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Angoria, World of Adventure

III

Richie Stevens (Order #24539257)


Book III - The Southern Lands
From the breezy Fonagarth Steppe to the Scorching Born Dunes
Editor's note: As far we know, the cover art is public domain, we make no claim of ownership

Richie Stevens (Order #24539257)


Welcome to the South

I
t is once again time to delve into the world of
Angoria, as we take a look at the southern lands. The
breezy Fonagarth Steppe, where the nomadic horse
tribes roam, herding, trading, and raiding the
neighbors. The scorching red sands of the Born
Dunes, where only the tough, or the clever, survive
and thrive. And the dead, barren, sad land of the
Magnetic South, where something went horribly wrong long
ago, and the land became a wasteland of snow, ash and sand.

The south is a mixed bag, much more so than the middle


continent where the biggest mixes you'll find in the Midlands,
or the north, where everything fits right in with the harsh cold
environment. The south holds a certain beauty to it, and it
shows in its people and cultures. Whereas most of the middle
continent and north is the same, the south is different in
every region you tread, and that is beauty in its rawest form.

The land of nomadic horse riders and shepherds, the


Fonagarth Steppe is a harsh place. The Khans ruling this
untamed domain do everything in their power to keep their
lands safe, and people and horses well fed. Some do this
through trade, giving away fine crafts and excellent war
horses, while some tend to rely on raiding Moorvale and the
Born Dunes, believeing it to honor the ancestral ways.

The Born Dunes are a forbidding desert region, where most


people live underground, gathering water from the natural
caverns deep under the earth. The merchants have camp
cities built along the main waterway, and their homes can
offer respite for weary travelers. The great Dune River flows
down from the Crags of Thorn to the north, and down to the
waters known as the Leviathan Coast. These waters have
sailors at their toes, as the Leviathans living deep underneath
have a very personal relationship with their Immortal, which
is why most captains pray to the Arch Leviathan for safe
passage, just to be safe.

The Magnetic South is a dead land, where nothing grows, or


ever will grow since the great Unknown Cataclysm that
destroyed the ancient empires in the Age of Myth. Yet some
still come here, to escape their tormentors, or to just live in
solitude, and die quietly. It's a quietly respected land, and it
will likely never change, for better, or for worse.

These lands offer their respective experiences and riches,


and one should respect them, always. So please, take a
breath, and appreciate the land, and what it offers.
- Viktor Khan, the Failed Conqueror

Richie Stevens (Order #24539257)


Fonagarth Steppe
The Land of Khans

Richie Stevens (Order #24539257)


