
AC 13 HD 2 HP 2d8 (10) Save +1 Morale 5 chants for one round. If it is not interrupted, at
around their bodies. Several of the group have ge-
§Sahran assassin§ Move Waddle 10’ [2 squares] the beginning of its next turn, all other sahrans
netic modifications granting extra limbs, wings, or
A sahran with long thin limbs, giant scaled wings
natural weapons. Most sahran parties will have one Flame breath in the party get a +1 to their attack rolls and a +1
sprouting from its back, and an elongated mouth like
winged assassin with them who soars high above Creates a cone of fire 15’ wide at the end and 15’ to their AC until the end of combat.
a crocodile’s.
the rest of the group, scouting for any threats. long. Every target caught in the cone must pass Mutating resurrection
Cha +0 Con +0 Dex +2 Int +1 Str -1 Wis +0
Sahrans live deep beneath the earth where they a Dexterity save or take 1d8 damage and be lit If other sahrans have been killed, the shaman
war with the rishae. They are all but unknown on AC 16 HD 2 HP 2d8 (10) Save +1 Morale 5 on fire. Once on fire, the target takes 1d6 damage can make a Charisma check as a combat action
the surface of the Mythic North. They communi- Move Hobble 10’ [2 squares], Fly 30’ [6 squares] each turn until the fire is extinguished. to resurrect one. It will stumble to life with 1d8
cate with wireless technology embedded in their Horrifying screech Explosive expiration hit points, -2 to its AC, and -2 to its attacks.
brains, making only hissing and spitting noises as 1 in 6 chance to recharge each turn. Each enemy When a purifier is killed, the referee rolls 1d6. On
audible sounds. They are intelligent, but are wary of in earshot must pass a Wisdom save or lose ei- a 1, the purifier explodes, dealing 1d8 damage to
humanity, not wishing to draw human attention to ther their combat or movement action. everyone within 10’ of it. Passing a Dexterity
their glorious sunless realm. Swooping strike save halves this damage.
+4 to hit, 1d8-1 damage.
Number encountered Glass laser gun
◊ 1d4 warriors. 60’ [12 squares], +3 to hit, 1d6+1 damage. 111
◊ 1 assassin.
◊ 1d2-1 (0-1) gladiators.
Terrifying jaws Evicted nature spirit
Only when on the land and not in the air:
◊ 1d2-1 (0-1) purifiers. A half-seen spirit of the forest, visible in fits and starts as it melds with and flits through the greenery.
+2 to hit, 2d8 damage.
◊ 1d2-1 (0-1) shamans. This spirit is bonded to a beautiful, picturesque natural feature nearby, and has been cast out of its home by
an interloper (roll again on the random encounter table, or on the factions table, pg. 18), and now wanders,
§Sahran gladiator§ crying, lost.
§Sahran warrior§
A heavily muscled sahran with two extra arms. All The nature spirit is incorporeal, and has difficulty affecting the physical world in any way, outside of
Cha +0 Con +0 Dex +1 Int +1 Str +1 Wis +0
four arms sport bony protuberances, with two ending attempting to charm outsiders. The spirit will attempt to use its powers of charming to get help without
AC 15 HD 3 HP 3d8 (15) Save +2 Morale 7 in enormous warspikes. offering anything in return, but if charming does not work, it promises a reward of golden treasure that lies
Move Walk 15’ [3 squares] Cha +0 Con +1 Dex +1 Int +0 Str +2 Wis -1 hidden within its home.
Glass sword AC 15 HD 3 HP 3d8+3 (18) Save +2 Morale 8 Whether this treasure actually exists, and what exactly the treasure consists of, is left up to the referee.
+3 to hit, 1d8+1 damage. Victim must make a The treasure could be a campaign object (pg. 28), something worth 1d10gp, or only a beautiful but worth-
Move Walk 15’ [3 squares]
Constitution save or bleed for 1d4 turns, taking less stone or branch.
Pummel
1 damage each turn. A successful First Aid check
4 attacks. +1 to hit, 1d6 damage.
will stop the bleeding early. Nature spirit’s home (1d6) Spirit charm
Stabbing strike
Glass laser gun 1. Algal pool of many colors. Any beings who talk to the nature spirit must pass
Reach, +5 to hit, 1d10+2 damage.
60’ [12 squares], +3 to hit, 1d6+1 damage. 2. Stately, overgrown ancient tree. a Wisdom save or be charmed, wishing intensely to
Third eye 3. Entrancing rock formation.
Third eye help the spirit, and feeling a sense of peaceful calm
Each turn, the sahran may attempt to open its 4. Beautiful glade of wildflowers.
Each turn, the sahran may attempt to open its when they do. This effect lasts for 1d4 days.
third eye as a movement action by rolling 1d6. 5. Sparkling spring of crystal clear water.
third eye as a movement action by rolling 1d6.
On a 6, the eye opens. When the eye is open, the 6. Peaceful, mossy grotto.
On a 6, the eye opens. When the eye is open, the
sahran gains +2 to hit and damage, and +1d8 tem-
sahran gains +2 to hit and damage, and +1d8 tem-
porary hit points, but also gets -2 to their AC.
porary hit points, but also gets -2 to their AC.
122 123
113 §Exiled druid§
Cha -2 Con +1 Dex +0 Int +0 Str +1 Wis +2
Exiled druid AC 12 HD 2 HP 2d8+2 (12) Save +1 Morale 7
124 125
Ewen is an ancient spirit who offers the most an-
114 cient type of pact to those he encounters: I will bring
126 127
116
Frost faerie Brittle vittles Life-sapping chill
A ram-horned, goat-hoofed, gaunt creature, dripping with icicles, born of winter’s hunger. It stalks the The frost faerie will summon cold to deep freeze When people sleep with the frost faerie nearby,
frozen north lands, unable ever to be satiated, attracted to fires and laughter, consuming all warmth and joy. a party’s water and foodstuffs. Frozen water can- it covers them with a crusty rime as they slumber,
The frost faerie’s presence is indicated by laughing like crystals breaking, dancing visions in whirl- not be drunk without heating. Frozen rations can and instead of healing any damage, they wake up
wind-like flurries of snow, and an extreme coldsnap that sets in as soon as the encounter is rolled. be made into a stew which uses up the rations (no drained, losing 1 hit point each night as a result of
The frost faerie will avoid direct confrontation, seeking to weaken a party of travelers over time by freez- scarcity roll allowed), or can be eaten frozen, when the extreme chill.
ing them in the night, freezing their water sources, killing their animals with frost, and causing other deadly they have a 50% chance of shattering and offering
mischief, until it can tauntingly confront the weakened party, piercing their veins with icicles and freezing no sustenance. Mimickry
their blood as it pours to the ground. The frost faerie can mimic human voices and an-
Gelid beasts imal sounds, requiring an Intelligence save (the
At night, the faerie causes ice to form over the referee should roll secretly) to see through the imi-
nostrils of any animals accompanying the party, tation. It may use this to lure people away from the
freezing their breath in their noses. Every animal group where they can be preyed upon individually.
affected in this way has a 1 in 4 chance of dying of
suffocation. Party members on watch can notice Heart of ice
and save these beasts with a check.
If slain, the frost faerie leaves behind a large heart-
shaped diamond that radiates cold. Anything left in
Extinguishing breath contact with the heart freezes solid within a watch.
The frost faerie can draw a chill breeze which ex- If left in a room, the heart will act as a refrigeration
tinguishes fires, covering them with frost and mak- unit. If sold, the heart is worth 5,000sp.
ing them very difficult to relight.
§Frost faerie§
Cha -2 Con +1 Dex +1 Int +1 Str +1 Wis -2
AC 13 HD 3 HP 3d8+3 (18)* Save +2 Morale 6
Move Dance 15’ [3 squares]
*The frost faerie takes double damage from fire and heat sources.
Frigid intake
As a full turn action, the frost faerie inhales deeply, causing a bitter wind which saps life and extinguishes
fires. All fires within 60’ of the faerie are extinguished, and all creatures must make a Constitution save
or suffer 1 damage and become chilled.
Icicle fingernails
+3 to hit, 1d8 damage. If a victim is chilled (from Frigid Intake, above), they must pass a Constitution
save or the icicle pierces a vein and causes 1d4 bleeding damage per turn. This lasts until they pass a
Constitution save, receive first aid, or are warmed.
Icicle blast
1 in 6 chance to recharge at the beginning of each of the frost faerie’s turns.
Hits 3 targets within 15’ of the frost faerie automatically, for 1d6 damage each.
128 129
117
The Unseelie Court
A group of powerful faeries, assembled in a wil- The Unseelie Princess
derness fastness of some kind, holding a strange
court of spirits and fey folk. When the encounter is
The princess is a small, cloaked child who spreads 118
beautiful snowflake and frost patterns out from her
rolled, the outcasts will hear sounds of merriment,
cloak. She is always cold, and wants human parents. Thunderhoof, the Ageless
cheerful but odd music, and smell weird but won-
Unfortunately, she sucks the physical and emotion-
derful smells wafting towards them. An ancient hairy bovine beast, twelve feet high at the shoulder with ten-foot horns of pitted ivory. As
al warmth from any human parents she has, leaving
The court can be held in a forest glade, in a cave, Thunderhoof walks, it shakes the land for 1 hex in every direction. As it tromps its domain, a cold, fetid wind
them cold inside and out.
on a mountaintop, in a ring of standing stones, or brushes the noses of all. In that thundering can be heard the lowing and stamping of long-departed herds,
in some other place where the barrier between the the growling of their predators, and the pattering of small feet across hard-packed snow.
The princess desires parents.
spiritual and physical world is thin. Thunderhoof is a spirit from an ancient time of hunger and cold, and distorts time as it walks back and
The court is staffed with all matter of deer- forth across the Mythic North. It seeks a lost age, a lost environment, and its liquid brown eyes are pools of
horned, goat-hoofed, furred, feathered, butter- The Unseelie Prince deep sadness.
fly-winged faeries of the frozen north. They desire The prince hops upon a single thick leg, and sports When the outcasts encounter Thunderhoof, they enter a time distortion field. They notice that the snow
entertainment, and their strange royalty provide it one gigantic eye, which he squeezes shut most beneath their feet is thicker. They can hear herds in the distance. The air feels clearer. Things feel subtly dif-
to them in endless configurations of cruel merri- times, muttering to himself. He aims to be a prince ferent. Ambitious referees could go so far as to invent an entire Ice Age version of the Mythic North, devoid
ment. Their spokesman, of course, is Puck. of peace, but his gaze brings death upon all those of any human life, ruled by hairy herds and long-extinct gigantic mammals.
Fighting the court is inadvisable. The faeries will who behold his awful, veiny gaze. For each watch (even a partial watch) that the party spends in Thunderhoof’s company, 1d6 + cumulative
use their magic to put the outcasts to sleep, freeze watches pass beyond his influence. This means that during the first watch, 1d6 watches pass. During the sec-
their blood, and quickly tear them limb from limb. The prince desires a friend who can look into his eye ond watch, 1d6+1 watches pass, and so on. When leaving the hex Thunderhoof is in, time may suddenly shift
The court will not initiate violence: outcasts present without fear (and without dying). in a dazing, disorienting fashion. Outcasts may feel as if they’re awaking from a dream… because in a way,
such a delicious opportunity! Perhaps a spin of the they are.
wheel, a roll of the dice, to see which member of the The Unseelie King Thunderhoof is a gentle creature, but will not take kindly to being attacked. If it is somehow slain, its
royal family should be satiated this day? Perhaps a The king is an enormous, twisted man-thing who horns each take up 3 slots, and are worth 1000sp.
bargain? Gold for pleasure? Oh but how much gold? loves the wit, the energy, and the life of humans.
That is a pretty game all its own. The faeries do so They amuse him endlessly, and as he eats them, he §Thunderhoof, the Ageless§
love bargains. Let’s make a bargain, shall we? tries to do so in a way that they can amuse him as
Fulfilling a bargain with one of the royal family Cha +2 Con +4 Dex -1 Int +1 Str +4 Wis +2
long as possible. First a foot, and then a hand. Then
should pay anywhere from 10-30gp per outcast. AC 12 HD 10 HP 10d8+40 (90) Save +5 Morale 9
the shin, then maybe just a bite of the tender but-
tock. His magic keeps them laughing as he feasts. Move Lumber 15’ [3 squares]
Who should be satiated? (1d6) Timeless gaze
1. The court. The king desires human flesh. Thunderhoof gazes at one target. They must pass a Charisma save or are frozen in time for 1d6+1 turns,
2. The princess. completely unable to move. If Thunderhoof freezes all targets, it gallops off at double speed.
3. The prince. The Unseelie Queen Timeless charge
4. The king. Thunderhoof may move up to 30’ before or after this attack. The attack targets all creatures 10’ [2 squares]
The queen is a beautiful, blue-skinned spirit clad in
5. The queen. in front of itself. +10 to hit, 2d6+4 damage and targets are tossed 1d4 x 10’ and knocked prone.
the furs of white bears, crowned with magnificent
6. The outcasts may choose for themselves!
antlers, wielding a white-blue spear of purest ice.
Her cheeks are stained with dark blue tear streaks.
The Unseelie Court She is a serious person and disdains her family’s
The court is easily amused. A tale, a puppet show, foolish pursuits. Her foolishness is in love. She finds
a play, a song, or a mock battle will satisfy their humans and falls in love with them, which usually
whims. The reward, however, will be much smaller ends in tears, and often messy death.
than satisfying one of the other courtiers.
The queen desires love.
130 131
119
The Enfield of the North
An enormous creature of the forest, with a wolf’s body, a bear’s face, and spectral owl’s wings. It ripples
with strange indigo magics, it is crowned with antlers, it is wreathed in vines, and it makes its way through
the wilderness.
If the outcasts have been particularly violent or disrespectful towards the wilderness, this beast may be
hunting them for their crimes. Otherwise, the Enfield has some problem that it wants assistance with, and
is showing physical injuries to match. The beast prefers to communicate with telepathic visions. If it must
speak, it speaks telepathically, with simplistic, broken speech, in a deep rumble.
132 133
120
Xolyxryn, Dragon of the North
An ancient and terrible dragon of the north. Fearsome jaws, terrible teeth, many legs, scales and ichor.
Unbelievably large, at home in ice, snow, and frost. Xolyxryn is terribly intelligent, terribly greedy, and
terribly cruel.
Xolyxryn came to this world from another, traveling through the void in an age before time. Xolyxryn
enjoys this world, and demands respect from the creatures within it. They are pleased to see the low beasts
bleat and flee from Them in terror. They are pleased to see giants cower and cover their eyes upon Their
mighty approach. But humans, oh proud humans. They must sometimes be taught to bow.
Xolyxryn desires worship and flattery above all else. Killing is simple for the great dragon, and They do it
carelessly, almost as an afterthought. Praise and worship is far more satisfying. In the absence of worship,
Xoylxryn will accept abject terror.
Defeating Xolyxryn will make the party rich. A skilled blacksmith can craft dragonscale armor from
the scales, making plate armor that is lighter and stronger than normal. Xolyxryn’s teeth and claws can
be turned into terrible weapons, which should give bonuses to hit and to damage. There are 2d6 icy dia-
mond-like natural accretions along Xolyxryn’s spine, which are worth 1000sp each. The main sac in Xolyx-
ryn’s neck would be of immense value to an alchemist or magician. Every part of the dragon could be sold
to some bidder for some fell purpose. The outcasts would also enjoy notoriety and fame across the Mythic
North as dragon slayers, celebrated for generations to come, passing into myth and legend. However, slaying
a dragon is a task easier boasted of than actually completed…
Xolyxryn’s lair
Somewhere in the mountains of the far north lies Xolyxryn’s lair. A frozen crater of ice, Xolyxryn keeps
here a hoard of bodies frozen into statue-like poses, as well as unimaginable treasure looted from centuries
of terrorizing the warm lands beneath the mountains. A referee could craft an entire adventure from finding
and raiding the lair.
135
What follows are maps and descriptions for thirty buildings are pictured. This is not meant to imply
unique locations in the Mythic North. These places that there are only a few dozen buildings in the
are full of characters, intrigues, items, secrets, and largest city in the setting. Instead, this is an impres-
strangeness. While every location is described, each sionistic, medievalistic map, with the buildings pic-
one likely could have had a whole small pamphlet or tured meant to give a general idea of the layout of
book written about it. Many details are not includ- the different districts of the city.
ed, left up to the referee. As with every other part of this book, make the
The map illustrations include many details not text your own. On tables where you could roll, feel
described in the text, and referees are encouraged free to pick instead the result that makes sense for
to describe those features to their players. your game. Add characters to the locations that are
Scales are not included and compass directions not described. Create events within the locations.
are based on the map orientation. Unlike many tra- Add dungeons, get rid of things you don’t like.
ditional RPG maps, these maps represent a more These locations are yours. Modify, mark up, change,
medieval and thus impressionistic level of detail. edit, create, explore, and enjoy.
The intention is that referees find freedom in this,
and that it will engender a swift and enjoyable style
of play where the exact dimensions of a room are
·Location Types·
less important than what it contains. The tables in the endsheets of this book split the
Players are responsible for drawing maps of the locations into three broad categories. Those are Set-
places described based on the referee’s descriptions. tlements, Wild Locations, and Hidden Locations.
Instead of trying to draw perfectly accurate maps, it Settlements are major towns, cities, and villages
is recommended that players draw conceptual maps in the northern marches. There are plenty of small-
of locations they explore. These are faster to draw, er hamlets and villages that fill in the landscape in
faster for the referee to communicate, and easier between these, but these are the major ones around
to understand. A conceptual map does not include which life and trade revolve. All the people of the
exact measurements (except where important) and Mythic North will have heard of all of the settle-
instead shows area descriptions, along with exits, ments, and will generally know in which direction
connecting passages, etc. they are. All are reachable by roads or tracks.
The style of description also varies from loca- Wild locations are places that most of the people
tion to location. Some locations are described in a of the northern marches will have heard of. Some-
traditional keyed manner, where each noteworthy times they will have only heard rumors or stories. If
room is assigned a number. Others, especially set- they live nearby, they may know approximately (or
tlements, are described in less specific detail. Some exactly) where the wild location is. These are places
features of settlements may only be shown in the that are generally off of the established roads, and
illustration, and not mentioned at all in the text. not frequented by regular folk.
The intention is that referees will fill in the blanks Hidden locations are just that. Regular folk in
themselves. the northern marches probably have not heard of
In a settlement, the intention of the illustrations these places, but if they have, it is definitely only
is not to provide an exact map of all the buildings in legends and songs. Most people will have no idea
in the settlement, but to give a general idea of the where they are, or that they exist at all. The outcasts
layout. In Cleardor, for example, only a few dozen will have to discover them on their own.
136
northern gate
1 1
theater white hawk hq
The greatest city of the northern marches,
the giant’s cave
Cleardor is a bustling metropolis of over 3,500 peo-
eastern gate
ple. The southron Lord William Dynaver calls Clear- western gate
dor his home, as does Sir Hayden Barnette, the com-
mander of the Order of the White Hawk. The north animals
is ruled from this dazzling city, and the wealth of mill
the entire region flows through its gates.
The city is built against Sybil’s Wall, which di-
vides the Mythic North from the rest of the country.
It is surrounded by rich agriculture in all directions.
animals
People travel miles to trade in its great market and
see its wondrous sites.
A small river runs through the city, dividing its
social classes. The rich live south of the river, the
church of mary mater dei
poor to the north.
Outcasts could spend a night, a few days, a week,
or even a few months in Cleardor and never run out greenfield pies
of things to do, intrigues to involve themselves in, lord william’s keep
and people to meet. town hall
market
Locations of Note sy
bi
l’
s
w
Given its size and many districts, this is not an ex-
al
l
haustive list of the interesting places in Cleardor: guard barracks
◊ The Giant’s Cave is a large inn near the northern
gate, frequented by travelers and the have-nots.
The nearby commercial district hosts all manner
southern gate
of shops and artisans in a variety of trades. sybil’s wall
◊ The Order of the White Hawk has their own ◊ Lord William’s Keep has its own external wall
fortified small castle near the north gate, with a with defensive towers, a private chapel, library,
separate yard, stables, and barracks within. and a fortified palace.
◊ The Eastern Gate is dominated by the smell of ◊ The open-air market is famous on both sides of
the horses, sheep, goats, swine, and cattle that the wall, being open every day with the widest
Guards and Gates ◊ The two bridges are controlled by the White
are bought, sold, and bred nearby. variety of goods available in the north.
Hawk, who take a toll of 1sp per person, animal,
◊ The Cleardor Theater hosts plays, tournaments, ◊ Greenfield Pies was once a bakery, and is now a Access to the city and even many operations with-
and axle crossing from north to south. The
public executions, and tortures. There are broth- sumptuous inn for the rich and powerful. in the city are tightly controlled. Much of the day-
bridges are closed between dusk and dawn,
els, taverns, and other amusements nearby. ◊ The Town Hall hosts the banners of the to-day policing is performed by White Hawk merce-
though the guards often allow bribed passage.
conquered northern nobility. It acts as a court, naries, but Lord William ensures that his own forces
◊ The Church of Mary, Mater Dei was built as a ◊ Access to the guard barracks, Lord William’s
a secondary place of worship, and a meeting hall retain command of the most important points.
massive gothic cathedral, though it currently keep, and the White Hawk headquarters is tightly
lacks a bishop. The priest is Father Georgius, a for the southron nobility. ◊ Disturbances within the city will be answered controlled by their respective factions.
devout, god-fearing man who wants nothing to ◊ The guard barracks is a large fortified compound by The White Hawk within 1d4 ten-minute turns. ◊ Only Lord William’s soldiers are allowed on the
do with the squabbling betwixt Debrooken and that houses the bulk of Lord William’s martial ◊ All four gates are shut from dusk until dawn, and wall within 1 mile of the city (other sections of
Saint Lewiston. forces, including cavalry and foot soldiers. are guarded by Lord William’s personal forces. the wall are patrolled by the White Hawk).
138 139
1 Encounters in Cleardor (1d20) 12. The outcasts come across a peasant being Quests with the White Hawk Quests for Lord William Dynaver
1
For each watch the outcasts spend out and about robbed at dagger point by 4 tough looking Hayden Barnette will see the potential of the Lord William has many problems, few people he
in Cleardor, the referee should roll 1d6. On a 1, there thieves. The thieves claim that the peasant is outcasts to accomplish work his regular mercenar- can trust, and a martial force that is stretched thin.
will be a random encounter. Referees can roll on the two months behind on a loan (note that all loans ies would be unsuitable for. He will agree to take the He would love agents who could accomplish tasks
regular encounters table (pg. 36), or roll 1d20 on the are illegal in this place and time period). outcasts on as a unit, paying 1gp per outcast per job for him that are unsuitable for his knights.
following Cleardor encounter table: 13. The outcasts come across a full-scale brawl in from the following list: When the outcasts first sign up for jobs with Lord
progress between Lord William’s guards and William, they will only be allowed to meet directly
1. An agent of the Cult of the Ram (pg. 25) sees that ◊ Perform two shifts of 2 watches each patrolling
Order of the White Hawk mercenaries. One small with Baron Garolf, the commander of Lord William’s
the outcasts are obviously capable people, and the wall, watching for smugglers or conflicts.
shop has already been destroyed, and others are house guard. Each of these jobs pays 1d6 gold coins
tries to recruit them for a job (use the list from ◊ Perform two shifts doing a night patrol of
in danger. The townsfolk are worried. per outcast:
The Ram’s Den [20F]). Cleardor, make sure to bring in at least 50sp.
2. One of Sir Hayden’s lieutenants has noticed the 14. Street performers are completely blocking the ◊ Guard ships and wagons bringing barrels of ◊ Escort a knight (Encounter 40) guarding a
outcasts, and invites them to visit the Order of street. Guards and townsfolk alike are watching salted fish from Dunser [4]. political prisoner to Merish Landing [11], where
the White Hawk headquarters for work. the show, which consists of juggling, tumbling, ◊ Some farmers just outside the city walls have they will be put on a ship to Banding Island [19].
miming, and other such entertainments. There been protesting higher taxes. Quell the revolt. ◊ The proprietor of The Drowned Lion Inn [6] has
3. One of Lord William’s lieutenants has noticed
will be no passing this way for at least an hour. not paid taxes in two months. Go fetch the taxes.
the outcasts, and invites them to visit Lord
15. A full scale peasant protest against the White Once they have completed three jobs, Hayden will ◊ There are rumors of a large Viking treasure that
William’s keep for a job.
Hawk mercenaries is in progress. A mob of promote them to sergeants, give them command of was taken from Old Debrooken Abbey [10]. Find
4. A traveler was pointed towards the outcasts
about three dozen townsfolk have cornered a a unit of 4 soldiers, and pay 3gp per outcast per job: it and bring it back to the Lord to fill his coffers.
as capable travelers, and desires escort to a
group of eight desperate looking foot soldiers, ◊ We have a tip that the Cult of the Ram are setting
random location, and can pay 3gp per outcast.
who are being backed into a corner. If nothing is After the outcasts have completed a few jobs or are
up a cell in Cleardor. Find out who is leading the
5. A nearby building has been set on fire, and as done, they may be torn limb from limb, inciting otherwise trusted, they may be able to meet with
cell, capture them, and bring them to HQ.
the outcasts pass by, it bursts into full flame. full blown riots and eventually, a martial Lord William directly and be offered these sorts of
◊ A local dye merchant is short on his protection
People are shouting and running everywhere. crackdown in the city. tasks, paying 2d6 gold coins per outcast:
money. Retrieve at least 200sp for the Hawks.
Someone needs to organize a bucket brigade!
16. Someone captured a large wolf and brought it ◊ Reports of strange, ungodly soldiers seen at ◊ Nominate one member of the party to represent
6. Members of the Order of the White Hawk are into the town square as a curiosity. This could be Princeps Villa [2]. Discover who they are, and Lord William in a judicial duel in the Theater.
extorting a merchant with a cart or a stall for played as an animal abuse scene with a mob of what they want, and bring back at least 300sp. ◊ Go to the abandoned mining town of Redraven
protection money. The merchant is protesting, cruel townsfolk, or as an animal revenge scene, ◊ A unit of Hawks disappeared on the way to Cross (Lair of the Spider Kings [20G]) and
and may be about to be beaten, or worse. if the wolf breaks loose and starts terrorizing. Debrooken Abbey [9], last seen at The Drowned discover what happened to it. None have
7. The outcasts spy a merchant selling goods 17. A town crier is spreading the news of the Lion Inn [6]. See what happened to them. returned from that place, but records show it was
illegally outside of the market area (and thus execution of a captured smuggler scheduled ◊ Some giant frog-like creature has been harassing a rich mine a few generations ago.
free of taxes). The goods are 50% cheaper, but for dawn at the Theater. They are to have their the Hawks at Merish Bridge [8], coming from ◊ Incite anger towards the northern rebels with
if any guards catch them, they’ll be in trouble. hands and feet chopped off, and various new the bogs to the west. Find and defeat it. the peasant and merchant classes, ensure that
8. A disruptive drunk is swaying around an open devices will be applied to their flesh unless they Lord William is not implicated.
area, shouting, cursing the lords of both North confess and reveal their organization’s secrets. Once they have completed four of those jobs, ◊ Find the headquarters of the Cult of the Ram.
and South, kicking pots, swearing, and spitting. 18. A raggedly dressed priest stands at an overlook, Hayden will promote them to esquire, and pay 10gp
9. The outcasts catch a young child in the act of feverishly building a model of the Church of per outcast per job: Once the outcasts are deep in Lord William’s con-
stealing coins from their pouch. The kid is Mary Mater Dei, consulting a copy of the Rite of fidences, they will be given highly sensitive tasks.
◊ Covertly break a disgraced White Hawk knight
obviously practiced at this sort of thing. Haunting (RC, pg. 59). These jobs pay 2d10 gold coins per outcast, or may
out of Banding Prison [19A].
10. Two tough-looking people are hiding a body (in be rewarded in other powerful ways instead:
19. A major religious festival begins with a ◊ A lieutenant went too far at the brothel. Clean up
the river? In some straw? In the pigsties?). celebration at the church. The town will be a the mess and ensure the madam keeps quiet. ◊ Shut down trade through Cairn o’ the Mouth
11. An attractive scion of one of the minor noble place of merriment for the next 1d8 days! ◊ Smuggle a specific woman in to Lord William, to [17], cutting off vital supplies for the rebellion.
houses in the southern half of the city has 20. A suspicious merchant has a random artifact entrap him in the act of infidelity. ◊ Assassinate Felicity Maddox, leader of the Cult of
become enamored of one of the outcasts, and (RC, pg. 84) for sale, and would like to arrange ◊ Deliver a letter to Lady Greystone. the Ram, or Lady Violet Greystone.
starts pursuing them romantically, even though to meet the outcasts at a clandestine location in ◊ Find and kill one of Lord William’s tax collectors, ◊ Steal the secret of eternal life from Red Peter at
this would not please the noble’s parents. order to sell it to them for 1000sp. but it make it look like northerners did it. The Warlock Towers [13].
140 141
§Undead Roman legionnaire§
2 Cha -2 Con +1 Dex -1 Int -1 Str +1 Wis -1
Ruins
2
Maze of collapsed overgrown walls and scattered col-
AC 15 HD 1 HP 1d8+1 (6) Save +1 Morale 7 umns, potsherds, statues, mosaics peeking through dirt.
Move Shamble 15’ [3 squares] ◊ Searching in the ruins takes 1 hour. If it’s night,
Bony the referee should roll for an undead encounter.
Legionnaires take half damage from edged weap- On a successful Search check, roll on the following
ons and double damage from blunt weapons. table, 1d6 during the day, 1d10 at night. Each
Spear strike result should be crossed out after it is rolled:
+2 to hit, 1d6+1 damage.
Princeps Ruins (1d6/1d10)
fort Turtle up
4 or more legionnaires can spend their entire 1. The outcasts have disturbed a grave. 1d4
turn scuttling into formation. While in forma- undead legionnaires rise to attack!
temple of horus
tion, their movement slows to 10’ [2 squares], but 2. Disgusting animal filth. Make a Consti-
they have +2 to their AC. tution save at +1 or become ill. An ill
Reform player has -1 to all rolls. They may make a
On the turn after they drop to 0 hp, each legion- Constitution save at +1 each morning to
naire has a 50% chance of reassembling at full throw off the illness.
health, with a dry cackle. 3. Broken crockery or the like.
4. Mundane Roman artifacts (50sp).
centurion’s villa the general
5. A campaign object (pg. 28) in a leather bag.
ruins The General
6. Cache of Roman coins, worth 2d100+50sp.
Imposing 200’ statue, grey stone, peeling gilding on the
7. A precious idol (350sp).
upper sections, scaffolding visible near the broken head.
8. An eagle statue that vibrates when battle is
The erudite literati of the mythic north call it by its proper name: Princeps Villa. Most of the common ◊ The statue plinth is hollow, with a half-ruined near. Shattering it releases an eagle spirit
folk just call this place “The General” after the enormous statue that looms over the landscape. The statue domed interior. Mosaic floor shows the general which attacks the outcast’s enemies (use
would be over 200 feet high if the head wasn’t missing. The General presides over a landscape of rubble, with commanding loyal legions throughout time. the stats from pg. 121) for 10 turns then
a few buildings that remain intact after many hundreds of years of abandonment. Many stones have been ◊ Interior of the statue is hollow, with a structure disappears.
dragged off to be reused as building material for nearby villages, but the undead scourge that haunts the of dusty, dangerous, bat-infested scaffolding. The 9. Roman chainmail, intact and usable (1000sp).
place have kept many of the larger buildings intact. only entrance is through the broken off neck. 10. A magic Roman spear, +1 to hit, but breaks
• Navigating down the scaffolding requires care, at when its wielder rolls a natural 1.
Nights of Dust and Bones Centurion’s Villa least one check, and it can break at any time.
Each night (unless there is no moon), winds Roman construction with modern fixes, goats baa in the • Hanging at chest level is a golden heart, takes up The Fort
atrium, tidy gardens, many crucifixes on many walls. 4 item slots, worth 1000sp, taking it will summon Intact brick towers, newly installed portcullis, barricaded
sweep dust into whorls. If the living pass by, those
Spurius (Encounter 96) and 30 legionnaires. windows, a yard full of bones and bricks, a few horses.
whorls form into blue-hued lights that jump into ◊ Berta Bricklayer, a no-nonsense middle aged
scattered bits of bones and rusted armor, and skele- woman, lives here alone with her goats. ◊ 18 bandits, led by Sturgeon the Quick, live in
tal Romans spring to life and attack the interlopers. Temple of Horus
◊ Crucifixes keep the undead away. Each one is the two towers of the fort. Use the stats from
For every hour spent exploring at night, there is: Roofless temple dedicated to the adopted god Horus, vines
blessed by Father Linton of St. Lewiston. Encounter 48 for the bandits and Sturgeon.
and trees amongst the columns, eerie wind, a large statue.
◊ A 1 in 4 chance of encountering 1d6 undead in the ◊ Berta has an “understanding” with the bandits of ◊ The towers are fortified from both directions.
Ruins and the Fort. the fort (her husband was one of their band). ◊ Sticky goat’s blood is pooled in a cracked stone ◊ The band wants to rob the outcasts, or get help
◊ A 1 in 6 chance of encountering 1d6 undead ◊ Berta knows a legend that the undead cannot rest bowl in front of the statue to Horus, secretly robbing others.
around The General, the Temple and outdoors. until their leader finds an amulet, stolen from the poured at dusk on moonless nights by Berta (the ◊ Bandits would be grateful if the undead were
temple (Encounter 96). The referee should use true reason the undead do not attack her). dispatched, and think Berta may know how.
Each undead legionnaire carries 1d10sp in Roman the encounter table to determine who has the ◊ Rumors of priests’ quarters that run deep into ◊ The bandits’ treasure, in the top of the left
denarii. If Spurius’ amulet has been recovered (En- amulet. Berta can provide this information, as a the earth. This is an opportunity for referees to tower, is in a large chest, worth 500sp, and takes
counter 96), no undead will be encountered. (true) rumor, to help solve the undead problem. insert their own dungeon beneath this temple. up 4 slots.
142 143
4 5
3 3
The well-kept home of the alchemist Agate Combs (Encounter 74) and his servant Dexter Hardene. The 1
birth place of Aloius, the Man of Brass (Encounter 75), Agate’s greatest and most tragic creation. Walls are
of plastered stone, roof is thatched, interior is lit with fireplaces and candles in wall sconces.
1. Exterior 7. Laboratory 3 2
6
Sea sprayed rocks, scrub grasses, smell of soot and horses. Smell of sulfur, ash, and the forge. Beakers, bottles, and
Open-sided shed with well, firewood, fish and herb racks. strange mechanisms crowd this underground space.
Flickering candlelight, brass and glass and papers and oil.
» Hidden chimneys in rocks above are a dangerously
tight squeeze down to 7. Laboratory. ◊ Try out potions, oils, and unguents arrayed on
circular shelves to discover their effects.
7
2. Stables • Or find and decipher the alchemist’s code to read
Double wooden doors in front of a large room with hay labels and know effects without experimentation. 8
bales, moist crates and barrels, salty leather tack. ◊ Small, efficient forge, materials for creating
alloys of brass and silver. 1 small silver bar
» Trapdoor behind hay bales in corner leads to
(200sp), 1 small copper bar (100sp).
7. Laboratory.
» Chimneys from forge are a dangerously tight 9. Slag Pit
squeeze up to 1. Exterior. A rough-hewn pit 15’ deep, sharp rock walls, burnt stench.
3. Kitchen
Strong smell of dried herbs, steamy air, battered wooden ◊ Mismatched pieces of a brass golem strewn on a Search the slag for a watch and get: (Roll 1d6, cross off each item 9
table and chairs in front of a large fireplace with an iron table, some mechanical, some magical and carved when found, except 1 and 2):
stew pot, clay plates, and cooking implements. with strange runes and dæmonic symbols. 5 item 1. A gruesome cut: take 1d4 damage.
slots worth, each slot worth 100sp. 2. Broken ashy shards of human bones; congealed bloody organs; etc.
◊ Sturdy wooden front door, locked with ingenious
• Aloius can be repaired with these pieces, human 3. A lump of precious metal (50sp).
mechanism unless Agate Combs (2 in 6) or
surgical sacrifice would also be required. 4. Half-full clay jar of acid: +1 damage if applied to weapons, 1d4 uses left (100sp).
Dexter Hardene (5 in 6) is home.
• With a few additional pieces and 2 full human 5. A heavy lump of lead, half-transmuted to silver (200sp, 2 item slots).
◊ More herbs than is normal, could be sold (50sp).
sacrifices, a companion could be built. 6. Broken mechanical brass heart, may hold the secret to eternal life if repaired (500sp).
◊ Glassblowing equipment: buckets of sand, rods,
4. Dexter Hardene’s Bedroom tongs, pipes. 5 item slots, the set is worth 500sp.
Neat single bed in a small, tidy, drafty room.
Potions, oils, and unguent random effects (1d12)
◊ Library of forbidden books on alchemy,
◊ Book case with alchemy textbooks. Study the dæmonology, hermetic magic, natural phi- 1. Strong acid, dissolves metal and stone and flesh, 3d6 damage if ingested.
books for 2d4 weeks to gain +1 on alchemy checks. losophy, metalworking, glassmaking, surgery. 2. Luminescent, causes skin to glow if ingested, lasts for 1d6 watches.
• Most valuable books are written in a code hidden 3. Universal allergenic, creates strong, uncomfortable itching for 2d4 hours.
5. Agate Comb’s Bedroom throughout multiple books. Dexter could assist in 4. Lubricant, creates nearly impassable terrain in a small area, +2 Dexterity for 2d4 watches if ingested.
Elaborate four poster bed, small desk, small fireplace. deciphering, or a long study could be made. 5. Love potion, increases amorous feelings if ingested, feels very warm on the skin.
• Random ritual (RC, pg. 52) in shelves. 6. Fear potion, creates terrifying hallucinations for 1d4 hours, burns the skin (no damage).
◊ Clothes chest with functional dress. At the bottom
7. Sleep potion, if ingested, the subject falls deeply asleep for 1d4 watches.
is a small silver key which opens the bookshelf.
8. Strong poison, if ingested, the subject loses 1d4 Constitution for 1d6 days or until dead.
8. Chapel
9. Flammable, creates strong, hot flame when sprinkled or applied.
6. Study Snake-entwined upside down cross motif, candles of black
10. Corpse dust, decays flesh (1d4 damage) if applied, confusing visions of nearby ghosts if ingested.
human fat, evidence of dæmonic ritual activity.
