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Cretacian Plains: A vast scrubland extending between the Mountains of Leng and Lake Hali. It is characterized by a dangerous lack of moisture, sweltering temperatures, and strong winds. The soil is rocky and dry, and the ground is broken by occasional rock formations and sand dunes. Vegetation includes low growing shrubs, cacti, spiky grasses, and thorny bushes; nothing but the largest cacti surpasses 4’ in height. Most animal life is reptilian or insect, and most of that is nocturnal. Numerous he rds of large herbivore dinosaurs roam the plain, attracting equally large predators – especially Carvers, Devilsaurs, and Greatmaws. In addition to dinosaurs, other threats include dust storms, tornados, and lightning. Zoog-wood: A dark and marshy forest of medium height trees similar to mangroves. The base of the trees ends in knot of twisting serpent-like roots, providing a perfect habitat for the Zoogs which infest the wood. In addition to carnivorous psychic rodents, the woods are home to tree-mimicking Reapers, flights of lamprey mouthed and monkey-tailed Web-birds, horrible Spiny Web-Fiends, and even worse things in the deep marshy areas. One peculiar feature of the wood is the Beacon; an
The lady travels on . TRS V(x2). XP 65. It is well known that several variety of Lotuses grow in hidden clusters throughout the marsh. ML 8. The cliffs around the lake feature numerous altars and monuments to this Dread Lord. technology. Hatheg-Kla is features prominently (and negatively) in many local legends and superstitions. Spawn: HD 10d8. MV 15’. Nothing but Space Aliens in full-radioactive gear or the primordial servants of the Dread Lords can survive more than a few hours exposure. SV 17. ATK 2 Claws (+5. 2d4+Drain [1 STR]). 1 corpse). The Spawn surprises on a 4 in 6. 1d2) or Egg Insertion. and all manner of Mutants and Mutant Animals/Dinosaurs. Special: Fly (30’). SV 12. Sailwings. 3d10): HD 1d6. ML 5(7). HP 53. SV 11. It was said to have been an important location in the ancient Syless Empire. AC 7. Lincoln’s Hull B.250. and his cultists are known to set ambushes for unwary travelers.S.) Caravan of the Highborn Lady: Within a small dell is camped a caravan of 24 Purple-men. TRES XX. Minor Features A. must make a PHYS save or be held (save ends). 1d4). Bear-claws. C. Those interested in discovering the source of the light would be wise to consult with the Zoogs. HP 3. and near its summit. The Seep: Called the seep for the strange toxins that ooze up through the soil. ATK 1d4 Tentacles (+10. Those crazed few that dwell upon the lake speak of the terrible lord over its unfathomable depths – Bokrug. Mutant Mire: A large tree-less marshland. the mysterious Nightguants. the Mutant Mire is afflicted with strange energies that produce spontaneous mutations in unlucky creatures. ATK 1 Claw (+1. 20’. As it is uniquely treacherous. 6d6): HD ½. Hatheg-Kla: Also known as the Mountain of the Face. Special: Aquatic. every 3 Webs adds -1 to save). and there are rumors of a “floating village” of mutants somewhere in the marsh. Rend (if 2 Atks Hit. Special: Climb (30’). Attached to piece of U. Due to the availability of water. Naturally. it is unknown what may lie within the wasteland. Fetor of the Depths. She is bound for the Citadel at T. where she will be sold as a concubine to secure an alliance with the Fist of the Ragnarok. TRES XX. and many believe the mountain is honey-combed with ancient tunnels and subterranean complexes. Delicate Blossom of Jacinth is a young beauty from the wicked city of Dylath-leen. 1d6) and 1 Bite (+5.) Small Ruin: see Small Ruin. Zoog (#App. ATK 1 Bite (+0. Bear Claw (#App. HP 55. Gugs. MV 20’. True-Seeing (15’). MV 30’. The mountain is home to numerous dangerous creatures. XP 65. +2d8 damage). and the Crown of Ithaque. The ruins of the once great city-state of Alar stand upon its southern shore. 