Richie Stevens (Order #24539257)
Welcome to the Steppe

F
onagarth Steppe, the land of horse nomads and
Khans. Here, you have horse, or you're target The Tale of the Dreaming
practice of the raiders. This land has little in
terms of adventuring, aside from the exploration Wizard
and raiding, so instead this section will feature There's a story that travels around the Steppe, about the first
some of the land's deeper lore, told of in legends Fonagarth wizard. He was a young and charming man, who
of the Khans, as well as some interesting rode like no other, in more ways than one. He was so fierce in
encounters, info on monsters, and locations of interest. battle and in love, he became known as Vodd Darkhunter. He
had some deviant tastes however, and he spent days on end
The Golden Khan, and the seeking what he desired. However, eventually he grew so tired
of seeking satisfaction he took his horse one night, and went
Beastwar of Moorvale on a hilltop to sleep his exhaustion away.
In the old times, all the clans were ruled by a man known as
the Golden Khan, who was once good friends with the Next morning he was still there, still in deep sleep. He was
beastfolk living further north, in the current Grand Duchy of hit over the head, and he still remained asleep. However, he
Moorvale. They shared their wealth, and he was granted the began speaking in his sleep. He spoke of a land like no other,
honor of drinking from the horn of kings. where one could go, but where none could leave. It was like
his mind was taken from his body and placed somewhere it
The peace continued, until one faithful day a faction of men would never die. He also spoke of the strong presence of
from the north, exiles and reformists of the sea-fairers of Immortal, and how said Immortal was he who preserves
Fjordhein, came to the rainy lands up north. The beastfolk those in peril, so they may never die.
sent a messenger saying that these new people seemed more
aggressive than any man or even beast they had seen so far, The people grew wary of him, while some became curious,
possibly because of northern blood in their veins. The Khans listening to his dreams for hours on end. He inspired many
kept an eye on the newcomers during their visits up north, more wizards in the Steppe, becoming an iconic figure. One
and one day, word came that the tension had broken into war. day, however, he was gone. No trace of him anywhere, and no
signs of kidnapping. Eventually the people started saying the
The Golden Khan thought for many moons of a way to end Immortal took his body as well, so he may never die in flesh
the aggressions, as he had become a pacifist in his older either.
years. Then the fighting started getting out of hand, as the
warring factions spread their battle lines to the Steppe. The Centaurs' Arrival
Hundreds of innocents were slain, and the Golden Khan When the Centaurs first came to the Steppe, some of the
declared his days of pacifism over. He took 800 of his best clans were hysterical, telling of half horse demons, while
riders, and gave the clans to his 5 children, telling them they others actually bothered speaking with them, getting to know
were the new Khans, and they should never spill blood of kin them, and even befriending them. The Khans gathered for
out of nothing. Then he rode, and only after his men were feast in the Palace of Khans one night, and some brought
dead did he manage to drive the beastfolk and northmen out their new Centaur friends along, so they may have a taste of
of his lands. Then he died from his wounds, and the the of the local cuisines. This startled and terrified many, but
Immortal of the Steppe took his soul to the Vast Pastures of over the course of the feast, after some eating, and drunken
Paradise. revelry, friendship was established between the two peoples.
Ever since then Centaurs have been trading partners,
The people of the Steppe believe the Golden Khan's sacrifice defenders, and battle comrades of the nomads, swearing
made the war end, and the Khans never denied it, even if they their loyalty over a toast of eternal kinship. It's also a fun
knew the truth of their father's fall. Ever since the, Moorvale story to tell foreigners.
has been the enemy of the clans.

That is the tale of the Golden Khan in the Beastwar, as told


by the clansmen and Khans.