Comfortable chair, small fireplace, well-crafted bookshelf. 11. Captive oozling, escapes if the container is opened, oozling is stupid, mischievous, weak, and loyal.
◊ Agate has bound a snake-dæmon named 12. Mutation elixir (applies an effect from RC, pg. 134), lasts 2d4 watches if applied, permanent if ingested.
» One book has a lock on the cover which opens to
Apoperek to the cross and feeds it goat bits. The
a descending passage leading to 7. Laboratory.
dæmon offers promises of serpentine power if Combining substances is unpredictable, exploding 1/6 of the time (2d6 damage), enhancing effects 1/6 of
Dexter and Agate have keys.
the cross is broken and it is freed. the time, becoming inert, foul-smelling mud the rest of the time.
144 145
4
On a small island off the western coast lies the town of Dunser. Perpetually damp, and usually cloaked
in fog, the town brings in record hauls of fish, smoking it and transporting it across the North. The people of 4
Dunser are known for being taciturn and secretive. Dark rumors abound as to what goes on in Dunser, why
the villagers resemble the gasping fish they sell, and the strange things that happen to those who spend the
night at The Foggy Flounder.
For the most part, the rumors are true. Most of the town’s inhabitants live on a motley collection of rafts,
houseboats, and half-sunken ships that lie mired in a bed of seaweed in the bay. A whirlpool forms every new
moon in that same bay, into which the Dunser residents throw human sacrifices to placate the entity whose
the foggy flounder
mouth forms the bottom of the whirlpool. Many children of Dunser are born with strange clawed feet, scales,
fins, and other mutations. The majority cannot breathe air and are thrown, gasping, into the sea. Those who
survive are raised in the House of the Tide Readers where they learn to speak the language of the ocean.
The denizens of Dunser are not talkative with outsiders, though they are not unfriendly. They have a
habit of staring at visitors without saying anything. Visitors to the town will often hear odd flapping sounds,
smell strange fishy smells, and see shadows out of the corners of their eyes as long as they are in the town.
If they happen to visit near the night of a new moon, they may be collected by the residents as a sacrifice.
146 147
4 §Summoned sea creatures§
Much of the town is off limits to outsiders. They may come and go as they please from the inn, the church,
the docks, the salt-rimed houses with fallen roofs, and the blacksmith, but they are forbidden from entering
The Floating Town
Cha -2 Con +0 Dex -1 Int -1 Str +1 Wis -1
4
Most of the inhabitants of Dunser live on the
the off-shore locations or the mysterious House of the Tide Readers.
floating town, a seaborne accretion of rafts, wrecked AC 12 HD 1 HP 1d8 (5) Save +0 Morale 6
If outcasts are caught entering these places illicitly, the inhabitants will attempt to capture them and tie
ships, seaweed, small boats, flotsam, and jetsam. Move Swim 30’ [6 squares]; Flop 10’ [2 squares]
them up in the House of the Tide Readers. The captives will then either be sacrificed during the next new
Outsiders are unwelcome in the town, unless Tentacular grab
moon, or saved for breeding with the fish people who live beneath the waves.
they have somehow proved their friendliness to its 15’ reach, +2 to hit, 1d4 damage, and target is
The Sacerdün of the Tide Readers is an old fishman named Bartleby Squanch. Clever outcasts may be
inhabitants and acceptance of their ways. grappled. A Strength check breaks free, other-
able to convince him that they could be more use to the town alive than dead.
Clambering through the soggy village, one sees wise each round the victim is pulled 10’ towards
fish people who slip into the sea upon being seen, the sea.
Bartleby’s Quests House of the Tide Readers fang-mouthed mermaids bobbing in the surf, and all
Spined tentacle slash
If the outcasts are captured, Bartleby could be A large multi-story hut, elaborately decorated matter of scaled, gilled, and webbed people.
2 attacks, +1 to hit, 1d4 damage each.
talked into giving them their freedom if they agree with seashells, perched atop a strange, tall growth If unwelcome outsiders are found in the town,
to complete one of these tasks. To ensure their obe- of dead coral at a slightly crazed angle. Feeding frenzy
the denizens will attempt to raise horns to their thin
dience, Bartleby will have a group of Tide Readers It is absolutely forbidden to outsiders. Access is Only on victims in the water;
lips and summon forth their water-borne brethren
affix torcs around their necks (with ends in the via ladders, which are pulled up much of the time. +4 to hit, 1d8+1 damage.
to attack alongside a mob of villagers wielding nets,
shape of fish, of course). If they don’t return and at Secured by four guardians day and night; ten Tide harpoons, tridents, and torches. Six years ago, distracted in a dalliance with a
least check in before the new moon, their throats Readers live here (Encounter 59). They are the
◊ The town is arranged in a crescent moon shape. lover from the mainland, Sonya neglected her light-
will close up, gills will sprout beneath the torcs, and fish-featured priests, seers, and leaders of the town.
The middle is kept clear, for it is beneath the house duties. As a result of her neglect, a main-
they will only be able to breathe water until they The House is wreathed in a sour, salty mist that
waves in this area that the God of Dunser lives, lander ship crashed into a hidden reef and sank in
return to the House of the Tide Readers. confuses the minds of those who enter it. When
burbling up each new moon to accept living the middle of the night, with all the souls aboard
These torcs may be kept by the outcasts once moving from one room to another, roll on the table
sacrifices in a torch-lit ritual led by the Tide drowning beneath the frigid waves.
their task is completed, activated by a gurgling key below to see which room the outcasts end up in.
Readers. Failing to sacrifice would result in the As punishment for bringing ill-favor upon their
phrase that can be taught to them by the Tide Read-
1. The entryway, decorated with shell and fish god diving below the waters and sucking them community, Sonya was cursed by the Tide Read-
ers. The Tide Readers will never share the secret to
motifs, with 6 strange half-human-half-fish in, creating a vast whirlpool, utterly destroying ers to take on her current form and has remained
undoing the torcs’ effects, however, and outcasts
skeletons (250sp, 2 slots) nailed to the walls. the floating village, and consuming most of the trapped alone on the lighthouse island ever since.
must return to Dunser to have them reversed.
2. A filthy room for holding captives. There is a inhabitants in the process. She fishes, tends the lighthouse, sings herself a sad
If the outcasts contact Bartleby by some other
1 in 4 chance of there being 1d6 captives there ◊ Available to purchase here is Dunser Fishing song, and looks for some way to atone for the one
means, each quest will pay 4gp per outcast.
now, tied with rope, lying curled on stained Gear (100sp), which grants a +3 on all checks great crime of her lovelorn youth.
◊ Find a chapel that is sunk into the Merish marsh. reed mats. They will be desperate to escape. related to fishing, but cannot travel more than 10 ◊ Outsiders are forbidden to visit the lighthouse,
A lost son of Dunser is there, full of delusions of 3. The Boiling Room, with an ever-bubbling miles (5 hexes) from the sea without its lures and though there are no guardians that monitor
his own grandeur, and his mother misses him. cauldron cooking over an acrid green fire. lines drying up and breaking. comings and goings from the desolate island
Return the lost fish of the tribe of Dunser. Mystic fish stew for the fish people. ◊ If the outcasts are friendly to the town, they may chain.
◊ Henrietta Burch is a young girl, only about six 4. The Sleeping Room, where the Tide Readers eat and drink for no charge. ◊ Sonya welcomes company, though is very shy
years old. She was caught by the townsfolk eating sleep cradled in moist hammocks of stinking
about her strange physical appearance.
a live fish recently and fled from their rage. Now kelp. A locked chest (Bartleby has the key) The Lighthouse ◊ Sonya believes that her punishment was just and
she is off lost and alone on the islands somewhere. contains the town’s coin, 16gp and 350sp.
Alone on its own island is Dunser’s lighthouse. Its does not curse the Tide Readers or the village.
The town forgives her and her parents want her 5. The Bone-casting Room, where futures are
light calls the ships of Dunser and the rare outsider She simply wishes there was some way she could
safe return. read. A squid-like monster depends from the
trading vessels safely into port through the shoals atone for her sins.
◊ Bartleby is sick of the taxes on selling their ceiling, drinking rain water from a hole in the
and tides of the bay. The only nights on which the ◊ The lighthouse mechanisms are biomechanical,
catch - they are impoverishing the town. Contact roof, spouting ink in arcane patterns when its
lighthouse doesn’t shine are those of the new moon. meshed with an enormous, squid-like creature
Felicity Maddox, leader of the Cult of the Ram tentacles are massaged by the Tide Readers.
The lighthouse tender is a woman named Sonya of confusing anatomy (similar in form to the
(pg. 25) and see if she’d like to become a fish 6. The Breeding Room, where eggs are tended.
Articos, latest in a long line of lighthouse keepers. one in the house of the Tide Readers). It uses its
smuggler as well as a wool smuggler. Ropy strands of kelp and rusted chains trail
She is ten or eleven feet tall, extremely thin, and tentacles to move the mechanisms on cues and
◊ Bring a number of captives equal to the number from the walls, evidence of the gasping, flopping
covered in very fine scales. Her limbs are thin and with coaxing from Sonya. It must be fed and sung
of captured outcasts to the town to be sacrificed breeding rituals of the denizens of Dunser. The
weak and she cannot swim. to regularly to keep it healthy and in good spirits.
in their stead. breeding is unpleasant for all participants.
148 149
5 5
150 151
·Quests for Father Linton· ·The Missing Matriarch· attracting attention. Linton can adjust one contain only bones.
5 knight’s schedule to assist with this. ◊ The fourth level only has 5 tombs filled, but these 5
Father Linton is a busy, powerful man. Outcasts This simple mission to discover the fate of a mem-
◊ Perform a short ceremony, which can be taught portals are intact (the mortar has been mixed
who have accomplished nothing for his church will ber of the church’s parish can uncover dark secrets
by Linton, and cannot be performed by a Sorcerer. with holy water). The bodies within are sealed
not be able to meet with him for quests at first. In- about the Church at Saint Lewiston, leading out-
◊ Seal the tomb with mortar mixed with an entire and mostly intact.
stead they will meet with junior priest Tibalt Weav- casts deep into its crypts and secret catacombs.
waterskin full of holy water. ◊ If raiding tombs, the outcasts have a 1 in 6 chance
er. If they prove themselves trustworthy by accom-
◊ While in the catacombs, the outcasts will see a in each tomb of finding treasure. Each tomb with
plishing a quest, they can then meet with Linton. Part 1: Investigate a Parishioner’s Death cat-sized cockroach with glowing red eyes. treasure has a 50% chance of containing a jeweled
The mission starts as a tier 1 task from Father cross (500sp) and a 50% chance of containing
These tasks (and similar if the referee desires) are
Weaver (see left) that pays 4gp per outcast: Gabri- If the burial is accomplished, Father Linton will pay only a golden cross (250sp).
available from Father Weaver. Each of these jobs
ella Painter has not been seen at church in four them, and bless one of the icons they brought back ◊ When raiding tombs, the outcasts have a 1 in 4
pays 1d6 gold coins per outcast:
Sundays. This is unusual, as she has always been a from Gabriella’s house. Praying to the icon will give chance of encountering Saulot the Swarm.
◊ Collect tithes from a random settlement. devout and respected parishioner. The mission is to one outcast +1 to a random (roll 1d6) Ability Score
◊ Carry a sealed letter (written in Latin) to Kamden report back what has become of her. for 1 day. If a Sorcerer prays to the icon, they in- Saulot the Swarm
Hulmane at Hulmane’s Hermitage [16], and stead get a -1 modifier to an ability for the day.
◊ Gabriella lives in the mountains in a small Saulot is a dæmon baron who seduced Roger Fore-
bring back a package. The letter, if examined,
isolated house, 1d4 hexes to the south-east. man, a former priest of Saint Lewiston. The dæmon
asks for more of “the tears of Saint Lewis.”
◊ Upon investigation, Gabriella died in her sleep Part 3: The Dæmon of the Catacombs will not want to fight, though if it is provoked, or it
◊ Bring a blessed crucifix to Berta Bricklayer at
in bed. Her corpse is half-rotted, surrounded by Father Linton will now request the outcasts assis- can sense that its offers are not being received well,
Princeps Villa [2].
mouldering food, water, and rags. tance with the object of his true fears. it will attack. It will focus on the party member with
◊ The house contains ample evidence indicating Linton fears that the last priest who was buried in the most hit points.
After the outcasts have done a few jobs for the
Gabriella was the church’s iconographer. Some the catacombs was corrupt, and was a dæmonhost. Saulot is made up of 2d4+4 Swarmroaches (see
church or are otherwise trusted, they may meet
of these supplies could be looted: This priest, Roger Foreman, died five years ago. Ever below), which will be encountered as one group.
with Father Linton, who can offer them these tasks
• 3 icons (250sp each), gold leaf (non-encumbering, since his passing, Linton has felt a dark energy, and Saulot forms words through the flapping of diapha-
or similar, paying 2d6 gold coins per outcast:
150sp), paints and brushes (300sp). has occasionally noticed the same large cockroach- nous wings and rubbing of chitinous legs together,
◊ Help Faith Thorne, Encounter 81 find a witch. ◊ If the outcasts fail to return the supplies, they es watching him that the outcasts may have noticed. creating a crazed whisper voice.
◊ Find the lair of the heretical killer who is making will lose trust with the church in Saint Lewiston. If this information was made public it would in- Saulot’s desire is to consume the bodies of holy
a mockery of Christ in the North, rumored to ◊ If the outcasts return the iconography supplies jure the reputation of Saint Lewiston, permanently men. It has been able to burrow through the mor-
be in the woods to the west (this is Samuel to Saint Lewiston, Weaver pays them an extra sabotaging Linton’s efforts to have it declared a ca- tar of the upper tiers of the catacombs, but the ones
Fitzchrist’s Lair [20C]). 500sp and introduces them to Father Linton. thedral and himself bishop. sealed more recently with holy water have stymied
◊ Retrieve the fingerbones of Saint Lewis from the If the outcasts can prove they have defeated the its unholy gorging.
ruins of Old Debrooken Abbey [10]. Part 2: The Interment dæmon, Linton will pay them 20gp per outcast. For those who agree to help it, Saulot can prom-
◊ Investigate rumors of heretical tortures and After receiving evidence of the outcasts’ hon- ise wealth. It knows where the body of an ancient
rituals at Banding Prison [19A]. est nature, Father Linton will test their mettle and The Catacombs patriarch is buried, and cares not for the riches bur-
trustworthiness by asking them to retrieve Gabriel- ied with that body (vestments of cloth of gold worth
After a 100’ long stone tunnel bored into the cliff
Once the outcasts are deep in the church’s confi- la’s corpse and inter it in the catacombs built into 1000sp, a cross worth 500sp, a miter worth 500sp,
face, there is a reliquary room (locked with a key
dences, they will be given highly sensitive tasks. the cliffs behind the church. a ruby ring worth 750sp, a copy of the Rite of Veil
only Linton holds), and a spiral staircase descending
These jobs pay 2d10 gold coins per outcast, or may Linton will pay the outcasts 8gp each for accom- Rending (RC, pg. 72)). There is also of course the
to the tombs.
be rewarded in other powerful ways instead. Some plishing this task. He explains that it must be kept chance that other tombs contain further treasure...
example quests could include: ◊ The reliquary room holds the relics of Saint Lewis
secret from the other priests and knights. Linton
in three jeweled reliquaries. Each is priceless, but
◊ Convince Lady Greystone or Lord Dynaver to believes that Gabriella was a saintly figure and de-
would be impossible to sell in the Mythic North. §Swarmroaches§
support Saint Lewiston with coin and materials. serves to be buried with her equals, but convincing
Abbot Ekardus (see pg. 24) may be interested. Cha +1 Con +0 Dex +1 Int -1 Str +0 Wis -1
◊ Kill or capture The Black Bishop of Debrooken the rest of the clergy would be a political nightmare.
◊ Each tomb level has an identical layout: a low
Abbey [9], or destroy the abbey. AC 15 HD 1 HP 1d4 (3) Save +0 Morale 8
◊ Retrieve Gabriella’s body from her home. stone passage with 20 rock-cut portals that have
◊ Hunt down and destroy Vasyl the Bloody Move Skitter 30’ [6 squares]; Fly 15’ [3 squares]
◊ Move the body into an unused tomb in the rear been sealed with mortar and stone.
(Encounter 86), a rumored vampire. of the lowest level of the catacombs without Nasty gibbering mouth
◊ Many tombs on Levels 1 through 3 have cat-sized
holes burrowed through their doorways, and +2 to hit, 1 damage.
152 153
Services and Prices Rumors and Hearsay (1d12)
6 ◊ A meal is 5sp per person, and includes small beer. Referees can roll, pick from this list, or make up 6
◊ Strong ales and wines are 3sp per drink. their own rumors to send outcasts on adventures.
◊ A bunk in a shared dormitory is 5sp per night.
1. Pepin, of Pepin’s Outpost [7] between here and
smithy ◊ A private room, which can sleep up to four people
rear gate Debrooken Abbey [9], holds strange church
pig sty comfortably, is 20sp.
services, with lamb’s blood.
staff rooms ◊ Stabling riding animals is 10sp per animal, and
2. Speaking of Debrooken Abbey [9], the Black
includes feed.
Bishop is no true priest, but has an illegitimate
◊ Wagons and carts can be stored inside the walls
son, and consorts with devils and witches.
for 5sp per axle.
chickens
◊ Jane offers the Laird’s Service, which is an opulent 3. I heard from one of the farmers that lives in
meal on a raised platform above the common the ruins of the original abbey [10] that he
kitchen room, for 15sp per diner, with a minimum of 3 sometimes hears noises from the basement.
to cellar diners, and requiring at least an hour’s notice. Probably just crazy, of course.
◊ Jane has one Laird’s Room available. There is a 1 4. Heard right up north, in the bogs, there used to
in 6 chance it is already occupied. If it is free, the be an old church [20D], full to the brim of gold.
stables to rooms Laird’s Room costs 30sp per night, and contains But folks say it’s just completely vanished.
one giant four-poster bed as well as a bunk. 5. There is something wrong with the people of
Dunser [4]. Too damn good at fishing, they are.
Staff 6. The old Roman fort [2], you know, The General,
◊ Jane Luxton, innkeeper. is haunted, but full of treasure.
◊ Harry Luxton, her eighteen-year-old son. 7. A group of bandits with familiar names have
laird’s platform ◊ Mutt Luxton, her sixteen-year-old son, and the been haunting the roads around the Drowned
head chef. Lion, there’s something strange about that
◊ Tracy Chambers, the assistant chef. band. Their mountain fastness [20A] lies
◊ Brandon Lutter, the captain of her guard, and his hidden somewhere in the western woods.
outer wall seven guardsmen.
8. A woman came through here from that town
Great Stocking [14], up north. She said the
Guests place has been wrecked by some beautiful
The Drowned Lion is a centrally located fortified traveler’s inn, very popular with travelers of all stripes. On any normal day, there will be 3d8 travelers vis- nature wench.
The inn is kept by Jane Luxton, a jolly but no-nonsense woman who has operated it with her children since iting the inn. Most will be plainfolk (Encounter 1) 9. Used to be a mining town in the mountains,
her husband’s death. The Drowned Lion often acts as a sort of neutral ground, generally respected as an or other unremarkable travelers. Some suggestions name of Redraven Cross [20G], my great
independent entity that sits apart from the various squabbling factions of the northern marches. for adding interesting clientele: grandpa worked there. Nobody speaks of it now.
◊ Guard work is commonly sought after, and the 10. Far to the north, giants broke a bridge [18], and
Property Description outcasts can usually find someone who wants you can’t go past no more. That’s the end of the
◊ The inn is surrounded by a sturdy stone wall, vehicles, and even offer a small selection of escort to a random location in exchange for road. They say the people all vanished. And so it
fifteen feet high and six feet thick. weapons, tools, and armor to travelers. 1d6gp each (higher pay indicating more danger). follows, they pay good money for any who can
◊ Two guards are stationed at front gate at all ◊ Guest rooms are upstairs. ◊ The referee could roll 1d3 times on the random slay a giant up at Utroat Castle [15].
times, one guard patrols the walls, and another ◊ The rear of the ground floor, behind the common encounters table. If any results don’t make sense 11. There’s a queer foreign lord who has a very
keeps order in the common room. room, is off limits to guests. This area holds the as guests (such as animals, or magical beings), the odd castle [20B] down in the south part of the
◊ The rear gate is kept locked and is not generally staff rooms, access to the cellar, and the kitchen. referee can either re-roll, or have the subject of mountains. Merchant went that way and never
available for public use. • Jane has a sturdy lockbox in her bedroom which the encounter be lurking outside the walls. came back. I’d stay away, were it me.
◊ Jane keeps pigs and chickens inside the walls, as contains 2d10 x 100sp and 2d20gp. ◊ The referee could roll twice on the factions table
12. Ravens of peculiar size and intelligence caw
well as a pair of milk cows in the stables. ◊ The cellar contains wine, ales, and food stores. (pg. 18), and have a contingent of agents from
constantly above those curséd grave mounds by
◊ The rear yard contains privies, the well, and ◊ The common room includes an elevated “Laird’s those factions present at the inn, leading to some
that awful-smelling wrecked old ship [12] on
a small smithy, which can shoe horses, repair Platform” for honored guests and special meals. potential for drama and conflict.
the northern shore of the Koudloch.
154 155
7 7
A traveler’s refuge in the thick woods that line the Koudloch. Pepin’s Outpost is an important way
station on the road to Debrooken Abbey, servicing monks, craftspeople, and pilgrims alike. Pepin Til-
lerson is a huge, ancient man who hides a lycanthropic secret. While he, his family, and retainers are
god-fearing and devout, Pepin is a werewolf, cursed to hunger for living flesh.
156 157
8 8
The Mythic North is split into two distinct areas by the water barrier formed by the Koudloch and the
connecting River Koud. The Koudloch is deep, cold, and misty. Boats do cross it, but not without trepidation.
The River Koud is a wide, rapid, and unpredictable river that swells after any rain... and it rains frequently.
North of the Koud, the land is wild and untamed, covered in snow, the ground bearing few crops, the peo-
ple relying mostly on hunting, fishing, and trade for their livelihoods. South of the Koud, the land is gentler,
with forests, bogs, and fields.
Merish Bridge is the only safe and convenient way to cross the Koud waters. The bridge has stood for
longer than anyone alive can remember. Legends speak of Merish the Builder, who built the bridge and ex-
plored the northlands, also founding Merish Landing. The bridge is built of sturdy grey stone and is flanked
on either side by fortified stone towers. The bridge is currently controlled by the Order of the White Hawk,
who maintain the bridge, guard it, and extort a range of fees for those who wish to cross over. Some of these
Th ud
Ko
fees are passed on to Lord William in Cleardor, but most are kept by the Hawks.
e R
iver
Bridge Fees Bridge Garrison
Clergy are exempt from most fees, though if ◊ 16 guards (8 live in each tower) who carry
they’re rude to the guards, they may be subject to polearms, swords, short bows, half plate, and
higher fees than usual. Other common fees: 1d20sp each.
◊ 2 watch captains, Trynor Hobbins and Elva
§Merish Bridge watch captain§
◊ Adults: 5sp each. Cha +1 Con +1 Dex +0 Int +0 Str +1 Wis +0
Garthin, who share a complicated, surprisingly
◊ Children: 1sp each.
mutual love-hate relationship. They carry AC 17 HD 4 HP 4d8+4 (24) Save +2 Morale 8
◊ Herd animals (goats, sheep, cows): 1s for 5 beasts.
greatswords, plate armor, and 1d6gp each.
Using Merish Bridge in a Campaign
◊ Draft animals (mules, horses): 3sp each. Move Walk 15’ [3 squares]
◊ Poor outcasts may try to get around the bridge,
◊ Cart, wagon, or other vehicle: 10sp per axle. Greatsword strike
forcing the party to travel in the wilds.
◊ Outcasts: 1sp extra each, for looking disreputable.
Tower Layout +5 to hit, 1d10+1 damage.
◊ Merchants or travelers may approach the party
Each tower has an identical layout, consisting of to find them a way around the bridge, either on Battle bribe
The Order often claims a customs tax on goods four main areas stacked on top of each other. The a one-time basis, or on a more permanent basis. Once per battle, the Captain offers a gold coin
brought over the bridge. After examining the floors are reached by means of a single spiral stair- ◊ Travelers may want the party’s help in getting to one target and makes a Charisma check. If
merchandise any traveler wants to bring over the case. Each floor has its own fireplace. illicit goods past the guards. successful (Wisdom save defends), the target
bridge, the guards will make an eyeball estimate ◊ Fortified entrance: A small room with a guard ◊ The Order of the White Hawk occasionally has reaches to take the coin, but at the last second
and usually charge between 5% and 10% of the to- rest post and weapons, behind a sturdy oak door. to move money collected at the bridge to their the Captain throws the coin and strikes, hitting
tal value, depending on their relationship with the headquarters in Cleardor [1]. automatically for 1d10+1 damage.
◊ Barracks: Simple bunk beds for 8 guards, 2 extra
traveler and how familiar they are with the goods. ◊ The Order of the White Hawk might employ
bunk beds for travelers, few valuables.
Any illicit goods (or goods the guards decide may the outcasts for a long, difficult quest. If they are
be illicit) are subject to seizure, destruction, or ad- ◊ Main watch hall: The eating, dining, and gaming successful, one benefit might be free passage.
§Merish Bridge guard§
ditional fees. space for the guards, with arrow slits to watch ◊ Lord William, Lady Violet, or one of their tax Cha +0 Con +1 Dex +0 Int +0 Str +1 Wis +0
Bribing the guards is possible with a successful those lucky enough to score duty indoors. collectors may ask the outcasts to collect income AC 16 HD 2 HP 2d8+2 (12) Save +1 Morale 7
Charisma check. The guards need to be paid 20sp owed to them from the bridge guards. Move Walk 15’ [3 squares]
◊ Captain’s quarters: Top floor bedrooms with
as a base bribe, and for every 10sp on top of that, ◊ Church entities may wish the bridge garrison to
comfortable beds, chamber pots, and sturdy, Polearm attack
the check will have a +1 bonus, to a maximum of +3 pay a tithe, and ask the outcasts to collect.
double locked chests. Each watch captain holds Reach, +3 to hit, 1d10+1 damage.
(though the referee should only tell the players the ◊ The bridge could become the site of an interesting
one key, and both keys are needed to open a Short bow attack
bonus after they have paid the bribe). battle between the northern and southern forces.
chest. The chests contain the loot collected from 60’ [12 squares], +1 to hit, 1d6 damage.
Outcasts may be allowed to stay in one of the ◊ Lady Violet may employ the outcasts to help
travelers. At any given time each chest will have
towers for a higher than usual rate. This could be an Sword attack
4d100sp inside, and 1d10gp. overthrow the White Hawk at the bridge to claim
interesting way to make friends or get information. +3 to hit, 1d8+1 damage.
this important structure for House Greystone.
158 159
The Ko
9 guard captains u 9
church tower
dl
oc
and chapterhouse
bees
h
vineyard
orchard 3 4
granary stables
livestock penitent prison scriptorium
sheep monks dormitory
1
2
pigs
meadery
lay brother glassblower
lodgings
joinery
The Abbot’s
Palace 5
Building Access
Inhabitants
Outsiders are not given access to the monks’ dor-
◊ 111 brother monks who pray, scribe books, train,
mitory (or attached penitent prison or scriptori-
and oversee and assist with the agriculture.
um), chapterhouse, guard captains’ tower, or the
• 11 of which are deans, more senior monks.
Abbot’s Palace without express permission from
• 1 of which is the claustral prior, Harald Swanson.
A prosperous monastery, Debrooken Abbey is the Church’s main power center in the north and the home the abbot or the claustral prior in his stead.
◊ 80 lay brothers who tend the fields, orchards,
of Abbot Ekardus. Ekardus is known to all as ‘The Black Bishop’ on account of his dark hair, dark temper, animals, fisheries, and upkeep of the abbey.
and dark robes. He is aware of the epithet, but none dare say it to his face. Debrooken Abbey collects tithes ◊ 24 professional monastery guards. Abbey Treasures
from the entire northland, has its own independent and elaborate farming operation, and maintains a small ◊ 3 veteran guard captains. Amongst its many mundane valuables, the abbey
independent military force. Pilgrims are accepted for as long as they wish to stay and pray at the monastery, ◊ 2d6 pilgrims staying with the lay brothers and also contains a wealth of treasures, including (but
though a donation to the church is expected either in the form of coin or labor. assisting with the abbey’s chores. not limited to):
The Black Bishop is, as might be expected, a powerful and powerfully corrupt figure. While many of the
◊ 9 illustrated books (Scriptorium, 250sp each).
brother monks live in honest piety, the Black Bishop resides in a luxurious palace and is perhaps the most
Guard Shifts ◊ Stained glass window (Glassblower, 500sp).
pampered single person in the north, as well as one of the more powerful. He hides several secrets including
The monks, guards, and lay brothers share guard ◊ Altar cross (Church, 500sp).
an illegitimate psychotic serial killer son, regular dæmonic interactions, and a rotating harem of semi-secret
duties. On each shift there will be 4 squads pa- ◊ Chalice and spoon (Church, 750sp).
sexual partners of both genders. See pg. 24 for more information on Abbot Ekardus and the monks.
trolling. Each squad consists of 1 monk command- ◊ Cloth-of-gold robes (Chapterhouse, 600sp).
Debrooken Abbey is well-defended, stable, rich, and has much public and clandestine work to offer any
ing 2 guards and 5 lay brothers. Each shift is over- ◊ Silver communion set (Chapterhouse, 450sp).
enterprising outcasts who choose to make themselves useful to the abbey and its ruler.
seen by one guard captain. ◊ Piece of the True Cross (Chapterhouse, fake).
160 161
·Quests at Debrooken· The Black Mirror Dæmon §Debrooken guard captain§
9 2. Private Dining Room & Chapel The mirror is black, the frame carved with
Cha +0 Con +1 Dex +0 Int +1 Str +2 Wis +0
9
If the outcasts are new to Debrooken, they will be Two rooms connected with elaborate doorways. Wooden strange symbols, gilded in gold, crusted with dried
offered these or similar jobs. Each of these jobs pays paneling, religious imagery, gold gilding, large windows. AC 18 HD 5 HP 5d8+5 (45) Save +2 Morale 10
blood. If the abbot’s black candles are lit, or the
1d6 gold coins per outcast: Move Walk 15’ [3 squares]
◊ In the chapel: altar cross (2 slots, worth 400sp). mirror is splashed with blood (any blood, human or
◊ Collect tithes (coins or goods worth 2d4 x 100sp) ◊ Many fine foodstuffs and wines stored in a small animal), the mirror softens from black to silver. A Shield bash
from Pepin’s Outpost [7], Merish Landing [11], pantry attached to the dining room. dæmon becomes visible within, mirroring the view- +5 to hit, 1d4 damage and make a Strength save
Great Stocking [14], Dunser [4], or similar. er’s movements. After a few moments, it speaks in or be knocked down; Guard Captain has +1 AC un-
◊ Fetch manuscript illumination supplies from a 3. Bedroom & Private Study the viewer’s voice: til their next turn.
merchant in Cleardor [1] (actually a smuggler). In the bedroom: a four-poster bed, silks, finery. In the “I can grant you power, or wealth, or knowledge. Blessed flail attack
◊ Retrieve the fingerbones of Saint Lewis from the study: an unused desk, papers, ledgers. Which of these do you seek?” +7 to hit, 1d8+2 damage.
ruins of Old Debrooken Abbey [10]. After answering: “hold up your arm, that I may Holy command
◊ Find the bones of giants, validating the contents ◊ Bedroom has thick curtains that are usually drink your blood and taste your passion. I will not Guard Captain makes an Intelligence check. If
of some controversial extra-Biblical gospels. drawn over the windows. drink too deeply, I promise.” successful, all guards and monks within earshot
◊ Secret cabinet behind a painting is sometimes If a viewer does as the dæmon asks, the dæmon have +1 to hit until the Guard Captain’s next turn.
After the outcasts have done a few jobs for the abbey used by the abbot to hide his bed guests. drains 1d6 hit points, then the viewer must make a
or are otherwise trusted, they may be offered these ◊ The study desk is locked, contains a letter from Charisma check. If they fail, their will is overcome
sorts of tasks, paying 2d6 gold coins per outcast: Ekardus to Samuel Fitzchrist, his illegitimate son. and they are sucked into the mirror unless some §Debrooken guard§
◊ Locked chest at the foot of the bed contains way is found to free them. If the mirror is broken,
◊ Silence Lady Clarice Owensson’s daughter, who Cha +0 Con +1 Dex +0 Int +0 Str +1 Wis +0
500sp in a wooden box and 1d10gp. anyone inside it dies.
claims a Debrooken monk impregnated her. • This is an ideal spot for referees to place items the AC 16 HD 2 HP 2d8+2 (12) Save +1 Morale 7
If they succeed, the dæmon grants them the re-
◊ Embarrass the priest of the Cleardor [1] church. Black Bishop might have for campaign intrigues, Move Walk 15’ [3 squares]
ward according to their choice:
◊ Arrange a meeting with the Cult of the Ram. such as incriminating letters, his personal seal for Blessed flail attack
◊ Destroy the heretic hermitage of Hulmane [16]. forgeries, etc. Power: A red longsword forged in hell (+1 to hit, +3 to hit, 1d8+1 damage.
◊ Find Truman Reede, the distiller (Encounter 69),
1d8+1 damage). Whenever a natural 20 is rolled to Short bow attack
and bring him to Debrooken unharmed.
4. Wardrobe & Privy Closet hit, the sword does 6 extra bleeding damage to the 60’ [12 squares], +2 to hit, 1d6 damage.
Elaborate closet full of robes and beautiful clothing, and a target and gives the bearer a permanent +1 to their
Once the outcasts are deep in the Black Bishop’s
nearby porcelain-bowled privy. HP. When a natural 1 is rolled, the sword sucks 6 HP
confidences, they will be given highly sensitive §Debrooken monk§
◊ Amidst the robes, a gold cross medallion (500sp), worth of blood from the bearer, and permanently
tasks. These jobs pay 2d10 gold coins per outcast,
lowers their hit points by 1. Cha +0 Con +0 Dex +0 Int +1 Str +1 Wis +2
or may be rewarded in other powerful ways instead: matching the one that Samuel Fitzchrist carries.
AC 16 HD 3 HP 3d8 (15) Save +1 Morale 6
◊ Convince either Lady Greystone or Lord Dynaver Wealth: 13gp and 16sp fly out of the mirror.
5. Black Bishop’s Dungeon Move Walk 15’ [3 squares]
to support the abbey with coin and materials.
Storage cellar converted to ritualistic sex dungeon. Small Blessed flail attack
◊ Find Samuel Fitzchrist (Encounter 77) and bring Knowledge: The dæmon will answer one question.
bed with red silks, ritual circle, shelves full of reagents +3 to hit, 1d8+1 damage.
him to the abbey, unseen and unharmed. The question can be a number of words long equal
◊ Kill or capture Father Linton of Saint Lewiston. and components; whips and chains, torches and pain. Debrooken blessing chant
to three times the hit points that were drained. The
◊ Kill Red Peter, the warlock. The monk blesses one ally within their line of
» The door to this dungeon is locked with a key referee secretly makes another Charisma check on
sight. The blessing confers a +2 to hit and +1 to all
that only Ekardus carries. behalf of the seeker. If they succeed, the dæmon an-
other actions for 1d10 turns.
·The Abbot’s Palace· ◊ Black candles made of human fat. swers truthfully, if they fail, the dæmon lies. They
◊ Soft bed covered in unwashed red silks, stained have no way of knowing whether the answer is true
1. Public Study with all manner of bodily fluids, including blood. or not, though the dæmon will insist that it is. §Debrooken lay brother§
Luxury, velvet chairs, tapestries of powerful clergy, wines ◊ Strange depthless black mirror with bloodstains Cha +0 Con +0 Dex +0 Int +1 Str +0 Wis +0
and cheeses. Where the Black Bishop receives guests. on the bottom frame. See opposite for details. The dæmon will disappear after granting a boon,
AC 14 HD 1 HP 1d8 (5) Save +1 Morale 5
◊ Copies of the Rite of the Infernal Aspect, the Rite and the mirror will go black until one day has
◊ Silver plate service (2 slots worth 150sp each). Move Walk 15’ [3 squares]
of Hellfire, and the Rite of Soul Interrogation passed.
» A gilded door to the rest of the palace is locked, Trained stave thrust
are hidden on a shelf amidst books, all rituals
only Ekardus and Harald Swanson have keys. +1 to hit, 1d6 damage.
written in Latin (RC, pg. 52).
162 163
10 10
Fifty years ago, these buildings were attacked
and burned and the monks of Debrooken Abbey
abandoned their home. One group fled south across
the Koudloch and established what is now the pros-
perous and powerful Debrooken Abbey. Another
group took the relics of the abbey to the town that
is now Saint Lewiston. The monks left this collection
of sacked, crumbling ruins behind.
The structures are of an outdated style, blocky
and stolid. The walls are in ruins. Many of the build- 2
ings inside the walls have fallen completely into
3
wreckage, and the church roof has massive holes. 4
Two farmers have reclaimed land inside the 1
monastery walls, and one ancient knight still guards The Koudloc
the gatehouse. Beneath the church crypts lies an an-
h
cient place of power, thrumming with fell energies
that caused the abbey’s pagan forebears to original-
ly choose this place as a locus of worship.
164 165
10 10
166 167
8
10 10
7
poisoned.
6. Central Chamber
• The poison deals 1d4 damage every hour, until a
Mouldering stone with cracked mortar, the smell of rot
Constitution save is passed. Each save is at a
and damp. Ancient finery left to decay.
cumulative +1.
◊ There is no light of any kind down here. There ◊ Inside the coffin is a golden circlet (500sp) resting
are empty sconces meant for candles. on the head of a skeleton dressed in rotted cloth.
◊ Above the doorways are carved symbols: Beside it is a copy of a random ritual (RC, pg. 52).
• Above the Victuals Storage, a carved loaf of bread.
• Above the Noble Crypts, a carved crown. 9. Monk Crypts 6
• Above the Monk Crypts, a carved halo. Skeletons spill from elaborately carved, upright, arch-
• Above the Chapel, a carved cross. shaped open stone tombs, arranged in darkened rows.
» Stairs lead up to 3. The Ruined Church. ◊ The tombs here are open, with no covers.
