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SYSTEM
NEUTRAL

S AV E Y O U R T I M E . S AV E Y O U R M O N E Y . S AV E Y O U R S T R E S S .

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PAT R E O N . C O M / R A G I N G S WA N P R E S S

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CREDITS

Design
Alexander Augunas, John Adams, Aaron Bailey, John Bennett, Creighton Broadhurst, Simon Butler, Ronald Calbick, Kalyna
Conrad, Seamus Conneely, Jeff Gomez, Rikh Hart, Eric Hindley, Taylor Hubler, Steve Hood, Anthony Jennings, Cole
Kronewitter, Jacob W. Michaels, David Posener, Paul Quarles, Alex Riggs, David N. Ross, Mike Welham and Bart Wynants

Development

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Creighton Broadhurst

Layout
Creighton Broadhurst and Simon Butler

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Art
Nicole Cardiff, Luigi Castellani, Gary Dupius, Paul Daly, Earl Geier, Rick Hershey, Forrest Imel, William McAusland, Bradley K.
McDevitt, Jeremy Mohler, Ashlyn Morrow, Matt Morrow, Claudio Pozas, Marc Radle, Dean Spencer, Harry Theaker, Daniel
Walthall and Maciej Zagorski (The Forge Studios). Some artwork copyright Paul Daly, used with permission. Publisher’s Choice
Quality Stock Art © Rick Hershey/Fat Goblin Games. Some artwork copyright William McAusland, used with permission. Rick
Hershey, Standard Stock Art: Issue1 by Small Niche Games. Publisher’s Choice Quality Stock Art © Rick Hershey/Fat Goblin
Games. Artwork ©2003 Outland Entertainment LLC. Some artwork copyright Claudio Pozas, used with permission.

Cartography
Dyson Logos

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All rights reserved. No part of this publication may be reproduced, stored in a retrieval system or transmitted, in any form or by
any means, without the prior permission in writing of Raging Swan Press or as expressly permitted by law.

©Raging Swan Press 2022.


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To contact us, email gatekeeper @ragingswan.com

To learn more about Raging Swan Press, visit ragingswan.com

You could have got all the books featured in this book for free, by joining Raging Swan Press’s Patreon campaign.

Learn more at patreon.com/ragingswanpress

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“The game is not merely a meaningless dungeon and an urban base around which is plopped the dreaded wilderness. Each of
you must design a world, piece by piece, as if a jigsaw puzzle were being hand crafted, and each new section must t perfectly the
pattern of the other pieces. Faced with such a task all of us need all of the aid and assistance we can get.”
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Gary Gygax
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FOREWORD

I started writing 20 Things lists in February 2015, and we


published our rst 20 Things supplement in May 2016. I’m
writing this foreword in early July 2022. Over six years, we’ve
released 73 individual instalments in the line, seven
compilations and two mega books. Now at the end of the
line, it is time for the capstone book—the Dread

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Thingonomicon.
This book is the culmination of hundreds of hours
of work by myself and many other
freelancers.
I am intensely proud of this

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book.
It is the largest book we have ever
published and the largest book we are
ever likely to publish. The Dread
Thingonomicon clocks in at 478 pages.
Within, you get over 265,000 words
spread over 8,800 paragraphs. I half
feel like I should say in the book’s
blurb that it contains 1,500,000
characters. But while that is true, it could be seen as tad

e misleading because I’m referring to characters, not


characters.
Indulge me. I’m happy and a bit giddy.
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THE BEGINNING
I started writing 20 Things lists in February 2015 for my
Borderland of Adventure campaign. We were starting a new
sub-campaign with a dungeon the characters would likely
travel to and from repeatedly. The published adventure
glossed over these journeys, but I found that dull. The
characters had to row for about a mile to reach the ruin;
perhaps (sometimes) something exciting or interesting
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would happen on route? Thus I wrote, “20 Things to


Happen in a Rowboat“, which I quickly followed up with
“20 Things to Find in a Vermin-Infested Dungeon”. I realised
other GMs might nd the lists useful, and thus—eventually—
was born the 20 Things line.
I’ve immensely enjoyed writing and publishing this line. I
love adding realistic details to my game, and I’m delighted
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you share that goal.


But here’s the truth: lists of dressing are not ashy. They
will never set the gaming world a ame with excitement like a
new megamodule or edition. Luckily, that isn’t their purpose.
Books like this exist to make your GMing life easier and help
you bring your campaigns and adventures to life. It’s a simple
but timeless purpose.
Ours is a game of the imagination. Suspension of
disbelief is a powerful thing. Anything that helps you help
your players suspend their disbelief is a jolly handy thing to
have in one’s armoury.
This style of book is as essential to a good game as one
lled with crunch. It may be even more important; who cares

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what special (or new) skills and powers the orcs have if the supplements earlier and cheaper than usual. Even better, you
characters ght them in a featureless, characterless—and can pledge what you want and cancel when you want. If you
boring—dungeon? are interested in supporting us, check out patreon.com/
The big secret of GMing these days is that you don’t ragingswanpress.
need the newest spells, skills, magic items, monsters and
classes to create an engaging, exciting game. Are the players
THANK YOU!
going to remember—or even notice—how the orcs used that I hope you enjoy the Dread Thingonomicon. More
new feat (or whatever) from that new book? No. However, if importantly, I hope you nd it useful and that the
done right, the setting and the story will stick in their minds— descriptions herein enhance your campaign (and make your

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perhaps for the rest of their lives. “job” easier). Above all, I hope this book helps you have
Books like this can be the foundation of your game. Take more fun with your friends. Finally, I hope your players
these lists and breathe life into an adventure or campaign. appreciate the extra time and effort you put in to make the
I’m not saying this is all you need to run a successful game— game more awesome and immersive. If not, you could
that’s madness—but detail and verisimilitude are often the always beat them with this book (if you got a physical copy—

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rst things sacri ced on the altar of ever-more complicated it’s hard to beat someone with a PDF).
stat blocks and the inclusion of the latest new shiny If you have any comments or questions about Raging
mechanic. We all only have a limited time to prepare for the Swan Press, I’d love to hear from you. You can contact me at
session, after all. creighton@ragingswan.com.
Good luck with your games!
THE END
All good things must come to an end, however. I want to
move on.
The “problem” with a line like 20 Things is that it could go
on forever. From one perspective, that is brilliant, but it is less
so from another. You can’t come to the end of something that
has no end unless you manufacture an end.
I’m not giving up on dressing, though—far from it. I would
pick a book of dressing over a book of crunch any day. As I
e Torquay July, 2021
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said earlier, the best crunch in the world is pointless if it
spawns a boring game. For example, (insert name of the
game you don’t like here). This book is dedicated to many people.

SYSTEM NEUTRAL
To my wife, Karen, and my boys, Christopher and
This book is compatible with most fantasy roleplaying games. Alexander: without your support and love, this book would
It’s impossible to create a truly system-neutral book, though, not exist.
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and some generic game terms—wizard, ghter, human, elf


and so on—lurk within. These generic terms are easily To my father: you gave teenage me some of the greatest
modi ed to your system of choice. One special note about advice I’ve ever had: “You’ll do your job for a third of your
the NPCs in this supplement. While some are magic-users, life; it would be a good idea if you enjoyed it”. (Which,
ghters, clerics and so on, others are normal folk. Because obviously, I ignored at the time).
different game systems handle ordinary folk differently, we’ve
not noted their “class”, leaving them simply as “female To my home gaming group: without you, Vilimzair Aralivar
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human” and so on. I’m sure you can struggle through any might not have become the World’s Greatest Ever Bard and
necessary conversions. Legendary Pirate Captain.

P AT R E O N
To the gamers no longer with us: Steve Norman, Jon
You might be aware Raging Swan Press is on Patreon. We Dobbie and Robert Wills—rest easy, chaps.
signed up at the start of April 2015, and it’s going rather
marvellously. The thrust of our Patreon campaign is to pay To the members of our Patreon campaign: Without you,
better rates to our freelance game designers. As I’m sure you Raging Swan Press would not be what it is today.
know, the economics of 3PP are notoriously tight, but
Patreon gives Raging Swan Press a way to increase our To Gary Gygax and Dave Arneson: without your
freelancer rates. At the time of writing, we’ve already invention, my life would have had a wildly different
massively increased our word rate to 11 cents a word, which trajectory. I doubt it would have been a better one.
gives me a warm, fuzzy feeling. We want to pay more, but to
do that, we need your help! If you sign up, you get our Thank you all.