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Wyverns of the Fonagarth Steppe
Fonagarth Steppe Wyverns are an uncommon, but not an impossible sight in
the Steppe. They've become one of the most feared beasts in
Wilderness the Steppe for many reasons, and each rider and shepherd is
Most of the Steppe is barren and windy grassland, with some told of them when they become old enough to go out on their
hills scattered about. In the northwest lies the Forbidden own, usually at the age of 13. So what makes wyverns so
Wall, an entranceway to the Crags of Thorn, where goblins feared? Many things, as I said.
riding worgs come from, attacking the clans. It's a cruel They devour cattle and sheep, robing shepherds of their
place, and getting a horse is your top priority, as it speeds up livelihood.
travel and gets you out of trouble quickly. They have a taste for horses, developed over the centuries.
Fonagarth Steppe Wilderness Encounters Their poisonous sting claims many lives among clans.
Hunting one is a fool's errand, as the beasts are cunning,
d10 Encounter and faster than the best riders.
1 5 Fonagarth raiders Even if one is lucky enough to catch a wyvern, they'll be
faced with the terrifying realization that they live in pairs.
2 2d6 goblins You will never find more or less than two wyverns at once.
3 2d6 goblins on worgs They're stealth predators, and move through the air
4 3d6 hobgoblins on dire wolves
silently, striking from the depths of pits, or the high and
clouded skies.
5 1d12+3 ogre nomads According to the legends of one clan, told to others over
6 2 trolls
time, a pair of wyverns once slaughtered a hundred riders
before being killed by that clan's Khan and his brothers.
7 Hydra (out of its home in the sea, or in)
8 2 wyverns
The Goblin Riders of the Steppe
Goblins were the spearhead of the orc Immortal Thorn's first
9 2d6 dire wolves attack to the Steppe, at the beginning of the Age of Legends,
10 20 Fonagarth raiders and were mowed down by the riders of the clans, led by the
Golden Khan in the days predating the Beastwar. After the
crushing defeat of his men, the army's general, Rhoc the
Stormbringer, decided to start domesticating beasts captured
at the edges of the Crags, thus creating the Crag Cavalry.
Fonagarth Raider With this new force his successors over the decades launch
Medium humanoid (Human), Lawful Evil new attacks almost every passing moon, and every time he
feels they get closer to victory. But they know Thorn dislikes
Armor Class 16 (studded leather) waiting, so they sends his Clergy new reports of battles
Hit Points 21 (3d8+3) weekly, some gains, some losses, but mostly made up on the
Speed 30 ft. fly. The things you do to keep your scalp.
The Ogres
STR DEX CON INT WIS CHA The Ogres moved to the Fonagarth Steppe in the seventh
17 (+3) 18 (+4) 12 (+1) 11 (+0) 16 (+3) 9 (-1)
century, during the Age of Myth, before the land was even
called that. The humans came much later, in the 12th century
of the Golden Age, far before the Khans. But from the start
Saves Dexterity +6 there was tension and rivalry in the air, and the two peoples
Skills Athletics +5, Animal Handling +6, Perception
+5
have been competing for the Steppe for over three centuries
Senses passive Perception 15
now. That, and herding, raiding, and eating.
Languages Common, Sylvan
Challenge 1 (200 XP) The Dungeons of the Steppe
There are no unexplored caves, crypts, or anything of the sort
in the Fonagarth Steppe. The land is barren, flat, and mostly
Actions perfect for its safety from underground freaks, even if the
Multiattack. The Fonagarth Raider makes one surface ones are just as bad. Crypts are absent, since the
Longbow attack, or two scimitar attacks. people of the clans don't bury their kinsmen, but burn them
on a great pyre, so their spirit may burn free forever. The
Longbow. Ranged attack: +6 to hit, 120/600 ft., one closest to caverns and dungeons can maybe be found at the
target. Hit: 7 (1d8+4) piercing damage Forbidden Wall, but it's mainly off limits due to the Faithful of
Scimitar. Melee attack: +6 to hit, 5 ft., one target. Thorn holding the land.
Hit: 6 (1d6+4) slashing damage