» Passages open to 7. Victuals Storage, 8. Noble ◊ At the back of the room is one larger tomb with 10
Crypts, 9. Monk Crypts, and 10. Underground a carved lid depicting an ancient abbot. The
Chapel. skeleton for this tomb has collapsed inside of it,
and on the floor amidst the bones is the missing 9
7. Victuals Storage “VI” tile from 10. Underground Chapel.
Stone altar tiles
Ancient crates and barrels, many of the crates leaking a ◊ If there are any Sorcerers, heretics, or apostates
strange substance. in the adventuring party, 1d4 skeletons stagger
◊ The front room is full of crates of ancient from their tombs to attack them (but no others).
I II
foodstuffs. There is nothing worthwhile here, but One of these skeletons is always the skeleton of
the abbot, which bursts forth from its tomb in 10. Underground Chapel VIII
if the crates are dug through, spores are released.
the rear of the room. These skeletons cannot be Ancient, mysterious frescoes coat soot-stained rounded
These spores drive all who inhale them mad for
1d8 turns, unless they pass an Intelligence harmed by dæmonic magic of any kind. walls and ceilings in a once-beautiful chapel.
IV VII
saving throw. While driven mad, victims will ◊ Spending a watch ransacking the tombs yields
◊ This chapel is painted in religious frescoes of
III
mercilessly attack anyone who they encounter. small church treasures worth 150sp. This action Missing tile
an ancient style. An Arcana or other check can
◊ The rear room holds barrels of ancient wine. The cannot be repeated.
reveal that the art style is at least 500 years old. V IX
wine is sour, but Grindel the Gargoyle (see 3. The
Ruined Church) would appreciate some of it.
• The frescoes depict saints locking away a great evil. VI
§Skeletal stalker§ ◊ Behind the altar on the wall is a wooden icon
painted in the same style (200sp). Behind the
Cha -3 Con +0 Dex -1 Int -3 Str +1 Wis -1 Magic square solution
8. Noble Crypts icon is an empty square stone frame.
(may be rotated)
AC 13 HD 1 HP 1d8 (5) Save +0 Morale 12
Stately carved stone coffins, mostly violated. ◊ Scattered on the altar are several square stone
Move Shamble 10’ [2 squares] tiles depicting the Roman numerals I through V,
◊ All but one of the coffins has been thoroughly
ransacked by earlier explorers.
Bony punch and VII through IX. The VI tile is missing. II VII VI
+2 to hit, 1d6 damage. ◊ If the tiles are arranged in the frame into a
◊ A skeleton lies near one of the open tombs.
Reform magic square so that all the rows, columns, and
Searching it reveals a small rusted needle
embedded in one of the arm bones.
Each time they are destroyed, each skeleton has diagonals add up to 15 (see diagram), the frame
glows a strange blue and a secret doorway opens.
IX V I
a 1 in 4 chance from reforming and rising from
◊ The undisturbed coffin has some holes in the
the dead, until they fail this roll. ◊ Beyond this doorway is a long, rough-hewn stone
mouth of a few of the carvings. Needles shoot out
staircase that takes several minutes to descend.
if the coffin is disturbed, and whoever opened Smite the unbeliever
If unholy magic is used against them, the wielder
IV III VIII
the lid must pass a Constitution save or be » Secret doorway down to 11. Buried Temple
of that magic is struck for 1d2 damage instead. Entrance Hall.
168 169
10 10
13
16
Beneath the crypts lurks a vast complex from a §Hackett, the Reaper§ 15
time of myth before history. Descending to these Cha +0 Con +2 Dex +2 Int +1 Str +2 Wis +3
depths brings outcasts in contact with the under-
AC 14 HD 5 HP 5d8+10 (35) Save +3 Morale 12
world, and things become strange and ever more
Move Dance 20’ [4 squares]
dreamlike as logic and sense fade away.
Scything strike
+7 to hit, 1d10+2 damage. If maximum damage is
11. Buried Temple Entrance Hall 12
rolled, the target is beheaded. 19
Animal heads stare from rough-hewn stone walls above
Spiritual guardians 14
stone tables. A cloaked figure with a scythe waits, silent.
Hackett can use his combat action to summon
◊ The caretaker of this temple is Hackett, the one of the six spirits, which gives him a +2 bonus
Reaper. Hackett wears a long, disheveled beard to the corresponding ability score (also poten-
with long hair, a rough-spun brown hooded cloak, tially affecting AC, attack bonus, etc.).
and carries a brass-bladed scythe decorated with
Celtic knot motifs. Hackett exists outside of time,
12. Central Chamber
standing here in the dark, greeting those who
come to the temple. A prehistoric stone circle holds up the vaulted ceiling,
◊ Hackett warns that entering the temple without with the stones forming archways yawning into darkness.
11
protective magic is certain death (see below). ◊ If anyone enters the central chamber without
◊ Hackett needs ingredients from the sunlit realm Hackett’s protective magic, spirits of ancient
18
to create the protective magic: holly, fresh water, animals will materialize and attack them. The
and wheat. He also needs 1hp worth of blood intruder must make a series of six saves (one 17
from the subject of the magic. Once he has these for each ability score) to resist the attacks. For
ingredients, he grinds a poultice, asks the subject each save they fail, they take 1d8 damage. If they
to remove their clothing, and has them lay on survive, they can come and go freely. The attacks:
one of the stone tables. He asks them to choose a • A giant elk with spatulate antlers - Charisma.
beast who they feel the most connection to, and • A huge lumbering ground sloth - Constitution.
describes each beast in turn: • A sabertoothed cat - Dexterity.
copper objects, worth 50sp. • Once they have succeeded in their challenge, the
• The dagger-toothed cat: swift and lithe. • A wooly mammoth - Intelligence.
fog clears permanently.
• The elk: beautiful, silent, elegant, and strange. • An ancient cave bear - Strength. » A wide passageway slopes steeply down to
• If they fail their challenge, the fog remains. The
• The cave bear, whose power cannot be withstood. • An enormous white owl - Wisdom. 20. Mine Entrance.
room may be re-entered once per day.
• The sloth: rugged, dogged, and stalwart. ◊ Anyone who enters with protective magic is not
◊ One small room contains an empty stone coffin.
• The sage owl whose eyes see all secrets and lies. attacked and can pass freely through the temple. The Animal Chapels • If a character has successfully completed the
• The mammoth, with eyes full of understanding. Rooms 14 - 19 are animal chapel complexes made challenge of the corresponding chapel, this tomb
◊ Each animal can only be picked once (unless 13. The Copper Hoard of three rooms, each complex identical besides be- will contain a skeleton holding a small bronze
there are more than 6 outcasts in the party). An immense pile of copper objects of ancient design and ing dedicated to a different ancient spirit animal. statue of the corresponding animal, worth 650sp.
Hackett will paint strange symbols on the skin, decoration are piled in a natural cave chamber. Otherwise, it is empty.
◊ If anyone enters one without the mask of the
then fix the animal head from above their chosen ◊ The objects are mostly decorative, or unfinished ◊ The other small room contains a simple stone
corresponding animal, they find it to be nothing
bed over their face as a mask. raw chunks of copper, and are not particularly bed, rough-hewn out of the floor.
but a large, empty stone room with two small
◊ If all the outcasts in a party receive protective useful as tools. • A character completing their challenge (successful
rooms adjoining.
magic, their retainers can safely follow them as ◊ Many of the objects are rusted and verdigrised. or not) awakens here, resting on a soft sheepskin,
• A nude visitor wearing the correct animal mask will
long as they stay close. Retainers can enter the A character can spend an hour sifting through with an ewer of water nearby. The first time each
instead find the room full of thick fog, and as they
animal chapels, but find them empty. the wreckage and collect 1 slot’s worth of intact day they drink from this ewer, they heal all damage.
walk into it, they are transported somewhere...else.
170 171
them: “You reek of great beast. Seek you its blessing?” discretion depending on the descriptions of the ◊ In a clearing behind, the smell of smoke, the shaman.
10 14. The Chapel of the Megaloceros
◊ Hackett explains: “The great beast cannot be character’s movements and actions. ◊ “You seek the blessing of the cave bear? I fear for you.” 10
◊ Wandering through chilly white mists. A primeval
reasoned with in the wood. It is hungry there. Beyond ◊ On success, they reach the cat’s hiding place. It ◊ “The great beast cannot be harmed. But you may show
deciduous forest, trees tall and thick. Snow filters from
the wood lies a stream, fast and cold. You must wait tackles them to the stones, holds them down, and it that you are dangerous. Hit it here, upon its snout, so
spread branches, sparkling in moonlight.
in that stream, for as long as it takes, until the great begins licking them with its rasping tongue. They it treats you as it does a hornet or snake.”
◊ Ahead: a fire in a clearing. A man in elaborate
beast becomes thirsty. Your feet may freeze. Your close their eyes against the scraping and awaken ◊ Hackett can train the visitor. First, by using
shamanistic garb seated at its edge.
blood may congeal. You must wait. Cast your mind in a cold stone chamber. their fists to split wood, then ice, then stone.
◊ Beyond the fire, an enormous elk moves through the
elsewhere, to the stars, your memories, and endure.” Each challenge requires a Strength check. On
trees. 7 feet tall at the shoulder, massive spatulate
antlers spreading 8 feet or more, dripping with moss
◊ Fighting, hunting, or trapping the sloth are likely 17. The Chapel of the Mammoth a failure, the student takes 1 damage from the
to fail, probably swiftly and messily. ◊ Wandering through chilly white mists. A vast plain wood, 1d2 from the ice, and 1d4 from the stone.
and vines. Breath steams from its mouth and nose.
◊ Immersion in the frigid water requires at least stretches in all directions, snow falling. ◊ Once they are prepared, they may approach the
Frost rimes the mane-like ruff of fur at its neck.
one Constitution check, and up to five. The ◊ In the distance, the massive shape of a huge bull wooly cave bear and make a Strength check to punch
◊ If the visitor joins the fire, the shaman greets
visitor can reduce the number of checks needed mammoth, covered in frosted, clumped fur. it in the nose, with a modifier determined by the
them. It is Hackett, perhaps unrecognizable
by interpreting Hackett’s advice. ◊ A solitary tree, a fire beneath, the shaman beside. success of their training.
beneath fetishes and facepaint.
• Each failed check does 1d4 cold damage, but dying ◊ “You carry the musk of the hairy mammoth. Seek you ◊ On a failure, they are knocked into the icy river
◊ “You smell of the great elk. Seek you its blessing?”
in this way simply awakens the visitor in the chapel its blessing?” and awaken in the stone bed with 1 hit point.
◊ Hackett can show a visitor the elk dance:
bed at 1 hit point and very cold, the challenge failed. ◊ Hackett can show a great carven tusk, covered ◊ On a success, the bear rears back in furious pain,
approaching, then falling back. Reading the elk’s
◊ If the visitor survives, the giant sloth approaches in pictographs. He warns that studying it is then sits down on its rump and chuffs pleasantly,
movements and mirroring them. Shaking sticks
and drinks, then lifts its giant wet head and not a short task. Studying the tusk requires an before staring into their eyes...
in the air like antlers. Bowing, enticing. Ululating
stares into their eyes. The visitor can feel its Intelligence check and can be made once per
in a strange and sultry fashion.
◊ Fighting, hunting, or trapping the elk are likely
great throbbing heart pounding as if in their own day (time passes strangely here, but hunger does 19. The Chapel of the White Owl
chest, warming them. They close their eyes and become an issue). After a failure, Hackett departs. ◊ Wandering through a pine forest, silver light from a
to fail. Death in this realm is true death.
awaken in a cold stone chamber. ◊ The tusk is a map pointing to a great power on a giant moon illuminating snow on ragged branches.
◊ Approaching the elk and seeking its blessing
requires a successful Charisma check. nearby solitary mountain rising from the plain. ◊ Above in the branches, a bone-chilling hoot. A great
◊ Any repetition of the elk dance they were shown
16. The Chapel of the Sabertoothed Cat On the mountaintop in a hide tent is a sage who white owl, 12 feet tall, shakes out its feathers and
offers at least a +1 bonus, with additional bonuses ◊ Wandering through chilly white mists. A rocky divide, looks suspiciously similar to Hackett. swivels its head to stare at the visitor.
given at the referee’s discretion depending on grey cliffs dotted with caves rising above. ◊ The sage can teach the petitioner how to craft a ◊ At the nearby clearing and fire, the shaman Hackett
how well they remember and describe the dance. ◊ Above, perched on a cliff, almost lost in shadow: a horn to make mammoth calls, but needs them to asks “You smell like a scared mouse. Seek you the owl’s
◊ If the dance is successful, the elk dances with the massive, sturdy feline shape, with long, curved bone first fetch a tusk from the mammoth graveyard blessing? It respects only itself.”
visitor, bows to them, then looks into their eyes. cutlass teeth protruding from its vicious mouth. It at the bottom of the mountain. ◊ Hackett sends the visitor to the cave of the
The graceful dance ends when eyes close, and the screams, turns, and hops away across jagged stone. ◊ Crafting the horn is another Intelligence check, cackling shoulder women. They wish for the
visitor re-opens them to a cold stone chamber. ◊ At the bottom of the divide, a fire beneath an which again can be made once per day. visitor to create a plan to safely visit the owl.
◊ If unsuccessful, the elk runs off into the woods. outcropping. The shaman is here. ◊ Once the horn is crafted, blowing it requires ◊ The visitor can create their own plan, or make
◊ “You stink of the great cat. Seek you its blessing?” a final Intelligence check, with a modifier Wisdom checks to gain hints from the women.
◊ Hackett simply points to the sound of children’s determined by the quality of the horn and how ◊ The shoulder women’s plan would be to drug
15. The Chapel of the Magatherium
laughter from the cliffs above. well the teachings were absorbed. a rabbit with valerian root, get the owl to eat
◊ Wandering through chilly white mists. A grassy plain,
◊ The children play on jagged cliffs, reached with a ◊ On a successful check, the great mammoth comes it, climb to the owl’s sleeping perch during the
large grey mountains as backdrop. Snow melts on
frightening but relatively safe climb. They speak striding out of the mists, trumpets joyfully, and daytime, and rub pine sap all over its branch,
stands of trees and in icy puddles. Wind pushes white
in a strange tongue, but welcome the visitor to stares into the visitor’s eyes. They close their capturing its feathers. The feathers can be used
clouds through blue skies above.
play games of balancing, jumping, and hiding eyes and awaken in a cold stone chamber. to create a disguise and approach the owl.
◊ A vast shape lumbers through the nearby trees,
with them. The games each require a Dexterity ◊ A final Wisdom check’s modifier is determined
crashing them aside. Enormous, thick bodied and
furred. Huge blunt claws. Strange flat face with small
check. For each successful game completed, the 18. The Chapel of the Cave Bear by the quality of the visitor’s plan to visit the owl.
visitor learns more of the way the cat moves. ◊ Wandering through a thick forest on a snowy ◊ On success, the owl hoots, swivels its head almost
brown eyes. At least three times as tall as a human.
◊ The cat waits above. Reaching it requires a mountainside, a wide river rushing down. all the way around, and stares deep into the
◊ To the side: a fire on a dry patch of land. A man in
Dexterity check, with a bonus determined ◊ In the river, raising its muzzle, the largest bear you’ve visitor’s eyes, with the usual result.
elaborate shamanistic garb seated at its edge.
by success in the games, and at the referee’s ever seen, yellow teeth, steaming breath, spiked fur. ◊ On failure the owl screeches and flies off.
◊ If the visitor joins the fire, the shaman greets
172 173
10 25 10
bridges x5
bridge 25
20 24 21. Well
Natural spring of crystal clear, clean water.
176 177
10 22. Bone Pit
It could be reattached with enough new rope. 10
Enormous misshapen pit, extra moisture here. Full of the
◊ At the bottom, on the shore, two intact rowboats.
fossilized bones of strange, twisted, reptilian humanoids,
larger reptiles, strange sea beasts, and ancient plants. » The river from this point flows through passages
that have 3 or 4 feet of clearance above the
◊ Two frozen Celtic miners. One carries a wheel-
movement of the water.
barrow with bones in it.
◊ Spending a watch digging through this pit yields
25. Hidden Cache
an intact fossil that takes up 3 slots and is worth
Above the treacherous fault, a wide, secure, flat ledge.
600sp to the right buyer.
◊ The ledge is about 20’ above the bottom of the
23. Mess Hall fault floor. There are stalagmites and stalactites
The river runs through this large hall with a tall, natural in this part of the fault, including on the ledge.
ceiling. Benches and tables with miners seated at them. A ◊ On the ledge are 5 copper ingots (100sp each).
cauldron bubbles eternally over a fire.
26. Ritual Chamber
◊ Check for the gellied stalker (see pg. 177) twice
Large chamber, the mother lode of the mine. Emerging
when a party enters this room the first time.
from the wall, with many rock shards and scrapings near
◊ Five frozen Celtic miners. One attends the stew
it, the giant ebony canine paw of some titanic statue that
cauldron. The others are seated at benches.
is embedded in the rock. A young woman is spread across
◊ The bridge here is particularly rickety and
the paw, blood flowing eternally from her breast. A dru-
dangerous, the river is 20’ deep, and fast moving.
idic figure stands above her, an elaborately decorated
◊ The stew in the cauldron is hot, and smells good.
copper knife held high.
• Eating it heals 1d6 damage, but whoever eats
it must pass a Constitution save or lose 1d6 ◊ Six frozen miners, tools discarded, arranged
Constitution for 1d6 watches as they are around the druid with expressions of fear. • Defeating the spirit grants the victor a permanent
sickened by the strange ingredients. ◊ Many pieces of discarded mining equipment, as +1 to the Ability Score corresponding to that animal
well as raw lumber and ship repair apparatus. as long as they keep the statue with them.
» A bridge over the river where it crosses the fault
◊ 3 copper ingots (100sp each). • Each spirit can only be defeated once per statue.
leads to the rest of the mine.
◊ If the druid or the sacrifice are disturbed, the An enormous natural cave with a ceiling swallowed in ◊ What is beyond the underground sea is left up to
» The river flows out of this room underground,
giant paw shakes slightly, all the miners around darkness. An underground sea laps its edge. Enormous the referee; but removing the boats and filling
emerging at 24. Waterfall. Navigating it would
the mine collapse, their spirits wail horribly, stone statues of animals lurk in alcoves. the sea with large dangerous creatures could
require holding one’s breath and swimming (see
bouncing and flying around the mine, then shoot discourage player exploration if so desired...
Player’s Guide, pg. 58). ◊ Visible in the water are many human skeletons
upwards into the rock.
and strange white cave fish.
• 66 minor dæmons are released into the world above.
24. Waterfall ◊ Boats of a strange, smooth, light-grey stone, too §Ancient animal totem spirit§
This could impact a campaign in many ways.
Water crashing deafeningly over a steep drop into dark- large to go up the ladder, pulled up on the sand. Cha +1 Con +0 Dex +0 Int +0 Str +0 Wis +1
Perhaps there is now a 6% chance that each NPC
ness. A rusted winch suspended from the ceiling. A bro- They are seaworthy.
encountered is possessed by a dæmon. Perhaps the AC 12 HD 4 HP 4d8 (20) Save +2 Morale 12
ken wooden ladder hangs down into the chasm. ◊ An altar rises from the stone floor in the center.
dæmons begin to cause havoc by choosing one of Move Charge 15’ [3 squares]
◊ The statues are of the spirit animals from 11. The
◊ The ladder’s attachment points are trustworthy. the Mythic North’s faction over another, lending Spirit attack
Buried Temple (pg. 172).
◊ The drop is 70 feet high. Part of it is above jagged fell power to their efforts. Perhaps there are fewer +4 to hit, 1d10 damage.
◊ Placing one of the bronze animal statues from
rocks, another part above the river. released, and the campaign becomes a hunt for the
The Buried Temple on the altar summons the Vulnerability to its own nature
• Falling would be 7d4 damage, or 2d4 damage if the released spirits. Or maybe nothing happens. The
spirit of that animal to do ritual combat. If players describe actions or attacks that make
character makes a Dexterity save to fall into the choice is left to the referee.
• The animals share the same stats. use of each animal’s corresponding ability score,
water instead of onto the rocks.
» At the end of the room, a passage leads to a small • The spirits can only be damaged by the person who the referee should be encouraged to make those
◊ At the bottom, a platform that would have been
room with a copper ladder descending to the placed their statue on the altar, or by magic. actions effective, rewarding player creativity.
attached to the winch. The rope has rotted away.
Place of Challenge and Atonement.
178 179
11 graves
11
Huddled on a snow-swept shore on the northwestern coast lies Merish Landing. The waters near the town
are rich with sea life, and while some shepherds and farmers visit the town regularly to hawk their wares,
most of the commerce comes from the fish.
The boats are well-kept, the docks well-guarded. Lying north of the Koud as it does, Merish Landing pays guard smith
lip service to the Lord of Cleardor, but sends its taxes to Lady Violet Greystone of Utroat Castle. The town’s our lady of refuge compound
wooden palisade is a bulwark against the stranger things that roam the heaths and woods of the north.
the sainted goblin
Town Notables Quests from Albert Bentley
docks
◊ Albert Bentley is the town factor, a puffed Albert can offer these or similar tasks. Each of these
up hippopotamus of a man. He runs the town jobs pays 1d6+1 gold coins per outcast:
store, collects the taxes, and has a few tasks for
◊ Martha Morley hasn’t been seen in weeks, and factor’s mansion
outcasts. Bentley is under the thumb of the Cult
she owes three bags of wool in back taxes. Go visit
of the Ram (see pg. 25) and secretive as a result.
her house in the woods to the north and collect.
◊ Francis Gurd is captain of the guard. A no-
◊ Everyone is afraid of an enormous wolf that’s
nonsense ox-like character, he is a veteran of the
been seen outside the town walls at night. Find it
Crusades, takes his task seriously, is psychotically
and kill it and bring back its head.
devout, and can offer some guard jobs.
◊ Something has been eating the limbs of the
◊ Father John Morris is the local parish priest,
fisherfolk, and sometimes swallowing them
at Our Lady of Refuge church. Father John is a
entirely. Find out what’s going on.
true believer, and wants no part of the political
squabbling between St. Lewiston and Debrooken Once the outcasts have Albert’s trust, he may ask
5. Peter wasn’t the first red warlock in the tower
Abbey. He appreciates Francis’ faith, but them to assist or hinder the Cult of the Ram, paying Local Rumors (1d10)
to the east. No, that was old Edwin, and he’s still
considers him a dangerous fanatic. them 6 gold per outcast if they agree: When drinking in the common room at The Saint-
alive he is, and more wise than Peter ever was.
ed Goblin, playing dice with the guards, or chatting
◊ Arrange for one of the town guards to have an
with the fisherfolk, rumors may come up: 6. Better than ale, better than wine, the best thing
Quests from Father John Morris accident, to allow Felicity Maddox (see pg. 25) to
to drink is made by that old hermit, Hulmane,
The priest can offer these or similar tasks. Each of install one of her own people as a guard. 1. Albert Bentley has had three wives. They’re all
up there beyond the forest.
these jobs pays 1d6 gold coins per outcast: ◊ Convince Felicity Maddox to leave Albert out of still alive. He keeps one in his tower, one in his
her activities once and for all. larder, and one in his bed betwixt the sheets. 7. Martha Morley hasn’t been to town in quite a
◊ Soldiers at Cairn o’ the Mouth [17] are holding a while. Ain’t right, her up there alone in them
shipment of slate for a new church roof. Go fetch 2. Since Francis Gurd returned from the Crusades
Quests from Francis Gurd woods, haunted as they is.
the wagon and bring it back. all full of Christian ardor, Father John has been
Francis can offer simple guard duty tasks manning unable to perform the usual sacrifices to the sea 8. Them woods is haunted, and the wolves there
◊ Father John’s parents live in the Kennish Isles
the walls or docks for a few nights (1 gold coin per gods, and that right there is why the fisherfolk are huge, with strange eyes and wriggling fur.
near the town of Dunser [4]. They used to write
outcast), and also more elaborate missions that pay are being eaten again. The water glows and the trees hum at night.
John a few times a year but he hasn’t heard from
them this year. Go check on them? 1d6 gold coins per outcast: 9. Someone’s been killing in the farmhouses
3. The town of Great Stocking is the home of a
◊ Without Francis knowing about it, go out on ◊ Escort a prisoner from the gaol in Merish Landing beautiful ancient goddess who will make any outside the town walls. Killing the farmers, and
a fishing trip under the light of the full or new south to Cleardor [1] for judgment. man’s fantasies come true. hanging them like Christ himself upon their
moon, and toss the contents of a bag (which ◊ A strange and un-Christian person has taken own walls. They must be sinners, they must.
4. The widow Corley is doing us all a great service
contains a cow hoof, pig’s ears, and a human little up an unwanted temporary residence at The
by throwing those fish scales on the graves each 10. Go far enough north and you’ll encounter the
finger) into the water while chanting piscisum Sainted Goblin. Convince them to depart.
Saturday night, she is. Well if she didn’t, them strange folk, the fae. But you don’t want to.
deus, nolite nocere nobis six times. ◊ Escort a wagon full of supplies north to
dead would come back, they would. All know They’ll ensorcell you, steal you away to their
◊ Convince Francis to leave town somehow. Maybe Hulmane’s Hermitage [16], and ensure it
the dead crave salt. kingdom beneath the earth, forever.
a promotion in a larger settlement? returns with Hulmane’s special wise-key brew.
180 181
and when not enough blood was offered, she sent an enormous flock of birds to hound them.
12 The surviving raiders took up what treasures they could and fled eastward. They slept little, swung arms 12
as heavy as lead at the sky in a days-long pitched battle that saw them crossing the mountains, running di-
rectionless, until they finally sought shelter in an ancient cave (The Forgotten Barrow [20E]). There in that
cave, all of them perished, but the goddess was not satisfied, and remains unsatisfied to this day.
◊ The boat lies 300 feet from the shore of the lake. ◊ Outcasts may spend 1 hour excavating a mound,
◊ The boat is 50 feet long, broken in half, covered in with a 1 in 6 chance of finding treasure within
a mound of stones at the midway point. (200sp each), otherwise the mound is empty.
◊ Near the boat, 12 smaller mounds of stones. ◊ When a mound is excavated, whether empty or
• Ravens caw and circle around one of the mounds in not, an undead Viking shambles from the mound
particular, the Raven Mound. wreckage 1 turn later and attacks whoever
◊ Hidden in the Raven Mound are runestones. excavated the mound.
◊ During the day there is a 1 in 10 chance of
encountering Ulfhild, the Great Raven §Undead viking§
(Encounter 90). At night, there is a 1 in 6 chance.
Cha -3 Con +2 Dex -1 Int -1 Str +1 Wis -2
AC 13 HD 1 HP 1d8+2 (7) Save +0 Morale 12
The Great Mound
the great mound Move Shamble 10’ [2 squares]
20 feet of frigid stones covered in bird droppings.
Bony punch
◊ Disturbing the Great Mound in any significant +2 to hit, 1d6+1 damage.
way will awaken the ghost of Brother Obart.
lesser mound lesser mound Reform
◊ A maximum of 3 times, outcasts may spend 1
raven mound If destroyed, the undead viking has a 50% chance
watch excavating the mound, each time finding
of reforming in 1 round, and will resume its at-
a piece of Old Debrooken treasure (300sp).
tack unless the reforming roll fails.
On the unsettled northern shore of the Koudloch lies the remains of a burnt longship. Its oars rowed
The Ghost of Brother Obart
from the frozen northlands 66 years ago, sailed by moonlight up the River Koud, and crossed the Koudloch Moaning monk, mad with pain, seeing blood and fire and The Raven Mound
lit only by the stars. It then brought fire and destruction to the prosperous Debrooken Abbey, now called Old a huge avian eye while a giant beak pecks at his living Large black birds patrol and defend this mound.
Debrooken by the inhabitants of the north, following its abandonment after the sack. innards and he screams to God to save him.
◊ Inside this mound is a small bag of runestones. If
After they burned, murdered, and looted, none alive today know what became of those raiders. Their ship ◊ Obart was taken captive, his guts were pulled out scattered, the runestones will always point in the
sailed out from the screams of the dying monks and plainfolk and disappeared into the inky black waters of as a sacrifice to Ulfhild, and he is trapped forever direction of The Forgotten Barrow [20E].
the Koudloch. between past and present. ◊ If the mound is excavated, the birds go eerily
Now their ship lies forgotten, broken in twain, a few hundred feet from the shore of the lake. None can say ◊ If anyone touches or tries to help Obart, he will silent, and within 10 minutes, Ulfhild (Encounter
how the massive boat came to lie here, none know how it was broken in half. Most avoid it. The wind around unwittingly attempt to possess them: the target 90) will be come from the sky in raven form.
the boat carries a curious scent of ash and fire. The air is full of the cawing of massive ravens. must pass a Charisma save or be possessed. ◊ Ulfhild will send psychic visions of human
Unknown to any alive today, the Viking raiders had a pact with an ancient battle goddess, Ulfhild. They ◊ A possessed person will take on Obart’s voice, disembowelment to a random outcast.
broke their agreement with the goddess and did not give her the blood and offal propitiations she desired, attack any black birds, and try to flee quickly ◊ If the outcasts offer her fresh human guts at least
many of the raiders believing her tale to be a superstition. She descended in the form of a monstrous raven towards Old Debrooken Abbey, seeking sanctuary. once a week, she will occasionally send a raven to
and, assisted by a swarm of carrion birds who came to her call, plucked the boat from the lake and cast it ◊ The possessed player may make a Charisma offer them some small piece of aid.
upon the shore, breaking it in half. check once per watch to drive out Obart. If ◊ If Ulfhild is not propitiated to, she will descend
The Vikings battled the ravens and crows and blackbirds, killing many. For a few days, they were left successful, Obart will drift back to the ship ruins. from the sky and attack with a swarm of ravens.
in relative peace, though the cawing of birds was always audible. Amidst this backdrop, they built grave ◊ Obart can be put to rest by a priest giving him last ◊ Ulfhild will haunt the outcasts until they find the
mounds for their fallen comrades and began to make prayers of atonement. But Ulfhild’s rage was too great, rites, or by performing an exorcism on his host. Viking treasure, or abandon the runestones.
182 183
Flyta Greene ◊ Their rough brown robes are often askew, eyes
13 The ghost of an ancient champion who Red Peter
unfocused, mouths hanging slightly open. 13
◊ The effects of the potion wear off after 1d4 days.
has imprisoned in the body of a young girl. Flyta is
◊ The slaves will attack if commanded to by Red
torn between the power she used to have, and en-
From the northern wastelands rise the terrible, beautiful Warlock Towers. Petitioned by the rich and Peter or his apprentices.
joying this young but frail new body.
powerful of the north to lend them his aid, Red Peter has used his riches to build a fantastical complex, with ◊ The guards can command the slaves to perform
his white ivory tower rising in gleaming contrast to the ramshackle grey stone ruin beside it. Unknown to ◊ Very prideful and scornful, though also bashful menial tasks, but not enter combat.
most, his mentor Edwin Morch is still alive, kept prisoner in what was originally the sole tower in this com- and quite socially awkward. ◊ The potion removes any thought of escape, and
plex. The populace of the north holds these towers in hushed awe, and few dare approach their ivory gates. ◊ Worried that Red Peter is keeping her here for it is impossible to rouse a slave to any emotion.
some fell purpose. She cannot leave, or Peter
General Features warns her soul will depart her new body.
◊ Each hour spent exploring the yard, there is a ◊ If someone could find her a new, more powerful §Slave§
◊ The yard is surrounded by a delicate wall of
1 in 4 chance of an encounter. Roll 2d6 on the body, and a ritual to transfer her consciousness, Cha +0 Con -1 Dex +0 Int +0 Str -1 Wis +0
white mossy stone, meant for beauty, not for
following table to see who is encountered: she would reveal them the location of her tomb,
defense. Anyone touching the wall feels it crackle AC 11 HD 1 HP 1d6-1 (3) Save +0 Morale 4
2. Escaped plasmid. with treasures worth 5000sp inside.
with energy that makes hair visibly stand up. Move Walk 15’ [3 squares]
Anyone who attempts to climb over it is attacked 3. Flyta Greene. Feeble punch
by bolts of blue lightning, taking 2d4 damage (a §Flyta Greene§ -2 to hit, 1 damage.
4. Lillen Blake.
successful Dexterity save halves this damage).
5. Gardener slave. Cha +1 Con -1 Dex +3 Int +1 Str -1 Wis +0
◊ 60 foot cliffs form the rear of the yard’s wall,
AC 15 HD 1 HP 1d6-1 (3) Save +0 Morale 4
abutting the mountains beyond. There are no 6-8. Pair of guards on patrol. Cushbert Tashe
magical defenses on the cliffs, but climbing down Move Flit 15’ [3 squares]
9. Laborer slave. A brewer accused of rape and murder in Cleardor.
them requires journeying at least one hex into Blinding fast dagger A fugitive from justice. Insists on his innocence. De-
10. Apprentice of Red Peter.
the mountains in order to approach. 2 attacks, +5 to hit, 1d4+1 damage. sires to be taken in by Red Peter as an apprentice.
◊ The wall and the white tower glow with an 11. Cushbert Tashe.
Flung dagger
◊ Needs help getting Peter’s attention; he has been
unearthly blue light, casting a dim illumination 12. Red Peter or Projection. 15’ [3 squares], +5 to hit, 1d4 damage.
doing manually labor for several weeks with no
even at night (though there are many shadows).
◊ Visitors can check in at the gate by ringing a large Escaped plasmid progress.
◊ Slightly foggy, as he is slowly being slipped the
white bell hung from the middle of the gate. This One of Edwin Morch’s experiments, escaped from Lillen Blake
the labyrinth and wandering the grounds. Plasmids same poison that is put into the slaves’ food.
will summon the guards, who will ask the visitors A messenger from Lady Violet, sent to petition for
take a great joy in causing confusion and mischief. ◊ Insists he can help with the brewing of potions.
for their business. If visitors are welcomed inside, Red Peter’s guidance. Stays in the company of her
◊ Would be grateful if anyone could clear his name
they will be given rooms in the guest quarters, ◊ Plasmids can become invisible at will, though the three guards.
and can offer 10gp, his life savings.
and warned not to enter 8. Forbidden Garden or invisibility only lasts for 1d4 turns, after which ◊ Has 25 gold coins in a pouch next to her heart. ◊ Referee’s discretion if he is guilty or not.
either tower unless invited. they cannot become invisible again for another ◊ Has brought a cage with six homing pigeons.
◊ Acceptable invitations include: 1d4 turns. While invisible, they become very
• A personal invitation from Peter or his apprentices.
◊ Awaiting a physical audience with Red Peter. Warlock Tower Guards
clumsy, with a propensity to crash into things. ◊ Anxious to return to Utroat Castle [15].
• Proof of association with one of the power factions Guards travel in pairs and carry horns in addition
◊ Plasmids can merge with elements like water,
of the Mythic North. to their weapons, to raise the alarm in case of at-
fire, and earth, by passing a Wisdom check. Slaves
• Possession of a relic of exceeding strangeness that tack. Guards carry swords and short bows, and wear
would be of interest to the warlock. Red Peter keeps an extensive staff of around 30 chainmail armor. The captain wears decorative half
◊ Red Peter employs a staff of 12 guards plus a §Escaped plasmid§ slaves to maintain his gardens, grounds, and herd of plate and carries a sword and shield.
captain named Gage Hayward, as well as 2 goats. They feed his giant, clean his tower, stock his
Cha +0 Con +0 Dex +2 Int -1 Str -1 Wis +2 ◊ Instantly suspicious of outcasts who have not
trusted servants named Charles and Anne. The larder, and cook his meals.
AC * HD 1 HP 1d6 (4)* Save +0 Morale 12 checked in and registered at the gatehouse.
guards make regular patrols of the yard, and two *Can only be harmed by magical attacks. ◊ Peter keeps the slaves ensorcelled with a potion ◊ Red Peter pays very well, so they are very loyal.
are always stationed at the gate. The guards do that he slips into bricks of food that are their only ◊ Will use the first action in combat if attacked
Move Flutterfly 25’ [5 squares]
not enter the white tower unless an alarm horn is sustenance. The potion leaves them compliant to blow their horns, which will raise the alarm
ELemental spouting
sounded. The guards will not enter 8. Forbidden and vacant, and causes all their hair to fall out. across the complex and alert Red Peter.
15’ [3 squares], +2 to hit, 1d6 damage.
Garden or 9. Edwin’s Tower.
184 185
§Warlock Tower Guard§ Red Peter or Projection
13 Cha +0 Con +0 Dex +0 Int +0 Str +1 Wis +0 Red Peter is exceedingly proud, smug, and intelli-
13
AC 15 HD 2 HP 2d8 (10) Save +1 Morale 7 gent. He enjoys toying with and mocking his guests,
Move Walk 15’ [3 squares] though not to the point they become useless to him.
He will often keep petitioners waiting for weeks.
Sword attack
+3 to hit, 1d8+1 damage. ◊ When encountering Red Peter, there is a 9 in
Shortbow attack 10 chance of encountering an incorporeal
60’ [12 squares], +2 to hit, 1d6 damage. projection instead of his body.
◊ Magical attacks can dispel the projection.
◊ Red Peter is quite wealthy, and can offer fabulous
§Gage Hayward§ rewards for performing favors.
Cha +0 Con +1 Dex +0 Int +0 Str +1 Wis +0 • Some potential favors are described with his
AC 17 HD 3 HP 3d8+3 (18) Save +1 Morale 8 Apprentices (Encounter 60).
• Peter has a need of odd and mystical components,
Move Walk 15’ [3 squares]
and can thus be an excellent patron for sending
Sword attack
outcasts to explore some of the stranger locations
+4 to hit, 1d8+1 damage.
in the Mythic North, or finding some of the stranger
denizens from the encounter list. He will usually
pay between 5gp and 10gp each for these tasks.
Apprentice of Red Peter
Jealous of each other and hungering for power, they
manage the slaves and the guards, perform rituals, §Red Peter, the Warlock§
and collect ingredients. Cha +2 Con +0 Dex +0 Int +3 Str +0 Wis +1
◊ 1d4 will be present in the complex at any given AC 12 HD 10 HP 10d4 (30) Save +5 Morale 6
time, with the rest out running errands. Move Walk 15’ [3 squares], Levitate 10’ [2 squares
◊ See Encounter 60 for more information. in any direction]
Flaming blood dart
§Apprentice of Red Peter§ 30’ [6 squares], +10 to hit, 2d4+2 damage.
Cha +1 Con +0 Dex +0 Int +2 Str +0 Wis +0 Flaming blood arrows
AC 12 HD 2 HP 2d8 (10) Save +1 Morale 6 1 in 4 chance to recharge each turn.