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CONTENTS Physical Description.............................................................22


Battle Tactics .........................................................................22
Treasure .................................................................................22
Credits ............................................................................................2
A LCHEMIST ’ S L ABORATORY 23
Foreword ........................................................................................4
Using this Book ...........................................................................13 Alchemists and their Assistants ................................................24
20 Things by Subject ..................................................................14 1. Erfanna Nackle .................................................................24
Castles ...................................................................................14 2. Gillon Duerral ...................................................................24
Caves & Caverns ..................................................................14 3. Jusso Ano ..........................................................................24
4. Sipri Miemo.......................................................................24

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Countryside ..........................................................................14
Desert ....................................................................................14 5. Vilppu Otra........................................................................25
Dragons .................................................................................14 6. Vilutar Lempo ...................................................................25
Dwarves .................................................................................14 Things to See in a Laboratory ...................................................26
Dungeons..............................................................................14 Alchemical Mishaps ...................................................................27

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Dungeon Locales .................................................................14 Complications & Opportunities ................................................28
Evil Folk..................................................................................14 A NCIENT N ECROPOLIS 29
Forest & Woodlands ............................................................14
Things to Find in a Necropolis ..................................................30
Frigid Climes .........................................................................14
Burial Niche Dressing ..........................................................30
Giants .....................................................................................14
Things to Find in a Dusty Crypt.................................................32
Good Folk .............................................................................14
Things to Find in a Sarcophagus ..............................................33
Graveyards, Tombs & Crypts ..............................................14
Sarcophagus Lid Decorations ............................................33
Hills ........................................................................................14
Things to Find on a Thief’s Body...............................................34
Humanoids ............................................................................14
Protective Curses ........................................................................35
Inns & Taverns .......................................................................14
Jungle ....................................................................................14
Moors.....................................................................................14
Mountains .............................................................................14
Ruins ......................................................................................14
e Strange Effects ......................................................................35
Minor Hauntings .........................................................................36
Strange Sounds ....................................................................36
A RCHIVES & L IBRARIES 37
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Seas & Oceans ......................................................................14 Books in the Common Collection ............................................38
Swamps & Marshes ..............................................................14 History Books ........................................................................38
Thieves, Smugglers & Pirates..............................................14 Religious Books ....................................................................38
Treasure .................................................................................14 General Interest Books ........................................................38
Undead ..................................................................................15 Books in the Special Collection ................................................39
Urban .....................................................................................15 Events Among the Stacks ..........................................................40
Villages ..................................................................................15 Folk Among the Stacks ..............................................................41
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War .........................................................................................15 1. Kuura Puukko ....................................................................41


Wilderness ............................................................................15 2. Eufrosiina Torio .................................................................41
Wizards, Mages & Sorcerers ...............................................15 3. Brusi Talvikki......................................................................41
A BNORMAL L OW -L EVEL U NDEAD 17 4. Auku Tapio ........................................................................41
5. Inkeri Vaito ........................................................................41
1,000 Abnormal Ghouls ............................................................18
Things Among the Stacks ..........................................................42
Physical Description.............................................................18
Battle Tactics .........................................................................18 B ANDITS & B RIGANDS 43
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Treasure .................................................................................18 Bandits & Brigands .....................................................................44


1,000 Abnormal Mummies........................................................19 1. Eetu Ilma ...........................................................................44
Physical Description.............................................................19 2. Kosti Ehtaro .......................................................................44
Battle Tactics .........................................................................19 3. Hedvig Kulta .....................................................................44
Treasure .................................................................................19 4. Pekko Miemo ....................................................................44
1,000 Abnormal Skeletons ........................................................20 5. Jyrki Susi ............................................................................44
Physical Description.............................................................20 6. Antti Väinö .........................................................................45
Battle Tactics .........................................................................20 7. Mielikki Uro .......................................................................45
Treasure .................................................................................20 8. Venla Koira ........................................................................45
1,000 Abnormal Wights .............................................................21 Camp Dressing ...........................................................................46
Physical Description.............................................................21 Bandit Loot ..................................................................................47
Battle Tactics .........................................................................21 Looting the Body ..................................................................47
Treasure .................................................................................21 Complications & Opportunities ................................................48
1,000 Abnormal Zombies ..........................................................22
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B ESIEGED C ASTLE 49 What Do They Find?.............................................................86


Minor Events ...............................................................................50 Customers ...................................................................................86
Daytime Events .....................................................................50 Odds & Ends .........................................................................87
Night-Time Events ................................................................50 Junk & Dross ...............................................................................88
Attacks..........................................................................................52 Weapons ......................................................................................88
Defences and Counterattacks ............................................52 Baubles & Curios ........................................................................89
Challenges & Complications.....................................................54 Complications & Opportunities ................................................90
Dwindling Supplies ..............................................................54 D ARK C AVERNS 91
Low Morale ...........................................................................54 Atypical Caverns .........................................................................92

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B USTLING M ARKETPLACE 55 Atypical Cavern Encounters................................................92
Different Places for a Market .....................................................56 Cavern Dressing .........................................................................94
Interesting Stalls .........................................................................57 Notable Cavern Features ....................................................94
Types of Market Stall ............................................................58 Natural Cavern Hazards .......................................................95

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A Few Notes ..........................................................................58 Legendary Caves ........................................................................96
So What’s For Sale? ..............................................................58 Things in a Subterranean River...........................................97
Stall Characteristics ..............................................................58 Things to Find in a Purple Worm ..............................................98
Things to See in a Market ..........................................................59 D RAGON ’ S L AIR : B LACK D RAGON 99
Merchants with Personality ........................................................60 Lair Features ..............................................................................100
Deals Too Good to Be True .......................................................61 Female Black Dragon Names ...........................................100
Market Whispers & Rumours ..............................................62 Male Black Dragon Names ...............................................100
C REEPY G RAVEYARD 63 Lair Dressing .............................................................................101
Graveyard Sights ........................................................................64 Dragon Dressing: Distinguishing Marks .........................101
Strange Sounds ....................................................................64
Strange Sensations ..............................................................64
Things to Find in an Open Grave .............................................65
Gravestone Inscriptions .............................................................65
e Minor Sights, Sounds & Events ...............................................102
Dragon Dressing: What’s the Dragon Doing? ...............102
Hoard Treasures & Trinkets ......................................................103
Dragon Dressing: Worn Trinkets ......................................103
Hoard Dressing .........................................................................104
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Strange Mausoleums .................................................................66
Graveyard Rumours....................................................................67 D RAGON ' S L AIR : B LUE D RAGON 105
Mourners with Personality .........................................................68 Lair Features ..............................................................................106
Graveyard Hauntings .................................................................70 Lair Dressing .............................................................................107
C RYPTS & C ATACOMBS 71 Minor Sights, Sounds & Events ...............................................108
Crypt & Catacomb Dressing .....................................................72 Hoard Treasures & Trinkets ......................................................109
Sarcophagi Inscriptions .......................................................72 Hoard Dressing .........................................................................110
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Sarcophagi Graf ti ...............................................................72 D RAGON ’ S L AIR : G REEN D RAGON 111


Crypt & Catacomb Features ......................................................73 Lair Features ..............................................................................112
The Interred .................................................................................74 Female Green Dragon Names .........................................112
1. Aake Vilja ...........................................................................74 Male Green Dragon Names..............................................112
2. Kaija Tuntia ........................................................................74 Lair Dressing .............................................................................113
3. Suni Keiho .........................................................................74 Dragon Dressing: Distinguishing Marks .........................113
4, Vappu Miela ......................................................................74 Minor Sights, Sounds & Events ...............................................114
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Sarcophagi Dressing ..................................................................76 Dragon Dressing: What’s the Dragon Doing? ...............114
Grave Goods ...............................................................................76 Hoard Treasures & Trinkets ......................................................115
C ULTISTS ’ L AIR 77 Dragon Dressing: Worn Trinkets ......................................115
Vile Things in a Cultists’ Lair ......................................................78 Hoard Dressing .........................................................................116
Things on a Cultists’ Altar ..........................................................79 D RAGON ’ S L AIR : R ED D RAGON 117
Small Items Found on an Altar............................................79 Lair Features ..............................................................................118
Magic Effects on an Altar ...........................................................80 Lair Dressing .............................................................................119
Things to Find in a Cultists’ Lair ................................................81 Minor Sights, Sounds & Events ...............................................120
Unholy Books ........................................................................81 Hoard Treasures & Trinkets ......................................................121
Cultists with Personality .............................................................82 Hoard Dressing .........................................................................122
Things to Loot from a Cultist .....................................................83
D RAGON ’ S L AIR : W HITE D RAGON 123
C URIO S HOP & P AWNBROKERS 85
Lair Features ..............................................................................124
Going Shopping .........................................................................86 Lair Dressing .............................................................................125
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Minor Sights, Sounds & Events ...............................................126 3. Ravan Bramlon (Priest) ..................................................156
Hoard Treasures & Trinkets ......................................................127 4. Sir Granden (Elderly Paladin) .......................................156
Hoard Dressing .........................................................................128 5. Sister Marian (Monk)......................................................156
F AILED T HIEVISH D OINGS 129 6. Suriel Valanteth (Worshipper) ......................................157
7. Taysa Umbriel (Follower) ...............................................157
Failing to Find Anything ..........................................................130
8. Trope Tessle (Adventuring Bard)..................................157
Failing to Find a Trap................................................................131
Adventure Hooks .....................................................................158
Failing to Pick Pockets ..............................................................132
Unwelcome Discoveries....................................................132 F ARMING V ILLAGE 159
Failing to Pick a Lock ................................................................133 Daytime Sights & Sounds ........................................................160

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F AIRS & F ESTIVALS 135 Nighttime Sights & Sounds .....................................................161
Villagers .....................................................................................162
Fairs & Festivals.........................................................................136
Travellers ...................................................................................163
Minor Events .............................................................................137
Village Dressing ........................................................................164
Stalls & Attractions ...................................................................138