A Fonagarth never forgets their warhorse, after all, it's what


defines them, and not having one would be a death sentence.
7

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Special Locations and The Pyre Hills
These hills are to the west of the Palace of Khans. Here, no
Encounters joy is found. Here no one sings, dances or laughs. Here no
Listed and described here are the most notable areas, and honor or glory await. Here, the dead burn. The Fonagarth
special encounters adventurers may come across during their people tell that if a fallen warrior isn't burned on a funeral
time in the Steppe. pyre, they will be taken by the spirits of the Steppe, and
become a Dark Rider, or a Death Knight to those less
The Palace of Khans knowledgeable. The Dark Rider will be bound to the land,
and may not pass on until their slain corpse is placed on a
A great fortress, built of wood, rock, and the bones of long funeral pyre where the light of the rising sun will then release
dead megabeasts. The palace is an imposing site from their soul in a flash of fire. Many Dark Riders wait at the edge
without, and within, it shows the true might of the Khans, as of these hills, waiting for a warrior that can match up to
the palace is an open space all the way to the ceiling. them. It is a long and pained wait, but when the time comes,
Platforms and ladders circle the great space, and the Fang they welcome their last opponent with open arms, for one
Thrones, the bone crafted thrones of the Khans, sit in the final battle, where they might finally find rest.
very center of the lowest area. Here, they may gather for
meetings and feasts, and greet newcomers with open arms, The Rider Tournaments
welcoming them to their realm. The Khans do not bow to The people of the Fonagarth Steppe enjoy competitiveness,
anyone, and the only way to earn a Khan's respect is by and the Khans organize great tournaments each year. These
outriding a champion named by the Khans. It's not an easy tournaments are shows of power, and have six competitions
task, and could kill a man. Another way is to widow a wyvern, related to them.
and sever its mate's tail as a trophy. The last known way is by
slaying one hundred of the Faithful of Thorn, which is by far The first competition is archery. It's simple. The
the hardest task. competitors must fire a longbow at 350 feet, and hit the 5
targets lined up at the end as accurately as possible, with
The Hydra Coast as few arrows used as possible.
The Hydra Coast lines the eastern end of the Steppe, and is The second competition is riding. The competitors must
named so after the multi headed aquatic beasts that roam the ride over the Steppe's hills in the fastest time possible,
nearby waters. The Hydra Coast is also the home of the and not at any point lose control of the horse or fall off.
Fonagarth centaur tribes, who respect the large monsters, The third competition is falcon handling. The participants
only fighting them if they hunger for the flesh of humanoids. must fly a falcon up on some rocks to receive a gold coin,
Often they can be sent on their way with a small offering of and make sure it returns, and comes back before the
lamb and other herd animal. The Hydra Coast was named so spark candle that sets the time limit goes out.
after the hydras that lived in the waters. They were The fourth competition is that of physical combat
discovered by the ogres long ago, but their tongue called it prowess. The participants are given scimitars, and they
the Seasnake Coast. However, as wizardry became more must use their skills with the blade to defeat the others.
common, and knowledge of of magical beasts was spread, the The competitors are split into five groups.
area was renamed to the Hydra Coast. The fifth competition is horse archery. The participants
must ride in a wide circle with a radius of 300 feet, and hit
The Legend of Izankhai Khan, the Hydra four targets in the smallest amount of time.
Slayer The sixth competition is the battlering. The participants
The people of the Hydra Coast tell of a centaur by the name must use their skills to defeat their opponents, and the
of Izenkhai Khan, who, in the late 14th century of the Age of last one on their horse is declared the winner.
Legends, led the centaur clans with wisdom, and strength.
They called it the Duality of Izankhai, as wisdom was the After each competition, the Khans judge who performed the
weapon of the less capable in battle, and strength the weapon best in the tournament, and the winner shall be granted the
of a true warrior. One day, a great hydra emerged, and honor of being the Voice of the Khans, meaning they hold
Izankhai wanted to fight it. He was beaten down by it, many authority over all non-officers in the armies, and are welcome
times, and each time he escaped more and more narrowly. to join them for a grandiose feast. They're also given an
He spent days trying, and the hydra kept driving him off. So, armored warhorse, and a +1 lance.
he decided to use the wisdom he had acquired from his fights
with the beast, and tire it by not attacking, instead riding This concludes the information on the Fonagarth Steppe, so
around it and playing his flute, dodging its attacks. Then, the we must move on to the next region, a land of red sand and
beast tired, and he drew his great blade, slashing its heads off mysticism. The Born Dune.
and burning the wounds shut. This deed made him a hero of
the people, and a friend of all Khans.

Richie Stevens (Order #24539257)


The Born Dunes
Land of peculiarities, and magics

Richie Stevens (Order #24539257)