30’ [6 squares], automatically hits up to 6 visible
Move Walk 15’ [3 squares]
targets, causing 1d6+1 damage each, with the ar-
Dagger
rows split as equally as possible among them.
+1 to hit, 1d4+1 damage.
Flaming blood sphere
Blood mist
Takes 1 turn to charge up. If Peter takes more
The apprentice deals 2 damage to themselves,
than 6 damage, the charge is interrupted.
sprays a cloud of bloody mist, and vanishes for
All targets within 30’ of a square Peter chooses
one round. A Wisdom check from a foe engaged
(except his own) take 3d6+3 damage and must
in close combat will see through the mist.
make a Strength save or be knocked down.
Backstab
Armor of red flame
Once vanished, +6 to hit, 2d4+2 damage.
Peter gains a +6 bonus to his AC for 6 turns.
Poison blood spit
Crimson charm
The apprentice bites their own wrist, dealing
3 damage to themselves, then can spit 2 times: One visible target must pass a Wisdom save or be
+4 to hit, 1d6+1 damage, 20’ [4 squares] range. controlled by Red Peter for 1d4+1 turns.
186 187
13 13
1
188 189
anyone moving the barrels. hooting thrum, felt in the bones and guts.
13 5. Garden
• Various gardening tools, buckets, bags of seeds.
8. Forbidden Garden
• Everyone hearing the hooting thrum must pass an 13
Familiar fruit trees and vegetable rows, exotic flowers, Imposing black wooden fence overgrown with wickedly
• A set of four empty barrels, attached together, Intelligence save or be driven to their knees in
dangerous looking creeping vines, trees of strange shapes thorned vines, gnarled trees, and rotted bushes. Paths ob-
which can be moved to reveal a hidden trapdoor despair for 1 turn.
with stranger fruits, a whitestone gardener’s shed. scured by overgrowth. Dark at all times of day. Something
that leads to the ladder in 35. Maze. ◊ The beast craves bones, and bones are the only
rustles in the bushes and trees. An enormous leafless tree
◊ During the day, 2d6 slaves tend the gardens, way to pass by it safely.
with bones hanging from its branches rises in the center.
commanded by the master gardener. ◊ The beast will not attack unless attacked. It will
• The master gardener is a slave with a very long §Thirsting flower§ ◊ The garden was originally created by Edwin wait one turn to see if it is offered a bone, and
beard who sleeps in the garden shed and has special Cha -3 Con -1 Dex +1 Int -3 Str -2 Wis -3 Morch, and was the extent of the complex. It has when it is not, it will thrum again.
powers of agricultural understanding. AC 13 HD 1 HP 1d4-1 (2) Save +1 Morale 12 been left to become overgrown by Red Peter. ◊ If offered a bone, the bone floats into the air,
◊ Guards will warn visitors to stick to the paths Move Waddleflutter 10’ [2 squares] ◊ Surrounded by a wooden fence, ten feet high. breaks in half (if it was taken from the bone tree,
and not pick the fruit or vegetables. ◊ In the center of the garden is a clearing with a it glows brightly), and then the beast begins to
Bloodthirsty leap
◊ Any time they stray from the path, visitors have a smaller, white wooden fence. Inside this fence an swirl more rapidly, strange symbols and patterns
10’ [2 squares], +0 to hit, 1 damage, and the flow-
1 in 4 chance of being attacked by creeping vines. enormous white tree with no leaves, hung with appearing in bright colors within its dark mass.
er attaches itself to the victim, dealing 1 damage
If attacked, they must pass a Wisdom save or be hundreds of bones and strips of stained cloth.
per turn until it is detached.
ensnared, taking 1 damage each turn until the • These bones can be fed to the extradimensional
vines are chopped, or a check is passed to escape. beast, allowing for safe passage. §Extradimensional garden beast§
• Slaves will make no attempt to assist those who are • If broken, the bones glow for 1 watch, in a 30’ radius. Cha -3 Con +2 Dex +2 Int +5 Str - Wis -3
6. Peter’s White Tower
ensnared by the creeping vines. This magic fades after 1d8 days away from the tree. AC 14 HD 4 HP 4d8+8 (28) Save +2 Morale 5
Beautiful, tall tower of elegant white stone. Topped by a
◊ Visitors can spend an hour on the path collecting ◊ Edges near the fence are completely overgrown Mºve Flr’buar 20’ [4 squares]
strange glass orb. Hall with a red stone roof extending
regular fruits and vegetables for rations. with thick thorny vines. Passing through causes
from the ground level. Suübarj
◊ If they attempt to pick flowers, visitors must 1d4 damage, Dexterity save halves.
All hearing the hooting thrum must pass an In-
make a Dexterity save or become pricked. This ◊ The tower is 90’ high. Each level is 20’ high, and ◊ Reaching the bone tree on purpose is impossible.
telligence save or be driven to their knees in
deals 1 damage, but the blood flows into the the tower rests on a 10’ high plinth. The seeker must instead become lost (below).
despair for 1 turn.
flowers, and 1d4 flowers swell, uproot from the ◊ Smooth walls would be very hard to climb. ◊ The garden is thickly wooded with many places
◊ The only door is wooden, worked with iron and Grss 18.5
ground, and leap at them, thirsting for blood. that are dark at all times of day. Passing through
bronze, including a carving of a trumpeter. Bones fly in all directions. Everyone within 30’
◊ Eating any of the strange fruits will have a without getting lost requires a check. If the
Extending from the front of the door is a brass takes 1d6 damage, Dexterity save halves.
strange effect. After the first time a fruit is eaten, check is failed, roll 1d6 for a consequence:
there is a 1 in 2 chance the effect happens, then a bowl with what looks like dried blood inside. 1. Start back at the gate. :ejEc:x
1 in 4, then a 1 in 6, etc: • To open, the bowl must be fed 1hp of fresh blood. 2. Find a small bridge, statue, or fountain. Next One target drifts towards It, unless they pass a
• Small red fruit: Begin hearing a chorus of unceasing, • Attempting to enter without pouring blood in the check to avoid getting lost will be at +1. Wisdom save. If they drift towards It, the next
extremely distracting voices for 1 watch. bowl will cause the trumpeter to play a warning 3. Hopelessly lost on winding garden paths, lose a turn, they are engulfed in a whirling mass of su-
• Spiky yellow fruit: Fingers double in length for 1d4 clarion, alerting anyone in the compound. watch and roll on this table again. perheated bones, and they take 2d4 damage.
watches. 4. Pass a Wisdom save or be ensnared in choking
» The door leads inside to 15. Peter’s Grand Hall.
• Tiny clustered blue fruit: Become very nauseated, vines, taking 1 damage each turn until the vines
but able to see in the dark for 1d4 watches. are chopped, or a check is passed to escape. 9. Edwin’s Black Tower
7. Wellhouse Crumbling tower of crenelated black stone, a newly con-
• Squashy orange fruit: Exude an extremely potent 5. Find the bone tree clearing.
Delicate structure of white glass, white stone, and red
delicious smell, smellable within 60’ for 1d4 watches. 6. Encounter the extradimensional garden beast. structed wooden walkway bolted to the outside between
slate; simple statuary, tinkling water.
• Oozing purple fruit: Shrink down to half size for the second and third floors.
1 watch, all ability scores reduced by 4, hit points ◊ A crystal clear pool with a statue of a strange, Extradimensional garden beast ◊ The tower is 50’ high. Each level is 15’ high.
halved. Voice becomes high pitched and quiet. elegant humanoid figure with pointed ears above. Swirling, shining, black plasmic starlight, shining with ◊ The wooden walkway is 17’ above the ground.
• Hollow green fruit: See strange visions of someone ◊ Peter uses this pool for scrying and rejuvenation. colored lights. Broken bones whirl through its odd mass. ◊ There is only one entrance, the front gate, which
from the random encounter table (pg. 36) ◊ A silver mirror and spoon (500sp, 2 slots) on a No head, no eyes, no hint of thought. Is it alive? is locked. The key is in 29. Peter’s Bedroom,
journeying to a random hidden location. marble table inside the doorway.
◊ Summoned by Edwin Morch to guard his garden, unless Peter is currently visiting Edwin.
◊ Inside the gardener’s shed: ◊ Drinking the water heals 1d4 damage, once per
this is an entity from a different plane of reality. » Elaborate but aged wooden gate leads inside to
• A straw pallet for the master gardener, who will person, per day.
◊ When first encountered, it creates a strange 10. Edwin’s Entrance Hall.
hoot and holler if he is disturbed, or if he sees
190 191
13 14 16 17 13
18
13
12 11
Encounters in Edwin’s Tower
◊ Whenever entering a new floor,
there is a 1 in 10 chance of the
floor being occupied. Roll 1d4 to
determine who is on that floor:
10. Edwin’s Entrance Hall 12. Guest Bedroom 17. Flyta’s Bedroom
Sumptuous, ruined grandeur. Mold and rot infesting An abandoned bedroom with a comfortable looking bed,
Encounters in Peter’s Tower Elegant bedroom, decorated and furnished for a girl. Toys
elaborate furniture. A rug unsullied with mud. an empty desk, and a sturdy door. ◊ Whenever entering a new floor, there is a 1 in 4 and dresses and ribbons.
chance of the floor being occupied. Roll 1d6 to
◊ Light throughout the tower is from slit windows. ◊ Well-made wooden children’s toys (50sp).
determine who is on that floor:
◊ 3 large candelabras (2 slots each, 200sp each), 13. Edwin’s Kitchen ◊ A book under the bed: “Secretes ov Summoning
can also be used for light, scarcity 1d8, 30’ radius. Large tidy kitchen, with signs of recent use. 1. Charles (pg. 195). et Bindinge of Thy Ghostes.” If studied and a
◊ There are muddy footprints avoiding the rug. 2. Anne (pg. 195). check is passed, the reader can learn the Rite of
◊ Peter’s servants prepare Edwin’s food here.
◊ The rug is cursed. If anyone steps on it and fails 3. Flyta (pg. 185). Soul Interrogation (RC, pg. 70).
» Wooden stairs up to 21. Servants’ Staircase. 4. Gage Hayward (pg. 186).
a Dexterity save, it rolls up on them and starts
5. Apprentice (pg. 186).
digesting the victim. They take 1d4 damage per
14. Secret Lab 18. Peter’s Kitchen
turn until freed. 6. Red Peter (pg. 186).
Well-used ritual circle, blood red tiles. Swirling, colorful, Sumptuous kitchen, meat and fruit on the tables. Butter,
» Door to 11. Sitting Room. blobby liquid imp-like beings trapped in glass containers. oil, water, wine of the finest quality. A cold storage cor-
15. Peter’s Grand Hall ner. A staircase leading downwards.
» Stairs up to 19. Ruined Great Hall.
◊ The beings are plasmids, Edwin’s greatest Grandeur writ large in white stone and red velvet. An ele-
discovery. Plasmids are beings of pure elemental ◊ In addition to preparing meals for the Grand
gant staircase rising to the other levels.
11. Sitting Room magic, unassociated with dæmons. Each is Hall, Peter’s servants also create the bricks of
Muddy footprints to the kitchen. A smooth brass door to ◊ Red Peter’s tower has tall, elegant windows. ensorcelled food that are fed to the slaves.
aligned to a different substance (air, fire, water,
the north, the hinges and frame completely battered. ◊ 1 enormous candelabra (3 slots, 500sp). ◊ In the upper corner cold storage, vials of
earth, gold, silver, stone, etc.).
◊ 2 small candelabras (100sp each). controlling draught that are used to make the
◊ Large intact vase (3 slots, 300sp). • Plasmids can draw their substances from reality
around them, bringing them into being. » Mahogany doors to 16. Guest Bedroom and 17. slave bricks. Drinking one directly will knock
◊ The door to 14. Secret Lab is locked, with no
• Plasmids are playful, amoral, and often destructive, Flyta’s Bedroom. someone unconscious for 1d4 hours, and they
obvious keyhole or handle. Ample evidence of
without understanding the concept of destruction. » Double doors to 18. Peter’s Kitchen. will be in a slave-like mental state for 1d4 hours
attempted forced entry by Red Peter.
• Edwin holds the secrets of controlling them. » Staircase up to 23. Peter’s Library. after that. There are 1d6 bottles at any given
» Doors to 10. Edwin’s Entrance Hall, 12. Guest time, each with 1d6 doses.
• See 38. Plasmic Playground for more details.
Bedroom, 13. Edwin’s Kitchen. ◊ Large stack of slave food bricks.
» Magically locked door to 11. Sitting Room.
16. Guest Bedroom
» Magically locked door to 14. Secret Lab.
» Stairs down to 38. Plasmic Playground. Empty, well appointed bedroom with elegant furnishings. » Stone spiral staircase down to 32. Larder.
192 193
20
21
13 13
24
23
19
194 195
25
13 13
27
28
26
29
blood from persons or animals to the dæmon that A private toilet and closet, now decayed and foul. enters his dimension, and will usually come » Iron-wrought spiral staircase up to 31. The Time
holds the circle fast. ◊ A 15’ ladder lies discarded on the floor. immediately to the wardrobe to confront them. Chamber.
196 197
13 13
30
31
generations since the victim’s ancestors first left eras: 3 sword analogs, 2 spear analogs, and one physical terms. Rather than saying “a gun” one
30. Ruined Tower Roof
Eden. By Peter’s investigations, depending on the ancient wooden shield. could say “a strange heavy cylinder of metal with
Crenelated battlements on a dripping stone roof, an enor-
person, the current era is somewhere between ◊ A variety of modern and future ranged weaponry a large mechanical contraption at one end, near
mous hole gapes in the middle.
the 70th and 80th generation. Peter has not yet is cataloged. Operating each such weapon a handle. There is a trigger near the contraption
◊ Red Peter and his servants come here to drip slop discovered how to move past the 99th generation. requires passing an Intelligence check. There like that used to release a crossbow bolt.”
into the mouth of Edwin Morch and torment him • When visiting another person’s life, Peter can only is no extra ammunition available. The listed ◊ There may be other useful items here, at the
to reveal his secrets and the word to open the look through their eyes, listen with their ears, and values are only if the buyer can have the weapon referee’s discretion. This room could even be the
door to his laboratory. decide when to end the visitation. demonstrated to them first. focus of a campaign quest (“go fetch the such and
◊ Edwin can be talked to from here. See 26. Ruined • Peter does not understand much of what he sees ◊ Referees are encouraged to describe relics in such from Red Peter’s tower”).
Bedroom for more information. and hears, but if the visited soul is holding an object
» 22. External Staircase connects to this level. when Peter breaks the contact, he has a 50% chance
of bringing that object back with him. Name Value (sp) Slots Damage Notes
31. The Time Chamber ◊ The relics are carefully organized and notated, 30’ (6 squares) range, explodes in a 20’ (4
Grenade 0 1 2d10+4
with the victim’s name and the generation that squares) radius, damaging all.
Chamber full of mysterious relics from different time pe-
riods. In the center, a bizarre gigantic sphere of red glass. was used, and what Peter saw there. Laser pistol 1000 1 3d10+3 Infinite range, 1d4 scarcity check per shot.
◊ Many relics are unknowable (e.g. several flat,
◊ Peter uses the time sphere to travel through Explodes when stepped on, causing damage
palm-sized oblongs of black glass and metal), Land mine 0 1 5d10
the lives of the ancestors and descendants of in a 60’ (12 squares) radius.
and thus have no value. Others are pots, bones,
sacrificial victims. The inside of the clear glass
ancient statuary, and other non-valuable items. Musket 0 2 2d10 120’ (24 squares) range. Single shot.
sphere is coated in gore.
◊ Salable items include a technical winter coat
• To travel through time, Peter must cast a 240’ (48 squares) range, explodes in a 30’ (6
(250sp), crystal decanter (200sp), porcelain Rocket launcher 0 3 4d8+8
complicated ritual, and sacrifice a victim inside the squares) radius, damaging all. Single shot.
teacup (100sp), fine child’s toy (50sp), steel
sphere, splashing their blood all around. 120’ (24 squares) range, each 1d6+1 of dam-
colander (50sp), and a sturdy plastic jug (50sp).
• Peter can then visit one of their past or future age can be assigned to a different target in
◊ There are several melee weapons from different Submachine gun 2000 1 6d6+6
lives, with imprecise targeting based on counting range. Each target requires a separate at-
tack roll. 1d4 scarcity check per attack.
198 199
34
38
13 13
32. Larder 32
Cool basement room stocked with wine, ale, meat, cheese.
33. Tunnels
Smooth-carven dark stone tunnels run beneath the earth.
200 201
14 14
Once a small but prosperous town, Great Stocking has become an embattled warzone, where a lone mad 5
woodsman holds back the attacks of an ancient goddess of love and lust. Most of the people of the town have
vanished. The survivors have scattered across the north, spreading tales of their families disappearing and
their homes being destroyed by living vines and gigantic spiders.
The goddess is named Achtland, a Celtic sex deity who was summoned by the town’s misguided black-
smith. After manifesting on the material plane, Achtland proceeded to take over the minds of the people 6
of the town. Those people inexorably felt a pull towards the town’s keep, where they were ensorcelled to
engage in orgiastic rituals, all of them completely unable to satisfy Achtland’s preternatural hunger. Few
people have emerged from the tower, and those who do stumble nude and incoherent, helpless as babes. 4
The spiders came from the woods to opportunistically feed on the confused, defenseless townsfolk.
202 203
◊ Achtland is a formidable foe in combat,
14 4. Hill of Stones 5. Blacksmith 6. Ensorcelled Tower
summoning townspeople and living plants to 14
Spiked wooden palisade surrounds a hill of ancient stand- Simple smithy, now cracked with vines and webs. The town’s defensive keep and attached meeting hall,
attack on her behalf.
ing stones. Makeshift wooden watch tower rises above. completely overrun with vines, sparkling green spores
◊ Tog O’Keefe, the town’s blacksmith, experimented ◊ Achtland could potentially be satisfied by a giant,
floating through the air around it.
◊ Crawford is a heretical hermit who follows an with dark magics to imbue his creations with good whose enormous anatomy and bestial vigor
ancient religion that reveres the stones. He is fortune and power. In doing so, he inadvertently ◊ Note: Achtland is based on an old Celtic legend. If might best the efforts of a normal sized human.
engaged in defending the hill from the privations called to Achtland, mistaking her for a minor referees do not want to include a sex goddess in If a giant is brought to her, or even described to
of Achtland’s vines and the spiders. dæmon, and started this whole mess. their campaign, it is easy enough to change the her in a way she believes is not a lie, her fickle
◊ Crawford was not a member of the town before ◊ Tog is still alive on the top floor of 6. Ensorcelled details: Achtland has ensorcelled the people of nature would likely cause her to depart the town
the incursion, only visiting occasionally on Tower, the first victim of Achtland. the town because they were attacking the forest. to seek one out.
ancient feast days to propitiate to the stones. ◊ Behind a poorly hidden door, a small ritual room She can be banished or convinced to leave in the ◊ Defeating a combination of 20 townspeople and/
◊ He does not know how to banish the goddess. with a nearly scuffed-out pentagram on the floor. same ways, and given her ancestral hatred of or living plants would be enough to convince
◊ Crawford uses holly branches covered with a • On the wall, a copy of the Rite of Imprisonment on a giants, could be convinced to go fight one. Achtland to seek pleasure in a less difficult place.
poultice of dried holly berries and secret plants piece of vellum in a wooden frame, written in Gaelic ◊ The tower is 3 stories tall, plus a roof. There are ◊ Achtland could potentially be banished, though
to whip himself, pouring his blood out onto the (RC, pg. 61). 24 ensorcelled townspeople and many living this would take at least 3 experienced priests
stones and offering it to his ancestors. This gives ◊ 2 daggers, 1 mace, 1 quiver of arrows, 1 shovel, plants scattered throughout, all of them either and/or druids working in concert.
him fell protection against the goddess. 1 crowbar, and enough bits and pieces to refill engaged in orgiastic excess, or lying exhausted.
• Outcasts may join in, offering 1d6 damage worth of a climbing kit to 1d6 scarcity can be scrounged ◊ On the top floor, in Achtland’s boudoir, is the §Achtland§
blood to the stones in exchange for a +2 bonus to from around the working area of the smithy. town valuables chest, with 55gp and 650sp.
Cha +3 Con +2 Dex +2 Int +0 Str +0 Wis +1
attack rolls, to AC, and to checks used to combat ◊ On the wall in the bedroom, an enchanted ◊ If ensorcelled by Achtland, outcasts will be
AC 16 HD 10 HP 10d8+20 (70) Save +5 Morale 8
the goddess and her forces for the next 3 watches. sword. The sword is invested with a dæmon brought here and slowly prepared to join in the
◊ Crawford has buckets of pitch and creates named Bertlenaut (more info below; for general festivities. Referees are encouraged to give their Move Glide 20’ [4 squares]
torches at night to make a defensive perimeter, information on artifacts, see RC, pg. 84). party members ample chances to rescue them. Enchant
beating back the vines and spiders that become • When anyone picks up Bertlenaut, 1d4+1 living ◊ Achtland is an ancient and primordial spirit, gone 1 in 4 recharge. With a glance and a wave of her
bold after the sun sets. plants burst through the roof and walls and attack. completely feral as the near total decline of her hand, Achtland can enchant anyone she looks at.
◊ Crawford can offer no gold or silver as payment, worship has disconnected her from humanity. The target must pass an Intelligence save or be
but will welcome help with several tasks: Bertlenaut ◊ Achtland is a literal force of nature and does not ensorcelled, following Achtland’s commands and
• Setting up the torch perimeter. ◊ Speaks in a soft, menacing voice, explaining its think in human terms. She likely sees humans otherwise living in a stupor unless taken at least
• Firing flaming arrows from the watch tower. desires and its love of blood and violence. and their structures in the way humans see birds: a half mile away from the goddess and her spar-
• Fetching more pitch from the nearby woods. ◊ Grants its wielder a +2 to their attack roll, and perhaps momentarily diverting, but otherwise kling spores.
• Guarding the palisade while he fetches ritual deals 1d8+1 base damage (plus any Strength or with needs completely subservient to our own, to Plant burst
ingredients from the woods during the day. other melee damage bonus of the wielder). displace, domesticate, and destroy as we please. Any target in sight, +10 to hit, plants fly forth and
• Driving off the goddess through parlay or combat. ◊ The first time Bertlenaut is used each hour, its ◊ Now that she has been summoned to the material choke and strike the target, dealing 2d8 damage.
wielder must roll 1d6. On a 1 or 2, the wielder or plane, Achtland desires something for her trouble. Summon plants
one of their friends must feed Bertlenaut 1d6 hit She cannot get physical satisfaction as a spirit, 1 in 4 recharge. Summon up 1d6 living plants.
§Crawford of the Woods§ points of blood, or the referee rolls on the Ritual and so seeks the highest possible physical joy.
Cha -1 Con +1 Dex +0 Int +0 Str +1 Wis +1 Mishaps table (RC, pg. 74). ◊ Achtland has taken over this tower to use as her
AC 14 HD 3 HP 3d8+3 (18) Save +2 Morale 8 ◊ Whispers constantly in their wielder’s ear of boudoir, using blunt ensorcellment to charm and §Ensorcelled Townsperson§
Move Walk 15’ [3 squares] their desire to make love to the Spider Queen, attract the townsfolk to join in congress with her. Cha +0 Con -1 Dex +0 Int +0 Str +0 Wis +0
and glows faintly blood red when pointed in her ◊ Unfortunately, no mere human mortal (especially
Razored sickle AC 11 HD 1 HP 1d8 (4) Save +0 Morale 6
direction (see Lair of the Spider Kings [20G]). one locked in a senseless stupor) can satisfy the
+4 to hit, 1d8+1 damage. Deals an extra 2 damage Move Walk 15’ [3 squares]
◊ If plunged hilt-deep into the body of the Spider hungers and appetites of a goddess.
to plants. Punch
Queen, Bertlenaut’s blood thirst is sated for 100 ◊ As Achtland has remained frustrated, she strikes
Flaming arrows +0 to hit, 1 damage.
days, though it still whispers menacingly of blood out at the wretched reminders of humanity
60’ range [12 squares], +3 to hit, 1d6 damage, tar- Makeshift farm implement
and violence, and often describes in upsetting around her with the vines she controls, seeking
get has a 1 in 4 chance of being set on fire, which +0 to hit, 1d4 damage.
detail how delicious the Spider Queen was. to drag the town down with her.
deals 1d4 damage per turn until extinguished.
204 205
15 greystone keep
15
Nestled like an eagle’s nest on a solitary peak, Utroat Castle is the hereditary home of the Greystone
family. Originally just a fortified family home, the town that takes its name from the castle has grown to
become the largest settlement north of the Koudloch. Over two thousand northern souls take refuge within
the ice-rimed walls. The town is situated on a steep, rocky cliffside, with stout walls covering any stretches
chapel
not guarded by natural outcroppings.
In addition to the sizable population of commoners, several of the prominent families of the north have
grand houses in town. In this time of heightened tension between north and south, many of those nobles cistern
now live in Utroat Castle year-round, making it the seat of the rebel government as well as a natural center
for trade, travel, and commerce.
While perhaps figuring less grandly in the commoner’s mind than Cleardor, Utroat has many of its own barracks gardens
charms for travelers. Over its battlements are lofty and extensive views of the countryside. Within its inns
are crackling fires and strong ales. And at night, one hears most often the howling of wolves, something
noble district
which discomfits some travelers, but lets others know they are home in the stronghold of the north.
206 207
The Ring Encounters in Utroat Castle (1d12) The soldiery encourage people to get indoors,
15 The Ring is an ancient stone building that can fit For each watch the outcasts spend out and about but some miscreants will undoubtedly want to
Quests from Lady Greystone 15
many hundreds of people inside on wooden bench- in Utroat Castle, the referee should roll 1d6. On a 1, Lady Greystone is fierce and proud. She wants
take advantage of the chaos...
es. It is used as a theater, as a place for local govern- there will be a random encounter. Referees can roll her kingdom free from the southern interlopers,
12. The outcasts have inadvertently offended the
mental meetings and announcements, a place for on the regular encounters table (pg. 36), or use the and would do almost anything to make this happen.
honor of someone’s family. A beastly warrior
executions, and, most often, a place for dueling and following list of Utroat encounters: She would love agents that could tip the balance of
demands their satisfaction with a duel in The
gladiatorial combat. power in her favor.
1. An agent of the Cult of the Ram (pg. 25) sees that Ring at next sunset.
Whether it is a battle between duelists or paid When the outcasts first sign up for jobs with Lady
the outcasts are obviously capable people, and
combatants, a crowd will inevitably gather, and Greystone, she will trust them with only basic jobs.
tries to recruit them for a job (use the list from Greystone Keep Each of these jobs pays 1d6gp per outcast:
there is a brisk trade in gambling on the fights.
The Ram’s Den [20F]). The keep inside the city walls is the ancestral
None of the combats are meant to be fought to the ◊ Go to Cairn o’ the Mouth [17] escorting a
2. One of Lady Violet’s captains has noticed the home of the Greystone family, rulers of the north-
death, but plenty of inadvertent death and perma- wagonload of war materiel.
outcasts, and invites them to visit Greystone ern marches for over a hundred years before Vio-
nent injury does occur. ◊ Investigate what is happening in the town of
Keep for work with her ladyship. let’s father was killed by King Edvard. Access to the
Common battles include honor duels between ar- Great Stocking [14] and report back.
3. Someone has fallen into the wolf den and the keep is restricted to those trusted by Lady Violet’s
mored nobles, judiciary duels fought between some- ◊ Go to Cleardor [1], meet with a specific mer-
wolves are circling. People are yelling, a crowd household.
one accused of a crime and a champion represent- chant, in secret, and bring a package from them,
ing justice, criminals fighting wolves, and wolves has formed, the wolves are hungry. ◊ The walls are 15’ high and 6’ thick, with walkways unopened, back to Utroat Castle [15].
fighting each other. 4. One of the wolves from the wolf den is loose in between towers.
the city. The wolves are sacred and should not ◊ The gate is open to invited and trusted visitors After the outcasts have completed a few jobs or are
Betting on fights be harmed, but are also dangerous. A crowd has from sun-up to sun-down, and is barred at night. otherwise trusted, Lady Violet will give them more
◊ Each fighter (or side in a group battle) in the the wolf penned in. ◊ The barracks houses 30 well-trained soldiers sensitive tasks of the following nature, each paying
arena is represented by a set of three dice. These 5. A brawl has erupted into the street between two who secure the keep, its grounds, and its walls. 2d6gp per outcast:
dice are a 1d4, a 1d6, and a 1d8. massive combatants. Onlookers are betting on ◊ A pack of semi-domesticated wolf-dog hybrids
◊ Investigate the Wrecked Longship [12] and
• The 1d4 represents each fighter’s visible strength. the fight, and things could escalate quickly. roam the grounds as guardian beasts.
recover the fabled Viking treasure.
• The 1d6 represents each fighter’s hidden talents. 6. Two nobles in decorated plate armor, both ◊ Lady Violet’s gardens contain exotic blue
◊ Journey to Broken Span [18] and drive off the
• The 1d8 represents performance in the bout. wielding shields and battle axes, are roaring at northern flowers, roses, vines, fruit trees, and
giants that destroyed the village.
◊ Players must decide before any dice are rolled each other and fighting a battle in the streets. a bush that grows red berries said to cause a
◊ Break a captive northern lord out of Banding
how much coin they are going to bet on the bout. berserk battle rage in those who eat them.
7. A well-to-do traveler in The Spotted Grouse Prison [19A].
Minimum bet is usually 10sp, maximum bet is ◊ The cistern provides water in case of siege, and is
has been accused of being a spy for Lord ◊ It is rumored that some of Saint Lewis’ relics still
usually 1gp (though losing a lot may convince infested with a colony of enormous violent bats.
William, and the mob is about to take control. lie beneath Old Debrooken Abbey [10]. Find and
bookies to accept larger bets). ◊ The chapel contains the bones of Violet’s
8. A pair of orphans has been found living in the recover those relics.
◊ The referee rolls the d4s in the open, and the d6s ancestors, including the Head of Carnut, a skull
graveyard of the church. Nobody knows what to
in secret. Once the dice are rolled, the outcasts upon which oaths of fealty to the realm have
do with the pathetic pair, and rumors are that Once the outcasts are deep in Lady Violet’s confi-
decide who to place their bets on. Betting on the been traditionally sworn by kings in the north.
they are cursed and have been eating corpses. dences, they will be given highly sensitive tasks to
higher d4 gives a 1:1 return. Betting on the lower • The head is the subject of many fell rumors,
9. A merchant selling dried fruits and herbs is enhance the war effort. These jobs pay 2d10gp per
d4 gives a 3:1 return. If the dice are tied, betting including that it speaks wisdom to the current
being extorted by soldiers in the southern outcast, or may be rewarded in other ways instead:
on either fighter offers a 3:1 return. ruler. Its crown is worth 100gp.
• Outcasts who have some way of researching the market, accusing him of not being willing to pay ◊ The keep includes lodgings, a kitchen, a library, ◊ Bring Sir Hayden (pg. 22) over to the side of the
fighters’ capabilities (through espionage or rolling a the northern taxes. and a great hall hung with the banners of the northern rebels.
check for example) may, at the referee’s discretion, 10. A young giant (Encounter 98) is being paraded northern lords. ◊ Create and secure a breach in Sybil’s Wall so that
look at one or both of the d6 results before betting. through the city with chains around its neck, • Lady Violet’s quarters are on the upper floors of goods can flow to the north without paying Lord
◊ The referee then reveals the d6s for each fighter. meant for The Ring. Challengers are needed! the tower, guarded day and night. William’s taxes.
Outcasts may double down on their initial bet 11. There is a sudden and unexpected snowstorm. • A mated pair of white wolves lives within the ◊ Take over Merish Bridge [8] in the name of the
after seeing these results. Visibility is greatly reduced, the streets are keep, under bare control by Violet and her guards. lords of the north.
◊ The referee finally rolls the d8s for each fighter slippery, commerce is disrupted. Any travelers • A hidden door in the cellar leads to a passage ◊ Journey into the frozen wastelands of the north,
in the open. The higher total of the dice (1d4 + outside the gates or on the road are in danger. which runs to an empty but mysteriously well- find the frost dragon (Encounter 120), and bring
1d6 + 1d8) determines the winner of the bout. guarded farmhouse a little over a mile away. back its head and magic scales.
208 209
Chapel Distillery
16 A small chapel of flat unmortared stone, with The only warm part of the hermitage, Hulmane 16
all its windows broken, and the door left open. The uses the strange instrumentation in this hut to cre-
broken glass lies unswept on the floor. Hulmane ate the powerful whisky and industrial alcohol that
prays here, throwing aside his cloak, letting the has become a part of his religion.
winds sweep over him, kneeling amidst the shards
◊ Hulmane will often be inside, tending his brews.
of glass.
He will not allow anyone to touch anything.
chapel
◊ Hulmane is a true believer, and can provide ◊ The distillation machinery is arcane and strange,
other believers with blessings (+1 to all rolls for very difficult to understand. There are six barrels
guesthouse 1d6 watches) and holy whisky (effective against to age the whisky.
undead, dæmons, and other unholy creatures). ◊ Hulmane will sell up to 6 bottles of whiskey for
stables
30sp. Other people in the Mythic North will buy
Guesthouse and Stables these bottles for 45sp (this does not grant XP).
◊ For meals, Hulmane asks for a donation of 10sp. ◊ Each night at Hulmane’s there is a 1 in 10 chance
◊ For feeding mounts, the donation is 15sp. that a ship will attempt to call in at the port.
◊ Hulmane keeps two mules, Dora and Dumbo. Hulmane will be drunk, and the outcasts will
have to choose between operating the lighthouse
Whistling Cave themselves, or letting the ship risk sinking on the
rocky shore.
A small cave near the hermitage emits a queer
• One possibility for passengers is a group of savage
whistling sound in even medium-strength winds. As
but grateful lost Vikings (Encounter 53) who were
the winds change, it almost sounds like music. Hul-
lighthouse blown off course, and may be interested in the
mane will tell any who he sees approaching that it is
whisky Hulmane creates.
dangerous to go inside, that the sea water can unex-
◊ Beneath the waves are the ruins of two small
pectedly fill the cave, making it difficult to escape.
sailing vessels. One is an unsalvageable wreck.
In the most desolate and frozen part of the Mythic North, on an icy windswept shore that is covered ◊ The cave mouth is jagged and close, dangerous The other is a strangely finned Dunser ship,
most of the year in salty rime, lives the religious hermit Kamden Hulmane. Called “Hulmane the Mad” or to enter. Referees may require a check to enter, with 12 mostly rotted corpses, guarded by a
“Hulmane the Drunk,” this wild-eyed ascetic lives alone in a desolate retreat where he is free to contemplate with the explorer taking 1d4 damage if they fail. Summoned Sea Creature (see pg. 149) which
the mysteries of God without the distractions of civilization. ◊ An even tighter passage at the back of the cave refuses to abandon its post. If the creature is
Hulmane also contemplates the mysteries of distillation, and dedicates himself to these mysteries just as leads to a large room with an enormous statue dealt with and the ship explored, there is a chest
diligently (or perhaps even more diligently) than to his contemplation of the divine. Hulmane has no reg- of the Babylonian goddess Ninkasi, patron of with 500sp and 10gp in the hold.
ular company, eschews most of the comforts of hearth and home, eats plain cold food, and exposes himself alcohol. The statue has its arms above its head
regularly to extreme cold in acts of self-flagellation. He also creates and drinks huge quantities of whisky. and its mouth open. The open mouth causes the
The Selkie
Distillation is almost unknown in the Mythic North, with the vast majority of alcoholic beverages being whistling.
One of the local seals is a selkie, a woman who
ales of different strength, as well as expensive imported wines. Hulmane sees his strong drink as a way to ◊ There is recently rotted barley and an ancient-
can transform into a seal, though both versions of
commune with God, opening up a mental pathway towards communication by inebriation. looking wooden cup on the altar in front of the
her body show evidence of the other.
Because of their rarity and high quality, Hulmane’s creations are in constant supply in the north. In addi- heretical statue, placed by Hulmane as tribute.
This selkie has been driving Hulmane to distrac-
tion to whisky, he also distills strong alcohol to be used in more household and industrial uses. Traders come ◊ Each turn inside the cave, there is a 1 in 6 chance
tion by stealing food and whisky at night when he is
over land and sea to buy his wares, and very occasionally, travelers crossing the ice fields of the far north that the cave fills completely with sea water,
inebriated. Hulmane does not suspect a selkie, and
stop in for food, shelter, and resupply. potentially trapping or drowning anyone inside.
would be very grateful if the mystery was solved.
Hulmane welcomes them all, with a sideways smile and a slurred “Hullo!”
210 211
17 17
An important military and trading station between the northern marches and the lowlands of the east.
As the only easily navigable northern pass through the Dergbarrow Mountains, Cairn o’ the Mouth is one of
the keys to Lady Greystone’s power. Merchants and travelers can choose to go south below the mountains
and pay taxes to the Lord of Cleardor, or they can brave the snowy pass of Cairn o’ the Mouth and pay Lady
Greystone’s slightly less expensive taxes. Situated in Dergbarrow Mouth, cliffs rise up on the north and
south side of the pass, and the ancient builders erected sturdy gates to control transit east and west.
Cairn o’ the Mouth is a military complex staffed by a rugged garrison of 30 men at arms and 10 knights.
The outpost is led by Captain Harper Wymane, a tough greybeard veteran of battles with men, giants, and
the beasts of the snowy northern reaches. The town has a constantly changing temporary population of barracks
itinerant merchants, travelers, pilgrims, and entertainers, but no facilities for permanent residents.
212 213
Snow-covered Huts The Bridge
18 There are 9 surviving stone huts in the village, The massive bridge did indeed once span a mas- 18
covered in snow most of the year. There are holes sive ravine between two mountains, and the trail
in the roof and snowdrifts that have been blown in beyond did lead to an easier, safer pass.
Once a small but thriving outpost in the northernmost reaches of the Dergbarrow Mountains, the village
through the empty window frames. The huts are of On moonlit nights, careful inspection of the
now known only as Broken Span was destroyed a generation ago. The village’s most notable feature was the
simple construction with one or two rooms per hut. bridge will show that snow falls on an invisible spec-
elegant, sturdy stone bridge that spanned a deep cleft in the mountains, offering access to a second pass.