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1. Kreeta’ Masks..................................................................138 F ECUND J UNGLE 165
2. Esoteric Lodge of All Knowledge ................................138 Camping & Campsites .............................................................166
3. Try Your Luck ...................................................................138 Local Landmarks .......................................................................167
4. The Square ......................................................................138 Minor Daytime Events ..............................................................168
5. Lauri’s Cornucopia of Wonder .....................................138 Minor Night-Time Events .........................................................168
6. Blue Boar Tavern ............................................................139 Wilderness Dressing ................................................................169
7. Tiera’s Wandering Players .............................................139 Uneventful Travel ......................................................................170
8. Kytenian’s Performing Bears .........................................139 F ORT ON THE B ORDERLANDS 171
Complications & Opportunities..............................................140
Fort Dressings ...........................................................................172
F ALLEN D WARVEN H OLD
Dwarven Hold Dressing...........................................................142
Workshop Features & Dressing ..............................................143
Dwarven Statues .......................................................................143
e 141 Sights & Sounds .................................................................173
Whispers & Rumours ...............................................................174
Men-at-Arms with Personality .................................................175
Travellers with Personality .......................................................176
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Temple Features .......................................................................144 G HOSTLY H AUNTINGS 177
Minor Dwarven Treasures ........................................................144
Ghostly Adventurers ................................................................178
Dwarven Names .......................................................................144
1. Aadam Toivas, the Last Guardian.................................178
Female Names....................................................................145
2. Antero Joutsi ..................................................................178
Male Names ........................................................................145
3. Eeva Seppo, the Glenmother .......................................179
Family Names .....................................................................145
4. Martta Kari.......................................................................179
Signs of Previous Exploration .................................................146
Ghostly Villains..........................................................................180
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Triggered Traps.........................................................................146
1. Feljin Toppledepple, Eater of Gold .............................180
F ANE OF E VIL 147 2. Hannu Laine....................................................................180
Major Fane Features.................................................................148 3. Hurr Dag, Terror in the Dark .........................................180
Minor Shrine Dressing .............................................................149 4. Tommo Hirvi ...................................................................181
General Shrine Decorations .............................................149 5. Vilutar Tornia ...................................................................181
The Altar ....................................................................................150 G OBLIN L AIR 183
Altar Dressing ...........................................................................151
Goblins with Personality ..........................................................184
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Clergy & Prisoners ....................................................................152


Things in a Goblin’s Pouch ......................................................184
1. Elina Itkonen (Priestess).................................................152
1,000 Abnormal Goblins .........................................................185
2. Lilith Girsu (Priestess).....................................................152
Combat & Tactics ...............................................................185
3. Makoa Der (Priest) .........................................................152
Treasures & Trinkets ...........................................................185
4. Satu Markku (Prisoner) ..................................................152
What’s the Goblin Doing? .......................................................186
5. Solalith Wilmatyn (Prisoner) ..........................................152
General Activities ...............................................................186
6. Varma Eronen (Prisoner) ...............................................152
Minor Random Encounters ...............................................186
F ANE OF G OOD 153 Outside a Goblin Lair ...............................................................187
Major Fane Features.................................................................154 Guard Room Dressing .............................................................187
Minor Fane Features ................................................................155 Common Room Dressing ........................................................188
Folk of the Fane ........................................................................156 Chieftain’s Quarters Dressing .................................................188
1. Londinium Garfael (Scholar) .........................................156 H AUNTED H OUSE 189
2. Noren Fosren (Architect) ...............................................156
Haunted House Minor Events .................................................190
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Haunted House Phenomena...................................................191 Quirks for a Wondrous Weapon ......................................216


Haunted House Rumours ........................................................191 Minor Wondrous Item Boons ...........................................217
Haunted House Treasures .......................................................192 Minor Wondrous Item Drawbacks ...................................217
Things in a Rats’ Nest .........................................................192 Wondrous Daggers ..................................................................218
Things in a Spider’s Web...................................................193 Wondrous Keys .........................................................................218
Abandoned House Perils.........................................................194 Wondrous Longswords ...........................................................219
Unfortunate Discoveries ..........................................................194 Wondrous Maces .....................................................................219
Things in an Abandoned House .............................................195 Wondrous Rings .......................................................................220
Things in a Burned Out House ...............................................196 Wondrous Scroll Cases ............................................................220

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Things in a Plague House ........................................................196 Wondrous Staves......................................................................221
H ENCHFOLK & H IRELINGS 197 Wondrous Unholy Symbols.....................................................221
Wondrous Wands .....................................................................222
Clerics & Priests ........................................................................198
1. Janaela Shakirae ............................................................198 K OBOLD W ARREN 223

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2. Kaarlo Markku ................................................................198 Warren Dressing .......................................................................224
3. Tuomo Keto ....................................................................198 Warren Events ...........................................................................224
4. Willithar Vonothvar ........................................................198 Warren Traps .............................................................................225
Fighters & Warriors ..................................................................199 Abnormal Kobolds ...................................................................226
1. Anthic Ovlag ...................................................................199 Appearance ........................................................................226
2. Einar Leino ......................................................................199 Battle Tactics .......................................................................226
3. Firatris Shakirae ..............................................................199 Trinkets & Treasures ...........................................................226
4. Terttu Vuolle ....................................................................199 Looting a Dead Kobold ...........................................................228
Thieves & Rogues .....................................................................200 L ICH ’ S L AIR 229
1. Baredal Raulnor..............................................................200
2. Elena Rekunen................................................................200
3. Helmi Markku .................................................................200
4. Thoric Valzak ...................................................................200
Wizards & Sorcerers .................................................................201
e Outside the Lair ........................................................................230
Whispers & Rumours .........................................................230
Lich Lair Trinkets .......................................................................231
Horrible Spell Components..............................................231
Lich Lair Dressing .....................................................................232
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1. Anneli Loponen..............................................................201
Strange Smells & Sounds ..................................................233
2. Jani Outila .......................................................................201
Strange Sensations & Events ............................................233
3. Kaunanna Natityrr ..........................................................201
Lich’s Phylacteries.....................................................................234
4. Viljo Korpela ...................................................................201
L OCAL L ANDMARKS 235
H ILL G IANT S TEADING 203
Beaches & Bays.........................................................................236
Things Near a Steading ...........................................................204
Hills & Highlands ......................................................................237
Steading Events ........................................................................204
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Houses & Homes ......................................................................238


Steading Dressing ....................................................................205
Ruins & Remnants .....................................................................239
Abnormal Hill Giants ................................................................206
Wildlife & Woods......................................................................240
Appearance ........................................................................206
Battle Tactics .......................................................................206 L OOTING THE D EAD 241
Trinkets & Treasures ...........................................................206 Looting a Dead Adventurer ....................................................242
Things in a Hill Giant’s Bag ......................................................207 Looting a Dead Bard ................................................................243
Hill Giant Pets ............................................................................208 Outlandish Costumes ........................................................243
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Appearance ........................................................................208 Looting a Dead Cleric ..............................................................244


Battle Tactics .......................................................................208 Unholy Symbols .................................................................244
I TEMS M OST W ONDROUS 209 Unholy Water Vials .............................................................244
Looting a Dead Thief ...............................................................245
Wondrous Attire .......................................................................210
Looting a Dead Warrior ...........................................................246
Wondrous Rings .......................................................................211
Looting a Dead Wizard ............................................................247
Wondrous Rods, Staves & Wands ..........................................212
Remarkable Spellbooks ....................................................247
Special Note .......................................................................212
Wondrous Swords ....................................................................213 L UNATIC A SYLUM 249
Scabbards ...........................................................................213 20 Pieces of Dressing ..............................................................250
Special Note .......................................................................213 20 Minor Events ........................................................................251
Wondrous Weapons ................................................................214 The Insane .................................................................................252
I TEMS M OST W ONDROUS II 215 1. Alberich Stoneshield .....................................................252
2. Auni Lempivalko ............................................................252
Customising Wondrous items ................................................216
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3. Durra Bigit.......................................................................252 Blasphemous Tomes ................................................................268


4. Fredrik Turnio .................................................................252 Blasphemous Bookmarks .................................................268
5. Inkeri Puukko ..................................................................252 Blasphemous Spell Components ...........................................269
6. Kaarle Unto .....................................................................253 Things in a Necromancer’s Sanctum ...............................270
7. Kalervo Maanavilje.........................................................253 Pickled & Preserved Things ..............................................270
8. Shanna Ekko Illdacer .....................................................253 Horrible Sensations ..................................................................271
The Staff .....................................................................................254 Horrible Sounds .......................................................................271
1. Arla Iawson .....................................................................254 N OBLE ’ S M ANOR H OUSE 273
2. Eliza Faringray ................................................................254
Notable Things Outside ..........................................................274

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3. Helmut Temple ...............................................................254
Notable Things Inside ..............................................................275
4. Oston Talltender ............................................................254
Minor Daytime Events ..............................................................276
5. Randall Dawnfowl ..........................................................254
Minor Night-Time Events .........................................................276
6. Sara Swiller .....................................................................254
Pieces of Minor Dressing.........................................................277