1d4): HD 5d10.) Forsaken Cistern: Dwelling within the inky blackness of a man-made cistern is a gelatinous Spawn of Shub-Niggurath.unexplained pillar of blue light that sometimes emanates vertically from the depths of the forest. this stretch of barren and scarred earth is highly radioactive. Web-bird (#App. XP 650. Creatures that frequent these marshes include Toad Demons. Like all bodies of water upon Carcosa.) Crash Site Alpha: 8 Stasis Pods (6 empty. Stealth +2. Spell: Brainfire (1 in 20). Outcast humans have been flocking to the mire for centuries as well. Egg Insertion (Entangled targets die in 1d4+1 days). A singular jagged peak rising from the plains. many beasts are willing to risk mutation in order to quench their thirst. Deep-Ones. and weapons from the city’s golden age. Web (Entangled until EVA. A dowry of (XX+3.000cp) is hidden among her things. D. More recently the mountain was home to the notorious despotic sorcerer Anointed Child of the Defiler. TRES XX. AC 5. It is rumored that beneath the city are subterranean catacombs and bunkers that hold riches. SV 16. ML 5. including the savage Gnoph-keh. Lake Demhe is plagued by marine dinosaurs. Lake Demhe: A great lake with dark murky water. Immunity (Mind). The noblewomen’s attendants are 4 lovely purple handmaidens. vile Shantak. 1d8).S. MV 30’. HP 2. Special: Anyone struck by 2 or more tentacles. 1 mud. and Spawn. escorting a noble lady on a diplomatic mission. XP 2. ML 9. this so-called City of the Ancients is supposedly haunted by the spirits of the long-dead Alarlings.
AC 4. 1d6) and 1 Bite (+8. and the caravan will cautiously welcome any who can put them on back on track. E. AC 3. and great. PC’s will be welcomed temporarily if accompanied by Supernal Grace of Voices (P3). or successfully hunt a Trihorn (E). AC 3. 12’ high and 40’ long prehistoric dinosaurs are herbivores. delivering blows of considerable force. SV 10. Resistance (Fire 50%). Trihorn: HD 10d10. MV 20’/80’ Fly. Swords at Dawn (W4) has lost his way. Spiketail: HD 8d10. If attacked or threatened. HP 33. AC 2. nor buzzards. SV 10. 10 – Greatmaw ) when leaving the watering hole. TRES VI. 7-9 – Devilsaur [1d4]. ATK 1 Tail (+8. These creatures have three very large horns and a big bony plate on their skulls. but very aggressive to those who come near.) Dinosaur Watering Hole: Large dinosaurs (1d4 Hammertail. Regen (1/rnd). 50% chance of encountering a carnivorous dinosaur (1d10: 1-6 – Carver [1d6]. ML 9. Will not be allowed to stay more than 3 days unless they agree to perform a task for the village: provide living sacrifice (non-blue). 1d8) or 1 Bite (+6. Carver: HD 4d10. AC 5. ML 7. double damage. AC 3. Hammertail: HD 6d10. Special: Leap (First attack is a 15’ jump. TRES VII x3. Scent (60’). 2d8). TRES NA. 2d4).palanquin mounted to a bejeweled and armored Trihorn.550. AC 4. The caravan’s captain. 1d4) and 1 Bite (+4. Special: Sweep (May attack up to 3 targets with same melee strike). This armadillo-like ornithischian weighs four or five tons. TRES NA.) Calabas: Adobe village of 350 Blue-men agrarians led by 3 Elders: Lowly Arbiter of the Earth (S3). Morale Check). gore only). These large. XP 1.150. These hunters are adept at both bow and spear (+1/+1) and they train Saber-cats as mounts and companions (11 trained adults). 3d6+Knockdown). scatter his followers. XP 2. AC 7. XP 750. Grab (On hit. They live in grassy environments in sub-tropical and temperate regions. MV 30’. 1d4 Spiketail. ML 8. +2 to Hit and deals 2d8+4 damage). This place is shunned by the Amazons of Brahva and the agrarians of Calabas. 6d6) and 1 Tail (+20. TRES VII. I. 2d8) and 1 Trample (+8. 