Richie Stevens (Order #24539257)
Welcome to the Dunes

B
eyond the south of the Midlands and the The Search
Blackwater Lands, west of the Fonagarth
Steppe, lies the land of red sands, and If the party starts looking for Cugel in the desert, on a DC 14
mysticism. The Born dunes are an odd land. Survival or Investigation checks they'll find tracks that lead to
The mysterious city of Aram, the Leviathan a small glyph engraved in the earth. If the whole party stands
Coast with its massive sea serpents, the tent on top of it, they'll suddenly fall into a sinkhole that comes
cities and underground villages, as well as the out of nowhere, and fall into Cugel's dungeon.
strange Slayer Keep, all put together in the shape of a strange
fantasy Egypt mixed with Byzantine, with monks thrown into If the party starts from the wizard's tower, a DC 15
the mix, make up this weird land. The Dunes have naturally Perception or Investigation check reveals a small letter on a
red sand, which is a great mystery, since all other sand seems messy desk, with one word written on it: Gotcha! and if a
completely normal in the rest of the world. Some say blood party member reads this out loud, they will get sucked in. The
magic was involved, and others say the land is rich with wizard won't even think about reading the letter, telling them
metals and minerals, which have led to extensive mining to just get in, and get his stuff. If the party seems reluctant,
operations, which yield more profit one could dream of. he'll increase the reward with 300 gold and a Ring of
Indeed, the land is strange, and I couldn't tell you all of it in Resistance.
one sitting. This chapter will have a small adventure,
wilderness info, stats for the Leviathans of the coast, and
locations of interest. Regardless, the party will end up in Cugel's dungeon, or as he
has named it, Funhouse.
Cugel! Cugel's "Funhouse"
This is a small adventure meant as a lighthearted, or nerve This is the list of Cugel's different traps, and how the party
wrecking and migraine inducing dungeon crawl, depending may be able to solve them, as it is up to the DM how the traps
on how the party looks at it. In the desert, between the Slayer work. Any monsters the party may encounter are all illusions.
Keep and the Dune River is a small floating tower the locals Some places need hidden doors to access.
say belongs to an old wizard, who is one of the most
welcoming and generous person in the land. However, lately The Catapult Platforms They look like normal diagonal
people have heard his wails of despair and anger, and suspect platforms, but they'll try to throw the party off into some
it has something to do with a certain odd looking individual water. There's a maintenance path right next to it, hidden
who often visits the old wizard. in a small doorway in the wall.
The Tar Stilts Just stilts going through a pool of 1 foot
deep tar, which halves movement speed if a party member
The party can just enter the tower willy nilly, through a small falls.
portal that leads right into the tower's lobby. From the upper The Drinks Cabinet Half of the 20 bottles are sleeping
floor the party will hear cursing and wailing, and a DC 12 potions, and if the party drinks one of the potions, they'll
Perception check reveals he is cursing someone named be asleep for an hour, and should the whole party drink
Cugel. If the party goes in, the old wizard calms down a bit them, they'll wake up back at the entrance.
and bows, introducing himself as Baracshi the Wise. He The Juggernaut Heart Attack A corridor which shuts
offers the party some tea and biscuits, and asks them to take down as the party enters. A Juggernaut will appear out of
a seat. nowhere and steamroll the party. That is, if it wasn't just
another magical illusion, and the doors open afterwards.
The party will notice the tower is looking like a bit of a mess. Hind-Stinger Corridor The corridor has little hidden
If questioned about it, the wizard explains that he was robbed hatches in the walls and floor, that will activate hidden
while he was sleeping, and he believes he knows who the wands of Magic Missiles, that will shoot the party in their
culprit is. A thief named Cugel the Clever comes by every day, hindquarters. The best way to beat is by walking through
asking if he could get some magical spell things like wands on your hands.
and scrolls, but the wizard ignores him ever single time, The Teleporter Room The room has one door at the end
telling him that if he wants magic wands or scrolls, he'll have of it, and there's a steady pattern of different colored tiles
to get them through his own way, which the wizard highly on the floor. However, should a party member step on a
doubts would ever work. Or doubted, since he's now been colored tile, they get teleported back to the previous area.
robbed, possibly by Cugel. He offers the party 1,200 gold and Only the black tile with a golden C on it takes the party to
a wand of fireballs with 10 charges, if they track him down Cugel, as the door is a fake one.
and bring back the things that were stolen. If the party
accepts he will get ecstatic, and tells them hurry along, After his dungeon is solved, he laughs a bunch, and gives the
promising more tea and biscuits after the deed is done. wizard's things back, as he only wanted them to build the
dungeon, and now he can abuse it to hell. Then he teleports
the party back to the tower to get their reward.
11