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M ERCHANT C ARAVAN 255 Sample Manor House ..............................................................278
Notable Merchants...................................................................256 N OISOME M ARSH 279
1. Aatu Päivö .......................................................................256
Camping & Campsites .............................................................280
2. Filppu Lemmäs ...............................................................256
Local Landmarks .......................................................................281
3. Ilma Ilmarinen .................................................................256
Minor Daytime Events ..............................................................282
4. Rauna Antero ..................................................................256
Minor Nighttime Events ...........................................................282
Notable Guards & Servants.....................................................257
Wilderness Dressing ................................................................283
1. Juho Miela ......................................................................257
Uneventful Travel ......................................................................284
2. Martta Rasantaja .............................................................257
3. Riilka Overhill .................................................................257 N OISOME S EWER 285
4. Yarg Yargson ...................................................................257
Notable Goods .........................................................................258
Caravan Dressing .....................................................................259
Minor Events .............................................................................260
e Folk to Encounter .....................................................................286
Minor Events .............................................................................287
Sewer Dressing .........................................................................288
Minor Locales of Interest .........................................................289
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M INIONS OF E VIL 261 Discarded or Lost Things .........................................................290

Assassins & Killers ....................................................................262 O CEAN V OYAGE 291


1. Knut Joutsimies ..............................................................262 Passengers ................................................................................292
2. Matilda Asikka ................................................................262 Stowaways .................................................................................293
3. Tiina Unaja ......................................................................262 Sailors ........................................................................................294
Clerics & Priests ........................................................................263 Ship’s Dressing .........................................................................295
1. Aatso Vaania ...................................................................263 Shipboard Sights & Sounds ....................................................296
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2. Charlotta Asikka .............................................................263


ON THE R OAD 297
3. Elina Keira .......................................................................263
4. Eska Tapo ........................................................................263 Highways & Byways ..................................................................298
5. Kreeta Tapatora ..............................................................263 Passers-By ..................................................................................299
Fighters & Warriors ..................................................................264 1. Brithua Gravelcairn ........................................................299
1. Aleksi Unti .......................................................................264 2. Hanath Mynge ................................................................299
2. Hilda Salme.....................................................................264 3. Sildia Gontarel ................................................................299
4. Verro Fedraci ..................................................................299
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3. Kari Rahikka ....................................................................264


4. Lady Dorothea Otra .......................................................264 Hazards on the Road ................................................................300
5. Pekoe Talvekki ................................................................264 Camping & Campsites .............................................................301
Sorcerers & Wizards .................................................................265 The Weather ..............................................................................302
1. Heta Talvikki ....................................................................265 O RC V ILLAGE 303
2. Kalle Lemminkäinen ......................................................265 Orc Village Sights & Sounds ...................................................304
3. Lyyli Vess .........................................................................265 Unaware of Intruders .........................................................304
Thieves & Spies.........................................................................266 Aware of Intruders .............................................................304
1. Brusi Kukurtaja ...............................................................266 Orc Village Dressing ................................................................305
2. Jyrki Venemies ...............................................................266 Inside an Orc Hut ...............................................................305
3. Nikoteemus Repo ..........................................................266 Notable Orcs .............................................................................306
4. Sikke Arijoutsi .................................................................266 Warriors, Champions & Chiefs .........................................306
5. Venla Jutikka ...................................................................266 Other Rank & File ...............................................................306
N ECROMANCER ’ S L AIR 267 Shaman ...............................................................................306
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Children ..............................................................................307 Seedy Tavern Patrons ...............................................................337


Orc Treasures & Trinkets ..........................................................308 Seedy Tavern Staff ....................................................................338
R UINED C ASTLE 309 Things Left in a Bedchamber ..................................................339

Outside the Ruined Castle ......................................................310 S HADOWED B ORDERLAND 341


Outside in the Ruined Castle ..................................................311 Borderland Dressings ..............................................................342
Minor Events .......................................................................311 Borderland Landmarks ............................................................343
Inside the Ruined Castle ..........................................................312 Borderland Legends ................................................................344
Minor Events .......................................................................312 Strange Borderland Events .....................................................345
Discarded Gear ..................................................................313 Strange Borderland Folk .........................................................346

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Under the Ruined Castle .........................................................314 S LAVERS ’ C OMPOUND 347
Minor Events .......................................................................314
Dungeon Dressing ...................................................................348
Lost Trinkets & Treasures ...................................................314
Minor Events .............................................................................349
R UINED C ITY 315 Slaves with Personality .............................................................350

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Evidence of Prior Expeditions .................................................316 Slavers with Personality............................................................351
Lost Treasures & Trinkets .........................................................317 Looting the Slaver’s Body ........................................................352
Minor Events .............................................................................318 S MUGGLERS ’ L AIR 353
Ruin Dressing ............................................................................319
Things in a Smuggler’s Lair .....................................................354
Decoration Subjects ..........................................................319
Portable Goods ..................................................................354
Major Ruin Features .................................................................320
Looting a Smuggler’s Body .....................................................355
R UINED M ONASTERY 321 Things in a Cargo Hold .....................................................355
Outside the Monastery ............................................................322 Minor Smuggled Treasures .....................................................356
Generic Dressings..............................................................322 Events in a Rowboat .................................................................357
The Outer Wall ...................................................................322
Gardens ...............................................................................322
Graveyard ...........................................................................322
Inside the Monastery ...............................................................323
e Things in a Rowboat ..........................................................357
Things on a Beach ....................................................................358
Flotsam & Jetsam ...............................................................358
Things in a Sea Cave ................................................................359
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Generic Dressings..............................................................323 S MUGGLERS ’ V ILLAGE 361
Place of Worship ................................................................323
On the Streets ...........................................................................362
Personal Chambers............................................................323
Daytime ...............................................................................362
Public Areas ........................................................................323
Nighttime ............................................................................362
Under the Monastery ...............................................................324
In the Tavern ..............................................................................363
Generic Dressings..............................................................324
Daytime ...............................................................................363
Cellars & Storage ...............................................................324
Nighttime ............................................................................363
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Cells & Oubliettes ..............................................................324


Whispers & Rumours in the Taproom ..............................363
Crypts ..................................................................................324
At the Harbour ..........................................................................364
Minor Events .............................................................................325
Daytime ...............................................................................364
Treasures, Trinkets & Trash.......................................................326
Nighttime ............................................................................364
Treasures .............................................................................326
Folk .............................................................................................365
Trinkets ................................................................................326
1. Kustaava Montaja ...........................................................365
Trash ....................................................................................326
2. Aatu Kostia ......................................................................365
R UINED W IZARD ’ S T OWER 327
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3. Iisak Asikka......................................................................365
Outside the Tower ....................................................................328 4. Tahlys Azarian .................................................................365
Inside the Tower .......................................................................329 Illicit Cargo ................................................................................366
Lingering Spell Effects .............................................................330 S NOW & I CE 367
Strange Sights & Sounds .........................................................331
Camping & Campsites .............................................................368
Lost Treasures ...........................................................................332
Local Landmarks .......................................................................369
S EEDY T AVERN 333 Minor Daytime Events ..............................................................370
Things to See in the Commons ..............................................334 Minor Nighttime Events ...........................................................370
Things to See in a Tavern Brawl ..............................................335 Wilderness Dressing ................................................................371
Brawl Triggers .....................................................................335 Uneventful Travel ......................................................................372
Strange Things Behind the Bar ...............................................336 S UBTERRANEAN M INE 373
Drinks to Order ..................................................................336
Things to Find in a Mine ..........................................................374
Meals to Order ...................................................................336
Looting a Miner ..................................................................374
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Things in an Abandoned Mine ...............................................375 T ROUBLESOME T REASURES 409


Things in a Mine Cart .........................................................376 Bulky Treasures .........................................................................410
Perils in a Mine ..........................................................................376 Dif cult to Sell Treasures .........................................................411
Hauntings ..................................................................................377 Fragile Treasures.......................................................................412
Strange Sounds ..................................................................377 Minor Magic Item Drawbacks .................................................413
Strange Discoveries .................................................................378 Minor Curses in a Magic Item .................................................414
Strange Smells....................................................................378
U RBAN C HASES 415
S UN -S CORCHED D ESERT 379
Alleyway Chase.........................................................................416
Sun-Scorched Landmarks .......................................................380

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Daytime Events...................................................................416
Sun-Scorched Ruins .................................................................380 Nighttime Events ................................................................416
Desert Dressing ........................................................................382 Obstacles ............................................................................416
Special Note: Mirages .......................................................382 Rooftop Chase ..........................................................................417
Uneventful Days Travel ............................................................383 Daytime Events...................................................................417

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Sandstorm Events.....................................................................384 Nighttime Events ................................................................417
S UNKEN S HIP 385 Obstacles ............................................................................417
Things Around the Wreck........................................................386 Sewer Chase .............................................................................418
Major Wreck Features ..............................................................387 Events ..................................................................................418
Minor Wreck Features ..............................................................388 Obstacles ............................................................................418
Pieces of Treasure.....................................................................389 Street Chase ..............................................................................419
Ghostly Hauntings ....................................................................390 Daytime Events...................................................................419
1. Mielikki Toivas ................................................................390 Nighttime Events ................................................................419
2. Uoti Kuningas .................................................................390 Obstacles ............................................................................419