Searching a hut takes 1 watch, and there is only a 1 tral span that still crosses the divide. The spectral
Rumor has it the pass was lower and easier to cross than the snow-choked Cairn o’ the Mouth. None know
in 4 chance of finding something useful in each hut. bridge does not lead to the original end point of the
who built the bridge, or the secrets of its construction. It lies in ruins, with the stones of its once proud body
If anything useful is found, the referee can roll on stone bridge. It instead points towards the north-
scattered in the canyon below like enormous rotted teeth.
the following table: west, and the entrance to the Rishae Hive [20H].
Rumors haunt the broken bridge and the snow covered stone huts that are its companions. Most agree
Safely navigating the invisible bridge requires a
that giants destroyed the bridge. Some say that even the mighty giants could not have broken the bridge,
Items in the huts (1d6) check of some kind. If done only by moonlight (as
and it must have been dæmons loosed by Red Peter’s near-mythic mentor. The well may be holy or haunted
1. Frozen ancient rations (single use). opposed to using a source of firelight), anyone at-
depending on which rumors you believe. The ghosts of the dead villagers can either be trusted to tell secrets,
2. Skeleton clutching a random weapon. tempting the crossing has a +1 bonus to their check.
or should be avoided lest they suck out your soul and drag your body down to the frozen layers of hell.
3. Rusty miner’s pick. This spectral bridge vanishes once the moon sets.
Regardless of which rumors they espouse or believe, the common people completely avoid Broken Span.
Only crazed outcast adventurers would approach this misbegotten place. 4. Materials to refill a climber’s kit to 1d6.
5. Weighted net. The Frozen Dead
6. Campaign object (pg. 28). On nights when the moon is hidden, the restless
The Ice Hermit’s Hall The Bellowing of Giants
spirits of the frozen dead rise to shuffle through
A silent hermit named Isaiah lives in the old vil- While spending any time in Broken Span, visitors
The Well their frozen village. These spirits manifest as vague
lage’s drafty, frigid great hall. During the winter will often hear the bellowing of giants coming from
The old village well is in excellent repair with a human-like shapes covered completely in a thick
he creates an ice cave within the hall. He eats what the north. This family of giants lives in The Gi-
sturdy rope and clean bucket. The water is clear and layer of snow. If the snow is cleared off of them,
game he can find, mushrooms, berries, and foraged ant’s Cave [20H:R1]. They have an excellent sense
crisp. If Isaiah sees anyone attempting to drink from they disappear with a howl that seems to come from
wild plants such as wild garlic, nettles, brambles, of smell, and will clumsily approach the village at
it, he will shake his hands and head in attempt to another plane of reality.
and elderflower. Isaiah’s tongue was torn out some night looking for meat. They are easily scared off
warn them, but will not physically intervene. The dead will plead in broken speech for help
time ago (some say by his own hand), and his vocal and easily tracked back to their lair provided the
The water is clear, cold, and clean. Anyone who with mundane tasks, like fixing roofs, carrying
cords have atrophied. He is not meddlesome, but outcasts can find a way past or around the chasm.
drinks from it heals 1d6hp of damage, and has a +1 stones, gathering up ghostly wheat and the like. If
will wave visitors away from most features of Bro- See Encounter 97 for information on giants.
on all attack rolls and any physical checks for the they are helped, the dead will give small pieces of
ken Span besides the ruined hall he lives in.
next entire day after they drink. the following strange tale:
However, if anyone drinks from the well, that ◊ We lived in this wretched frozen place, cowering
night, a manifest dæmon (Encounter 100) comes in fear like dogs, a long, long time ago.
the bridge roiling out of it, laughing. To discover the type of ◊ Twas giants that broke the bridge, yes, but not
dæmon and what its wishes are, use the tables from giants alone.
Encounter 99. The dæmon demands obeisance ◊ Those giants who broke the bridge were driven
from any who drank from the well, and assistance in by the old ones. They who live beneath the earth.
carrying out its fell desires. If any who drank from ◊ The old ones are fierce, powerful, and cruel.
huts the well refuse, the dæmon attacks them. ◊ The old ones wield powerful weapons made of
moonlight, and worship the moon.
The Moon ◊ The old ones demanded tribute: slaves and
Some of the features of Broken Span change de- silver. When our chieftain stopped paying, they
pending on whether the moon is out or not. Unless shattered our bridge.
well the moon’s phases are otherwise being tracked in ◊ Worse than the old ones are they born of dragons,
ice hermit’s hall
huts the campaign, the moon has a 6 in 8 chance of being who hunted the old ones the way the old ones
visible on any given night that the outcasts are stay- hunted us.
ing in the village. If an 8 is rolled, it is a new moon, ◊ They lived yonder (the ghost points grudgingly
and the moon will not be visible for the next 3 days. towards the direction of the Rishae Hive [20H]).
214 215
19 19
Off the northwest coast lies Banding Island. This fog is the work of druids who travel in secret
This isle is no green idyll of sunwashed beaches. It to the standing stones on the island to work druid-
was once the home of a peaceful monastery with a ic magic around these solar dates. The fog is thick,
few farms and fishing homesteaders to support the deep, and pregnant with occult energy.
ascetics. But after being brutalized one too many Whether any of the rumors are true is left up to
times by raiders from the sea, the monastery was the referee, though certainly any sailing, naviga-
abandoned, and its main complex converted to a tion, or similar checks would likely be affected by
more brutal use as an offshore prison. such a thick fog.
With the departure of the monks and arrival of
prisoners from throughout the North, most of the Ideas for use in Play
farms and fishermen departed the chilly island for The isolation and self-contained nature of Band-
the relative sanctuary of the mainland. ing Island lends itself to specific uses in a campaign.
Now all that remains are the overgrown ruins of The island has enough hexes that it can be used as
old houses, a newly resurgent stretch of forest, and a miniature setting itself and is easily dropped into
the monastery-turned-prison looming over it all. many campaign worlds. To make it more interest- crowbeak
The island is only about six miles from the clos- ing, the referee could adjust some of the features.
est shore on the mainland, but most routes are not One example: the murdered family in the farm-
a. banding prison
a straight shot. Safe navigation will take about 10 house are kept, but the murderer is confined to the
miles of travel. Assuming normal weather: island so their identity can be discovered.
◊ Rowboat: 10 hours; exhausting, dangerous labor. Another example: the referee adds a crumbling b. ruined farmhouse
◊ Tiny sailing boat: 5 hours. wizard’s tower of their own creation to one empty
◊ Small sailboat, longboat: 3 hours. hex, and a small village hamlet to use as a base camp
◊ Medium or larger boats: 2 hours or less. in another empty hex, creating five small factions in
tension with one another (prison guards, prisoners,
d. banding circle
The Fog villagers, wizard, and smugglers). c. ragwen’s cave
One of the playtest campaigns of this book start-
Fog occasionally grips many parts of the Mythic
ed on Banding Island with the outcasts beginning
North, Banding Island included. But there is a spe-
their adventures as prisoners. They were given a
cial fog (called The Banding Fog by locals) which ap-
chance to escape as part of a prison riot orches-
pears four times a year for six days surrounding the
trated by a randomly-generated NPC who became a
four primary solar events: the vernal equinox, sum-
major player in the campaign. The outcasts evaded
mer solstice, autumnal equinox, and winter solstice. little banding
capture by prison guards who roved the island for
Locals along the coast make signs of warding
a few days searching for escapees, and learned the
when they see the Banding Fog and there are many
basic mechanics and pressures of eating, drinking,
rumors about it: that it is made from the ghosts of
and sleeping. They eventually discovered a way to
slaughtered monks, that it comes for the damned
escape, traveling to the mainland and beginning
souls of the prisoners on the island to choke and
hundreds of additional hours of play.
confuse them, that to sail in it means certain death.
The above example demonstrates one of the gam-
The prison boats do not launch in the fog and the
ing values of an island. There are built in goals (to
prison is often quieter when it grips the island. The
find a way off), built in constraints (limited means
smugglers do not approach their secret cave dock.
of passage), and a necessarily limited cast of char-
People from the mainland do not approach and
acters and locations, allowing for players to easily
many refuse to sail out while the fog is on.
internalize them.
216 217
19 ◊ If blown outside the keep (including on nearby §Banding Prison guard§ 19
A boats), the horn will alert all the guards on the Sky blue surcoat. Armed with a spear, crossbow, and A
walls and within the grounds, but not in the keep. armored with chainmail. Carries no valuables.
◊ Once alerted, guards are trained to first secure Cha -1 Con +1 Dex +0 Int -1 Str +1 Wis +0
A salt-stricken and bitterly cold hellhole, Banding Prison is where Lord Dynaver of Cleardor sends his
entrances to the keep and the walls, then alert
enemies to rot. The prison has been converted from an ancient fortified monastery that was abandoned after AC 15 HD 1 HP 1d8+1 (6) Save +0 Morale 6
other guards, then assist their fellow guards.
one too many bands of sea raiders came pillaging and burning. Move Walk 15’ [3 squares]
◊ It will take 1d4+1 rounds for the first 2 guards to
Being assigned to guard duty in Banding Prison is a punishment only slightly better than being confined
arrive, with 1d4 more arriving each round after. Spear attack
as a prisoner. The guard corps is full of vicious, violent men who were unsuitable to service in the regular
◊ Guards will fall back if they are being slain en +2 to hit, 1d6+1 damage.
infantry. Warden Eggbert Hoggard thus runs the prison with an iron hand, enforcing justice swiftly and
masse to mount prepared defenses elsewhere. Crossbow attack
harshly on prisoner and guard alike. It is a nasty place, brewing with dissatisfaction and revolt.
◊ Captains and lieutenants will stay back to 60’ [12 squares], +1 to hit, 1d10 damage.
command the other guards and secure entryways. Requires a combat action to reload.
Architecture
entryway on the ground floor). ◊ Hoggard, Edith, the cook, and the servant will not
◊ Building walls: 1 foot thick, stone blocks.
◊ 1 guard and 1 lieutenant patrol the walls. fight except as a last resort or if threatened.
◊ Curtain walls: 6 feet thick, stone with sod core, §Banding Prison lieutenant§
◊ 2 guards patrol the grounds.
wide enough to walk upon, 25 feet high. Sky blue surcoat. Armed with a sword, shield, and ar-
◊ Roofs: Slate, dotted with slimy moss and algae.
◊ 1 guard and 1 lieutenant watch the docks. Prison Politics
mored with chainmail. Carries no valuables.
Referees can use these ideas to create a powder
Prisoners Cha -1 Con +1 Dex +1 Int +0 Str +1 Wis +0
keg of tension within the prison walls:
Guards AC 17 HD 2 HP 2d8+2 (12) Save +1 Morale 8
At any given time, the prison holds approximately ◊ A guard officer wants the warden’s job and is
The prison has 20 guards, 4 guard lieutenants, 2 Move Walk 15’ [3 squares]
60 common prisoners and 1d4+2 noble prisoners. setting up a false flag riot to replace him.
guard captains, 1 cook, 1 servant, the warden Egg-
◊ A guard wants power and better pay and is Sword attack
bert Hoggard, and his wife Edith. ◊ During the night, prisoners are locked in their
brewing discontent amongst his fellows. +3 to hit, 1d8+1 damage.
cells and not released for any reason.
◊ Guards wear spotless sky blue uniforms. Inspiring
◊ Noble prisoners do not work and are given free- ◊ A devout lieutenant is horrified by Edith’s
◊ During the day: 12 guards, 2 lieutenants, and 1 Banding Prison Guards use a lieutenant’s morale
dom to visit chapel, read, and stroll the yard. experiments and wants them reported to the
captain are on active patrol duty. when a lieutenant is commanding them.
◊ During the day, around 40 common prisoners are church authorities.
◊ During the night: 8 guards, 2 lieutenants, and 1
put to work. The remainder might be confined to ◊ A noble prisoner is paying off an officer to
captain are on active patrol duty.
their cells for misbehavior, in the midst of being arrange to have them freed on a fishing vessel.
◊ When not on duty, the regular guards sleep,
◊ One prisoner is plotting to have another killed.
§Banding Prison guard captain§
tortured, or recovering from torture.
gamble, or eat in their quarters inside the keep. Sky blue surcoat. Armed with a sword, shield, and ar-
◊ A common prisoner is organizing a prison riot,
◊ Off-duty lieutenants and captains relax in their Approximate work gang complements: mored with chainmail. Carries no valuables.
stashing makeshift weapons and making plans.
quarters in the gatehouse. ◊ 16 prisoners work on fishing boats, 4 prisoners
Cha +0 Con +1 Dex +1 Int +0 Str +2 Wis +0
to a boat.
During the day shift: Reasons to Visit AC 17 HD 4 HP 4d8+4 (24) Save +2 Morale 9
◊ 8 prisoners work in the salting and drying huts.
◊ 3 guards and 1 captain patrol the keep (1 guard Move Walk 15’ [3 squares]
◊ 4 prisoners tend to the pigs. Outside of stumbling on the prison during an
per floor, the captain stationed at the entryway
◊ 6 prisoners tend the vegetable gardens. unrelated visit to Banding Island, here are a few Mighty sword blow
on the ground floor).
◊ 4 prisoners work on the docks, repairing the ways referees could bring outcasts to the prison: +6 to hit, 1d8+2 damage.
◊ 2 guards patrol the walls.
boats and the docks themselves. ◊ The outcasts have been captured and locked Shield bash
◊ 1 lieutenant commands the gatehouse from the
◊ 4 prisoners work on miscellaneous repairs. inside the prison and must escape; either on their +6 to hit, 1d2+2 damage and victim must pass a
walls and oversees the yard.
own, or as part of a prison riot. Strength save or be knocked down. The captain
◊ 3 guards patrol the grounds.
◊ 1 lieutenant commands the docks.
Raising the Alarm ◊ The outcasts have been hired to rescue a prisoner. has +2 AC until the beginning of their next turn.
◊ 4 guards command boats on fishing duty. All guards, lieutenants, and captains at Banding ◊ The outcasts have been assigned to the prison Swift strikes
Prison will use their first action in any combat to on guard duty as part of a punishment and get 2 attacks, +1 to hit each, 1d8 damage each.
During the night shift:
blow the horn they all carry at their hip. embroiled in prison politics. Inspiring
◊ 4 guards and 1 captain patrol the keep (1 guard
◊ The outcasts have heard of the treasure beneath Banding Prison Guards use a captain’s morale
per floor, 1 guard moving between floors in a ◊ If blown inside the keep, the horn will alert all
the waves (7. Shipwreck) either as a rumor or when a captain is commanding them.
regular circuit, and the captain stationed at the the guards within the keep, and wake up any
from a treasure map and wish to claim it.
sleeping guards.
218 219
19 1. Gate, Tower, and Walls 4. The Prison Farm 19
A Sea-stained walls of clammy grey stone. Massive watch Snorting hogs root amidst a muddy sty behind the keep.
A
towers. Mouldering portcullis, mildewed gate. Weary Rough wooden stalls offer them shelter from the rain. A
guards watch dreary prisoners from above. muddy but carefully tended vegetable garden is nearby.
◊ The gate would be enormously difficult to break ◊ The keep maintains a herd of around 30 pigs.
down. It is almost always secured with a large, ◊ The pig stalls are about 3’ high, 8’ long, 4’ wide.
thick wooden beam on the inside.
◊ Squeaky portcullis could be lifted by 3-4 people 5. Salting and Drying Huts
working together. Its hoist mechanism is A foul-smelling collection of huts for processing fish. Cut-
accessible from the second floor of either tower. ting and gutting is done out in the open by prisoners with
1 2 ◊ The layout of each tower is identical, with an ruddy hands, using carefully counted dull-tipped knives.
internal staircase and a chimney connecting the
3 floors. The rooms are lit by tallow candles:
◊ Many barrels: salt, fish, fermented fish guts.
◊ Other supplies include charcoal for smoking,
• Floor 1: Common room with table, chairs, fireplace,
lines for hanging fish, and a large, central fire.
and a few bottles of cheap wine.
◊ The huts can fit two people inside.
• Floor 2: Lieutenants’ quarters with 2 beds, clothing,
arms and armor (when not in use), and 2 chests
with 300sp of valuables each; connection to 6. Docks
portcullis hoist room. Carefully guarded, well-maintained stone docks with
• Floor 3: Captain’s quarters with bed, clothing, arms wooden piers. Fishing boats bob alongside, their catches
4 and armor, and chest with 800sp of valuables; handled by rudimentary cranes and other machinery.
connection to walls via passageway from the stairs. ◊ 6 fishing boats, though only 4 are used at a time,
5
• Roof: 2 extra quivers of quarrels, alarm horn. each boat with 1 guard and 4 prisoners.
◊ There is a sally port near the fish drying huts. It ◊ Boats are not used during the Fog (see pg. 216).
is locked with a key that the captains carry. ◊ 1 delivery boat, only used by guards, for
transport to the mainland.
2. Warden’s House ◊ Cranes are operated by the fishing crews to move
Slate roof above cleanly plastered, timbered walls. Single catches from the docks to the drying huts.
story building with peaked roof.
220 221
16
19 19
A A
10
12
General Features 11. Guards’ Quarters
◊ Keep windows are fist sized, barred with iron. A smell of mildew and smoke and cooking stew, the rattle 15
13
◊ On-duty guards, Warden Hoggard, Edith, and of dice, a best attempt at making a home for the guards.
all lieutenants and captains carry a master key
◊ Small secure room provides access to the
9
which unlocks most doors inside the keep. There
guards’ quarters section, guarded by an off-duty
is one spare in the 12. Storage room.
guard on a shift that rotates once per watch.
◊ Secure doors are made of iron-banded wood and
◊ Guards sleep in bunk beds with wool blankets, 14
are usually kept locked. 11
and one shared chest per bedroom.
◊ Regular doors are made of thinner wooden
◊ Each bedroom has a 1 in 4 chance of being
planks and have no locks. 8
occupied by 1d2 guards.
◊ Cell doors are made of iron-banded wood and
• Chests contain spare clothes, worthless letters and
have a small opening for food and observation.
mementos, and 2d100sp in mixed valuables.
• Each chest has a 1 in 6 chance of containing a
8. Entrance Campaign Object (pg. 28).
Foreboding double-banded door leads to torch-lit interior.
» Secure doors lead to the 9. Central Staircase and
◊ Entrance is guarded night and day by a Captain 12. Storage.
who relaxes in the second locked room. » Passageways lead to 13. Kitchen and 14. Guards’ whereas the guards get to eat pork thrice a week. chamber pot, and something frivolous of small
◊ Exit door is extra sturdy and is generally Dining Room. ◊ Guards use the trays and bowls to precariously value (200sp) such as an inlayed-oak inkwell, a
unlocked during the day and locked at night. deliver the food to prisoners at morning and silver candlestick, a set of oil paints, and the like.
» A series of two rooms with secure doors provide 12. Storage night. It is an unpopular job. ◊ Guards patrol here once a watch or so, just to
access to 9. Central Staircase. Assorted bric-a-brac from prisoners in haphazard piles make sure the nobles are not plotting any escapes
» Passageways to 11. Guards’ Quarters and
» Heavy external door leads to 3. Keep Exterior. and in chests, well picked over by the guards. or digging through the walls.
14. Guards’ Dining Room.
◊ Many items here are broken or worthless. The
9. Central Staircase 14. Guards’ Dining Room 16. Library
room is too small for more than one person to
Braziers burn in a damp central room with a spiral stair- A single, well-stocked shelf of mostly illuminated vol-
dig through at a time. For every ten minutes an Off-duty guards eat and gamble by candle and firelight.
case up and down, and four doors. umes, along with an extra candelabra for extra light.
outcast spends searching, roll 1d6 once on the
◊ Usually 1d6+1 guards here, with the rest in the
◊ Lit by braziers. Frequently patrolled. following table (Player’s Guide, pg. 41): ◊ 3 of the books are valuable, each worth 300sp.
bedrooms.
1. Random miscellaneous item (1d24 or 2d12). ◊ The candelabra is worth 200sp.
» Staircase goes up to 17. Upper Staircase and
2. Random melee weapon (1d12). ◊ When examining the books, there is a 1 in 6
down to 22. Basement Staircase. 15. Nobles’ Cells
3. Random ranged weapon (1d6). chance of finding a random ritual (RC, pg. 52).
» Secure doors to 8. Entrance, 10. Chapel, Plastered white walls, sturdy furniture, writing desks,
4. Campaign object (pg. 28). ◊ Curious players may want to know what’s in
11. Guards’ Quarters, and 15. Nobles’ Cells. padded chairs, candles, musical instruments, and books.
5. Small piece of jewelry (100sp). these books. The books fall into one of a few
6. Large piece of jewelry (250sp). ◊ The servant, Deft Poul, serves the nobles here categories, including:
10. Chapel and sleeps in the smallest cell. 1. Chivalrous stories of knights.
A stained glass window washes colored light over a mil- 13. Kitchen ◊ The cell doors in this area are unlocked at most 2. Stories of the lives of the saints.
dewed Bible and mounds of the wax from old votives. times, giving the nobles access to the amenities. 3. Herbals and medical postulating.
Smoky fire, giant stewpot, stacked wooden bowls, trays,
◊ Noble prisoners are allowed to come here under and spoons, smells of fish, pork, and cooking vegetables. ◊ The nobles have their own kitchen and dining 4. Retellings of older myths.
escort to pray up to twice per day. room where meals are prepared and served by 5. Exaggerated travelogues.
◊ The cook Gransom toils here, making food for
◊ Bible worth 250sp and takes up 2 slots. Deft Poul three times a day. 6. Overwrought, clever poetry.
the prisoners and guards alike. The stew for
◊ Each noble cell contains a wooden bed frame with 7. Military and combat theory.
» Secure door to 9. Central staircase. the prisoners only includes pork on Sundays, 8. Economic and agriculture discussions.
a straw mattress covered in furs, a candlestick, a
222 223
19 19 19
A 18 A
224 225
19 19
A A
25
General Features 23. Lower Cells
◊ On-duty guards, Warden Hoggard, Edith, and Muddy, putrid, filthy warrens of half-empty cells inhabit-
all lieutenants and captains carry a master key ed by the forgotten, lit only by acrid central firepits. 23 22
which unlocks most doors inside the keep. There
◊ Pit fires at some of the passageway intersections,
is one spare in 12. Storage. 24
and torches carried by guards offer the only light.
◊ Secure doors are made of iron-banded wood and
◊ Most cells are empty. There are only ever
are usually kept locked.
about 20 prisoners on this level at any one
◊ Cell doors on this level are made of iron bars.
time. Being sent to the lower cells is akin to a
◊ The floor on this level is of salty mud and sand.
death sentence and is the final punishment for
violent, disobedient, blasphemous, or otherwise
Edith Hoggard recalcitrant prisoners.
An aged, decrepit crone, whose lank brown hair and sag- ◊ 50% chance any prisoner encountered on this 26
27
ging black robe hide the scales and bony protuberances level is injured or debilitated in some way due to
that have started growing out of her flesh. attention from Edith.
◊ Being assigned to the lower cells is the least
Edith, wife of Eggbert Hoggard, has free reign desirable guard post and is used as a threat by ◊ 1 in 4 chance a prisoner is lashed to a table here.
into the mirror to causing pain and suffering. It
on this level. This is her realm. She freely selects captains to keep their staff in line. ◊ 1 in 10 chance a guard is waiting to be seen by
promises to make what they see in the mirror true
from the prisoners on this level to torture and per- ◊ Cells here have no chamber pots. Instead there is Edith for an injury or illness.
if only they disembowel, dismember, and generally
form experiments upon. Many do not survive. a shared latrine, which prisoners are forced to ◊ Even when Edith wants to help a victim, she only
bring misery to an increasing number of victims.
Edith communes with a being named Cythroplax, empty daily at 27. Seawater Sewer. has a 2 in 6 chance of improving their symptoms,
• Cythroplax starts small with their demands,
who encourages her experiments. Cythroplax has ◊ See 18. Commoners’ Cells from the previous with any other result causing 1d4 damage to the
becoming more and more unreasonable as the
explained that there is a secret method to extract page for ideas on crimes the prisoners may be unfortunate target of her ministrations.
demands are met.
positive qualities from a human body, decant them, accused of and rules for searching the cells. ◊ Outcasts can scavenge supplies to create a
• Breaking the mirror will banish Cythroplax back
then ingest them, gaining those qualities for one’s medical kit with a 1d6 scarcity, and give a +1 on
to Hell; the next time the outcasts encounter a
self. Edith desires to use this supposed power to First Aid checks.
24. Torture Chamber physical dæmon, it will be the manifestation of
make herself young, beautiful, and strong. » A secret door for which only Edith has the key Cythroplax, looking to take revenge.
A rack, an iron maiden, hot pokers, thumb screws, buck-
So far she has been unsuccessful. leads to 26. Edith’s Lab.
ets of sea water, the stink of blood and excrement.
Edith is a coward, and if confronted, will call for 27. Seawater Sewer
the guards and attempt to flee. ◊ Sometimes prisoners (or rarely, guards) simply
need punishment. That is the purpose of this
26. Edith’s Lab Rough, salty, slimy underground sea cave, full of the
room, which can handle one victim at a time. Bubbling cauldron, miniature forge, glassblowing equip- stench of human offal and brine.
22. Basement Staircase ment, syringes, bottles containing blood and organs,
◊ Edith often leaves the door open while torturing, ◊ Broken pots, decomposing human remains.
Torches burn in a damp central room with a spiral stair- lambskin tubes, rare feathers, weird reagents.
so that the rest of the keep has a better chance of ◊ The sea floor has many human bones, this being
case and dimly lit, smoky passages.
hearing the screams and groans. ◊ One time, one outcast in the party may make an the primary disposal outlet for the corpses of
◊ Lit by torches. Frequently patrolled. Arcana check to discover any one or two specific dead prisoners.
» Staircase goes up to 9. Central Staircase. 25. Hospital small reagents needed for one ritual, in value up ◊ There is an underwater tunnel that leads to the
» An iron cell door leads to 23. Lower Cells. Shelves of unguents, jars of swimming leeches, strangely to 500sp. ocean and comes out very close to 7. Shipwreck.
» A passageway leads to the latrines of 23. Lower stained instruments, groaning prisoners lashed to tables. ◊ A mirror on the wall is inhabited by the dæmon • Passage is approximately 100 feet long, requires
cells. Cythroplax, and will show any who look into it either a Constitution check (hold breath) or
◊ Prisoners and guards who are injured or sick are
» A secure door leads to 24. Torture Chamber. an idealized version of themselves. Strength check (swim quickly) to pass through.
sent here. This place inspires great terror in any
» A passageway leads to 25. Hospital. • Cythroplax cannot directly affect the physical • Others in the Mythic North may know of this
sent here, even though its purpose is supposedly
» A narrow passage snakes to 27. Seawater Sewer. world, but will attempt to lure those who look passage, at the referee’s discretion.
benign compared to the torture chamber.
226 227
19 19
B C
An abandoned farmhouse crumbles on a desolate rocky shore. Samuel Fitzchrist (Encounter 77) visit-
ed this isolated family and ritually slaughtered them, leaving their grain to rot and their animals to wander. A hidden cliffside dock used by the Cult of the Ram. Felicity Maddox found this cave after escaping
The buildings are made of wood half-fossilized from years of being sprayed by salt. There is an unmortared from Banding Prison. She quickly realized it would be a useful staging ground for organizing shipments off
stone wall surrounding the property. A few sheep and a mule eat the grain from the fallen storage shack. of the mainland. Away from prying eyes, the goods could be organized and sent off to further destinations.
◊ The staircase is cut into the rock, hidden if you don’t know what you’re looking for. If someone knows it’s
Boathouse Farmhouse there, they can find it quickly. If not, it takes a Wisdom check at +1 to notice.
The clack of wood against wood as the sea slides in and The stench of death, broken furniture, a cold fireplace. An ◊ There will be 2d8 barrels and crates stacked here at any given time. Each contains smuggled goods,
out. A small boat in disrepair. Ropes and nets on the walls. atmosphere of tragedy, sorrow, and violent death. mostly wool and hides. Rarer are containers of worked iron (nails, horseshoes, etc.), grain, and ore. Each
container is worth 100sp.
◊ The tiny sailing boat is in need of repair. It ◊ In the main room, a woman’s rotting body
◊ There is a spare rowboat kept inside the cave, with a pair of oars.
floats, but is otherwise barely seaworthy. There has been nailed to the wall in a mockery of
◊ The firepit is well-used, with old damp hides nearby to quickly quench the flames if necessary.
are oars, but the sail and lines are rotting and the crucifixion. One of Samuel’s golden crosses hangs
◊ There is a 1 in 4 chance that the cave is currently occupied by 2d4 smugglers (Encounter 50).
hull needs patching. It can be rowed safely, but around her neck (100sp).
• Smugglers will be extremely wary if encountered in the cave.
each time it is sailed without repair, there is a 1 ◊ In the bedroom, signs of violent struggle and
• Smugglers encountered will be more sympathetic to escaped prisoners, as their leader was once a prisoner herself.
in 8 chance it sinks during the voyage. blood stains on the wrecked bed.
◊ Boats only approach at night. Each night there is a 1 in 6 cumulative chance that a boat will drop anchor
◊ 25 feet of rope can be salvaged, as well as a net ◊ In the loft, the rotted remains of two children.
to load and unload cargo, sending a rowboat to the cave for this purpose. After a boat approaches, the
and fishing gear.
cumulative chance of a boat appearing resets.
• Boats do not approach during the Banding Island Fog (see pg. 216).
◊ The other factions in the Mythic North would be deeply interested in the location of this cave.
boathouse
grain storage
farmhouse
stables
228 229
19 The Tomb lucre, possibly affecting the outcasts’ reputation 19
D Beneath the mound is an ancient passage tomb
or even causing a witch hunt or other mob scene. D
◊ The origin of this magic is ancient and mysterious,
with three graves within. In the back of the tomb
from another time, another culture. The druids
there might be a door (see heading below).
can feel its power but do not understand it.
◊ The entrance is not obvious, but anyone
searching the area of the stones will find it with
no check required.
§Skeletal stalker§
◊ The entrance tunnel is narrow and low, Cha -3 Con +0 Dex -1 Int -2 Str +1 Wis -2
requiring crawling and squeezing to navigate. AC 13 HD 1 HP 1d8 (5) Save +0 Morale 12
◊ Three graves lie inside. The graves have been Move Shamble 10’ [2 squares]
disturbed. Three skeletons lie peacefully in the
Bony punch
dug up rubble, entwined with dark vines that
+2 to hit, 1d6 damage.
grow from the earth:
Reform
• One clutches a jeweled bronze sword (250sp).
If destroyed, the skeleton’s pieces will crawl to-
• One wears a set of jeweled bronze torcs (500sp).
gether and the skeleton will reform. This will
• One wears a jeweled bronze crown (750sp).
take at least ten minutes, but could take longer
if its pieces are scattered further. It will always
Stolen treasures
eventually reform, however. The only way to
◊ If any of the treasures are taken, first the vines
completely stop the skeleton is to sprinkle holy
will slowly coil around the feet of the person
water on it, or otherwise banish undead.
who is holding the treasure. To notice requires a
Wisdom saving throw.
• Those tangled in the vines cannot move normally,
The Door
and are at a -2 to their AC. In the back of the tomb, the illustration shows a
• Breaking free requires a Strength or Dexterity strange door of mysterious blue metal covered in
Ancient peoples assembled these standing stones, which loom on the edge of a windswept cliff. In the cen-
check. unknown scrawlings and symbols.
ter of the stones rises a mound. Beneath the mound is a tomb. Its graves have been dug up, but the treasures
◊ The skeleton from whom the treasure was taken The provenance of this door, whether or not it
remain unspoilt due to the curse placed upon them. In the rear of the tomb, there is a strange door made of
will immediately start to slowly fill with vines. even exists at all, and how to open it, are all left up
a blueish metal... or there may not be.
After ten minutes, full of plant animation, it will to the individual referee to decide. Some ideas:
◊ 6 days before each solar event, 1d4 Exiled Druids rise and start to attack the thief. • The entrance point for another dungeon. This
The Stones
(Encounter 113 for stats and details on potential ◊ If destroyed, the skeleton will fall to pieces, could be one of the many independently published
The arrangement of the standing stones has spe- dungeons; something for Labyrinth Lord, Old School
tasks for outcasts) gather to make preparations vines breaking off from inside it, but it will
cial significance at the usual times of year. During Essentials, Lamentations of the Flame Princess,
and partake in the light-dancing ritual. immediately, but slowly, start to reform.
the solstices and equinoxes, light passes directly MÖRKBORG, Dungeon Crawl Classics, or many old
◊ These druids will be hostile to outsiders and ◊ Moving the pieces of the skeleton further away
through the stones and illuminates the mound. school style games; or one of the original old classic
demand that they leave, unless they can will delay the reformation, but not stop it. Even
◊ During each solar event, the light changes color. somehow prove they are open to becoming if the bones are smashed to powder and thrown dungeons for the original roleplaying game.
Dancing in the light will provide a specific benefit lifelong adherents of their strange druidic into the sea or buried deep underground, the • A portal to an entirely different world, if the referee
to the dancers, which lasts for 13 days. religion (or at least offer assistance in gathering eldritch power that animates the skeletons wanted to link a very different campaign setting.
• Vernal equinox: Green light; dancers heal all ritual components). will continue to work, inexorably dragging the • Another possible location for the Rishae Hive
damage and gain +6 hit points. ◊ Those who annoy or threaten the druids, or skeleton towards its treasure. [20H] in case the referee wants a different entrance
• Summer solstice: Yellow light; dancers do not have refuse to leave, will be attacked without mercy as ◊ Once the skeleton has retrieved its treasure, it from the Giant’s Cave.
to eat, and gain +2 to Strength. this site is holy to their religion. will return to this grave and lay back down. • In the original campaign playtested for this book,
• Autumnal equinox: Red light; dancers gain +1 to ◊ The first step the druids take is to cast a weather ◊ Outcasts may be able to take and sell these it was another rishae settlement underground, and
their AC and +1 to Charisma. ritual which shrouds the island in a heavy fog treasures, but to whomever they sell it will required a two-piece key to open. The keyhole had a
• Winter solstice: Blue light; dancers gain +3 to until the solar event. This is the cause of the inevitably be upset about being given cursed distinctive shape that the outcasts could recognize
Wisdom and +1 to Intelligence. Banding Island Fog. when they found key pieces around the world.
230 231
20
232 233
20 20
A A
A peak shrouded in near constant twilight that rises from the south-western forest of the northern
marches. A group of 12 especially effective bandits (use the stats from Encounter 48 with +2 to Stealth
checks) have made their lair in this dark place. The bandits dress in dark cloaks and rob travelers, taking
advantage of the preternatural stealth they have been blessed with since they moved into this mountain.
7
Unknown to them, a dæmon makes the mountain its home. It gifts the bandits with stealth when they drink
from the spring that pumps from the heart of the mountain, and in return, it eats the treasure they stash.
The bandits’ leader is named Peter. He once had another name, but no longer remembers it. The rest of
6
the bandits are named James, John, Andrea, Phillip, Iscariot, Matthew, Thomasina, Jamie, Bart, Thad, and
Simone. Iscariot is jealous of Peter’s leadership, and is constantly vying to remove him and take his place. 8
When the outcasts approach, there is a 3 in 6 chance the bandits are home. If they are gone, none of the
areas described will be occupied. Instead, the bandits will arrive 1d4 hours after the outcasts arrive.
234 235
20 10 §Vasyl’s hounds§ §Priestly skeleton§ 20
B Cha -2 Con +1 Dex +2 Int -2 Str +1 Wis +1 Cha +1 Con +2 Dex -1 Int +1 Str +0 Wis +1 B
AC 15 HD 2 HP 2d8+2 (12) Save +1 Morale 8 AC 14 HD 5 HP 5d8+10 (50) Save +2 Morale 9
Move Lope, 20’ [4 squares] Move Stagger, 10’ [2 squares]
Savage bite Bony punch
+2 to hit, 1d6+2 damage. +4 to hit, 1d6 damage.
9
Holy flare
6 3. Ruined Chapel Uses at the beginning of any combat, then has a 1
5 Small, circular, pre-Romanesque chapel, appears to have in 8 chance of recharging each turn. 2d10+4 dam-
been struck by lightning in the distant past. Inside, a skel- age in a 15’ cone, Charisma save halves damage.
3
eton in ancient priest robes standing above an altar.
236 237
20 20
C C
An elegant, expensive house hidden deep in the woods, commissioned by Ekardus, the Black Bishop (pg.
24) to house his wayward bastard son, Samuel Fitzchrist (Encounter 77). There is a 50% chance that Samuel
and Edgar are at home. The house is situated near to the shore but not on the shore, with a thin path through
the wood leading to the shore in one direction, and east towards the main road in the other direction.
5
The house’s walls are of finely plastered stone, dressed with columns.
6
• Abbot Ekardus visited on some other errand and, 4
1. Exterior
seeing the physical potential of the giant prisoner,
Beautiful house of white plaster in a small clearing in
paid for his release.
thick woods. Windows are all of stained glass.
• Ekardus educated Edgar in the ways of Christ, and
◊ The house is 12’ tall, except for the chapel area, Edgar became a fervent, merciless believer and 2
which has a peaked roof 24’ high. The roof is of follower of the Bishop. He was a former enforcer for 3
slate. the Bishop’s Inquisition for several years.
◊ Each stained glass window depicts the messy • Now Edgar guards Samuel, seeing him (as Ekardus
death of a different martyr: hanging, drawing has explained) as an avenging angel, who strikes
and quartering, torturing, burning, gouging of the fear of God into the sinful and the unworthy.
eyes, pulling of guts, all manner of horrors. He believes Samuel is creating a Great Work which 1
◊ The front door is locked. Edgar carries the key. will open a bloody gate between Hell and Earth, and
allow mankind to engage in a physical battle with
2. Kitchen Satan, defeating him once and for all.
Well-kept kitchen stocked with non-perishable food • Edgar will die for the Bishop, and die for Samuel
stuffs, and (if the residents are at home) fresh game. and his perverse cause.