1d3+Choke). XP 650. and 1d4 Trihorn) surround a muddy spring. this creature lashes out with its tail. SV 12. and have a strip of hard plates that runs along their spine. ATK 1 Bite (+20. most of this weight being its armor plating. If the PC’s try and cause trouble. HP 36.) The Pit: see People of the Pit. TRES NA. The Bhyakee are described as “hybrid winged things… not altogether crows. MV 50’. attaches to character dealing 1d6 auto/rnd. Special: Fly (80’). Special: Knockdown (EVA or prone). MV 40’. ATK 2 Claws (+4. Death-throw (Bonus attack at 0HP). Reach (10’). the elders may summon their god (a water spirit) from the village well to attack. HP 44. Devilsaur: HD 8d10. Bhyakee: HD 6d8. G. 3d6) and 1 Trample (+10. Rainfall in Footsteps (S5). ML 7. save ends). ML 7. HP 22. ML 6.) Brahva: Wooden village of 500 yellow-men Amazons. Weapon Resistance (Non-energy deals 1 pt per strike). XP 470.250. SV 5. 2d6). ATK 1 Slam (+6. Special: Resistance (Fire 25%). HP 55. knobbed tail.360. ATK 2 Claws (+8. nor decomposed human beings…” H. ML 8. MV 30’. Their tails are powerful weapons. PHYS to end). ML 11. nor ants. The villagers are led by Huntmistress Kalystra (W6) and Neria the Unshackled (S8). ATK 2 Claws (+6. SV 12. built upon high platforms and surrounded by a stockade. side spines. SV 10. SV 12. HP 110. Weakness (Fire. TRES XX. Special: None. These prehistoric herbivore reptiles are very large. XP 1. and free any captives. Special: Choke (PHYS save or drown in 1d4+1 rds. 1d10+Grab). 3d8). TRES NA. MV 20’. HP 33. Fleetness of Hunters (W4). 3d6). HP 27. Greatmaw: HD 20d10. nor moles. Immunity (Cold). Special: Charge (1st attack is double damage. slay Slasher of Veils (S6) (Fungoid Gardens – S). which have four large spikes on their ends. Water Maiden: HD 6d8. XP 1. . ATK 1 Gore (+10. Will not allow male PC’s to enter unless they perform a service for the village: slay the Ironmonger (W6) (K). ATK 1 Tail (+6. F. Scent (60’).) Ruins of Erel’hei: 17 Bhyakee (groups of 2-3) dwell in 12 ruined buildings surrounding a stone circle upon a hill. XP 800. 10’.
T. ATK 1 Bite (+4. J. ATK 2 Claws (+8. Stench (10’ -2 to Hit). A concealed door at the base of the statue leads to a small tomb (6 rooms) containing treasure and 1d4+2 Mummies. MV 40’. 1d8+Disease). ATK 1 Slam (1d12+Disease). Poison. SV 13. Special: Pounce (EVA or double damage from 15’ leap.750. The raiders live by a warrior’s . Immunity (Mind. SV 12. The warlord’s entourage includes a corpulent Black-man priest called the Ebon Praetor (S5) and his 12 Brown-men acolytes (S2). AC 4.) Shrine of the Sand-Demons: Here is a broad flat stone upon which is an iron altar and a crude tent. R. no healing). SV 12. HP 36. Ghast: HD 4d8. Take-down (EVA. MV 30’. vial of monster blood (Greatmaw. See City of the Ancients. warning them to leave or face dire consequences. ATK 2 Claws (+10. Gug: HD 10d8. If defeated. HP 18. Ravening Bite (PHYS or Ghast Madness in 1d4 days). HP 22. 1st attack only). or similar). Special: Disease (Lose 1/6 HP each day. 2d6) or 1 Bite (+10. MV 50’. Koth-Hound: HD 4d8+2. coins. Sand-Demon: O. XP 650. the Carthites will provide shelter and sell/buy/repair weapons and armour. SV 10. Special: Scent (60’. and can be summoned by spilling blood on or near the altar. double damage. 2d4). ML 10. he transforms and attacks. 6 sentries are posted at all times (+2 TN stealth checks). Special: Immunity (Disease. He has attracted a small pack (6) of hounds. Inside one tent are bound slaves: 1d4 Brown-men from Citadel. This mad cultist has piled offerings upon the altar: ingots. TRES XVIII+5. Vulnerability Sunlight (1d6 damage each round). and 2d8 Yellow-men from Brahva. crystals and polished stones. 5-6 Gug [1d4]) ruin.) Fungoid Gardens: see Fungoid Gardens of the Bone Sorcerer. TRES XXI. Poison). 