T ORTURE C HAMBERS
Notable Features ......................................................................392
Dressings ............................................................................392
Notable Instruments of Torture ..............................................393
e 391
Opportunities & Complications..............................................420
M INOR U RBAN E VENTS
Using Minor Urban Events ......................................................422
What Happens? ..................................................................422
421
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Lesser Instruments of Torture ...........................................393 While You Were Away… ....................................................422
Torturers ....................................................................................394 Whispers & Rumours .........................................................422
1. Baggi ...............................................................................394 Minor Event Hooks ...................................................................422
2. Barkal ...............................................................................394 Minor Urban Events .................................................................423
3. Kustaa Ampuja ...............................................................394 1. Tavern Brawl ...................................................................423
4. Olavi Aikio.......................................................................394 2. New Notable Shop ........................................................423
Major Prison Cell Features.......................................................395 3. Fire Breaks Out ...............................................................423
4. Major Burglary ................................................................423
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Prison Cell Dressing ...........................................................395


Prisoners ....................................................................................396 5. A Wondrous Sale ...........................................................424
1. Antero Kultamies............................................................396 6. Local Fair or Festival ......................................................424
2. Nak...................................................................................396 7. Public Execution .............................................................424
3. Pieti Meurakas ................................................................396 8. Brutal Murder .................................................................424
4. Rasal Turle .......................................................................396 9. Brigands and Bandits ....................................................425
10. Illness Strikes ................................................................425
T OWNSFOLK & V ILLAGERS 397
11. Odd Weather ...............................................................426
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Beggars & Vagabonds .............................................................398 12. Visiting Merchant .........................................................426


Guards & Soldiers ....................................................................399
U RBAN L ANDMARKS 427
Merchants & Traders ................................................................400
Peasants & Serfs ........................................................................401 Major Urban Landmarks ..........................................................428
Encounter Hooks ......................................................................402 1. The Ebon Shard..............................................................428
2. Eri’s Marvelous Mechanical Clock ...............................428
T RAVELLERS ’ I NN 403
3. The Guild Hall .................................................................428
Fellow Travellers .......................................................................404 4. The Hanging Garden .....................................................428
Locals & Staff .............................................................................405 5. Isle of the Damned ........................................................428
Taproom Dressing ....................................................................406 6. The Lightless Burrow .....................................................429
Sights, Sounds & Events ..........................................................407 7. Marsh Meadow ..............................................................430
Brawl Triggers .....................................................................407 8. The Nowhere Arch .........................................................430
Bedchamber Dressing .............................................................408 9. The Old Chapel ..............................................................430
Things Left by the Previous Guest ....................................408 10. Statue of the Baby Eater .............................................430

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11. Tower of Ezen-Kar ........................................................430 Strange Smells....................................................................466


12. Wragg’s Quarry ............................................................431 Spell Components ...................................................................467
Minor Urban Landmarks ..........................................................432 Minor Magical Effects ..............................................................468
U RBAN O DDITIES 433 Strange Sounds ..................................................................468

Odd, But Fun, Festivals ............................................................434 W RECKED S HIP 469


Odd Features & Buildings .......................................................435 On Deck.....................................................................................470
Odd Traditions ..........................................................................436 Minor Events .............................................................................471
Odd Laws ..................................................................................438 Below Decks: Cabins ...............................................................472
Odd Punishments ..............................................................438 Things to Find .....................................................................472

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V AMPIRE ’ S C ASTLE 439 Below Decks: Communal Areas .......................................473
Things to Find .....................................................................473
Outside the Vampire’s Castle ..................................................440
In the Hold .................................................................................474
Inside the Vampire’s Castle .....................................................441
Presentable Locations .......................................................441 OGL V1.0A 475

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Gore-Splattered Locations ................................................441
The Vampire’s Servants ............................................................442
USING THIS BOOK
1. Ariquis Garothyn ............................................................442
2. Caladal Nackle ...............................................................442
3. Henk ................................................................................442 You can use these system neutral tables either during
The Vampire’s “Guests" ...........................................................443 session prep or “on the fly” during the actual session. Roll
1. Hannu Eskola ..................................................................443 on the desired table and describe the result. Remember:
2. Mikko Leino ....................................................................443
3. Sonja Keto .......................................................................443 • Some players may assume because you describe
Treasures, Trinkets & Trash.......................................................444
Treasures .............................................................................444
Trinkets ................................................................................444
Trash ....................................................................................444
e •

something it is important. This may slow down the
party’s progress through the adventure. This isn’t
necessarily a bad thing.
Modify any result, so it fits with your game.
Ignore or re-roll inappropriate results.
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W AR -R AVAGED L AND 445
• Have fun!
Battle eld Dressing ..................................................................446
Signs of War ..............................................................................447
Sights in a War-Ravaged Village .............................................448
Things to See During a Siege .................................................449
Sights During a Village Raid ....................................................450
W ILDERNESS C AMPING 451
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Travellers to Share the Fire ......................................................452


Notable Camp Characteristics ................................................453
Signs of Previous Campers .....................................................453
Things Living at the Campsite ................................................454
Things Lurking in the Shadows ...............................................454
Night-Time Campsite Events...................................................455
Abandoned Things at a Campsite .........................................456
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W INDSWEPT M OOR 457


Camping & Campsites .............................................................458
Local Landmarks .......................................................................459
Minor Daytime Events ..............................................................460
Minor Nighttime Events ...........................................................460
Wilderness Dressing ................................................................461
Uneventful Travel ......................................................................462
W IZARD ’ S T OWER 463
Tower Decorations ...................................................................464
Interesting Tower Features................................................464
Things on a Wizard’s Bookshelf ..............................................465
Things Inside a Book .........................................................465
Things in a Wizard’s Laboratory ..............................................466
13

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20 THINGS BY SUBJECT GOOD FOLK


66: Fane of Good, 69: Henchfolk & Hirelings
Behold: all the 20 Things instalments broken down by theme.
G R AV E Y A R D S , T O M B S & C RY P T S
CASTLES
06: Ancient Necropolis, 08: Cultist’s Lair, 10: Creepy
20: Fort on the Borderlands, 27: Ruined Castle, 57: Graveyard, 16: Necromancer's Lair
Besieged Castle
HILLS

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C AV E S & C AV E R N S
14: Hill Giant Steading, 20: Fort on the Borderlands, 23
11: Dark Caverns Fallen Dwarven Hold, 30: Orc Village

C O U N T RY S I D E HUMANOIDS

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28: Travellers’ Inn, 35: Bandits & Brigands, 47: Local 17: Goblin Lair, 19: Kobold Warren, 30: Orc Village
Landmarks, 64: On the Road, 65: Noble’s Manor House, 68:
Merchant Caravan I N N S & T AV E R N S
D E S E RT 01: Seedy Tavern, 28: Travellers' Inn

24: Sun-Scorched Desert, 31: Blue Dragon's Lair JUNGLE


DRAGONS 55: Fecund Jungle

MOORS
31: Blue Dragon's Lair, 32: White Dragon's Lair, 33: Red
Dragon's Lair, 39: Black Dragon's Lair, 40: Green Dragon's
Lair

D WA RV E S
e 53: Windswept Moors

M O U N TA I N S
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14: Hill Giant Steading, 20: Fort on the Borderlands, 23:
05: Subterranean Mine, 11: Dark Caverns, 23: Fallen
Fallen Dwarven Hold, 30: Orc Village, 32: White Dragon's
Dwarven Hold
Lair, 33: Red Dragon's Lair
DUNGEONS RUINS
05: Subterranean Mine, 08: Cultist’s Lair, 11: Dark Caverns,
07: Abandoned House, 27: Ruined Castle, 41: Ruined
13: Noisome Sewer, 16: Necromancer's Lair, 17: Goblin Lair,
Wizard's Tower, 45: Vampire’s Castle, 48: Ruined City, 50:
m

19: Kobold Warren, 23: Fallen Dwarven Hold, 27: Ruined


Ruined Monastery
Castle, 29: Lich's Lair, 45: Vampire’s Castle, 50: Ruined
Monastery SEAS & OCEANS
DUNGEON LOCALES 22: Ocean Voyage, 58: Wrecked Ship, 62: Sunken Ship

37: Fane of Evil, 38: Torture Chambers S WA M P S & M A R S H E S


Sa

EVIL FOLK 39: Black Dragon's Lair, 54 Noisome Marsh

60: Minions of Evil, 69: Henchfolk & Hirelings T H I E V E S , S M U G G L E R S & P I R AT E S


FOREST & WOODLANDS 04: Smugglers’ Lair, 12: Slaver's Compound, 35: Bandits &
Brigands, 46: Smugglers' Village, 73: Failed Thievish Doings
40: Green Dragon's Lair
TREASURE
FRIGID CLIMES
02: Looting the Body, 18: Troublesome Treasures, 43: Items
32: White Dragon's Lair, 56: Snow & Ice
Most Wondrous, 51: Items Most Wondrous II
GIANTS
14: Hill Giant Steading

14

UNDEAD
06: Ancient Necropolis, 08: Cultist’s Lair, 10: Creepy
Graveyard, 16: Necromancer's Lair, 29: Lich's Lair, 45:
Vampire’s Castle, 49: Abnormal Low-Level Undead, 50:
Ruined Monastery, 61: Ghostly Hauntings, 63: Crypts &
Catacombs

URBAN

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01: Seedy Tavern, 03: Wizard’s Tower, 04: Smugglers’ Lair,
07: Abandoned House, 08: Cultist’s Lair, 09: Bustling
Marketplace, 10: Creepy Graveyard, 12: Slaver's Compound,
13: Noisome Sewer, 16: Necromancer's Lair, 25: Curio Shop
& Pawnbrokers, 26: Townsfolk & Villagers, 27: Ruined Castle,