238 239
20 §Frederick, Froggy Priest§ 20
D Cha -2 Con +0 Dex +0 Int -1 Str +1 Wis +2 D
AC 12 HD 2 HP 2d6 (8) Save +1 Morale 5
Somewhere out in the Merish marshes west of Merish Bridge, the canted belltower of a Romanesque Move Walk 15’ [2 squares]
church breaks the surface of the boggy waters. The church was built many years ago on unsolid ground,
Call upon frogs
and has slowly slid down into the marsh. Somehow, the small Byzantine-styled stained glass windows have
Frederick calls upon his children to protect him. Any target within
resisted the pressure of the bog and remain unburst. The church lies beneath the bog, intact.
sight is swarmed by frogs. The victim must pass a Wisdom save or
Within this odd domain dwells Frederick, originally of Dunser. Frederick has his home town’s odd look:
lose their actions for 1d2 rounds as they brush frogs away.
hollow eyes, a too-wide mouth, and somewhat moist skin. Frederick is the priest of this wet place of mud
and muck; he serves not the Lord of the world above, but an enormous, swollen frog deity who called him Slippery crook
here. This large being is Frederick’s wife as well as his goddess. They slap and flop together beneath the mire, +1 to hit, 1d6+1 damage.
copulating and worshiping in damp ecstasy.
240 241
20 20
E E
In ancient times, a civilization built this barrow deep in the mountains as the burial place for some of chamber of the sky
their most sacred heroes. Thousands of years later, a group of Vikings who had angered their goddess (see
Wrecked Longship [12]) took shelter inside and eventually died. The Vikings left behind their bones, their
arms and armor, and a large collection of runes carved into the walls as they starved to death and went mad.
Now the tomb is home only to an enormous cave bear.
The Runes
§Cave bear§
Carved all along the inside of the tomb, up to
Cha -3 Con +3 Dex +1 Int -2 Str +4 Wis +0
the highest point a person’s arms could reach, are
runes. Carvings lower down and closer to the simple AC 13 HD 5 HP 5d8+15 (40) Save +3 Morale 8
chamber are simple boastful viking graffiti. Exam- Move Lumber 20’ [4 squares]
ples might include things like: Massive claws chamber of the sea
central chamber
+7 to hit, 1d10+4 damage, and victim must pass a
◊ “Ragnarr is the most brave of all men.”
Dexterity save or be grappled.
◊ “Thorni fucked Helga, the fairest in the land.”
◊ “These runes were carved by Snorri.” Terrible bite
◊ “Erlinger killed three ravens, and made twice as If a bear has grappled a target, it may bite them.
+10 to hit, 2d6+6 damage. chamber of stones
many widows.”
242 243
1
20 20
F F
One of several docks and supply stations the Cult of the Ram have hidden around the north, this one
happens to be their unassuming headquarters. Felicity Maddox has an office here, and major decisions flow 3
in and out of this hidden redoubt. The Ram’s Den is also their largest mainland port, with the highest traffic
in untaxed, illegal goods flowing through its winding caves. The location of The Ram’s Den is a closely guard-
ed secret, and one that most smugglers would rather die than reveal.
2 5
6
1. Hidden Entrance 5. Quarters
Large door artfully hidden in the grasses. When opened, it Bunkbeds and hammocks crowd against cooking supplies
is large enough to admit a pair of horses pulling a wagon. and a carefully disguised chimney in a messy room.
4
◊ When the entrance is opened, several thin but ◊ Most of the residents of these quarters are
strong cords pull bells in 2. Warehouse. temporary, excepting Toby the blacksmith and
Roger, the head of the Ram’s Den security.
» Gentle ramp down to 2. Warehouse.
◊ 1d6 smugglers.
◊ 2d4 preserved rations, 3 waterskins.
2. Warehouse
Cavernous chamber full of illicit goods, wagons, horses.
6. Felicity’s Office
Smells of hay, wet wool, and perspiration. Lit by lanterns.
Chaotic mess of paperwork, calendars, tide charts, and
◊ Guarded at all times by 4 smugglers. maps. A spartan bed and small wardrobe crowd the desk.
◊ Contains 1d12 x 1000sp worth of trade goods
◊ The door to this chamber is guarded day and
(mostly bundles of wool), split across 3d20 slots. 7
night by 2 smugglers.
» Gentle ramp up to 1. Hidden Entrance. ◊ The humble quarters and office of the powerful
» Ladder up to 3. Lighthouse. leader of the Cult of the Ram, Felicity Maddox.
» Steep stone steps down to the central passage. ◊ 66gp and 666sp in a locked chest under the bed.
◊ For more on Felicity, see pg. 25.
3. Lighthouse ◊ Rather than executing or torturing intruders, if sensitive tasks of the following nature, each paying ◊ Kidnap a powerful northern or southern lord
Shining beacon of light and sound hidden in the cliffside. they look skilled or dangerous, Felicity may offer 2d6gp per outcast: (50% chance of either one).
them a chance to work for the Cult. ◊ Intimidate a priest to give their tithes to the Cult. ◊ A group of bandits have become too effective.
◊ Staffed at all times by 2 smugglers, tasked with
◊ Kill a major leader in a random settlement (rear We have information they are based out of the
guiding in ships with blackened sails.
◊ An enormous mirror focuses lantern light.
Quests for the Cult of the Ram cover) but make it look like another faction did it. approximate area of Black Mountain [20A].
Initial jobs that Felicity trusts to outsiders will pay ◊ Sabotage a legitimate shipping operation in a Discover and neutralize this group.
◊ 3 large, melancholy bells create a choir full of
1d6gp per outcast: random settlement. A quiet job, no witnesses. ◊ Incite mutiny in the security forces of Cleardor
longing that calls the smugglers’ ships to port.
◊ Giants have been interrupting trade and we [1] or Utroat Castle [15] without any witnesses.
◊ 3 jars of oil that can refill a flask 4 times each. ◊ Accompany a wagon full of illicit goods from one
◊ Bells are worth 400sp and take 3 slots each. location to another (roll for locations, rear cover) suspect they’ve been coming out of Broken Span
without being detained or searched. [18]. Investigate and stop the tide of enormity. 7. Hidden Docks
» Ladder down to 2. Warehouse.
◊ A merchant in a random location owes protection. Wooden, creaking docks inside a large waterline cave.
Don’t kill them, but make them a messy example Once the outcasts are deeply trusted by the Cult, Ship maintenance supplies are stored in a large shed.
4. Maintenance Smithy they will be given highly sensitive tasks. These jobs
of what happens if you don’t pay the Cult. ◊ At any given time there will be 1d4-1 small boats
Horseshoes, ships’ rigging, ropes, tackle, ash, and coke. pay 2d10gp per outcast, or may be rewarded in
◊ Find and infiltrate the Cult’s HQ in Cleardor [1] tied up at these docks.
◊ Toby Boulé is the blacksmith for the Ram’s Den, without being detected as a test of skill. other ways instead:
◊ The docks have a 50% chance of being guarded by
and works tirelessly to maintain boats, wagons, ◊ Assassinate the head of the guard or equivalent 1d4 smugglers.
horses, and the gear of fellow smugglers. After the outcasts have completed a few jobs or in Cleardor [1], Merish Landing [11], or Utroat ◊ The shed is large enough for 2 people to hide in.
◊ Tools, riding gear, and ship supplies abound... are otherwise trusted, Felicity will give them more Castle [15], but make it look like a suicide.
244 245
20
G
Three generations ago, Redraven Cross was a prosperous copper mine deep in the Dergbarrow Moun-
tains. But something happened. The people disappeared. The town died. The paths through the mountains
were covered in snow and ice. Now Redraven Cross is a half-forgotten memory for the oldest denizens of the
north, a legend spoken of through toothless lips over a cup of hot wine, quickly disregarded by the young.
But Redraven Cross did exist, and for longer than any alive today remember. It was built initially by the
rishae, then taken over by humanity when that race began fading into ever deeper reaches beneath the
earth. When the human miners delved too deep, they opened subterranean paths into the horrific lair of the
spider kings, whose minions quickly overwhelmed the town and captured the miners.
Most giant spiders are no more intelligent than animals. As a result of ancient rishae breeding and magics,
the spiders that live in this forgotten place are born as dumb beasts, but mature into a human level of intel-
ligence with huge tusks like mammoths. Their three kings maintain a bickering sort of equilibrium beneath
the earth, occasionally sending out raiding parties to harvest more human chattel.
The Spider Queen ◊ Pruya mumbles constantly about the glory days
The Spider Queen is an enormous mutated being of his youth, when he was strong and hale.
whose body has fused with her underground cham- ◊ Pruya would be furious with Brully if the
ber. The male spiders of the lair battle to prove mushroom mist was cleared from his mind, but
themselves worthy of fertilizing a crop of her eggs, too physically weak to face him in combat.
which then must be implanted into still-living ◊ Brully wishes to one day proclaim himself king,
mammalian bodies (of any species, but the spiders but needs the approval of Uuttu, who currently
find humans the most numerous and easiest to cap- has no respect for the unscrupulous vizier.
ture and breed). The queen has no means of com- ◊ The spiders in Pruya’s hive are split between
municating anything to anyone, and plays no part older ones loyal to Pruya and his throne, and
in the intrigues of the lair. younger spiders who support Brully’s designs.
246
Terminad, the Lovelorn Spider King §Giant Redraven Spider§ 20
Terminad is old, still powerful, but completely
Cha -2 Con +1 Dex +2 Int +0 Str +2 Wis +0 G
lost in his obsession with a human woman. He is
AC 14 HD 3 HP 3d8+3 (18) Save +2 Morale 5*
distracted from his duties as king in preparing an
abode for this princess he wishes to some day bring Move Sidle 20’ [4 squares], Climb 15’ [13 squares]†
to the spider lair. *Giant spiders have +1 morale for each other giant spi-
der in the same room as them, but -1 morale for each
◊ Terminad is interested in humanity, their cares,
giant spider corpse in the same room as them.
their minds, the things they like.
◊ The object of Terminad’s affections is Betsy † Giant spiders can climb vertically and upside down.
Drake, the baker at Cairn o’ the Mouth [17]. Bite
Terminad found her by random chance when +5 to hit, 1d8+2 damage, and the victim must
using his scrying mirror. He sends spies out to make a Constitution save. On a failure they
watch her at night from time to time. She has take 1d4 poison damage each turn until they pass
done absolutely nothing to deserve this attention. a Constitution save. If they are reduced to 0hp
◊ Terminad will eventually send out an elite cadre by this poison, they fall unconscious and stay sta-
of spiders to capture Betsy, sedate her with non- ble at 0 hit points.
lethal venom, and bring her to his chambers. Clawed limbs
10’ [2 squares] reach, +5 to hit, 1d8+2 damage.
Uuttu, the Spider Priest Web fling
Uuttu is the devout head priest of the spider reli- 15’ [3 squares], +5 to hit, victim is covered in
gion. This hive worships an ancient spider god who webbing which reduces movement to 5’, gives
will be birthed some day to lead the spiders into the them a -2 to attack actions, and a -1 to other ac-
sunlit world and conquer all other beings. tions. Victims may use a combat action to make a
Strength check to break free.
◊ The spider religion is trinitarian, and requires
there always be three kings, who represent
different aspects of the spider god. §Warblade, the Oxsplitter§
◊ Uuttu believes that only the largest, oldest, and
Cha -2 Con +1 Dex +2 Int +0 Str +3 Wis +0
worthiest spiders should become kings.
AC 14 HD 6 HP 6d8+6 (36) Save +3 Morale 8
◊ Uuttu frequently takes strong psychedelics, and
administers the drugs to other members of the Move Sidle 20’ [4 squares], Climb 15’ [13 squares]*
hive, including the kings and the queen. *Giant spiders can climb vertically and upside down.
◊ The scriptures state that the spider god will come Bite
when a perfect egg fertilized by all three kings +8 to hit, 1d8+3 damage, and the victim must
gestates inside the live body of a giant. make a Constitution save. On a failure, they
take 1d4 poison damage each turn until they
pass a Constitution save. If they are reduced
§Young Redraven Spider§ to 0 health by this poison, they fall unconscious,
Cha -3 Con +1 Dex +1 Int -2 Str +1 Wis -1 stable at 0 hit points.
AC 13 HD 1 HP 1d8+1 (6) Save +0 Morale 4 Iron-tipped limbs
Move Sidle 15’ [3 squares], Climb 15’ [13 squares]* 2 attacks, reach, +5 to hit, 1d8+3 damage.
*Giant spiders can climb vertically and upside down. Venom spit
Bite 30’ range, +7 to hit, 1d10 damage.
+2 to hit, 1d6+1 damage. Web fling
Clawed limbs As a last resort, Warblade can use web fling (as a
+2 to hit, 1d6+1 damage. giant spider, above), but only before retreating.
248 249
9
20 20
G 11 G
10
250 251
Diary of a torturer
20 shut, trapping anyone it can inside the cells. It 20
◊ A list of experiments carried out on subjects’
G bodies. Each subject is numbered, not named.
will throw bones, howl, and shriek. G
◊ The spirit cannot be harmed by anything except
◊ Most seem like adult males from the descriptions. magic or magical weapons.
◊ Torturer obsessed with opening gates to other ◊ To banish the spirit, a sigil carved into the floor
planes by inflicting pain on others. beneath a puddle of black goo under one of the
◊ Torturer purchased a magic knife from a trader. skeletons in the middle cell must be erased.
◊ Describes experiments using the knife to create a ◊ Once banished, the Rite of Haunting (RC, pg. 59)
gate to another realm inside a human body. will appear written on the rear wall of the cell.
◊ Unfortunately, the corpse gate only served to
a birth a hideous, scabby creature.
◊ When freed from the corpse, the creature was §Angry prison spirit§
friendly towards the author. Others found the Cha -2 Con +0 Dex +3 Int -2 Str +1 Wis -1
creature disgusting, and killed it.
AC 18 HD 2 HP 2d8 (10) Save +2 Morale 12
◊ Another entry describes a ritual to open a gate to
Move Float 20’ [4 squares]
b c another realm of blasted, greenish stone.
◊ In this realm, an angry mob of nearly naked Throw bones
humanoids with blue skin yelled at the author +2 to hit, 1d4+1 damage.
and chased him with spears and arrows.
◊ The author thus fled and closed the gate by
scattering the magic circle holding it open. 7E. Torture Chamber
Blood-stained stone beds, fitted with adjustable shackles.
d e The ritual: Create a circle of crushed green stone, A wooden rack, a copper oven, rusty pokers, charcoal,
and inside that circle place two people, one male, pincers, and various other torturous implements.
and one female, who were born within 6 days of ◊ Within the torture implements is the Goblin-
The Overseers’ House was built long ago by rishae. The exterior is stunningly beautiful, made of a pure each other. Let six fanged serpents bite onto the birthing knife described in the torturer’s diary.
white stone carved to look as if it is rising naturally from the snow drifts, growing into curling vines and flesh of the sacrifices, then bind the necks of each
trees. Unfortunately, there is some cruel magic within the secrets of its beautiful construction that warps sacrifice to the other using a 6-foot length of silver Goblin-birthing knife
the mind of anyone who lives within it. The overseers of the mine at Redraven Cross were thus always prone rope. Recite then the incantation: ochten’ka la’mia en
Rusty, bloodstained knife with a leaf-shaped blade.
to cruelty, greed, and madness. ro en ro en ra ka la’mia; tren’dech-succuth en ro en ro;
tren’dech succa, car co car sa; tren-dech succonth car co ◊ +1 to hit, 1d4+1 (+Str mod) damage.
car sa, ochten’ka, car co, car sa. ◊ If a person is killed with the knife, the corpse’s
7A. Dining Hall 7B. Barracks belly will swell hideously, with some being
The author notes that the victims of this ritual
Grand hallway with vaulted ceilings, wooden tables, Close, stuffy room separated into 6 distinct sleeping areas obviously growing inside. In 1d4 turns, a scabby,
need not be killed, for instance if the serpents have
un-verdigrised copper braziers in two of the corners. with thick black velvet curtains. oozing goblin will burst out of the corpse. If the
been devenomed, or are not venomous.
◊ Anyone who sits and eats at the table feels a ◊ Each sleeping area contains a bunk bed and a goblin is freed first, it is friendly to its liberator
strong sense of camaraderie. They hear jolly small chest. One area contains a single bed. and obeys their commands, albeit in a deeply
7C. Kitchen
voices speaking in a strange tongue. They do not ◊ Searching the room takes 1 hour and reveals a stupid fashion. If the goblin is forced to burst out,
Beautiful kitchen of intricately carven stone, left in a
need to eat for the next day after the first time gold nugget (500sp), a ring of keys, and 2 whips. it will attack anyone who comes near it.
mess, with the fireplace full of ash.
they dine at this table. • The ring of keys contains many keys. Checking
◊ Anyone dining more than once must make an them all takes some time, but every locked door on §Knife goblin§
7D. Prison
Intelligence saving throw or be tempted to the first level (areas 1-24) of the Lair of the Spider Cha -3 Con +0 Dex +0 Int -2 Str +0 Wis -2
Three cells closed with copper bars. Inside each, a skel-
stay for far too long, spending an additional 1d4 Kings can be opened by one of the keys on this ring.
eton. A deathly cold wind seems to blow from nowhere. AC 12 HD 1 HP 1d6 (4) Save +3 Morale 5
watches enjoying the camaraderie of the hall.
◊ The chest in the sleeping area with the larger, Move Scrabble 15’ [3 squares]
◊ The braziers are very heavy (2 people to carry), ◊ Trapped within this room is an angry spirit. If
single bed contains the diary of a torturer
but if they could be moved, are worth 500sp each. possible, it will wait for someone to enter one of Vicious claws
written in English (see facing page).
the cells, at which point it will slam all the doors +2 to hit, 1d6 damage.
» The door leading to 7D. Prison is locked.
252 253
9
20 20
G 11 G
10
Encounters in the Mine » To the north, a wide passage to 9. Stables.
For each watch spent exploring the mine, there » To the east, an enormous passage to 10. Weights
8
is a 1 in 10 chance of an encounter (1d6): and Measures.
1. Young giant spider (unintelligent). » To the south east, a secret door leading to a
12
2. Young giant spider (unintelligent). passage to the underground river connecting
3. Giant spider loyal to Skalthos. 3. Well, 20. Pantry, and 25. Feeding Area.
» To the south west, an elegant carven staircase
4. Giant spider loyal to Brully. 4
5. Giant spider loyal to Terminad. leading to locked copper double doors, flanked
16 24
6. Feral rishae assassin. by enormous copper-tipped spider tusks. The
13
doors open to 16. Grand Colonnade.
The feral rishae is mute and mad, with filed teeth
and pale white skin drawn tight across an elongated before the ruins are exhausted.
9. Stables
skull. It wears rags and a jeweled bracelet (350sp). ◊ The small room to the north is a jagged slag pit.
15’ high ceilings, rough hewn walls. Twenty stalls, now
The rishae will wait until an outcast is doing
full of mold, rot, and the smell of decaying meat. » To the south, 24. Charcoal Kilns is visible.
something alone, and then try to Dominate them. If
» To the east, machinery and strange dessicated
the victim fails their save, they will be commanded ◊ In a corner, the feral rishae has created a foul
husks in 12. Ore Crushing Chamber are visible.
to go into the forest and sleep, where they will then nest full of bits of rotting human and spider parts.
be dragged off to be eaten. If the attempt fails, the
12. Ore Crushing Chamber
rishae will retreat and hide. Once hidden, they will 10. Weights and Measures 14
try to attack from a position of stealth, grapple, and 40’ high ceilings, rough hewn walls. A giant machine for
30’ high ceilings, rough hewn walls. Enormous copper
drag their target away into a secret passage. crushing ore. Two tusked spider corpses lie atop it. 15
chased wooden boxes. A mine cart track. A 10’ high raised
walkway on the south wall continues to the next room. ◊ In the center of the room, a huge set of thick black
§Feral rishae assassin§ stones mounted on a large wooden corkscrew,
◊ The wooden boxes are chased with copper, set
which moved up and down to crush stone.
Cha +0 Con +0 Dex +2 Int +1 Str +0 Wis +0 into depressions in the floor. Used to weigh ore. • Mine shaft 2 is 100’ deep. Whatever ropes were
◊ A rusted grate at the western end of the machine
AC 14 HD 2 HP 2d6 (8) Save +1 Morale 7 • One of them contains a huge quantity of iron filings. once attached have broken or rotted away.
allowed small crushed pieces to fall through.
Move Walk 15’ [3 squares] • One has been split open, spilling iron on the floor.
◊ A hopper on the eastern side of the room ◊ At the bottom of the shafts is a confusion of
• One contains 6 copper ingots worth 150sp each.
Teeth and claws contains huge chunks of ore, ready to be crushed. mining tunnels and chambers. See the next
◊ There is an abandoned mine cart with copper
+2 to hit, 1d8 damage. ◊ The machine was driven by chained spiders. page for more information on navigation within
chased wheels set on a rusted track.
Dominate Their husks are still chained to the machines. these passages.
◊ On the raised walkway are several heavy barrels
Makes eye contact with target and gives a men- full of slag and rock. » To the south, a tunnel slopes downwards towards » Passages to 14. Latrine Pits, 15. Cart Storage.
tal command of up to five words, which cannot 13. Mine Shafts. » Via the mining tunnels, 36. Brully’s Chamber.
be used to directly harm the victim. Victim must » On the northern part of the eastern wall, a large
pass a Wisdom save or obey for 1 watch. set of copper doors leads to 11. Smelter.
» On the southern part of the eastern wall, the
13. Mine Shafts 14. Latrine Pits
raised walkway continues to 11. Smelter. 20’ high ceilings. Large room full of detritus, with raggedy Stinking room with latrine pits, some seething with
8. Entrance Hall hoists above mine shafts dominating the center. squishy arthropod parasites.
A massive chamber, 100’ high, with rough-hewn walls of
11. Smelter ◊ Mineshafts are 15’ across, with creaking wooden ◊ The spiders breed the parasites used to subdue
stone. Within are two wooden guard towers, the northern
60’ high ceilings, rough hewn walls. Four huge smelting mechanisms at the top of each one to raise and human slaves in these pits.
one in burnt ruins. An old mine track with a cart on it
kilns and associated equipment. Slag and broken stone. lower mine carts.
leads further into the murky depths.
◊ Spending a watch searching the ruins will yield
• Mine shaft 1 is 70’ deep. Ropes are in place for mine 15. Cart Storage
◊ The intact tower contains a pair of rishae dice shaft 1, but are weak and frayed. Each time they are
a copper ingot (150sp). This can be done 5 times A large room full of leftover lumber, strips of iron, and
(100sp) and a torch that lasts for a single watch. used, there is a 50% chance of them breaking. several mine carts in various states of repair.
254 255
20 Exploring the Mining Tunnels cocooned in spiderwebs. They tried to save them, they are bitten by the spider, and must make 17. Roscoe Cullen, one of Sir Brennan’s guards. 50% 20
G The mines are entered via 13. Mine Shafts. Ex-
but they died a day later. a Constitution save. On a failure, they take chance of being found alive or dead. Roscoe has G
Now their party has become separated and is 1d4 damage and fall unconscious for 1d4 turns. leather armor, a waterskin, a shortbow, a quiver
plorers can enter the mines via mine shaft 1 (70’ of arrows (1d4 scarcity), and 12sp.
wandering the tunnels. If the outcasts find them, When they awaken, their leg swells up, and for
deep, with a weak rope in place) or mine shaft 2 18. Darrin Orme, a dead 12-year-old boy, with a
they will be desperate for assistance, offering any 1d6 watches they are at -3 Constitution, and
(100’ deep, no rope in place). hugely swollen leg, a lantern, two flasks of oil, a
help they can give. Their primary objective will be are at half movement. On a success, they take
This area is not mapped, and instead, the referee full waterskin, and 2 preserved rations.
to leave the mine and they will be horrified if the 1d4 damage and are at half movement for 1d3
dynamically generates encounters using the me- 19. Bartholomew Bacon, Sir Brennan’s chef. His
party wants to continue deeper, unless they are giv- watches.
chanics described below. However, each mine shaft clothes are all loose-fitting. He is huddled near
en strong assurances that the outcasts are knowl- 5. Cave-in. Everyone in the party must pass a
presents a different scene at its bottom. a frigid stream, starving to death. Bartholomew
edgeable about the caves. Dexterity save or take 1d6 damage. Regardless,
If Sir Brennan survives, and the mines are made the next check to navigate the tunnels is at -2. has his clothes and an elaborate cooking kit.
Mine shaft 1 safe from the spiders, and the outcasts assist him 6. The Curse Dog (Encounter 66), which will do 20. Sir Brennan, Knight Errant (use stats for
◊ At the bottom of the mine shaft are dozens of in restarting mining operations, he will pay them something horrible, then run off into the mine. Encounter 56, minus the horse). Sir Brennan
skeletons. The skeletons are arranged in a variety 50gp each after 2 months of operation. 7. Three skeletons, one of a woman, two of is wearing chainmail, has a shield, a sword,
of different positions, as if they all died down children, locked in an embrace. The woman has a lantern, one flask of oil (1d4 scarcity), a
here. Most of the skeletons are wearing rotted Rules for navigating the mines a locket with an icon of Mary and Jesus in it, waterskin, two bedrolls, and a pouch with
brown sackcloth that smells vaguely smoky. worth 200sp. 266sp and 4gp.
◊ Every ten-minute turn the outcasts spend
◊ One skeleton lies by itself, holding a rotted whip, 8. After a sharp bend, over the remains of a cave-
navigating the tunnels requires a check (Search,
wearing faded blue silks. in, a ragged tent. Inside, a bedroll, preserved
Survival, Intelligence, or Wisdom could all be
◊ A snapped, frayed rope with a cracked signal bell. rations, a lantern, two flasks of lantern oil, a
§Knife goblin§
appropriate checks, the referee decides).
◊ Several mine carts, pick-axes, and wheelbarrows. whip, a coil of rope, a pick-axe, and a bucket. Cha -3 Con +0 Dex +0 Int -2 Str +0 Wis -2
◊ After four successful checks, the party will find
a steeply sloping shaft, choked with spider webs, 9. An underground spring gurgling out of the wall, AC 12 HD 1 HP 1d6 (4) Save +3 Morale 5
Mine shaft 2 leading down to 36. Brully’s Chamber. with crisp, clean water. Move Scrabble 15’ [3 squares]
◊ At the bottom of this shaft is the shattered ◊ A member of the party drawing a map (in world, 10. The remains of a magic circle, carved in the
Vicious claws
remains of a mine cart, broken on top of several requiring ink, parchment, and light) adds a +1 to dust, now scuffed out. Nearby are the twisted
+2 to hit, 1d6 damage.
skeletons. these navigation checks. bones of some large, strange, seven-legged
◊ The skeletons look as if they were likely slain by ◊ Actively marking tunnels in some way adds creature, which appear to be half-embedded in
the falling mine cart. another +1 to these checks. the cave wall. §Theodore McLennan§
◊ The rope at the bottom, if inspected, looks like it ◊ If they fail a check, they are lost, spend a turn 11. A skeleton, with pick-axe, burned out torch, Cha +0 Con +0 Dex +0 Int +0 Str +1 Wis +0
was gnawed through by some animal. wandering, and have an encounter from the table wearing rags, with 8sp in a pouch.
AC 14 HD 2 HP 2d8 (10) Save +0 Morale 7
below. 12. Two skeletons near a wheelbarrow full of copper
Sir Brennan’s Party Move Walk 15’ [3 squares]
ore, one with a bashed in head, the other with a
Sword
Another adventuring party, led by Sir Brennan, Mine encounters (1d20) shattered leg. Dried blood is on the ground. One
skeleton has a whip and a silver chain (150sp). +2 to hit, 1d8+1 damage.
a knight errant, has gotten lost in these tunnels. Sir Encounters 1 through 6 can be repeated, but en-
Brennan came here on the rumor that the mine was 13. An underground pond with four pale white fish
counters 7 through 20 are unique. The referee
once prosperous, and wished to restart the opera- swimming in it. The fish can be eaten.
should cross out these encounters once they have §Roscoe Cullen§
tion for himself. 14. A shrine, with pagan symbols, dried up food
happened the first time, and re-roll those results if Cha +0 Con +0 Dex +1 Int +0 Str +0 Wis +0
Sir Brennan’s party consisted of himself and 7 leavings, detritus, and a bronze bangle (75sp).
they come up a second time.
others, including a guide from a tiny northern ham- 15. A route out of the side of the mountain on the AC 14 HD 1 HP 1d8 (5) Save +0 Morale 7
1. Young giant spider (unintelligent). next hex to the east. This is the route that Sir Move Walk 15’ [3 squares]
let. The guide knew of a tunnel (see entry #15 on
2. A giant spider loyal to Brully. Brennan’s party took to enter the mines. If one
the mine encounters list) in the eastern side of the Shortbow
3. A knife goblin, starved and wandering. See 7E. of the party has been encountered, they add a +1
mountain, but had never been to Redraven Cross. +2 to hit, 1d6+1 damage.
Torture Chamber for more information on the to navigation checks, if trying to reach this exit.
The first night spent in the mines, two of the par-
origin of knife goblins. 16. Theodore McLennan, one of Sir Brennan’s
ty disappeared, including the guide. The party got
4. A poisonous normal-sized spider. Randomly guards. 50% chance of being found alive or
lost, and the next time they slept, they found an-
pick one party member. They must pass a dead. Theodore has leather armor, a waterskin,
other one of their party moaning and incoherent,
Wisdom save to notice the spider. If they fail, a sword, and 10sp.
256 257
8 11
258 259
41
25
20 20
35
G G
38
260 261
to the river and well
20 27. Lake 29. Impregnation Chamber 20
G 25 Beautiful cave features, few webs, eyeless white fish swim The enormous queen has fused with this chamber, wrap-
G
slowly in a glow emanating from lake fungus. The lake is ping it in her body and fluids. Her head is somewhere far
full of human and animal bones, and spider chitin. above, embedded in the wall.
◊ Minimal webbing in this chamber. ◊ Victors in the proving grounds can wriggle in,
◊ Spiders come here to bathe and dispose of the spray their front claws with spider ejaculate, and
dessicated corpses of their meals. plunge them into her heaving, glowing, vibrating
◊ Fish can be caught and eaten with a check. This mating opening, which gleams forth wetly.
26 does not add to the lair’s alert tally. Each fish ◊ The passage to the gestation chamber is a narrow,
caught feeds one person for one day. wet, spiny part of the queen’s body barely large
30
◊ Skeletons in the lake have a 1 in 6 chance of enough for an adult human to crawl through.
holding a small treasure worth 2d20sp. Every • Newly hatched spiderlings creep through here
third attempt adds to the alert tally for the lair. after emerging from their eggs, many becoming
skewered on the spines, and then get eventually
» Up, a very steep, wet, nearly vertical chute leads
reabsorbed into the queen’s body.
to 25. Feeding Area.
◊ The queen has 500 hp, and is helpless if attacked
» Up and west, a thickly webbed steep tunnel leads
inside this chamber. Adult spiders cannot enter
to 26. Peasant Spider Nests.
unless they have won a duel. Only newly birthed
» West, a webbed tunnel to 28. Proving Grounds.
spiderlings will come to her aid, but they are soft
» East, a clean tunnel to 31. Council Chamber.
29 27 and ineffective in combat.
262 263
20 31. Council Chamber 36. Brully’s Chamber 20
41
Grand chamber hung with three opulent webs of intricate The only pleasant room in this dismal section of the lair,
G G
design decorated with treasures. A pit in the center where which is otherwise in need of cleaning. Several servants’ 35
38
supplicants can beseech the spider kings for favors. chambers and a large nest for Brully to sleep in.
◊ The spider kings hold court in this chamber, ◊ Brully keeps many fawning servants here to cater
listening to complaints and requests, and to his every whim.
sometimes spitting venom onto petitioners.
» A web-choked passage leads north to 37. Pruya’s
◊ The webs above the passages to each throne
Throne Room. 34
room hold many valuable weapons, pieces of
» Semi-hidden behind a curtain of webbing, a 37
armor, bones, and treasures. Taking them will
secret passage leads upwards through the
invoke the wrath of the spider kings.
mines that connect to 13. Mine Shafts.
» Two passages upwards to 33. Terminad’s
Throne Room. The vertical one is clogged with 37. Pruya’s Throne Room
webs, crumbling, and disused. The other slopes A torn web-throne hangs loose, probably not capable of
more gently upward and is free of webs. supporting weight. In front of it, a pile of stones. 33
39
» Passages upwards to 36. Brully’s Chamber and ◊ Pruya never makes pronouncements from this 40
Skalthos’ area pass beneath the kings’ webs. throne anymore, and Brully has let it decay. 36
» A ceremonial passage east to 32. Spider Chapel. ◊ Brully rules Pruya’s subjects from the pile of
stones and bones, making pronouncements and
32. Spider Chapel issuing orders.
In the center of this grand chamber a massive humanoid
» A passage that has become almost impassable
skull, with pits for eight eyes. A twisted upper jaw with an
(even to spiders) with filth and webs leads north
amalgamation of teeth. The webs suspending it from the
to 38. Pruya’s Nest.
ceiling glitter like rainbow jewels.
264 265
20
H
Deep beneath the earth dwell the Rishae. Ancient beyond human record keeping, terrible beyond hu-
man imagining, they are an old, technologically advanced, degenerate people. The north is full of stories of
this haughty, beautiful race: how they were the powers behind the thrones of ancient kings and emperors;
how they steal children in the night to serve in their moonlit palaces; how they once ruled over humanity
in a terrible time of ice and frost.
Whatever the legends say, the truth is this: the rishae have lived on this planet since long before human-
ity existed, and they live here still in vast and terrible palaces hewn deep within the living bedrock. They
worship their strange gods, wage strange wars, and wait for a time when the sun falls forever into the shad-
ow of the moon. For more on the rishae, see the encounters starting on pg. 116.
North of Broken Span, at the very edge of the known world, lies a cave. Inside this cave live a family of
giants. In the back of the giant’s cave is a forgotten entrance to one of the rishae’s hive cities. Outcasts who
find this place will enter a world of madness and alien horror that gets stranger the deeper they descend.
266
20 The Killing Moon surface world above.
Entrances to the Hive Sahrans have an enmity with rishae that is older 20
◊ The artificial moonlight prickles the skin of non-
H ◊ The rishae live on a diet of frogs, fish, cave There are at least three entrances to the Hive: than the race of humanity. The two underground H
rishae, eventually causing mutations and death. civilizations raid each others’ settlements in a
insects, algae, and human meat. ◊ A hidden, forgotten passage in the rear of The
◊ When exposed to the light of the buried moon, Giant’s Cave [R1]. This is the default approach, ceaseless war of hatred that has lasted untold eons.
◊ Humans are the only red meat to which the rishae
non-rishae cease aging. allowing for stealthy infiltration into the hive. For more on the sahrans, see Encounter 110.
have ready access. They eat humans frequently
◊ Each day a non-rishae is exposed to the light of ◊ A mountain cave winds through underground When the outcasts first enter the Hive, it is in the
and with great gusto.
the buried moon for any amount of time, that passages before eventually opening to the hive’s process of being invaded by a huge sahran force.
◊ Rishae brew various liquors, including one potent
character must add 1 to their Killing Moon tally. well-guarded main entrance [R12]. This creates a more dynamic situation and gives the
brew made from their god’s blood.
◊ A maze of tunnels extends from the rear of the outcasts more room to explore. Without the sahran
◊ Each day in which a character is not exposed to
◊ Rishae architecture is alien, with a penchant invasion, the outcasts would find a strictly ordered,
the buried moon, they reduce their tally by 1. Worker’s Quarters [R7] into deep caverns.
for dramatic contrasts. Claustrophobically tight tightly controlled location. Infiltrating would be
◊ On the first watch of each day, each character spaces open into cavernous chambers. Lava flows The hive is written as being situated near Broken
difficult, and any alarms raised would bring in many
with a Killing Moon tally should roll 1d100. If the contrast with piping in of ice cold water, creating Span [18], but referees can feel free to place it in
guards. With the sahran invasion going on, the Hive
roll is equal to or less than their tally, they must steam. Complex geometric patterns are overlaid alternate locations in their campaigns. Any of the
is in a state of chaos that the outcasts can exploit.
then roll on the Moon Mutation table to discover onto organic cave structures. other dungeons or smaller places of interest that
The sahrans are, if anything, less friendly to hu-
how the artificial moon has twisted their body. have deep passages or tunnels could be extended to
◊ Rishae architects go to great pains to hide the mans than the rishae. Their default assumption will
◊ When rolling on the table, the victim should add created nature of the hive. Water is pumped connect into the Rishae Hive. Referees can of course
be that any humans they encounter in the Hive are
+1 for every mutation they are already suffering. through hidden pipes into naturalistic grottoes. also connect the hive to dungeons from other pub-
slaves of the rishae, and their first instinct will be to
◊ All mutations are permanent. Gardens are maintained to present a perfect, lished materials, or of their own design.
kill humans on sight.
naturalistic asymmetry. Having the party “finish” a dungeon or explore a
Sahrans communicate with a form of techno-te-
Moon mutations (1d8) ◊ Magitech comes in a myriad of forms, inspired by
small location and then find a door at the back that
lepathy, and verbally express themselves by hiss-
leads to a realm of alien madness creates a wonder-
the shapes of caves, of celestial bodies, and the ing, clicking, and spitting. If the outcasts somehow
1 The victim’s skin erupts in boils. fully strange feeling. It can engender a feeling in the
ancient rishae legends of moving inside large manage to communicate with a group and forge an
players that the dark world beneath the earth con-
2 One eye grows to triple normal size. metallic crafts behind the veil of stars. alliance, the sahrans can instantly inform their en-
tinues forever.
◊ Technologies for breeding, feeding, and con- tire hivemind of the arrangement. However, such
3 A random one of the victim’s limbs be- Alternate placements can also be useful if the
trolling slaves. Blood encrusted helmets and an alliance would be extremely difficult to forge.
comes shriveled and useless. party does not show any interest in the distant
spiked belts, creatively awful torture devices, If referees do not want to use the sahran inva-
4 A random one of the victim’s limbs be- north, but referees would still like to include the
horrid biomechanical apparati. sion, they should roll 1d10 on the Hive random
comes enormous and engorged. hive in their campaign. Some examples:
encounter table instead of 1d20.
◊ Technologies of pain and pleasure, for rishae and
5 The spine twists, and thick quills erupt ◊ Beneath an old fort attached to Sybil’s Wall near If the outcasts encounter the Hive in the midst of
slave alike are created in awful numbers.
from the vertebrae through the skin. Cleardor [1], or under an ancient cellar in a the sahran invasion, and then leave for longer than
◊ Technologies of convenience are less baroque,
mysterious house in the city itself. 2 days and return, the referee should assume that
6 The skin becomes thin and translucent. but unknowable to non-rishae.
◊ Beneath the altar to Horus at Princeps Villa [2]. the rishae win the battle in the end. The referee can
7 A thick, scaly, pink frilled growth erupts • Put unprocessed food into a box, wave a hand over
◊ Beyond the catacombs in Saint Lewiston [5]. then use the Later Encounters in the Hive table for
from the top and sides of the head. a colored panel, and a fully cooked meal appears.