1d8 Blue-men from Calabas. 1 drum of petroleum (Citadel at T) and set of mystic chimes (in the tower at U). ML 9. Within the tent is a single Blue-man hermit called Prospector of Graves (S3).) Cave of the Shifter: An outcast Blue-man mystic called Dreams of Wild Yearning (S3) dwells in a small cavern beneath a rocky outcropping. XP 800. TRES NA.) Ruins of Alar: a monster haunted (1d6: 1-4 Ghast [2d6]. This place is ruled by a heavily armored Black-man warlord called Fist of the Ragnarok (W8). Immunity (Disease.) Citadel of the Demonoid: 120 Brown-men raiders reside within this impressive hexagonal castle of stone and cement. XP 420. AC 6. The Statue seems to be pointing WNW. XP 650.000. XP 1. The six-towered outer walls protect a tall inner-keep with a central smoke stack that spews forth black smoke and belches fire.) Colossus: Here is a 100’ tall weathered stone statue of a pharaoh with a skull face. Saber-cat: HD 8d8. the hermit will attack. In the possession of the enchantress). If killed near the altar. 10’. TRES XIX. ML 12. These ascetics seek to forge the Terminus. Mummy (Least): HD 5d8. If PC’s can earn their trust. Reach (10’) M. Perception +2 to spot Hidden/Invisible). ATK 2 Claws (+4. K. Special: Haymaker (every 3 rnds. If confronted. Dhole. the Sand-Demons swear allegiance to the PC’s. 2d8). Sub. and will demand characters turn over any metal they possess (which their leader will eat). AC 3. and they hunt Blue-villagers nightly. it is home to 15 Red-man monks in the service of the weapon master Song of Blades (W7). AC 3. Normal Weapons). ML 10. MV 20’. Inside the lair is double XX treasure. Cold. a perfect weapon.) Carthite Forge: A small stone complex of many domes and chimneys. add +8 to damage). Damage to Knockdown Target). The mystic has an artifact that grants him the power to become a Koth-Hound (Max HP) whenever he desires. AC 6. They will be unfriendly unless PC’s assist them with their task by gathering rare ingredients: Coridite ingot (at aa. HP 45. HP 20. L. Morale Check). 1d8) and 1 Bite (+8. ML 8. Sleep. S. Disease. Weakness (Fire. The hermit becomes agitated at the presence of the PC’s. each splash of blood (2d6) causes a Sand-Demon to rise and attack. Beneath the surface is a multilayered subterranean complex. 4d6). MV 50’. Poison). SV 8.) Iron Warrior Camp: 4 Leather tents are home to 26 Blue-men Bandits led by Ironmonger (W6) a blue-man cyborg. 1d4) and 1 Bite (+4. If they attempt to disturb the altar. TRES VII.
S. . Warriors are armed with distinctive bronze Gridaksma covered in verdigris. The Archivist has a compartment in its chest where it can store items of interest – including a homing beacon leading to ___. and debris are scattered for a 40’ radius around the wreck. ATK 1 Sword (+1. stun. HP 36. If disturbed. they are killed or captured and sacrificed in the furnaces. Bloated arachnid monstrosities. HP 62. body-parts. AC 5. HP 55.000cp each to the right buyer. 2-3rd. Special: Climb (30’). ML 6. 1d8). if she grows bored she will seek to poison them with white lotus or cast a curse that will transform them into servitor apes. disease. Hiding within a sealed compartment on the ship is a single Leng Spider and a treasure chest. A single ramp rises between two towers and leads to a bronze door decorated in a 3-part seal. 1-4th). Crimson Beast: HD 5d10. AC 1. Z. save ends). save for ½). Y. HP 3. aa. The enchantress will be welcoming to visitors as long as they can entertain her. cunning. where they must do battle with the Crimson Beast. Knockback (1d6x5’ [-5’/STR] PHY or prone). MV 30’. PC’s will be offered a chance to prove their worth within the Pit of Pain. XP 120. TRES NA.) Crashed Sailbarge: Here is the smoking wreckage of a ship resembling a tri-sailed Chinese junk. Lincoln Flight Suit. Special: Infrared Vision (240’). TRES XX.) Dead Dhole: The gargantuan rotting remains of a Dhole. 