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The Born Dunes
Wilderness Leviathan
Huge Monstrosity Unaligned
Most of the Born Dunes are nothing but sandy desert for
miles on end, as the name suggests. However, the emptiness Armor Class 15 (natural armor)
makes it no less intriguing. Entire tent towns and Hit Points 105 (10d12+40)
underground villages are hidden in the landscape, if you just Speed 15 ft., 45 ft. swimming
travel enough and look closely. Monks are trained in the many
camptowns, and the best rogues of the Dunes come from the
underground villages, where it's become a lifestyle to some. STR DEX CON INT WIS CHA
23 (+6) 18 (+4) 18 (+4) 4 (-1) 13 (+1) 7 (-2)
The Born Dunes Wilderness Encounters 1
(The Dunes)
Damage Resistances Fire
d6 Encounter Damage Immunities Poison, Acid
1 10 Fonagarth Raiders Condition Immunities poisoned, frightened
Senses passive Perception 11
2 1d4 Hill Giants or Fire Giants Languages Primordial, Draconic
3 2d10 bandits Challenge 9 (5,000 XP)

4 Mage
Actions
5 1d4 banshees
Multiattack. The Leviathan makes one spittle attack
6 Dragon (any kind) and one tail attack.
Tail Slam. Melee attack: +10 to hit, 15 ft., one target.
The Born Dunes Wilderness Encounters 2 Hit: 16 (3d8+6) bludgeoning damage
(The Leviathan Coast)
Spittle. The Leviathan opens its maw, and the glands
d6 Encounter within shoot out boiling hot and poisonous water.
1 Leviathan Any creatures in a 20 foot cone must pass a DC 15
Dexterity saving throw, or take 19 (6d6) fire
2 Behir damage and 19 (6d6) poison damage.
3 2 mages
4 20 pirates (reskinned bandits)
5 2d12 goblinoid raiders
The Underground Villages
6 3d6+2 sahuagin
A DM may place the Underground Villages of the Born
Dunes anywhere in the region. They have around 200 people
living in them, and they have farms, water collecting plants,
SPECIAL: Wandering Merchants workshops and such. There's also an expansive criminal
The Born Dunes have a special thing to them. They have network working in all of them, known as the Red Sand
traveling merchants going from place to place, selling and Division, who are looking to overthrow the emirs ruling the
buying anything worth their time and money. Many lands.
adventurers call them crooks and scavengers, even vultures, The Tent Towns
and in the end, it isn't wrong. The merchants need to make
their coin, otherwise what's the point in business? The tent towns line the shores of the Dune River, which flows
down from the Crags of Thorn all the way to the Leviathan
Dragons and Behir in the Dunes Coast. These towns are ruled by emirs, who have an
There's a chance, a slim one, but a chance, that an adventurer unspoken agreement with the merchants wandering about.
will spot a dragon or a Behir out in the wilderness, for As long as the emirs let them take shelter in the towns they
seemingly no real reason. Should one be bold and polite can have a portion of the profits. The towns offer everything
enough to ask the dragon's business, they'll usually say from food and shelter to crafts, and even training in certain
they're hunting a Behir. The Behir will likely tell the same skills and even combat. They're a great place to see.
story about the dragon. Whatever they have against each
other, they do not say. There's a 10% chance to find a dragon
and a Behir dueling in the sands, and it's an epic scene one
does not forget.