◊ Attached to the mine, or as a port on the random encounters, and adjust room descriptions
• Step into a tall cubicle and emerge clean, coiffed,
8 An extra orifice opens on the cheek. underground sea at Old Debrooken Abbey [10]. to show evidence of the recent battle.
and fully clothed moments later.
9 The tongue becomes large, long, and thick. ◊ The labyrinth under The Warlock Towers [13]. After the sahran invasion, rishae patrols will be
The victim can no longer speak clearly. ◊ Beyond the door at Banding Circle [19D]. smaller. Pieces of decoration will be broken off.
Hive Access ◊ Attached to the Lair of the Spider Kings [20G]. There may be some doors that are malfunctioning,
10 The victim dies. ◊ Access is strictly controlled inside the hive, with some stuck closed, others stuck open. Other pieces
magitech bracelets of different colors opening The Sahran Invasion of technology will be broken in inconvenient ways.
doors of matching colors. Giant and human slaves will be cleaning up wreck-
Rishae Society and Artifice The Sahrans are a lizard race that came from
◊ Silver bracelets are worn by curates and age and corpses. There may even still be a few sah-
◊ The rishae rely heavily on the slave labor of the stars long ago. They are damaged by the sun’s
artificers, the highest castes in rishae society. rans holed up in isolated pockets of resistance, still
giants, humans, and a few sahran lizard people. rays, and live underground in vast hives. Sahrans
◊ Red bracelets are worn by warrior officers. fighting against the rishae.
are masters of biotechnology, and can reshape their
◊ The rishae breed giants and humans like beasts,
◊ Black bracelets are worn by workers. physical forms into myriad shapes.
adding to their breeding stock with raids to the
268 269
Rolling for Encounters 20
While exploring the Hive, the referee should roll 1d6 to check for encounters once per watch, 1d6 each H
time the outcasts explore a new room, and 1d10 when the outcasts return to a room they haven’t visited
for at least 1 watch. On any die result of 1, there is an encounter. Note that if the room description includes
occupants, any encounters will be in addition to those occupants, and not replacing the occupants.
If using the Sahran Invasion scenario described above, the referee should roll 1d20 on the Encounters in
the Hive table. If not using that scenario, the referee should roll 1d10 on the Encounters in the Hive table.
If the referee is using the Sahran Invasion scenario and the outcasts have left the hive for at least 2 days
and then returned, the referee should roll 1d12 on the Later Encounters in the Hive table.
Encounters in the Hive (1d20 or 1d10) Later Encounters in the Hive (1d12)
1 2d4 rishae warriors. 1 1d4 rishae warriors.
2 1d6 rishae hive guardians. 2 1d2 rishae hive guardians.
3 1d3 rishae giant riders accompanied by 3 1 rishae giant rider accompanied by 1d4
1d6 rishae warriors. rishae warriors.
4 1d4 rishae spider riders. 4 1d2 rishae spider riders.
5 - 6 2d4 rishae workers. 5 - 6 1d6 rishae workers.
7 - 8 2d6 human slaves commanded by 3 rishae 7 - 8 2d4 human slaves commanded by 2 rishae
slave drivers. slave drivers.
9 1d4 giant slaves, each commanded by 2 9 1d2 giant slaves, each commanded by 2
rishae giant tamers. rishae giant tamers.
10 1d4 rishae curates guarded by 1d6 rishae 10 1d2 rishae curates guarded by 1d4 rishae
hive guardians. hive guardians.
11 Scene of a recent battle: 1d6 dead or dying 11 2 deep centipedes feeding on piled human
rishae and 1d6 dead or dying sahrans. and giant corpses.
12 Scene of slaughter: 2d6 dead humans, 1d4- 12 1 giant hauling a ritual cart with 1d6 rish-
1 dead giants, and 1d6 dead rishae. ae corpses arranged inside.
13 1 deep centipede feeding on corpses.
14 1d6 escaped human slaves.
15 1 escaped, rampaging giant.
16 1d6 sahran warriors.
17 1d4 sahran warriors with 1 gladiator.
18 1d4 sahran warriors with 1 assassin.
19 1d4 sahran warriors with 2 purifiers.
20 1d4 sahran warriors with 1 shaman.
271
20 Rishae Stats Rishae hive guard carry either two-handed bless- Rishae riders use either giant spiders or giant slaves as mounts. They carry the same gear as warriors, 20
H Rishae workers carry tools which they can use as ed poleaxes (400sp), or large two-handed blessed except they use halberds as melee weapons, and they carry 4d20sp worth of coin. The giant riders wear del- H
weapons, but they will avoid combat if at all pos- swords (400sp). They wear rose gold colored armor. icate control crowns that link them to their mounts, which are worth 250sp each. Their mounts wear elab-
sible. They wear decorated rishae garments, the The armor is worth 600sp if sold, takes up 2 slots, orate leather saddles and tack that are worth 300sp and use 2 slots each. The giants wear metal controlling
adults have black bracelets, and they carry 1d20sp and does not fit human bodies. They carry nothing helms that cover their eyes and are drilled into their skulls. They take up 3 slots and are worth 500sp each.
worth of odd rishae coinage. but their gear and wear silver bracelets.
§Rishae rider§
§Rishae worker§ §Rishae hive guard§ Cha +0 Con +0 Dex +2 Int +1 Str +0 Wis +0
Cha +0 Con +0 Dex +1 Int +0 Str +0 Wis +0 Cha +0 Con +1 Dex +2 Int +1 Str +1 Wis +0 AC 16 HD 3 HP 3d8 (15) Save +1 Morale 8
AC 13 HD 1 HP 1d8 (5) Save +1 Morale 5 AC 20 HD 4 HP 4d8+4 (24) Save +2 Morale 11 Move Walk 15’ [3 squares], Ride 20’ [4 squares]
Move Walk 15’ [3 squares] Move Walk 15’ [3 squares] Halberd
Improvised weapon Blessed poleaxe Reach, +2 to hit, 1d8 damage.
+1 to hit, 1d6 damage. Reach, +5 to hit, 1d12+1 damage, 2 shock. Magitech bowgun
Blessed sword 90’ [18 squares], +4 to hit, 1d6+2 damage, can make 2 shots before requiring a combat action to recharge.
+5 to hit, 2d8+1 damage. Charge
Rishae warriors carry either spears or swords,
Poleaxe beam While riding, the rishae may use its full turn to charge, moving at least 15’ in a straight line and attacking:
and two-handed magitech bowguns. The bowguns
45’ [9 squares], +6 to hit, 2d4+2 damage, requires +4 to hit, 1d8+2 damage.
work indefinitely inside the hive, but stop working
after 1d2 watches if removed from the light of the a combat action to reload after each shot. Mount attack
artificial moon. An outcast learning to reload a bow- The rishae may use its full turn to command its mount to attack, using an attack from the profiles below.
gun requires some sort of check. The warriors wear
silvery chain armor that is worth 200sp if sold but Rishae curates wear filmy decorative robes and
§Giant spider mount§ §Giant slave§
does not fit human bodies, and carry 2d20sp worth non-encumbering jewelry worth 350sp. They carry
silver bracelets, no weapons, and wear no armor. Cha -3 Con +1 Dex +1 Int -3 Str +1 Wis +0 Cha -2 Con +3 Dex -2 Int -3 Str +4 Wis -2
of coin.
Their officers (usually one per group, stats are AC 13 HD 2 HP 2d8+2 (12) Save +2 Morale 6 AC 10 HD 8 HP 8d8+24 (64) Save +4 Morale 6
the same) carry red bracelets. Move Sidle 20’ [4 squares], Climb 15’ [3 squares]* Move Trudge 20’ [4 squares]
§Rishae curate§
*Giant spiders can climb vertically and upside down. Massive Fist
Cha +1 Con +0 Dex +0 Int +0 Str +0 Wis +1
§Rishae warrior§ If they climb on the ceiling, any riders risk falling off. +3 to hit, 1d8+4 damage.
AC 12 HD 2 HP 2d6 (8) Save +1 Morale 6
Cha +0 Con +0 Dex +2 Int +1 Str +0 Wis +0 Bite War Glaive
Move Walk 15’ [3 squares] +3 to hit, 1d8+1 damage, and the victim must +3 to hit, 2d8+4 damage, 1 shock.
AC 16 HD 2 HP 2d8 (10) Save +1 Morale 6
Feeble punch make a Constitution save. On a failure, they Grab
Move Walk 15’ [3 squares]
+0 to hit, 1 damage. take 1d4 poison damage each turn until they pass The giant and their target make opposed Dex-
Spear a Constitution save. If they are reduced to 0hp
Magitech missile terity checks. If the giant wins, they snatch up
Reach, +2 to hit, 1d6 damage. by this poison, they fall unconscious and stay sta-
Once per combat scene. The curate summons 3 their target and squeeze them, inflicting 1d4+4
Sword missiles. Each missile deals 1d4+1 damage, and ble at 0 hit points. damage.
+2 to hit, 1d8 damage. automatically hits a target the curate can see. Clawed limbs Throw rock
Magitech bowgun Inspiring chant 10’ [2 squares] reach, +5 to hit, 1d8+2 damage. 40’ [8 squares], +3 to hit, 2d6+4 damage.
90’ [18 squares], +4 to hit, 1d6+2 damage, can The curate spends their entire turn chanting. Web fling Toss
make 2 shots before requiring a combat action Until the beginning of their next turn, all rishae 15’ [3 squares], +3 to hit, victim is covered in After grabbing a target, the giant may toss them.
to recharge. within hearing range have a +1 to attack rolls. webbing which reduces movement to 5’, gives The target is thrown 20’ forward, takes 1d6+4
Splashing acid vomit them a -2 to attack actions, and a -1 to other ac- damage upon landing, and is knocked prone.
Once per combat scene. The curate vomits up tions. Victims may use a combat action to make a
Bite
acid on one target within 10’ [2 squares]. The tar- Strength check to break free.
Giants may not Bite while wearing a control helmet.
get must pass a Dexterity save or take 1d4 dam- After grabbing a target, the giant may attempt to
age, and 1d4 damage on 1d4 subsequent turns. bite them in half: +8 to hit, instant death.
272 273
20 Sahran Stats §Sahran shaman§ §Adult giant§ 20
H Sahrans carry only their weapons. Looted glass laser guns have a scarcity die of 1d6 that must be rolled Cha +2 Con +0 Dex +1 Int +1 Str +1 Wis +0 Cha -2 Con +3 Dex -2 Int -3 Str +4 Wis -2 H
each time they are fired. The guns are worth 300sp. Sahran glass swords are worth 250sp each.
AC 15 HD 3 HP 2d8 (10) Save +2 Morale 5 AC 10 HD 8 HP 8d8+24 (64) Save +4 Morale 6
Move Walk 15’ [3 squares] Move Trudge 20’ [4 squares]
§Sahran warrior§ §Sahran gladiator§ Reptilian God’s Blessing Club
Cha +0 Con +0 Dex +1 Int +1 Str +1 Wis +0 A thickly muscled sahran with two extra arms. All Can only be used once per combat. The shaman +6 to hit, 2d8+4 damage.
AC 15 HD 3 HP 3d8 (15) Save +2 Morale 7 four arms sport bony protuberances, with two ending chants for one round. If it is not interrupted, at Throw rock
in enormous warspikes. the beginning of its next turn, all other sahrans
Move Walk 15’ [3 squares] 40’ [8 squares], +3 to hit, 2d6+4 damage.
Cha +0 Con +1 Dex +1 Int +0 Str +2 Wis -1 in the party get a +1 to their attack rolls and a +1
Glass sword Grab
AC 15 HD 3 HP 3d8+3 (18) Save +2 Morale 8 to their AC until the end of combat.
+3 to hit, 1d8+1 damage. Victim must make a The giant and their target make opposed Dex-
Constitution save or bleed for 1d4 turns, taking Move Walk 15’ [3 squares] Mutating resurrection terity checks. If the giant wins, they snatch up
1 damage each turn. A successful First Aid check If other sahrans have been killed, the shaman their target and squeeze them, inflicting 1d4+4
Pummel
will stop the bleeding early. can make a Charisma check as a combat action damage.
4 attacks. +1 to hit, 1d6 damage.
to resurrect one. It will stumble to life with 1d8
Glass laser gun Stabbing strike Bite
hit points, -2 to its AC, and -2 to its attacks.
60’ [12 squares], +3 to hit, 1d6+1 damage. Reach, +5 to hit, 1d10+2 damage. After grabbing a target, the giant may attempt to
Third eye Third eye bite them in half: +8 to hit, instant death.
Each turn, the sahran may attempt to open its Each turn, the sahran may attempt to open its Other life in the Hive Toss
third eye as a movement action by rolling 1d6. third eye as a movement action by rolling 1d6. After grabbing a target, the giant may toss them.
On a 6, the eye opens. When the eye is open, the On a 6, the eye opens. When the eye is open, the §Deep centipede§ The target is thrown 20’ forward, takes 1d6+4
sahran gains +2 to hit and damage, and +1d8 tem- sahran gains +2 to hit and damage, and +1d8 tem- Enormous, over ten feet long. Chitinous body, lashing damage upon landing, and is knocked down.
porary hit points, but also gets -2 to their AC. porary hit points, but also gets -2 to their AC. spiky limbs. Feeds on corpses. Only aggressive if at-
tacked. Horn is worth 500sp.
Cha -3 Con +1 Dex +2 Int -3 Str +2 Wis -1 §Young giant§
§Sahran assassin§ §Sahran purifier§ Cha -2 Con +2 Dex -1 Int -3 Str +3 Wis -2
AC 17 HD 5 HP 5d8+5 (30) Save +2 Morale 6
A sahran with long and thin limbs, giant scaled wings A sahran that has been genetically modified to spout
Move Scuttle 25’ [5 squares] AC 11 HD 5 HP 5d8+10 (35) Save +3 Morale 5
sprouting from its back, and an elongated mouth like flames from its mouth. It has an enormous membra-
Poison maw Move Trudge 15’ [3 squares]
a crocodile’s. nous hump on its back to carry the oily substance it
+5 to hit, 1d8+2 damage. Victim must make a Club
Cha +0 Con +0 Dex +2 Int +1 Str -1 Wis +0 spews forth.
Constitution save or be poisoned. Poisoned vic- +4 to hit, 2d6+3 damage.
AC 16 HD 2 HP 2d8 (10) Save +1 Morale 5 Cha -2 Con +1 Dex -1 Int +0 Str -1 Wis +0
tims must pass a Constitution save each round Throw rock
Move Hobble 10’ [2 squares], Fly 30’ [6 squares] AC 13 HD 2 HP 2d8 (10) Save +1 Morale 5
or take 1d4 damage until they pass their save. 30’ [6 squares], +1 to hit, 2d4+3 damage.
Horrifying screech Move Waddle 10’ [2 squares]
Spiky limbs
1 in 6 chance to recharge each turn. Each enemy Flame breath The centipede scuttles, attacking any target
in earshot must pass a Wisdom save or lose ei- Creates a cone of fire 15’ wide at the end and 15’ it passes next to. Each attack is +3 to hit, 1d6+2
ther their combat or movement action. long. Every target caught in the cone must pass damage.
Swooping strike a Dexterity save or take 1d8 damage and be lit
+4 to hit, 1d8-1 damage. on fire. Once on fire, the target takes 1d6 damage
Glass laser gun each turn until the fire is extinguished. §Human slave§
60’ [12 squares], +3 to hit, 1d6+1 damage. Explosive expiration Cha +0 Con +0 Dex +0 Int +0 Str +0 Wis +0
Terrifying jaws When a purifier is killed, the referee rolls 1d6. On AC 12 HD 1 HP 1d8 (5) Save +0 Morale 5
Only when on the land and not in the air: a 1, the purifier explodes, dealing 1d8 damage to Move Walk 15’ [3 squares]
+2 to hit, 2d8 damage. everyone within 10’ of it. Passing a Dexterity
Feeble punch
save halves this damage.
-1 to hit, 1 damage.
Improvised weapon
-1 to hit, 1d6 damage.
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1 1
The filthy cavern home of a family of giants in the northern reaches of the Dergbarrow Mountains. These
giants are slightly more intelligent than usual, having been bred by rishae for complex labor. When the mat-
ed pair were small children, they crawled out of the hive, and have lived here ever since. They communicate
in hoots and bellows, tend to their beloved wolves, care for their large child, and search for food.
4
Where are the Giants? (1d6) 3. Shitting Cave
1. Female giant out hunting with the wolves, male Streaked floor slopes down to a stinking pool of waste.
and child giant inside the cave.
◊ Searching the pool requires a check and a
2. Male giant out hunting, female and child giant
Constitution save. On failing the save, searcher 3 5
and wolves inside the cave.
must flee the cave, vomiting. On succeeding the
3. All giants and wolves inside the cave, resting.
check, a searcher finds a ruby ring worth 500sp.
4. Child giant is playing outside with the female
Only one ring can be found.
giant, male giant is carving weapons.
5. Child giant is playing outside with the male
4. Wolf Pen
giant, female giant is feeding wolves.
Crude palisade wall of mammoth bones, wolves inside. 1
6. All three giants are inside the cave, eating.
Light filters from shafts in the ceiling.
276 277
R r4. buried moon 282 R
2 2
Like a hornet’s nest hollowed from the very bowels of the earth, the hive is an enormous pit. It is ap- r1. the giants’ cave
proximately 300 feet deep and almost 200 feet across at its widest point. The architecture is cyclopean, and 276
the walls and ceilings are intricately carved in a strangely soft geometric style. Embedded in the ceiling of
the pit is the slowly rotating magitechnical artificial moon. On the hive floor is the rishae’s great temple,
the oddly organic roof of its main spire laying open like an enormous mouth, centered beneath the moon.
Littering the floor of the hive are the bodies of countless rishae suicides, lying in agony where they fell.
278 279
R 12 R
12
3 3
10 10
high railing running around the outside.
7. Old Creche
• Crane terminals on the balconies require a red
Silent, abandoned cribs of twisted metal. Dust and bones.
bracelet to operate. Cranes lift food from carts and
15
◊ Four tarnished metal crib cages built into the drop it to the giants. The center of the crane can
walls. One crib’s bars are bent and twisted. also be made to spurt water at high speeds.
◊ Pitch black, no light of the buried moon.
» Man-sized passages, only accessible from the
◊ Southern barrier made of rotten faenium that is
balconies, lead to 11. Food Storage Rooms.
brittle and easily broken down. 12
280 281
20
R R
4 4
General Features 19. Buried Moon
◊ All doors here require a silver bracelet. Enormous chamber dominated by the slowly rotating
◊ Every 2 watches a relief cadre consisting of 6 hive Buried Moon, within which the goddess vomits and burns.
19
guard accompanying 6 curates, 2 giants, 4 human
◊ Atmosphere is dangerously cold, dangerously
slaves, and 2 sacrifices enters the main doors.
low pressure, deadly to breathe. Anyone
• The giants relieve those in 18. Moon Wheels.
breathing unprotected inside dies in 5 minutes.
• The human slaves lay out a meal in 17. Oblation
◊ Moon is 200’ wide, pinned on its east and west
Room, and clean for one hour before departing.
axes by reinforced metal shafts, which rotate it.
• The hive guard relieve the posts at 16. Chthonic
◊ Inside is the shadowy form of the goddess. She is 18 18
Lunar Narthex and 18. Moon Wheels.
at least 100’ tall, though hard to measure as she
• The curates relieve their fellows in 19. Buried
crouches in constant physical and psychic pain.
Moon and 20. Celestial Agoniser.
◊ The goddess is related to the rishae, but is clearly
more alien: too tall, too strange, joints in the
16. Chthonic Lunar Narthex wrong places, hollow protuberances along her
Highly decorated and ornate with grand pillars. spine, elbows, and head.
◊ Guarded at all times by 4 rishae hive guard. ◊ The insides of the faenium shafts that pierce the
◊ Golden interior door is man-sized, decorated moon are hollow, and regularly spurt out a fine
with an intricate carving of a beautiful goddess red mist, which coats the flesh of the goddess.
sleeping peacefully inside a shining sphere. ◊ Four ritual posting stations in the corners for
curates to stand, chant, and gesticulate inside
» Interior door opens to 17. Oblation Room.
their strange atmospheric pressure suits.
» Identical giant-sized hallways east and west lead
◊ The curates regularly walk between stations in
to 18. Moon Wheels.
carefully prescribed ritual movements, following
pathways etched on the black marble floors.
17. Oblation Room
Atmospheric pressure suits with globular helmets hang- 20. Celestial Agoniser
ing in rows, stately eating and ritual cleansing vessels.
Sacrifices strapped to canted discs scream in agony as 17
Black, man-sized airtight bags hanging on hooks.
they are ritually butchered by high-ranking curates.
◊ 8 total atmospheric suits (2 slots, 400sp). 6 Cackling, booming, chittering voices of rishae gods roll
always in use by curates. The suits block the toxic through the air full of pleasure at the suffering.
environment of 19. Buried Moon and give AC +2.
◊ Attended at all time by 2 high curates, who
◊ Bags are used to seal sacrifices with enough air
sacrifice human slaves, rishae criminals, and
to carry them through 19. Buried Moon to 20.
occasionally unlucky sahrans. 16
Celestial Agoniser without perishing.
◊ Blood is collected at the bottom of the discs,
» Doorway to 19. Buried Moon acts as an airlock. piped through to the shafts in the buried moon,
where it is sprayed onto the goddess. She absorbs Interrupting the Buried Moon
18. Moon Wheels the blood mist as sustenance.
The Moon’s surface is essentially unbreakable, the goddess trapped permanently within. However, if the
Two identical chambers, gleaming marble. Yoked, hel- ◊ 2 identical work tables contain a variety of
flow of sacrifices is stopped, the goddess will eventually (in a few centuries) starve to death. Without the
meted giants turn wheels of shimmering silver metal. strange, bloodstained rishae torture instruments.
ministrations of the curates, the rituals causing her to endlessly vomit would cease. Without her vomit, the
Each set would be worth 500sp.
◊ 1 hive guard watches each giant. rishae magitech would stop functioning, and the rishae immortality would end. The rishae will defend this
◊ Dead sacrifices are placed into black bags and
place with their lives. It is the very heart of their civilization. It runs their cycle of day and night, and feeds
» Doorways to 19. Buried Moon are man-sized. hauled away once every two watches by slaves.
their fell machineries.
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25
21
23
c
a
24
every turn or have a -1 to all attack rolls and have • Fresh slaves are brought in once a week.
movement speed reduced by 5’ [1 square]. ◊ Lava flows in a controlled stream through
◊ 3 magitechnical forges are usually staffed by 2 channels in the room, crossed by stone bridges.
21. Forge Vestibule 22. Helmet Forge
rishae artisans each (workers with red bracelets). ◊ Water is pumped to quenching pools via a series
Very hot room with a small attached storage closet full of Punishing, rippling heat in a pillared chamber. Canals
• Each has a series of pipes leading up to the roof. of underground tubes.
extra giant-sized armor, weapons, and helmets. of lava and hissing quenching pools. Human victims
• Forges are powered by the souls of human slaves. ◊ Eastern room is an ore storage closet with many
strapped to flesh-melting magitechnical sacrifice forges.
◊ Entering requires a red bracelet. • Each has a round plate with a magic circle and a ingots of metal: tin, iron, steel, and faenium.
◊ Man-sized doors and chamber are too small for ◊ A large studio run by rishae artisans, creating human slave burned onto it, their limbs strapped • 2d6 faenium chunks, each worth 150sp.
giants to enter. helmets, armor, and faenium chains for giants down, eyes burned out, skin melted to the plate,
» A small sloping chute, large enough for a human
◊ There are 12 helmets (3 slots, 200sp each), 4 through the use of magictechnical forges. a tube shoved down their throats feeding them a
to crawl through, leads from the ore closet to the
sets of giant-sized faenium armor (5 slots, 400sp ◊ Man-sized; giants cannot fit inside this room. pungent nutrient slurry from a suspended bladder.
Level 4 walkway of The Pit [R2]. Slaves dump
each), and 4 giant war-glaives too large for a ◊ Extremely hot. Characters with lower than 13 • Slaves cannot survive being detached from the
fresh ore into this chute once per day during the
human to wield (4 slots, 300sp each). Constitution must make a Constitution check forges, but are alive and aware of their pain.
third watch.
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R 23. Giant Processing 24. Giant Medical Studio
5 Busy, gory workshop. Putrid stench of lye, offal, and Insane rishae surgeons attended by human slaves per-
musk. Doomed giants lowing above the hum of knives. form grotesque experiments upon giant subjects. A wa-
terfall flows peacefully against one wall while machinery
◊ Entering requires a black bracelet.
buzzes and squawks.
◊ A large studio run by rishae artisans, trans-
forming old, sick, maimed, or unruly giants into ◊ Entering requires a black bracelet.
leather, saddles for other giants, and meat. ◊ 2 rishae surgeons (workers with specialized
◊ 8 rishae artisans, 4 rishae warriors, 2d6 human training) are attended by 2 rishae hive guard and
slaves, 4 giant slaves are present at any time. 6 human slaves, all dressed in white smocks.
◊ Current experiments might include (1d6):
A. Flensing and curing 1. Grafting on an extra head.
Magitech claws suspended above tables assist with turn- 2. Grafting on two extra arms.
ing giant corpses as they are flayed. Strips of skin hang in 3. Swelling giant muscles to enormous size.
wet rows above buckets of caustic lye. 4. Shrinking giants through surgery and alchemy.
5. Replacing hands with digging multitools.
◊ Magitechnical claws are operated using black
6. Giant brain surgery.
bracelets. They can attack anywhere within 5’
of the tables. If operated they have a -4 to hit, ◊ There is a 1 in 3 chance that each giant is alive.
and deal 1d8+1 damage, and on max damage the ◊ There is a waterfall running down the rear wall,
operator can optionally remove an appendage. which the rishae use to wash themselves, collect
◊ Giants are hung on hooks before execution. water, and just because it looks nice.
◊ Tables hold faenium skinning tools (200sp) and
magitechnical vibroknives (1d6+1 damage). 25. Giant Training
◊ Helmed giants transport corpses to various parts Enormous rough-hewn chamber with shadowed ceiling.
of the complex in large and stinking metal carts. Giants constantly expand the chamber via mining while
◊ Human slaves transport large strips of bloody taskmasters train them in specialized activities.
giant skin to be tanned on smaller flat carts.
◊ Entering requires a black bracelet.
◊ Human slaves treat hides with salt water and lye.
◊ 3d10 helmed giants, each attended by a rishae
Skins are scrubbed, soaked, dried, then tanned.
rider with a control crown. 2d8 human slaves.
◊ Buckets of rishae lye are caustic, dealing 1
◊ Tasks giants are trained for include:
damage per watch to anything exposed to them.
• Pulling heavy loads in yokes and with carts.
• Acting as living elevators for rishae.
B. Leatherworking
• Tunneling and mining.
◊ Tanned leather is worked by rishae artisans into
• Running quickly in races.
saddles, straps, and leashes for controlling giants.
• Simple building tasks.
• Fighting with and without rishae riders. Fighting
C. Storage each other, human slaves, trained gladiators.
◊ Extra buckets, extra vibroknives, spare hooks
◊ Human slaves are often killed in accidents with
and chains, extra carts, spare wheels, and more.
poorly trained giants, or in combat training.
◊ Extra helms and paired control crowns are
D. Butchery
hung neatly upon the walls.
◊ Human slaves break skinned giant corpses down
◊ Stations include their relevant equipment.
into manageable chunks of meat.
Shovels, war glaives, saddles, harnesses, carts,
» The meat is sent down a chute to 28. The Well of and more, all sized for giants.
Meat [R6] where it is fed to human slaves.
• The chute is big enough for a person to slide down.
286
32 33 31
R R
6 6
27
34
26
29 29
30
33 31 32
b
36
a
35
28
37
39
38
◊ Services are held during the second watch of ◊ Access to this room requires a silver bracelet.
each day by a rishae curate and 2 hive guards. ◊ This vessel is guarded night and day by 4 hive
◊ During services, several hundred slaves gather. guard and slaves are not allowed inside.
Split into two sections, this is where the human slaves live. The outer section (26-34) containing the ◊ Every month, a human slave is sacrificed during ◊ A ritual bowl (4 slots, 3000sp) is filled with blood
temple, farms, and sahran pits, is patrolled by rishae warriors and all doors require black bracelets. The the service in front of their fellows, their blood and brought to the slaves during daily worship.
inner section (35-38) is a sprawling warren of caves where the light of the buried moon does not penetrate. poured into the bowls around the statue. ◊ Each time it is drunk, the god’s blood reduces
The rishae do not typically enter this area. Inside it, a cruel human society has developed, ruled by the ◊ The eyes of the gods are made of cave diamonds. a human’s Killing Moon tally (pg. 268) by 1d4.
despotic King Bobby I, his reign illuminated only by glowing fungi and captured luminescent bugs. There are 4 diamonds, each worth 1000sp. Humans can only benefit from this once per day.
288 289
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28. The Well of Meat ◊ Fish are raised in large pools before being
36. King Bobby’s Cave 37. Underground Chapel R
6 Chunks of giant’s meat float in a putrid bloody pool in a
beautifully carved chamber.
harvested and processed by human slaves. Neatly carved chambers with more symmetrical use of
giants’ bones, and carvings to the glory of the king.
Lit with thousands of candles, every surface lovingly
carved by generations of slaves. Beautiful stonework.
6
◊ Fresh, dried, and smoked fish are distributed
◊ Access is with a silver bracelet. throughout the hive as food. ◊ King Bobby I has reigned for 8 years, and has ◊ Lady Bernadette is the self-declared Abbess of
◊ Each day, after the service is completed, human ◊ During the day, 6 human slaves and 2 rishae several heirs of various ages to follow in his stead. the Chapel, and holds services each day.
slaves are allowed into this room to take pieces of warriors. At night, no admittance. ◊ Bobby is a brutal warlord, ruling by strength and ◊ Lady Bernadette has seen kings come and go, and
giant’s meat, a valuable source of protein. fear. Bobby does not work for the rishae, and Bobby is not the worst she has witnessed.
◊ Larger pieces are reserved for the fungal farms. 34. Sahran Pits rarely leaves the slave village. ◊ Bernadette is patient and fair, but very serious.
Irregular cavern dotted with a dozen deep pits. Inside the ◊ Bobby has mutated so that one of his eyes is ◊ Bernadette believes that the rishae hive is an
29. Food Elevators pits, hissing sahrans. Above, rishae guards. replaced with a mouth with tiny teeth inside. area of Hell on Earth, created by God to punish
» These elevators require no bracelets to operate, ◊ Bobby preaches obedience to himself and the those who sinned in the world above.
◊ Requires a red bracelet to enter.
and connect up to 11. Food Storage Rooms [R3]. rishae, and is supported by Lady Bernadette, ◊ Bernadette believes that babies born in the hive
◊ The rishae have 2d8 sahran slaves at any given
the Abbess of the Chapel. are bodies inhabited by souls who required time
time. They are kept isolated from each other, and
◊ Bobby has 6 loyal guards, armed with swords in purgatory to atone for sins.
30. Forum Butcher Elevator closely watched to ensure they do not mutate
(use human slave stats, pg. 275, but with 1d8 ◊ Bernadette thus preaches tolerance and
» This elevator requires a black bracelet to themselves into a form that would allow escape.
damage from the swords). acceptance of the rishae punishments, as a just
operate, connects to 50. Human Butchery [R8]. ◊ 6 rishae warriors patrol this area at all times.
judgment from God upon sinners.
◊ Lady Bernadette has a small sleeping chamber
31. Fungal Farms 35. Slave Village §King Bobby I§ built into the west wall of the chapel.
Loamy, mushroomy scent. Tall, regularly-carved gigantic Candles, beetles, and glowing fungi illuminate the ram- Cha +1 Con +2 Dex -1 Int -1 Str +2 Wis -1
rooms. Well-lit with piped in moonlight. Patrolled by rish- shackle cavern homes of the human slave population. AC 14 HD 4 HP 4d8+8 (28) Save +2 Morale 6 38. Human Graveyard
ae warriors. Slaves work mushroom fields. » Entrance to the village requires a black bracelet. Move Walk 15’ [3 squares] Neon cave water drips and has formed a caustic, greenish
◊ Tree-sized mushrooms are grown on large The doors are locked at night, the humans herded sludge. The cavern glows green and writhes with worms
King’s Scimitar
chunks of giant meat and fertilized with blood. inside, with two rishae warriors posted as guards moving through decomposing bodies.
+6 to hit, 2d4+2 damage, 1 shock.
◊ Human slaves tend, harvest, and process the outside.
Venomous glare ◊ Slave bodies are disposed here, where the caustic
mushrooms into neat packets that are distributed ◊ The rishae do not usually enter the village. 1 in 6 chance to recharge each turn. Bobby can mud slowly dissolves bodies.
throughout the hive. ◊ The caverns here are not lit by the artificial spit venom from the maw in his left eye socket. ◊ Newer grave mounds have ramshackle crosses
◊ During the day, 20 human slaves and 4 rishae moon. Instead, there are glowing fungi, giant 15’ range, +3 to hit, 1d6 damage. plunged into them. On older mounds the crosses
warriors. At night, no admittance. beetles with glowing body parts trapped in have fallen.
cages of bone, and hundreds of candles. ◊ 2 deep centipedes writhe through the murk.
32. Cave Grub Farms ◊ The humans have furnished a series of caverns A. King’s Great Hall
Sweet and sour scent with an acrid taste on the air. Cen- and tents extending deep into the earth. There Exotic wooden table and throne for feasting, passing 39. Mutant Pits
tipede grubs swell to the size of a human forearm in bur- are hundreds of hovels for thousands of slaves. judgment, issuing edicts. Looted rishae forge in the cor- Moaning mutants in a deep, soggy pit. Water dripping
rows before being drowned by slaves. ◊ Underground streams feed irregular pools used ner for torture. Small stools for guests. from the ceiling. Bones and meat strewn about.
◊ The grubs of deep centipedes are bred here. for bathing, washing, and drinking.
◊ Giants’ bones and skins are frequently used as ◊ Those humans too mutated by the buried moon
◊ Cave grubs are drowned in salt water held in B. King’s Staff Room
building materials. are brought here and cast into the pit.
large clay jars, and then distributed as food. Concubines, children, and servants sleep and live in rel-
◊ The slaves have their own society, and while ◊ 2 slaves with swords stand guard to cut down
◊ Each farm chamber has a juvenile cave ative luxury, with pillows and woven blankets. Bobby’s
outsiders from the surface lands are rare, they any mutants who attempt to climb out.
centipede pit for breeding, guarded by 1 rishae meals are prepared here, his clothes washed here.
are not unheard of. ◊ Mutants feed on each other and scraps of meat
warrior each, with buckets of caustic lye nearby.
◊ Most slaves are born into the darkness, and only and mushroom flung to them by relatives.
◊ During the day, 4 human slaves and 1 rishae C. King’s Bedroom ◊ The western wall holds a small cavern where
warrior work the grubs. At night, no admittance. know tales and legends of the surface world.
Grand bed of stone, covered daily with fresh mosses by one mutant has grown too large to emerge, just
◊ All slaves secretly dream of escape, but most are
Bobby’s concubines. occasionally flinging out a twisted, crab-like
invested in their cruel and brutal society, and
33. Fish Farms » The passage in the back leads to the rest of the clawed appendage when others pass by. Some
will not automatically be friendly with outsiders
Ingenious, beautiful waterworks flow past spawning other mutants worship this pathetic being.
preaching of escape or revolt. underworld, and is beyond the scope of this book.
pools and fish smoking and drying facilities.
290 291
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42
40
43
41
45
292 293
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General Features meaning but also insane families.
42. Rishae School ◊ Each dwelling is built around a large central R
7 These caverns have been shaped carefully, and ◊ Opening grave cairns is not physically chall- Elegant architecture with large-scaled carvings relating
legendary stories of the rishae. Columns, many small
chamber containing a bathing pool and most of 7
then carved over the centuries with motifs beau- enging, but the contents may be surprising... the family’s furniture.
tiful, grotesque, disturbing, and angelic. They are rooms with beautifully filtered buried moonlight. Blood ◊ Side chambers are for sleeping, entertaining, or
lit artfully by cleverly placed mirrors and mirrored Looting the grave cairns (1d20) and bodily waste. Screams and brutal violence echoing. are chambers of obsession.
tunnels that pipe in the light of the buried moon. 1. Fetal rishae. Horrible and half formed, sobbing, ◊ Only accessible with a red bracelet. ◊ The immortal rishae are prone to getting obsessed
◊ Ceilings are between rishae and giant height, screaming, and squelching. ◊ Once a school for the rishae children. As the with creating one sort of item and mechanically
shaped for decorative purposes into tall arches. 2. Insane rishae child, immediately attacks with children have become psychotic over centuries creating iterations of that item, filling their
◊ Main doors to this section require a black fingernails and teeth, screaming. of immortality, the school acts now as a prison. rooms and houses with endless iterations as they
bracelet to open. 3. A moaning, limbless rishae with its mouth sewn ◊ Inside, children commit atrocities against each work towards the “perfect” version.
◊ Giant slaves do not quite fit into this area. shut, head bobbing side to side. other and any adults they capture. Flesh is ◊ Each house explored has a 1 in 4 chance of being
◊ Human slaves are not banned from this area, but 4. A horribly mutated rishae, listing to one side, devoured, bodies are violated, sin and madness. occupied by an obsessed rishae artisan.
are fairly rare, usually on an errand for a master. hungry for human meat. ◊ Children are encountered in packs of 2d6. ◊ Roll on the Objects of Obsession table to find
◊ Many hundreds of rishae live here. 5. A rishae attempted suicide with a cracked spine what item the home’s occupant creates. Many
and broken limbs, drooling and babbling. homes’ objects are worth 1d100sp each.
6. A small Christian cross (250sp). §Rishae schoolchild§
40. Pleasure Arena
7. Unknowable rishae magitechnical tool (350sp). Cha +0 Con -1 Dex +1 Int -1 Str -1 Wis -1 Objects of Obsession (1d50)
Grand amphitheater with several attached smaller rooms.
8. Delicate faenium necklace (450sp). AC 11 HD 1 HP 1d6-1 (3) Save +0 Morale 4 1. Pouches. 26. Rings.
◊ With their immortal lives, rishae desire constant 9. Faenium and ruby ring (750sp). 2. Knives. 27. Goblets.