15’. U. ML 8. a U. AC 5. MV 50’. V. MV 20’. Each night 5d10 skeletons (Risen Alarlings) rise and scour adjacent hexes for victims. 3 Gugs gorge themselves on the bodies of the dead. Reflect (energy reflects. ATK 1 Bite (+8. 16 Yellow-women) live in the keep as well. steal her rival’s spellbook. Resistance (-5 damage except concussive force). a white-woman enchantress of terrible beauty and cruel intellect. but she hates Neria the Unshackled and will promise great rewards to those that would: capture her rival. The robot is inimical to human life. Poison (PHYS or 1d6/rnd. XP 3. SV 10. MV 30’. paralysis. the Omnithrox gives a single warning before attacking with devastating kicks or laser blasts fired from his palms.) The Archivist: A 10’ tall tri-legged space alien robot rummages through the carcasses of a dozen brown-men raiders (from Citadel at T. Omnithrox the Contemplative: HD 12d10.S. though few know its name. Within are the gardens of the witch Cold Heart of Winter (S8). Leng Spider: HD 8d8. SV 8. SV 16. SV 8. Immunity (poison. and psychic. 100’. HP 100. Inside the ship. ML 12.code. a round reddish and black thorax with long spindly legs.) Fortress of Deepflame: Here is a cyclopean fortress with tall windowless concrete walls. Special: Blaze (EVA or 1d6/rnd. 4d6+Blaze). 26 female slaves (10 Blue-women. MV 30’. Web (3/day as spell). roughly the size of a pony. AC 0. ATK 1 Kick (+12. 250’. Special: Rend (if 2 Atks Hit. TRES XX. They are intelligent. The robot is Omnithrox the Contemplative. Omnithrox is awake but motionless. If they refuse this test. 1d8). X. If taken alive. Bodies. W. Poison).) Tower of the Stargazer: see Tower of the Stargazer. and mind). Risen Alarling: HD 1d6. SV 12.) Boneyard: A 100’ radius depression is littered with old bones and rusting weapons. and a Spellbook containing random spells (4-1st. though quite cowardly. double damage from 3rd attack). The beast’s gizzard contains a wealth of gems (1d30 random gems) but disturbing the corpse causes 2d6 Dhole Larva (As Gut-Worm) to escape the corpse and attack. XP 650. The bodies themselves are turbaned Yellow-men mutants. with satyr-like legs and sharp fangs. and will attack on sight – hoping to subdue victims for immediate vivisection. Telepat hy (At Will). The enchantress is primarily concerned with her own vanity and leisure. Archivist (Spherical Robot Tripod): HD 10d10. AC 7. Omnithrox’s body is gleaming chrome with a vaguely bull-shaped head and a single round red eye.) Throne of Ominthrox: Here is a giant stone chair upon which sits a gleaming silver robot of immense size (50’). The enchantress is served by 24 White-devil Apes and 27 White-lotus Zombies. Special: ½ Damage from Piercing or Slashing. ATK 1 Auto Burst (+10. these worms are worth 1.). death effects. or infiltrate Brahva in order to spy. 2d6+Poison) or 1 Web (As Web Spell).500. and they will eagerly enslave those they deem weak. 6d6. Their round heads have numerous human-like eyes. 1d6) and 1 Bite (+5. 3-2nd. EVA save). TRES NA. save ends). There are more than a dozen bodies (2d12+6) each with XXII treasure. ATK 2 Claws (+5. Rise Again (1 in 6). ML 12. sleep. Immunity (Mind. 2d8+8+Knockback) or 1 Laser (+12.
TRES XXII x2. Special: Climb (30’). The apes have small horns on their brow. ML 7. White-devil Apes are dog-sized monkey creatures with a bloodred faces and sleek white fur. White-Devil Ape: HD 2d8. XP 360. 1d4) and 1 Bite (+2. MV 30’. and they typically wear fine jewelry. . HP 9. Psionic Lash (MEN save or 1d6 d amage and psi. ATK 2 Claws (+2. when using psionics within 120’). SV 15. Immunity (Mind. AC 6. 1d6). They have a long prehensile tail with a diamond shaped tip. +2/+2 but -2 AC). Rage (1/day. Psionics).