13

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Aram, the Temple City The Slayer Keep, the
The capital of the Born Dunes is the mighty city of Aram. It Dwarven Middlefinger to
was built by the high elves of Angoria as a safe haven in the
scorching desert. Over time, more races started arriving, and Death
Aram became the capital of all the races of the Dunes. The Among the red sands of the Born Dunes is the mighty citadel
high elves were given titles and riches to honor their hard of a dwarven faction, one of the three caused by the
work and capabilities. Then they started naming other races Schizophrenia of the Immortal of the mountainkind. The
leaders as well, taking on a more religious form, and creating warriors of this citadel are like no other, and they hold power
the theocracy that now rules supreme over the Born Dunes. so raw even legends can hardly compete with it.
Aram has many dungeons built under its main city area, and Exaggerations aside, the citadel holds the entry to the best
is generally considered the home of the single largest mega known monster slaying ground, a massive underground
dungeon in all of Angoria. cavern system where warriors can test their luck, knowledge
Aram's Army's Strength and strength. Indeed, it is a naturally formed, monster filled
hellhole, and only an idiot would ever, EVER go there.
2,000 soldiers and guards always at the ready.
1,500 scouts. So you'll fit right in. No offense.
500 spies.
500 assassins. The Slaying Grounds
3000 Mamlukes always kept armed and prepared.
3000 horses. The Slaying Grounds are a 2 layer cavern system, where
150 Mages. monsters are an almost guaranteed find. This can range from
250 Acolytes. a simple dire rat to the biggest monstrosities you can
imagine. The caverns are required to be mapped by the DM.
There's many biomes within the caverns that might interest
Aram Mamluke an adventurer, for blood glory and loot. The biomes in the
Medium humanoid (any race), Lawful Neutral caverns are:
Fungal jungle, where massive fungi grow up high.
Armor Class 18 (chainmail + shield) Underground lakes, because water is deadly, and might
Hit Points 38 (5d8+10)
Speed 30 ft.
slay you.
Stalagmite forests, an uncommon formation, and has
some extreme valuables to it.
STR DEX CON INT WIS CHA Damp moss pasture, for that domestic and killer fauna.
18 (+4) 15 (+2) 14 (+2) 11 (+0) 10 (+0) 12 (+1) Most common wandering monsters
Skills Athletics +7, Animal Handling +3, Perception
in the Slaying Grounds
+3 d12 Monster
Condition Immunities frightened
Senses passive Perception 13 1 Dire rats
Languages Common, Elvish 2 Giant Constrictor Snakes
Challenge Challenge and Xp
3 Troglodytes
Actions 4 Giant Scorpions
Maul. Attack Style: +7 to hit, 5 ft., one target. Hit: 9 5 Giant Spiders
(2d6+4) bludgeoning damage
6 Giant Crocodiles
7 Trolls
Aram's Mega Dungeon 8 Zombies
The dungeons below Aram form the largest mega dungeon in 9 Skeletons
Angoria. Every crypt, vault and cavern connects, creating 10 Rat swarms
fourteen layers of hell. The mega dungeon expands outwards
in every direction, with many side rooms and hidden 11 Giant Bats
entrances. The dungeon has massive amounts of monsters 12 Ghouls
and traps that are just waiting to be beaten by stoic
adventurers, and the reward for whoever actually gets
through to the end, will be riches beyond wildest dreams. But
that will take years, so don't get your hopes up. Dungeon
masters can map this area as they please, and it will make for
a great eternity campaign. 14

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The Magnetic South
Nothing is here, there is only the map of the land, it's a dead land with no signs of life!
Editor's Note: Other maps available in HERE

15

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Richie Stevens (Order #24539257)
Of
Nomads
And
Sand
Roamers
Angoria's southern lands are a peculiar case.
They have no concrete structure like the
northern regions do. The nomads of the
Fonagarth Steppe living freely. The people of the
Born Dunes worshiping their Immortals and
making handsome coin. And the dead Magnetic
South.

This book should get you well acquainted with


the southern lands, and give you an enjoyable
experience exploring them, adventuring in them,
and becoming rich in them. Except the Magentic
South.

I still don't know what the Magnetic South has


going on.... eh, someone else's problem.

Richie Stevens (Order #24539257)

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