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36: Fairs & Festivals, 41: Ruined Wizard's Tower, 42: Archives
& Libraries, 44: Alchemist's Laboratory, 48: Ruined City, 52:
Urban Chase, 65: Noble’s Manor House, 66: Fane of Good,
67: Lunatic Asylum, 68: Merchant Caravan, 69: Henchfolk &
Hirelings, 70: Urban Landmarks, 71: Urban Events, 72:
Urban Oddities

VILLAGES
07: Abandoned House, 09: Bustling Marketplace, 10:

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Creepy Graveyard, 15: War-Ravaged Land, 25: Curio Shop &
Pawnbrokers, 26: Townsfolk & Villagers, 27: Ruined Castle,
28: Travellers’ Inn, 30: Orc Village, 34: Farming Village, 36:
Fairs & Festivals, 46: Smugglers' Village, 47: Local
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Landmarks, 52: Urban Chase, 64: On the Road, 65: Noble’s
Manor House, 68: Merchant Caravan, 69: Henchfolk &
Hirelings, 70: Urban Landmarks, 71: Urban Events, 72:
Urban Oddities

WAR
15: War-Ravaged Land, 20: Fort on the Borderlands, 23:
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Fallen Dwarven Hold, 27: Ruined Castle, 57: Besieged Castle

WILDERNESS
14: Hill Giant Steading, 15: War-Ravaged Land, 20: Fort on
the Borderlands, 21: Wilderness Camping, 23: Fallen
Dwarven Hold, 27: Ruined Castle, 28: Travellers' Inn, 30: Orc
Village, 35: Bandits & Brigands, 45: Vampire’s Castle, 47:
Sa

Local Landmarks, 53: Windswept Moors, 59: Shadowed


Borderland

WIZARDS, MAGES & SORCERERS


03: Wizard’s Tower, 16: Necromancer's Lair, 41: Ruined
Wizard's Tower, 42: Archives & Libraries, 44: Alchemist's
Laboratory

15


16
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A B N O R M A L L OW -L E V E L U N D E A D
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17

1,000 ABNORMAL GHOULS 5. Clutching two skulls, which it uses as improved missile
weapons, the ghoul skirts combat in an attempt to get at
the party’s (soft-skinned and vulnerable) spellcasters.
Ghouls—and their more powerful brethren, ghasts—are rightly 6. This ghoul unhesitatingly attacks the nearest opponent.
feared by adventurers for their paralysing touch and disease- 7. This ghoul is ravenous. If it downs an opponent, it
ridden fangs. immediately drags it away to feast in private.
8. Stronger than its fellow, this ghoul grapples and pins its
PHYSICAL DESCRIPTION
opponent so its allies may feast on living prey.
A standard ghoul appears thusly: 9. This ghoul has a dim recollection of its previous life. If it

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nds a discarded weapon, it uses it in battle.
This hairless, gaunt humanoid has pallid skin, long claw-like
10. This ghoul is a rarity of its kind. It is a coward and ees if
nails and red eyes that burn with an unholy light. Its long
the battle seems lost. If captured, it is very talkative if it
tongue lolls from a mouth crammed with horribly elongated,
seems cooperation may save its “life”.
pointed teeth.

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To this basic description, apply one of the entries below:
TREASURE
Sometimes, ghouls yet have some small trinket or treasure
1. This foul beast wears blood-spattered once- ne clothes. about their person. Roll on the list below, if you determine
2. One of the creature’s ears is missing—all that remains is a the creature has a small item of personal treasure:
livid red scar.
3. More emaciated than its fellows, the claws on this 1. The ghoul wears a silver earring (worth 5 gp); its twin is
creature’s left hand are broken. missing—long since torn from the creature’s ear.
4. With but one eye, this ghoul looks almost comical; 2. Three small bronze rings set with coloured glass—
however, its remaining eye blazes with hate and hunger. nothing more than costume jewellery—adorn the ghoul’s
5. Tufts of blond hair cling to the creature’s scalp.
6. Dried blood coats the creature’s chin and chest.
7. Still wearing torn and bloody clothes, this creature only
has one boot; its other foot is little more than a stump—
its toes seemingly gnawed away.
e left hand. Each ring is worth 1 sp.
3. The creature wears a belt from which hangs a
bloodstained pouch containing 3 gp.
4. The creature was once a thief. Its worn boots contain a
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hidden compartment in each heel; each holds a single
8. The creature clutches the shard of a jagged sword in its platinum coin (but only perceptive characters nd this
right hand and licks the weapon’s splintered blade as it hidden treasure).
stalks forward. 5. In life, this poor unfortunate had a penchant for
9. This creature’s neck is laid open—the white glimmer of its piercings and wore four small silver bars (each worth 1
spine is visible behind its writhing muscles and pallid, gp) in each ear.
shrivelled skin. 6. The ghoul wears a shredded once ne shirt; silver thread
10. Bizarrely elongated ears—perhaps reminiscent of an elf’s (worth 5 gp) decorates its collar and cuffs.
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—grow from this horrid creature’s head. 7. Incongruously, in life, this poor fellow had three false
gold teeth. If they are extracted—a foul, dangerous task
B AT T L E T A C T I C S
during which the character could contract ghoul fever—
In battle, some ghouls ght differently to their brethren: they are worth 3 gp (assuming the characters don’t
confess to where they got the tainted precious metal).
1. This starving ghoul immediately feasts on any slain 8. The ghoul wears thick, torn trousers. It has a hidden ne
combatant—even one of its own—and only resumes silver dagger (worth 90 gp) strapped to its left shin.
Sa

ghting if attacked. 9. The creature wears a single gold ring set with a tiny
2. The ghoul stays low and goes for its opponent’s legs, in black stone (an onyx) on a broken, swollen nger. The
an attempt to trip its target. ring (worth 50 gp) can only be removed by cutting off
3. The ghoul screeches as it rushes into combat and loudly the nger.
howls every time it injures its prey. 10. This creature has a stud piercing its overly-long,
4. As it stalks forward, this ghoul licks dried blood from its blackened tongue. Only a perceptive character
chin with its elongated, blackened tongue. searching the body spots the stud (worth 20 gp), which
can only be salvaged by removing the tongue.

GHASTS

With minor changes, these entries can also be used for


ghasts—the ghouls’ more powerful and feared brethren.

18
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1,000 ABNORMAL MUMMIES 8. The mummy hates followers of good gods. It attacks folk
bearing such symbols before all other targets.
9. The mummy grapples its opponents before beating
Undead creatures raised to guard the ancient tombs of the them to death with its mighty sts.
honoured dead, mummies are ever-vigilant for interlopers 10. Abnormally resistant to re and ames, being burnt does
into their domain of death and dust. Created through a not scare this mummy.
lengthy embalming process, mummies have all their vital
organs removed and replaced with sacred herbs, owers and TREASURE
the like. Thus, they resist time’s remorseless onslaught well.
Sometimes, mummies yet have some small trinket or treasure

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PHYSICAL DESCRIPTION about their person. Roll on the list below, if you determine
the creature has a small item of personal treasure:
A standard mummy appears thusly:

Wrapped in strips of mouldering linen, this humanoid 1. A thick gold bangle worth 50 gp encircles the mummy’s

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creature shuf es slowly forward. left leg.
2. One strip of the mummy’s wrappings radiates faint
To this basic description, apply one of the entries below: magic. It is a scroll of bless.
3. A +1 arrow etched with silver feathers is lodged in a
1. The creature’s crazed eyes—one red and one blue— fold in the mummy’s wrappings.
glimmer balefully. 4. The creature wears ancient tarnished silver earrings of a
2. Eldritch symbols cover the wrappings around the style not wrought for centuries. They are worth 100 gp
creature’s head—giving the impression of tattoos. but are blasphemous things.
3. The wrappings around the creature’s left leg are loose 5. The mummy wears the unholy symbol of an evil god of
and unravel as the battle rages. death. Studded with tiny glittering blood-red rubies, the
4. The creature’s blackened wrappings are ragged and—in
a few places—scorched.
5. Dried blood covers the creature’s hands—as if it has
bludgeoned more than one foe to death.
6. The heavy, cloying miasma of death radiates from the
e thing is beautiful and terrible. It is worth 350 gp.
6. The mummy’s festering burial wrappings are stitched
together with silver wire. Removed and cleaned, the wire
is worth 75 gp.
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7. Ornate jade jars (worth 100 gp) hold the mummy’s
creature. (Investigation reveals the mummy’s body is shrivelled internal organs.
rotting from the inside out). 8. The mummy wears an ornate silver pendant adorned
7. The creature’s eyes have been gouged out, and it is with a (now defaced) rising sun symbol. The pendant is
blind; it has excellent hearing, however, and sniffs the air only worth 50 gp due to the damage.
like a hunting hound searching for prey. 9. The herbs replacing the mummy’s internal organs are
8. Large and hulking, the creature lumbers about with no rare and well preserved. They have a special connection
semblance of stealth. to undeath.
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9. The creature’s head lolls unnaturally on a broken neck. 10. Jagged shards of transparent dark green stones
10. The creature wears the ornate funeral mask of a priest. (bloodstones) replace several of the mummy’s teeth. The
teeth glimmer in the light. Each gem tooth enables the
B AT T L E T A C T I C S
mummy to cast a minor cleric spell once per day.
In battle, some mummies ght differently to their brethren:

1. This mummy mournfully moans and groans as it enters


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combat. It bellows in anger when damaged.