Move Scamper 15’ [3 squares]
distraction, and the pleasure arena serves this 10. Faenium and emerald earrings (1500sp). 3. Chains. 28. Swords.
Improvised weapon
purpose. 11. Rishae magitechnical bowgun (90’ range, 1d8 4. Sandals. 29. Rugs.
+1 to hit, 1d4-1 damage.
◊ Roll on the table below to discover what is on the damage, only work with buried moonlight). 5. Boots. 30. Nails.
menu of delights when the outcasts visit. 12. Power pack for bowguns (adds 1d8 scarcity die). 6. Gongs. 31. Kohl makeup.
13. Rishae blessed sword (2-handed, 2d8 damage, 7. Incense. 32. Lamps.
Rishae pleasures (1d12) 43. Spider Nest
1d6 scarcity. After scarcity dice run out, 1d10 8. Coffins. 33. Scale models.
Webs and bones coat a naturalistic cave. Light is dim and
1. An epic, multi-day play. damage, 400sp). 9. Candles. 34. Hammers.
filtered. Spiders of all sizes creep in the shadows. Eggs
2. An hours-long musical extravaganza. 14. Gilded rishae sword (1d8 damage, 750sp). 10. Tables. 35. Bells.
grow on wet red meat.
3. Chairs moved aside for an enormous orgy. 15. Potion (random, RC pg. 94, or of healing: 1d4 11. Leggings. 36. Spoons.
4. A rishae melee tournament. sips, each sip heals 1d6 damage, worth 350sp). ◊ Only accessible with a red bracelet. 12. Animal statues. 37. Leather punches.
5. Gladiatorial combat using human slaves. 16. Black rishae bracelet. ◊ Large, warm, web-covered room where workers 13. Lutes. 38. Mirrors.
6. Human slaves fighting a deep centipede. 17. Red rishae bracelet. incubate precious spider eggs. 14. Blankets. 39. Drums.
7. Vivisection of a spider, slave, or centipede. 18. Silver rishae bracelet. ◊ Baby spiders are fed on meat and blood. 15. Dolls. 40. Paintbrushes.
8. Surgical demonstration on a giant subject. 19. Rishae armor (+3 AC, 1 slot, 1500sp). ◊ Strong spiders are adopted by warriors as mounts 16. Wax tablets. 41. Scented oils.
9. A live human birth on stage. 20. Chthonic Lunar Gauntlet (see below). and fighting companions. Weak spiders are fed to 17. Flutes. 42. Kettles.
10. Exhibition of artefacts from the surface world. the other spiders. 18. Hair pins. 43. Pots.
11. Forced mutation of a sahran. Chthonic Lunar Gauntlet ◊ There are 4 workers and 2 warriors in here at all 19. Shovels. 44. Plates.
12. Demonstration of new magitechnical science. ◊ Beautiful gauntlet of faenium, host to a hungry times, in addition to any other encounters. 20. Salt shakers. 45. Earrings.
rishae soul, bound by an insane artisan. ◊ There are always 2d4 giant spiders in here. 21. Bowls. 46. Necklaces.
41. Grave Cairns ◊ Once worn, the only way to remove it is to remove ◊ The webs are flammable. Lighting the room on 22. Tunics. 47. Wineskins.
Beautifully carved, winding stone garden. Beautiful pools the hand wearing it, or immerse the gauntlet in fire would destroy all the spiders in 20 minutes. 23. Shields. 48. Ropes.
and small shrines. Moaning and muffled crying. the blood of a rishae god. 24. Jewelery boxes. 49. Buckets.
294 295
R 52 R
8 8
54 51
b c
a 55
46
53
48
49
46. Market Stalls
The central hub of the forum, with grand ceilings, deco-
rations, columns. Many of the stalls are empty or aban- 47. The Killing Floor 47
doned. Wares left in piles by bored immortals. Blood and the scent of fear stain this grand marble arena.
50
◊ Access to the forum area from The Pit [R2] is ◊ Instead of simply slaying the humans they use as
with a black bracelet. meat, the rishae delight in bringing slaves here to
◊ Some stalls offer human meat, as aged steaks, be pitted in gladiatorial combats.
sausages, jerky, and the like. These are still ◊ During the day, there is a 3 in 4 chance that a
popular with the rishae. gladiatorial combat is happening, either human
◊ Abandoned stalls with no staff offer piles of vs human, or human vs rishae warriors. The 48. Human Arming Chamber
goods. Referees can use the Objects of Obsession rishae are always better armed, and there are
Slaves cower amidst racks of crude, ineffective weapons.
table (pg. 295), or allow players to make a check warriors watching from the sides who ensure the ◊ The shields offer +1 AC but take up 3 slots and
to find specific equipment they are looking for. safety of any rishae who may be threatened. ◊ Spears, wooden shields, flails, inwardly curving reduce movement by 5’ [1 square].
There are no weapons or armor. ◊ Victorious humans are slain after fighting swords, strange knives, and all manner of ◊ The weapons deal between 1d4 and 1d12 damage
◊ Any time the outcasts search a new stall, there several bouts, their skin branded in 50. Human ineffective armor and weapons are stored here. but are used at a -2 penalty to hit.
is a 1 in 10 chance of finding a random rishae Butchery and their meat sold at a premium. ◊ Armor is merely decorative and adds bulk as ◊ While gladiatorial combats are happening out-
artifact (RC, pg. 84). ◊ The two arming chambers require a red bracelet. chainmail or plate, but at only +1 or +2 AC. side, 2d4 slaves and 2 rishae warriors wait.
296 297
R
49. Rishae Arming Chamber 52. The Chair 54. Sauna and Spa R
8 Smells of oil, steel, and blood. Panoply of strange weapons. Biotechnical horror of pincers, pokers, tentacles, sacs,
helmets, jaw braces, drills, saws. Blood soaked.
Dry heat, pungent oils, statues, benches, marble.
8
» Requires a red bracelet to access. Human access is strictly forbidden. ◊ Alcoves for rishae to store their clothing and
◊ Activating The Chair requires a silver bracelet. belongings.
◊ There are many odd weapons here. All are powered by the buried moon and will lose efficacy outside of
◊ Performing a surgery requires studying the ◊ Heat emanates from several of the nude statues.
the hive. All have a 1d6 scarcity die, checked with each attack. If sold, they are worth 500sp each.
knowledge cubes in 51. Clinic. Each time the ◊ Rishae workers give massages, scrubs, and rubs.
Name Slots Damage Notes machine is used, there is a 1 in 20 chance that ◊ During the day, 1d6 rishae and 4 rishae workers
it malfunctions (see table below), with some will be here relaxing, serviced by 1d4 slaves.
Leaks acid. Victims must pass a Constitution save or take surgeries increasing this chance.
Dripping sword 1 1d8
1d4 damage on the turn after they are struck.
◊ Possible surgeries include: 55. Steam Chambers
Two-handed weapon. Each successful hit against the same • Switching genders. Magitechnical steaming chambers where rishae inhale
Electrostave 2 Special target does more damage. The first hit is 1d4, then 1d6, then • Turning an arm into a melee weapon that deals 1d6
1d8, then 1d10, then 1d12. and soak in strange vapors.
damage.
Throws out holy flames in a cone 15’ long and 15’ wide, origi- ◊ Each steam chamber will have 1d3 rishae inside.
Firespitter 3 1d6 • Changing appearance permanently.
nating at the bearer. Any caught in the flames take damage. Human access is strictly forbidden.
• Causing eyes to glow, casting a bright light for 15’ in
◊ Staying in any steam chamber for more than 10
Lightning thrower 1 1d6 20’ [4 squares] range, hits all in a straight line. darkness, in the direction of the bearer’s eyes.
minutes requires a Constitution check to avoid
• Adding an extra arm or leg.
On a successful hit, the claw closes around the target, trap- passing out.
Lunar claw 1 1d4 ping them and allowing the wielder of the claw to push them • Swapping two ability scores. +1 chance of
around with a successful Strength check. malfunction.
• Implanting a third eye which grants +1 on all
A. Lusty steam
Mega-axe 3 3d6 Two-handed, -4 to hit. A reddish mist that smells of musk, sweat, and bodies.
checks used when performing Rituals. + 2 chance of
On a successful hit, the wielder rolls 1d8. On an 8, the victim of malfunction. ◊ This chamber increases the sexual ardor and
Nega-spike 1 Special
the hit loses all hit points and falls unconscious. • Adding spider claws to limbs that give +3 to vigor of any who breathe it in. The mechanical
Razor whip 1 1d8+1 15’ [3 squares] reach, -2 to hit. 1 shock. Climbing checks. +2 chance of malfunction. effects of this are left up to the referee, and extra
• Adding 1d6 hit points. +3 chance of malfunction. caution should be applied with any situation that
Two-handed weapon. Victim of a successful strike loses either
Shock rod 2 1d4 • Adding +2 to an ability score. +4 chance of may make your players uncomfortable.
their next combat action or their next movement action.
malfunction. ◊ Rishae use this chamber to incite lust in their
Deals normal damage against living flesh. Deals quadruple
Uninvibrator 1 1d6 damage against inanimate objects, including weapons and immortal bodies, most of which otherwise have
armor. After 3 strikes, any armor is totally disintegrated. Surgical malfunctions (1d8) absolutely no interest in procreation.
1. Permanently lose 1d4 hit points.
2. Permanently lose 1d6 hit points. B. Rejuvenating steam
50. Human Butchery 51. Clinic 3. Lower a random ability score by 1. A green mist that smells of mint and lavender.
Humans are rendered into meat by skilled butchers. Carts Elegant beds and waiting chairs. Sheer curtains. Cool, 4. Lower a random ability score by 3.
◊ Spending ten minutes in this chamber heals 1d6
come and go. An elevator leads to the farms. comfortable, antiseptic. Moaning pile of flesh on one bed. 5. Gain a Moon Mutation (see pg. 268).
hit points worth of damage.
6. Gain a Warlock Mutation (RC, pg. 134).
◊ After they are mortally wounded on 47. The ◊ The waiting and preparation room for the rishae ◊ Those spending time in the chamber must still
7. Roll on the Ritual Mishaps table (RC, pg. 74).
Killing Floor, dead or dying humans are brought surgical magitechnical device: 52. The Chair. make a Constitution check to avoid passing out.
8. Die in a welter of blood and organs.
here to be chopped into cuts of meat. ◊ Staffed by two female rishae curates.
◊ The meat is distributed around the hive with ◊ On one bed, a moaning pile of mutated rishae C. Lunar steam
carts by human slaves. meat and bone, still conscious and alive. 53. Rishae Baths
A bright blue mist that matches the color of the buried
◊ Staffed during the day by 4 rishae workers who ◊ 1d4-1 other rishae (can be none) recovering from Steam, grand columns, dignified aquatic statuary, clean
moon, and smells of stone and faint sulphur.
are guarded by 2 rishae warriors. surgeries on the other beds. tile floors, silent slaves scurry while naked rishae relax.
◊ Embedded in nooks in the walls, knowledge ◊ Any human who enters this brightly lit chamber
» A door opens to level 3 of The Pit [R2] and ◊ A bathing area for rishae, with a hot pool (too
cubes (see 78. Acolyte Library [R11]). With a immediately adds +5 to their Killing Moon tally
requires a black bracelet. hot for human skin, 1 damage each minute spent
successful Intelligence check and one watch of (pg. 268).
» An elevator leads up to 30. Forum Butcher immersed), a warm pool, and a cold pool.
study, an outcast can learn how to operate the ◊ Every minute spent in this chamber adds +1 to a
Elevator [R6] and requires a black bracelet. ◊ Humans must avert their eyes from rishae nudity.
surgical machinery within. human’s Killing Moon tally.
◊ 2d6 rishae and 1d8 slaves here most of the time.
◊ The steam fully recharges rishae magitech.
298 299
to the pit
R R
9 9
General Features 56
The warrior caste lives in many dozens of similar- 60. Trophy Chamber ◊ During the day, 1d8 warriors, 1d4-1 giant spiders, ◊ Ingenious automated sparring dummies made
ly adorned chambers. The map depicts 4 of these Hallowed hall containing the war spoils of the rishae, and 1d3-1 giants will be in here training. of brass, require a red bracelet to operate.
chambers, but they extend deep into the earth. Fea- hung from the ceilings and walls. ◊ Baskets of bone weapons wrapped in moss, • For each day that someone trains with the dummies,
tures of each home include: soaking in some thick substance that makes them they may make an Attack roll against an AC of 20.
◊ Enormous giant spider carapace.
pliable. When pulled from the baskets, they make On a hit, they have a 1 in 20 chance of gaining a
◊ Access only by a red bracelet. ◊ Stuffed sahran corpses in various mutations.
a sucking sound. permanent +1 to their attack bonus.
◊ Central atrium with a bathing pool. ◊ Several giant skulls.
◊ Softened bone weapons deal 1d2-1 damage. • Each attempt to increase attack bonus beyond the
◊ Two or more bedrooms. ◊ Skull of a dragon.
◊ Soft fleshy mats grown from mushrooms that first requires 20 additional days of training, and
◊ Commonly a stable for a paired giant spider. ◊ Bones of strange underground beasts.
bleed black blood when sliced, and scab quickly. increasing the AC of the dummy by +3 for each
◊ Pleasure room. ◊ 6 strange and beautiful weapons (each worth
◊ Hanging ropes, trapezes, acrobatic equipment. subsequent attempt.
◊ Private prayer chapel. 2d20 x 100sp and each taking up 1d2 slots).
300 301
R R
10 10
to the pit
63
69
62
64 68 70
65 71
67 73
66
72
302 303
R
General Features snakes. Old brass and copper jewelry and weapons are an offering, the spirits are angered, as above.
71. Shrine of Stone R
10 A decorated hall leads to gloriously carved rishae shrines. scattered across the ground and hung in the spiraling ◊ Pour one’s blood into the vessel or connect to one Stalagmites, stalactites, and other natural cave growths
are tended in miniature, grown over thousands of years,
10
◊ Entrance requires a silver bracelet. metal. All is covered in a thick layer of verdigris. of the tubes, and take 1d4+1 damage to receive
the Blessing of Blood: creating an elaborate miniature cave system inside of
◊ The hallowed halls of the priests, who make ◊ Present a sizable copper or brass offering which
• Blood wells from a spigot on the side of the vessel. If which miniature cave fish, blind spiders, and other ch-
offerings to the strange rishae shrines. rots away immediately, and receive the Blessing
collected and stored, it can be drunk to heal 1d6+1 thonic life make their home.
◊ When an offering is made, the piped in moonlight of Rotted Metal:
flickers and a strange warm wind like a gust of damage. The blood spoils after 10 days. ◊ Carefully place small stones, pebbles, or similar
• The main weapon of the worshiper gains an effect
alien breath blows through the shrine. with a scarcity die of 1d6. Whenever it successfully in an artful and purposeful way and receive the
◊ Presenting an unacceptable offering angers the hits an opponent’s metal armor or weapon, there 68. Shrine of Light Blessing of Stone:
spirits, and any doing so must pass a Charisma is a 1 in 6 chance that the armor or weapon rusts The light of the buried moon is mirrored, reflected, • A cave bug rolls out a perfectly round stone for
save or take 1d6 points of psychic damage. away in moments. Each time this happens, the prismed, colored, refracted to create a stunning panoply the supplicant. If they take it, for 1 day while they
◊ In each shrine there is a 1 in 12 chance that the wielder must roll the scarcity die, and when the die of rainbow reflections. hold it, the supplicant has a one-ness with stone
attending curate and their apprentice is present. runs out, the magic fades. and gains a +1 on all checks to sense the grade of
◊ Offer a light source (candle, torch, lantern, etc.)
cave systems, sense the presence of hidden walls
into the blinding central mirror to receive the
62. Shrine of Illness 65. Shrine of Rot Blessing of Light:
and doors in stone construction, navigate stone
Diseased, insane, mutated rishae held in soft but strong passages, and similar abilities.
Decaying organic matter, clustered with mushrooms, • The supplicant’s eyes shine brightly, and they can
leather bindings attached to the wall. They hang in ago- matted with maggots, pulsing with pustules, boiling with see in total darkness for 1d3 days.
ny, tended to by the curates who worship their malformi- buboes. Slave meat, rotten food, decaying spider eggs, all
72. Shrine of Fornication
ties and their suffering. brought and tended in the garden of mold. 69. The Empty Shrine A dusty, ill-kept chamber. The curate of this shrine and
their apprentice yearly consummate a ritual of life, love,
◊ Present a diseased living thing (person, plant, or ◊ Present decaying food, rotten meat, or the like, A shrine of raw stone, an altar seemingly grown from the
and renewal on a bed of soft, pulsating red moss.
animal) and tie them into the leather bindings and receive the Blessing of Decay: rock of the floor, a large black hole on the rear wall.
and receive the Blessing of Disease: • Small fleshy mushrooms sprout from the offering. ◊ Once popular, this shrine has fallen into disrepair
◊ Rishae gods live within the hole, and it radiates
• A leather strap falls from the walls. It can either They can be plucked, and if planted in living flesh, as the rishae sink into decadence and despair.
a fearful energy. Anyone placing their living
be wrapped around a sick or poisoned creature, soil, or any other organic matter, they rapidly ◊ Fornicate upon the bed of moss and receive the
flesh inside the hole or crawling inside will feel
or dipped into contaminated water or into rotting spread decay. Living creatures will start rotting Blessing of Life:
a strange and horrible sucking feeling, then be
plants. The illness transfers into the strap, which from the point of the mushroom’s contact, taking • The next pregnancy initiated by any of the
devoured in seconds.
immediately starts to reek and decay. The strap can a cumulative +1 Constitution damage each day. supplicants will be free of all problems, the young
◊ Spend a day in prayer and fasting to the dark
then be wrapped around a new target to transfer one born healthy and whole, the mother unharmed.
gods of the shrine and receive the Blessing of
the hosted illness to the target. The strap rots away 66. Shrine of Skulls the Rishae Gods:
after 10 days, or when used to transfer a sickness.
Skulls piled upon skulls. Giant skulls, human skulls, rish- • The supplicant becomes immortal, as a rishae, but
73. Shrine of Water
ae skulls, skulls of strange beasts. The cup on the altar is with their same dependence on the buried moon. Innumerable small springs flow from the walls and ceil-
63. Shrine of Fire made from a skull and the curate wears a skull as a hat. ing, are caught by sculpted rock channels, and drip into
The rear wall glows hotly, the rock nearly molten. Before 70. Shrine of Greenery pools. An abstract sculpture of soft gurgling sounds and
◊ Place a skull upon the skull throne and receive
the wall, an enormous pile of ash. Before the ash, many the pleasant drip-dropping of coolness, calm, and wet.
the Blessing of The Dead: Magitechnical artifice shines a warm yellow light like
jars of metal containing sacred oils.
• The chalice fills with black blood. If smeared upon that of the sun through a round panel in this room, giving ◊ Pour out a full waterskin of clean water and
◊ Burn a living thing with at least 5 hit points, or the forehead, it allows those thus daubed to see and life to a host of ancient plants from bygone epochs. receive the Blessing of Water:
something in value of at least 250sp, and receive speak with the spirits of the dead for 1 watch. • Water splatters pleasantly upon the head of the
◊ Plant a plant or seed in this shrine to receive the
the Blessing of Flame: supplicant and flows into their eyes and mouth.
Blessing of Greenery:
• The jars become cool to the touch. The worshiper 67. Shrine of Blood For the next 1d3 days, they have a one-ness with
• A strange plant blossoms from the shrine. If the
may anoint themselves with sacred oil, and become water. They can breathe water, sense the presence
Tubes made from strands of gut ending with thick faeni- supplicant chews it, they will have the ability
immune to damage from fire and heat for 6 watches. of water, understand the depth of water and the
um needles thread through the bodies of rishae and hu- to hear the alien thoughts of plants for 1d3 days
motions of currents and rivers. They can tell the
man sacrifices. They hang from the walls and drip their and can tend to their needs. This makes them the
64. Shrine of Verdigris life essence drop by drop into the gleaming central vessel. perfect gardener, increasing the yield of any plants
purity of water, and even taste within water hints
Copper and brass walls shaped and carved into confus- as to where it was sourced and where it has flowed.
they tend to. They also are immune to the ill effects
◊ If the blood in the vessel is drunk without giving
ing, looping, intricate shapes reminiscent of plants and of any plants, spores, natural poisons, and the like.
304 305
to the pit
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11 74
11
General Features
The finishings are clean and austere,
with heavy use of silvery cloth woven from
spider’s silk hung as curtains, wall hang-
ings, and room dividers.
75
◊ There are only 12 curates at one time, 76 76
each one with an apprentice. Each serves
one of the specific shrines [R10].
◊ Other rishae castes are not allowed past
74. Curates Kitchen for any reason.
Neither are human or giant slaves.
◊ Many of the apprentices look to be the
same age as the curates they serve.
◊ Access to all doors past the kitchen
requires a silver bracelet.
306 307
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12 12
At the bottom of the hive hulks the immensity of the rishae cathedral, rising up from the stony landscape
like the foul blossoming of an unholy carnivorous plant. Around this dread sanctuary are scattered the out-
buildings that serve the needs of the tortured god within, strange pylons that crackle with fell energies, and
the gates of the hive. The floor of the pit is strewn with the fallen, broken bodies of those rishae who have
82 given into despair and jumped from the upper levels of the hive. Some of these unfortunates have been gath-
ered and enshrined in grave cairns. Others have been left where they fell, their bodies broken, guts spilling
81
out, the light of the Buried Moon keeping them alive and in agony forever. A few unfortunates have fallen
onto the crepitating pylons themselves, and their pierced bodies smoke and writhe with awful energies.
83 The slow and hopeless movements of people accompany this scene of horror, as slaves, giants, curates,
and rishae worshipers move in winding columns past the broken bodies of attempted suicides, through the
cleansing pools, and into the yawning portals of the cathedral.
80 The pylons are arranged in a rough, fence-like pattern around the cathedral. They are linked with a chain
of crackling energy that fades in and out in time with the earsplitting roars of the chained god within the
82
temple. Each turn that any character spends within 10’ of one of the pylons, they have a 1 in 10 chance of
being struck by a coruscating bolt of energy, taking 1d8 damage.
308 309
R
80. Hive Staircases there is a 1 in 6 chance of getting loudly and
85. Inner Hive Wall ◊ The gate is made of brass, covered in verdigris. R
12 Grand staircases wind up to the next level of The Pit. visibly shocked by a bolt of energy from one of Smooth, gracefully carved wall of white stone, looming
above the hive floor, crowned with two massive towers
The cross bar is brittle and fragile, loose in its 12
◊ These staircases are higher than on other levels, the pylons, causing 1d8 damage. supports.
mounted with giant energy weapons. ◊ If the Sahran Invasion scenario is being used, this
winding 75’ up before reaching the balconies.
◊ The temple is higher than the balconies. 83. Transept Entrances ◊ The first of two walls that separate the hive area will be completely overrun with sahrans,
◊ At the top of each staircase is a door that requires Enormous doors sized for giants set in secondary towers from the rest of the underworld caverns. who will have knocked down the gate and set up
a bracelet of any color to open. atop cyclopian stairways. ◊ The gate is made of the same white stone, is a rearguard camp at the wall’s edge.
reinforced with magitech, and requires 2 red and
◊ The doors are massive and heavy and can only be
81. Temple Chapterhouses 2 silver bracelets to be presented in concert to 87. The Rishae Gate
opened and closed by giants. Every two watches,
Magnificent, multichambered dwellings for the high cu- be opened. An enormous gate of faenium, fifty feet high, filling the
the giants within are rotated from their posts,
rates and their tattooed giant servants. Guarded at all ◊ There are two sets of stairs at the base of each passageway to the ceiling. It is carved on both sides with
accompanied by 4 hive guard and 2 curates.
times and full of treasures. tower that lead to the top of the wall. reliefs showing the glory of the rishae, the power of their
» The transepts open to staircases that wend ◊ The wall is manned by 2 hive guard and 8 warriors gods, and the mastery of the subjects who chained them
◊ Both chapterhouses contain: upwards to 90. Transept Towers [R13]. who are supposed to make regular patrols up and and stole their essence. Both doors are dented in the mid-
• A giant’s stable with comparatively luxurious
down the wall, but often just sit listlessly, seized dle as if pounded by an awesomely large fist. The doors
bedding for four giants. 84. Slave Holding Pens with ennui and despair. hang loosely on their hinges. The gap between is filled
• A giant mounting platform similar to the ones
A bustling pen in which human slaves wait before being ◊ The doors to each of the two towers are locked with a cold wind that blows from deep within the caves
in 12. Helming Apparatus [R3], but taller to
led to psychic sacrifice in the temple. with a red bracelet. beyond, whistling as it passes the shattered gate.
accommodate the huge giants kept here.
• At the top of each tower, a control sphere for the
• A dwelling tower with 12 curate dwellings, each ◊ Guarded by 8 rishae warriors and 2 hive guard.
energy weapons. Beyond the Hive
similar to 76. Curate Dwellings [R11]. ◊ At any given time around 50 slaves will be held in
• Within each control sphere, a hive guard wearing
• A preparation chapel, with a rishae idol (2000sp). the pens, hobbled at their ankles by rope. What lies beyond the hive is beyond the purview
a helmet that wires them directly into the control
◊ Any slaves who attempt to escape or cause of this book. Perhaps the rishae have an empire, and
◊ The 24 curates and 24 apprentices that live here system of the weapon.
problems are killed immediately. this is but one outpost. Perhaps they once had an
minister to the god in the temple and his mate • If a non-rishae puts on the control helmet, they
◊ Every three watches there is a rotation: empire, and it is now in decline as they war with
inside The Buried Moon [R4]. must pass a Wisdom save or take 1d6 psychic
• 8 new warriors and 2 new hive guard come from sahrans. Perhaps the rishae and sahrans are just
◊ The giants that are kept here are specially damage and be rejected from the control system.
the upper levels to relieve those watching the pens. two subterranean races amongst many. All of these
trained, tattooed, and elaborately pierced. If they pass, they can control the energy weapons.
• The relieving force brings with them fresh slaves. and more ideas are possible and likely. However,
◊ The giant harnesses, helmets, and crowns are • The weapons have a +8 to hit and deal 2d6 damage.
• The warriors and hive guard being relieved lead this book does not make any decisions on these
especially elaborate, covered in jewels, chased They have functionally unlimited range. The
slaves to be sacrificed through a cleansing pool and matters. The default setup is that these doors lead
in faenium. There are two in each chapterhouse, weapons can rotate almost 360°, only limited from
into the front temple entrance. to a passageway that opens high in the Dergbarrow
each taking up 2 slots and worth 12,500sp. pointing straight down.
• After the sacrifices are accompanied to the Mountains.
◊ Each chapterhouse is guarded by 2 hive guard
temple, the guards go in for a brief prayer, before If the referee wishes for the underworld excur-
accompanied by 4 rishae warriors.
continuing back to the upper levels of the hive.
86. Outer Hive Wall sions to end with this hive, one suggestion is to fill
◊ A human woman named Noël, the Seeress, has A rough-hewn wall of mottled stone. No effort has been the passageway beyond the gate with rubble, im-
82. Temple Cleansing Pools created a small, separate pen for herself out of made at beautifying this ancient edifice. The parapets possible to clear. Perhaps sahran and rishae bodies
Deep pools of ice-cold water, carved with stone steps on spider silk canvas. are damaged in many places, the mortar is crumbling, lie freshly mangled in this rubble, indicating a fresh
each side to allow entrance and exit. • She preaches that salvation awaits within the the gate is loose. cave-in as a result of the sahran attack.
◊ Everyone who enters the cathedral, be they temple, that the god within is an angel. ◊ The second of two walls separating the hive If the referee wishes to have the party explore
rishae, human, or giant, must pass through these • Noël randomly selects slaves and reads their from the rest of the underworld caverns. the underworld further but does not want to create
ritual cleansing pools first. fortunes, foretelling what awaits them in Heaven, ◊ The rishae have let this wall become disused. adventures themselves wholecloth, there are many
◊ The water is shockingly cold. after they are sacrificed to the angel of the Lord. ◊ There are two stairways that lead to the top of great supplements out there. This author can spe-
◊ The middle of the pits is deep enough to allow • The rishae tolerate Noël, as her teachings calm this wall, slippery and unsafe to ascend. cifically recommend Veins of the Earth, written
giants to fully immerse themselves, with the many of the slaves before they are sacrificed. ◊ The wall is typically unguarded, is covered in by Patrick Stuart. When my own players delved too
edges carved to the height of a man to allow full • Noël has three powerful human guards who watch cobwebs and other detritus. deep, it was to this book that I turned to fill in the
immersion without swimming. over the seeress and keep her from harm. ◊ A giant spider has created a nest in front of the details of the underworld beyond what I created for
◊ If entering the temple without cleansing first, gate, which nobody has bothered to clear away. this volume.
310 311
R R
13 13
An immense building anchored like a festering sore in the center of the great rishae pit. Well over 100
feet tall. Within: curates chant, sacrifices wail, and the tortured god groans and shifts. The architecture
is mazelike and alien. The peculiar visual echoing of organic cave formations is hard for the human
mind to gaze upon for any length of time.
Terror, sacrifice, and endless death accompany the emaciated,
gargantuan being within this foul artifice. In their power and hu-
bris the rishae have found, bound, and bent the thing they sup-
posedly worship to their own ends. This exploitation has led to the
decadence and downfall of their race.
90
Woe to the rishae.
89
92
88 91
82
312 313
R
88. Buried Nave to a system of chains that pull the god’s head and
13 A cavernous circular room. A decorated gallery on the up-
per level. Weird chanting echoes from behind a massive
body into position at the correct times to receive
the downpour of luminous godvomit from R4.
metal, filigreed wall. The Buried Moon.
◊ 6 hive guard wearing specific temple armor that ◊ Each giant is accompanied by 2 hive guard and 1
give them AC 22 and armed with blessed poleaxes curate, who directs the giant’s labors and keeps
are stationed in the gallery. time with a deep and discordant hand bell.
• The gallery is reached from stairs inside 89. • These golden hand bells are worth 3,000sp each.
Buried Choir and is not accessible from the nave. » Stairways sized for giants lead out to the
• Each set of armor is worth 5,000sp and takes 3 slots. doorways of 83. Transept Entrances [R12].
◊ 1d6 rishae workers and 1d6 rishae warriors » Stairways sized for rishae connect down to 89.
worship in the center pit with strange wails and Buried Choir and 91. The Place of Chaining.
ululating calls.
◊ Slaves are led in columns through the left hand 91. The Place of Chaining
door in the filigreed wall on a regular schedule Like his mate, the god is over 100 feet tall. The god is
from 84. Slave Holding Pens [R12]. chained at the wrists, lower jaw, legs, and neck. His face
◊ Curates and hive guard may enter the right hand is burned by untold centuries of receiving the acidic god-
door in the filigreed wall. vomit from his mate above. He shifts and stomps his with-
ered feet continuously, shaking the temple. Around him,
89. Buried Choir blind slaves are chained in a circle. As he screams and
Winding of chaotic stairways leading to higher levels, howls, their life essence is sucked from their bodies and
chanting and gobbling sounds, the god in his awfulness absorbed by the dripping orifices arrayed across his body.
finally exposed, moaning and heaving in his chains. Curates chant above him, beating staves on the hollow
floor in time to his agonies.
◊ Only specially trained temple hive guard, curates,
and slaves for sacrifice are permitted entrance. ◊ 36 slaves are chained around the god. The unholy
◊ As the slaves enter, a wizened old curate splashes power that streams from the god causes them to
the burning, luminous godvomit into their faces die slowly and in pain over several days. Every
using a specially prepared broom sprinkler, like three watches, dead slaves are replaced.
that a priest would use to sprinkle holy water. ◊ 3 curates make a slow circular rotation around
This blinds the slaves permanently and causes the god, unchaining the corpses of drained slaves
them to be stunned into submission. and hauling them to 92. The Bone Pit.
◊ 6 curates emit weird chanting. ◊ 6 curates stand at ritual positions in the grand
◊ 4 temple hive guard escort the slave columns to gallery above the god, pounding metal staves
be sacrificed in 91. The Place of Chaining. onto the floor in a queer rhythm.
◊ The tiled floor around the god is cracked and
» Stairways wend in cramped confusion up to
pitted by centuries of the god’s stamping, and by
the gallery of 88. Buried Nave, 90. Transept
smoking droplets of godvomit that miss his face.
Towers and the balconies above 91. The Place
◊ The god has 10,000hp, is immune to non-magical
of Chaining.
damage. If the supply of slaves is interrupted, the
gushes of godvomit will kill him in about a year.
90. Transept Towers
Tattooed and specially helmed giants turn massive cranks 92. The Bone Pit
in a slow rhythm inside the walls of twisted towers.
A large pit of rotten slave corpses piled atop bones.
◊ Each tower contains one tattooed giant, who
◊ The pit passes under the temple wall.
turns a massive crank. This crank is connected
◊ There is an opening on the outside of the temple
where the pit can be emptied when it is full.
314
Roleplaying in the Mythic North ·Society· make for fun roleplaying, following realistic histor-
ical gender roles would similarly make for a piss
Player Advice Handout The Church enforces a strict social stratification.
Power flows from the church to the monarch, and
poor experience. Our strong suggestion is to em-
brace the fantasy of a medieval world with a more
from them to their vassals, who swear allegiance
humane and egalitarian approach to gender.
to the monarch. The Church teaches that the noble
The Outcast Silver Raiders ruleset assumes that ture of God. Forbidden magic is that practiced by classes are divinely appointed to rule. The other
the rules will evoke a certain style of play but are the enemies of God. Its practice must be hidden (an- side of that coin is the peasant classes who are di- ·Who are you? (1d20) ·
intended to be universally useful in a variety of set- other meaning for the word “occult”) lest its practi- vinely created to serve. In between the two are the
1. A monk or nun who left or was dispelled from
tings. As such, the rules do not include details to tioners be put to the sword or the flames. clergy, who serve God and act as His intercessors.
your convent or monastery.
tie outcasts to a specific setting. While most of this The Reformation is hundreds of years distant Outcasts exist apart from this social structure.
from the era of the Mythic North and such ques- 2. A peasant accused of theft or murder, who fled
book is intended strictly for referees, this section Lords, knights, and other nobility will expect def-
tioning of the status quo has not begun to develop. the village of your birth.
is intended as a handout to give players ideas for erence from outcasts and respond poorly to disre-
roleplaying specifically in the Mythic North. God and His Church are the beginning and end of 3. An infidel born into a heretical group or religion
spect or disobedience. Clergy will expect respect,
The Mythic North is medieval society seen life in the Mythic North, and religion impacts the outside the Church.
and church leaders will expect deference similar to
through a dark mirror. It is not a simulation, and large and small decisions of its populace. the nobility. Peasants will be wary of outcasts, un- 4. A merchant accused of sexual deviancy, your
uses medieval Europe as an inspiration, not a rule- For players, this will be an alien society, and one certain as to how they fit into the strict social order. tools destroyed, your wares stolen.
book. The entire group will have a better time if ev- that will take some effort and creativity to inhab- Interactions with outcasts offer all social classes 5. A trader, sole survivor of a shipwreck that cast
ery participant (not just the referee) does their best it. Even the most religious modern players of this an opportunity. Outcasts can be powerful allies and you onto unknown shores.
to work within the boundaries of that dark mirror. game will not be religious in the same way as the useful tools simply because they are not bound by 6. A priest excommunicated for political reasons.
typical medieval person. Many players will not be the strictures of the other classes. Similarly to reli- 7. A serf, your village destroyed by plague, fire,
316 317
·Third Party License·
Preamble Section B: Branding Section C: Legal Inspirational acknowledgments
This license allows anyone to create content for 5. 8.
Outcast Silver Raiders and publish it for free or sell Your product cannot use the Esoteric Ludology logo, Esoteric Ludology, LLC takes no responsibility for Outcast Silver Raiders takes some mechanical in-
it, without the publishing company (Esoteric Ludol- the Outcast Silver Raiders logo, or the words “Out- any legal claims against any product published un- spiration from many roleplaying games. I’ve read
ogy, LLC) taking a cut. Adventures, hacks, modules, cast Silver Raiders” (without the words “compatible der the terms of this license. and played so many great games over the years, it
supplements, or anything else. There are a few rules with” as described in item 6) unless you have our would be hard to pinpoint where all the different
that you must follow: explicit permission. Examples of these logos: 9. ideas came. That being said, there are some specific
Any legal disputes, controversies or claims related mechanics that I can map to a few specific works.
Section A: Content to this license shall be governed by and construed They are, in alphabetical order:
1. in accordance with the laws of the United States of
If you adhere to these terms you are allowed to pub- America and be settled by a US court.
◊ The Black Hack by David Black.
lish free or commercial material based upon and/or
◊ The Dark of Hot Springs Island by Jacob Hurst,
declaring compatibility with Outcast Silver Raiders 10.
Gabriel Hernandez, Evan Peterson, and Donnie
without express permission from Esoteric Ludology The following text must be included in the legal
Garcia.
or the author or artists of this book. text, somewhere visible in the publication, and on
◊ Lamentations of the Flame Princess by James
the website or storefront where you promote the
6. Edward Raggi IV.
2. product:
You are allowed and encouraged to use the Outcast ◊ Old School Essentials by Gavin Norman.
You may not re-use or translate exact text or art
Silver Raiders compatibility logo (available on our ◊ Silent Titans by Patrick Stuart.
from our books without our explicit permission. “[Product name] is an independent production by [Au-
website, examples below), and you may use the
This does not include place names, the names of thor or Publisher] and is not affiliated with Esoteric
wording “Compatible with Outcast Silver Raiders” These great games are worth your time and money.
characters, the names of spells, the names of items Ludology. It is published under the Outcast Silver Raiders
on and in your product. They inspired me, they’ve entertained me and my
and equipment, or any proper nouns. Third Party License.”
friends, and they will inspire you.
3. 11.
If you choose to use this third-party license, you are
Some pieces of Kim Diaz Holm’s artwork used in this This copyright text must be legibly included some-
encouraged (but not required) to include the names
work are available under a Creative Commons 4.0 where in the product and on the storefront:
of these products as influences on your own.
license, and can be found on his website. The use
of that artwork in this work does not change or in- “Outcast Silver Raiders is copyright Esoteric Ludology,
fringe upon any current or future license. LLC.”
4.
The mechanics and game rules of Outcast Silver 7.
Raiders may be reused and referenced freely. You are not allowed to give the impression that
your work is an official Outcast Silver Raiders prod-
uct or that we endorse or sponsor you in any way
unless we have made a special, explicit arrange-
ment with you.
thank you
Kim and Lex