2. Driven mad by its unlife, this mummy cackles and capers
in combat—sometimes wasting actions to do so.
3. Carrying an ornamental falchion into battle, this mummy
hews mightily with the blade until reduced to half hit
points (at which point, it reverts to its natural attacks).
4. Every time it strikes a foe, the mummy lets out a deep,
malevolent laugh.
5. If the mummy knocks a foe unconscious, it spends
several rounds battering its helpless enemy to death.
6. Terri ed by re, the mummy cowers away from even the
smallest ame.
7. The mummy was a tomb robber; it sneaks about trying
to attack with surprise (preferably from behind).
19
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1,000 ABNORMAL SKELETONS 7. The skeleton carries a large, blood-spattered wooden


shield—which it uses to beat its foes to death—strapped
to its arm.
Animated by a foul necromancer’s unholy spells, skeletons 8. With no legs, this badly damaged skeleton crawls into
are implacable, low-level foes. Packs of unfeeling, mindless battle. It doesn’t use a weapon; instead, it tries to rip its
skeletons can destroy even large groups of adventurers. target’s feet and lower legs to shreds.
9. This skeleton beats its enemies to death with a mouldy
PHYSICAL DESCRIPTION
arm ripped from a previous victim’s corpse.
A standard skeleton appears thusly: 10. A glimmer of sentience remains in this skeleton. A thief

e
in life, it dimly remembers the worth of striking from
This animate skeleton staggers toward you, its bony, claw-like
behind and manoeuvres accordingly.
ngers reaching for your throat.

To this basic description, apply one of the entries below:


TREASURE

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Sometimes, skeletons yet have some small trinket or treasure
1. Scraps of hair grow from patches of decomposing esh about their person. Roll on the list below, if you determine
yet cling to the skeleton’s skull. the creature has a small item of personal treasure:
2. Several bones are missing from the creature’s rib cage.
3. The entire left side of the skeleton’s skull is crushed and 1. The skeleton wears a stained broad leather belt that
broken—no doubt the result of a massively heavy blow. holds up the remains of a ragged pair of trousers. The
4. Dirty, torn rags cling to the skeleton’s frame. Covered in belt has a secret compartment, which holds 3 platinum
matted dirt and dried blood, the rags reek of death and coins. (Only perceptive characters nd the coins).
the grave. 2. This skeleton has gold llings in its teeth; extracting the
5. Ending in a jagged stump, the skeleton’s right arm is gold yields 1 gp worth of scrap metal.
missing below the elbow.
6. Incongruously, this skeleton’s skull—minus its jaw—is
wedged inside the creature’s ribcage.
7. Clad in faded but serviceable clothes, this skeleton
seems more recent animated than its brethren. Its bones
e 3. The hilt of the skeleton’s weapon has a small black gem
(an onyx worth 15 gp) in its handle.
4. The skeleton wears a leather necklace around its neck.
The beaten copper and bronze locket hanging from the
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necklace is hopelessly wrapped around the skeleton’s
are clean—perhaps even polished—and lumps of rib bones.
specially shaped ebon coal ll its eye sockets. 5. Worn gold coins of ancient design are rmly wedged
8. One of the skeleton’s legs is smashed; the remains of its into the skeleton’s eye sockets.
lower left leg hangs from its kneecap. 6. Eldritch symbols are etched into one of the skeleton’s
9. This skeleton’s bones are stained a mottled black. (The leg bones. The fell writings are a curse on the living and
skeleton was immersed in oil long ago, which are worth 2 gp to a collector of such macabre things.
impregnated the bones; it burns easily—and brightly!) 7. A silver-tipped arrow is loosely wedged in the skeleton’s
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10. This tall skeleton’s body is tightly wrapped in strips of bony ribcage.
mouldering cloth; however, its skull has not been so 8. The skeleton wears a small silver ring on its left-hand
wrapped. To the uninitiated, the skeleton could appear little nger. The ring has the stylised image of a spread
to be a mummy. sherman’s net. The ring is worth 2 gp but might belong
to a well-to-do local family (and therefore may be worth
B AT T L E T A C T I C S
more to them).
In battle, some skeletons ght differently to their brethren: 9. Bizarrely, this skeleton wears a ludicrously oversized fur
Sa

hat sporting a wide brim. The hat is worn, blood-


1. With one missing leg, this skeleton literally hops into splattered and essentially worthless; however, an easily
battle. It moves at half speed. found secret pocket in the hat holds a tightly folded
2. This undead is faster than its companions; increase its scroll of cure light wounds.
speed by half. 10. This skeleton’s skull contains a largish iron key wedged
3. Every time the skeleton lands a successful hit, a few small into its brain cavity. The key unlocks a nearby door.
bones fall away from its body.
4. This skeleton walks loudly. The click-click of its bony feet
is audible from a goodly distance.
5. After it rst misses in melee, the skeleton drops its
weapon and reaches toward its foes with its claw-like
bony ngers.
6. Every time it strikes a foe in battle, the skeleton throws
back its head in silent exultation.
20
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1,000 ABNORMAL WIGHTS 8. This wight wields a huge two-handed axe. It seeks out
the toughest-looking opponent and hacks it to death.
9. Sneaky and cunning, this wight always seeks a anking
Returned to unlife by their own malevolence or perhaps a position, in battle.
horri c, violent death wights are easily recognisable to those 10. This wight tries to rip a defender’s shield from its target’s
who knew them in life. Their deadly touch saps living hand. If successful, it uses the shield as a missile weapon.
creatures’ life force.
TREASURE
PHYSICAL DESCRIPTION
Sometimes, wights have some small trinket or treasure about

e
A standard wight appears thusly: their person. Roll on the list below, if you determine the
Rotting and putrid esh hangs from this walking corpse. Its creature has a small item of personal treasure:
eyes glow with baleful red light.
1. Four golden rings gleam on the ngers of this wight’s
To this basic description, apply one of the entries below:

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right hand. Three are plain (worth 20 gp each). The
fourth is a signet ring (worth 50 gp) and bears a rampant
1. One of the creature’s arms has lost all its esh; nothing swan sigil.
but gleaming white bone remains. 2. This wight yet wears a belt with a pouch attached. The
2. Still clad in ripped and torn furs, this creature had its pouch holds a score of marbles and a set of slender lock
throat ripped out before it died. picks in their own small supple leather pouch.
3. The creature’s face is horridly decomposed; muscles and 3. The wight has a sheathed dagger at its belt. The
sinew can easily be made out through the ruin of its wickedly sharp dagger is of gleaming steel and
rotting cheeks. shimmers when exposed to the light.
4. The back of this creature’s skull is caved in; a putrid mass 4. The wight wears a grimy silver necklace festooned with
of dark grey brain is clearly visible.
5. The foul creature’s shrivelled throat is horribly blackened
and desiccated.
6. Long claw marks run up the creature’s legs. The rotting
esh around the wounds is mottled with sullen red
e charms. The charms—also silver but covered in dirt and
dried gore—depict several good-aligned deitys’ symbols.
The whole is worth 50 gp.
5. A steel potion vial lls a secret compartment in the heel
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of one of the wight’s knee-length hard leather boots. The
splotches and part-healed scars. vial is broad and at to t into the heel but is sadly
7. The creature has suffered a vicious head wound; one of empty. Only perceptive characters nd the vial.
its eyes hangs from its socket and jiggles disconcertingly 6. A packet of mouldy trail rations lls the wight’s pouch.
when the creature moves. The food is inedible but is packed in a cloth wrapping
8. This creature’s face is locked into a horrible grimace of decorated with a simple map of the surrounding
fear and revulsion. wilderness. The cloth must be cleaned to reveal the
9. As it advances, this creature begins to weep thick, map’s secrets—which could feature a hitherto unknown
m

oozing dark-red tears. adventure site.


10. This creature’s back is a mass of claw and bite marks. The 7. The wight has a longsword scabbard on its belt. The
wounds are so deep, gleaming white ribs are visible. sword is long lost, but the sheath is a thing of beauty:
black leather picked out with silvered thread. An intricate
B AT T L E T A C T I C S
design of a shing net decorates the scabbard’s tip. It is
In battle, some wights ght differently to their brethren: worth 15 gp.
8. The wight carries a mouldy pouch full of coins (17 cp, 45
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1. This wight tries to sneak around the back and prefers to sp and 3 gp). When slain, the wight falls, which bursts
ght weak, unarmored opponents. open the pouch. Coins spill all over the oor.
2. This wight clutches a spear and hurls it before charging. 9. This wight has a pair of battered, gold-rimmed
3. Before it charges, the creature screams unintelligibly at spectacles shoved into a pocket in its cloak. The lens are
the top of its lungs. missing, but the spectacles are worth 4 gp as scrap.
4. Hungry for esh, but cautious, this wight ghts 10. A broken arrow protrudes from the wight’s left calf. The
defensively unless it believes its foe is no real threat. missile's tip is of a preternaturally tough, dark grey metal
5. If injured by a melee weapon, the wight tries to rip it —the fabulously rare and valuable adamantine.
from its attacker’s hands.
6. If the wight slays an opponent, it immediately feasts on
the yet-warm corpse (until it rises to join the undead).
7. This creature has a shattered left leg. It uses a broken
spear as a crutch and only moves at half speed.

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1,000 ABNORMAL ZOMBIES 9. This zombie has a smashed voice box. It yips and cackles
in a similar way to a hunting jackal as it approaches.
10. This zombie moans and groans as it approaches its prey.
Brainless, animated corpses zombies are slow, tough and
dif cult to kill. They unfeelingly follow their master’s orders. TREASURE
PHYSICAL DESCRIPTION Sometimes, zombies have some small trinket or treasure
about their person. Roll on the list below, if you determine
A standard zombie appears thusly: the creature has a small item of personal treasure:
This rotting, walking corpse wears only a few soiled rags. It

e
stumbles forward, arms outstretched. 1. This zombie wears a wide bloodstained leather belt
which seems worthless at rst glance. If the belt is
To this basic description, apply one of the entries below: cleaned, however, a complex pattern of stitches
emerges, depicting what seems to be a section of
1. One side of the creature’s face is nothing more than a

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dungeon complete with a secret room!
suppurating, bloody mess; one of its eyes is missing. 2. A golden hoop earring hangs from one of the zombie’s
2. The zombie’s left arm is unnaturally bent at the elbow. As decomposing ears. The plain band is worth 2 gp.
the zombie moves, shards of bone break through its 3. This zombie wears ne, knee-high leather boots that
rotting esh. create an audible clacking sound on stone ooring. If
3. Clad in blood-soaked peasant clothes, this person cleaned, the boots are worth 3 gp, but moving quietly in
clearly suffered horrendous wounds before death. them is hard.
4. A huge chunk of this zombie’s stomach is missing; a few 4. A woven leather necklace hangs around the zombie’s
strands of entrails droop from the gaping wound, neck. Perceptive characters spot four thin golden
creating a skirt of sorts hanging down toward the threads hidden within. Each thread is worth 5 gp.
zombie’s knees.
5. This zombie’s head lolls from side to side in a disturbing,
unnatural fashion; its neck is clearly broken.
6. This zombie has no legs below the knee. Consequently,
it crawls about, leaving a bloody slime trail in its wake.
e 5. This zombie has a nger wedged in its mouth which
wears a thin golden ring decorated with beautifully
etched leaves and vines (worth 25 gp); foul-smelling
saliva covers the band.
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6. A slender silver chain encircles one of the zombie’s
7. This zombie’s neck is partially severed; muscles and ankles. Four small charms—representing the four
bone are visible through the gore. elements—hang from the anklet. It is worth 10 gp.
8. This corpulent zombie is naked and lled with noxious 7. A gore-coated dagger juts from the zombie’s chest. The
gases. If struck with a sharp melee weapon, it explodes wickedly sharp silver dagger is wedged between two rib
coating adjacent creatures with blood, bone and viscera. bones. It is worth 90 gp.
9. This zombie has no jaw. Blood and gore cover its chest. 8. This zombie wears the slashed and stained remnants of
10. A gaping wound pierces this creature’s rib cage, a silk doublet. It is essentially worthless, but a skilled
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exposing the desiccated organs. seamstress could harvest enough silk for several hankies
and the like.
B AT T L E T A C T I C S
9. Slipped within its knee-high leather boots, this zombie
In battle, some zombies ght differently to their brethren: carries a small, sharp dagger. Its pommel has a clenched
st design.
1. This zombie is much slower than its companions due to a 10. This zombie wears a cloak sporting a deep cowl.
broken leg. It moves at half speed. Pe r c e p t i v e
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2. As it advances, this zombie stumbles and falls. In the characters


next round, it struggles back to its feet. nd two
3. This zombie carries a melee weapon. Every round, it has platinum
a 50% chance of accidentally using the weapon. coins sewn
4. This zombie has a shield strapped to its arm. Thus, its into the hem.
armour class is slightly better than its brethren.
5. This zombie xes its dead, baleful gaze on one target
and focuses on that individual above all others.
6. Freshly dead, this zombie leaves a wide trail of slippery
blood and viscera behind it.
7. This zombie tries to grapple opponents instead of
beating them to death. If successful, it begins biting.
8. This zombie is fast and easily outpaces its fellows.

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A L C H E M I S T ’ S L A B O R ATO RY
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23

A L C H E M I S T S A N D T H E I R A S S I S TA N T S 3. J U S S O A N O
Enthusiastic but in (desperate) need of training and
An alchemist’s laboratory self evidently needs an alchemist. restraint.
However, beyond the alchemist, other folk—the alchemist’s
Short brown hair frames this man’s face, which is set into a
assistants—might work in and around the laboratory Some
mischievous grin. The man wears ragged, stained clothes,
assistants might be skilled alchemists in their own right, while
and the faint air of destitution hangs about his person.
others serve as guards, porters, cleaners, cooks and more.
(Note, few if any references appear below as to the type of Juuso Ano (NG middle-aged male human) embodies

e
work an NPC does so that they can ful l any role you desire). extreme enthusiasm for alchemy, invention and the
exploration of his eld. He works feverishly with the alchemist
1 . E R FA N N A N A C K L E for experience (and the coin necessary to keep his own small
laboratory going).
Happy, slightly-obsessed gnome with a dark secret.
Personality: Juuso has a reputation for being a bit wild

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Wearing grubby clothes and a stained apron this one-eyed, and relaxed about safety. He and his employer are constantly
rotund gnomish woman has a smile plastered across her at odds—particularly over the alchemist’s “ridiculous” focus
broad, welcoming face. on health and safety in the laboratory. Juuso is a devout
follower of Abarin (N greater god of industry and arti ce),
Erfanna Nackle (NG female gnome) nds fascination in the
and if he had an iota of patience could have made an
alchemist’s art. She is obsessed with experimentation and
excellent priest.
can’t wait to have a laboratory of her own.
Mannerisms: Juuso babbles—the words pouring forth
Personality: Friendly and cheerful, Erfanna seems in
like a torrent; only the sharp-eared understand him.
many ways to be a typical gnome. Sorrow for her twin
Hook: While friendly, Juuso is poor—the cost of
brother, Janel, however, gnaws at her heart. He died in a
ingredients and the “occasional” repairs to his workshop
tragic accident a decade ago, and she yet grieves for him.
Mannerisms: Sometimes, when she thinks no one is
looking at her, Erfanna’s smile falters, and a faraway look lls
her eyes.
Hook: Erfanna was blamed for her brother’s death and
e stymie his attempts to get rich. He would be delighted to
secure a wealthy patron—someone who could fund his
research and help him out now and then with contributions
toward his laboratory’s repairs.
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left her home in shame. Since then, she has been essentially 4. S I P R I M I E M O
alone in the world. She craves a deep connection with other
people, and if the characters are nice to her she offers them Works for an assassin guild.
her services. If they set her up in her own laboratory, she
Tall and spry, this man moves with deft grace. Scars and tiny
promises to craft them all manner of hitherto unknown
burn marks cover his hands and forearms.
wondrous elixirs, potions and salves.
Sipri Miemo (NE male human assassin 6) masquerades as an
m

2. GILLON DUERRAL alchemist’s assistant but is actually a member of an assassin’s


guild. He has insinuated himself with the alchemist to learn
Borderline alcoholic, ercely loyal to his employer.
their many secrets.
A ne handaxe hangs from the broad belt worn by this black- Personality: Seemingly a pleasant man, Sipri does all he
haired, dishevelled dwarven man. can to ingratiate himself with his employer and his
employer’s customers. Sipri is opportunistic and always
Gillon Duerral (LN male dwarf ghter 3) prizes loyalty above
looking for a better angle. He carefully pumps the characters
all things and is staunchly loyal to his employer. Gillon has
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for information about their needs and adventures, under the


many skills—cook, distiller of alcohol and carpenter. He is a
guise of his protecting his employer’s interests. Black-
skilled warrior.
hearted, and utterly without morals, Sipri could be both a
Personality: Gillon is quiet, thoughtful and introspective.
terrible enemy or a dependable ally—if the price it right.
He also loves brandy, whisky and all other hard spirits. Gillon
Mannerisms: Sipri eyes are constantly in motion;
is a dreamer and has big plans (see “Hooks” below).
perceptive characters feel Sipri is evaluating or measuring
Mannerisms: Gillon is never without his silver hip ask
them up.
(which is normally tucked into his belt). He has developed an
Hook: The alchemist Sipri works for is rumoured to have
incredible tolerance to alcohol and often takes a quick sip
discovered—or to be about to discover—a new form of
when he thinks no one is looking. He speaks quietly—for a
explosive paste. The applications of such a discovery are
sozzled dwarf.
legion—particularly for assassins intent on killing their targets
Hook: Gillon hopes to invent a process to make his
while avoiding the dangers of actually striking them down. If
beloved liquor even more potent. He believes there is a
Sipri feels the characters will distract or delay the alchemist
market for super-strong alcohol and dreams of discovering
from manufacturing this explosive paste he tries to get rid of
the process himself so he can set himself up in business.
24












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them. (He doesn’t resort to violence; instead, he tries to talk


them out of engaging his employer).

5. VILPPU OTRA
Maniacally obsessed with death and life.

With long black hair tied back in a ponytail and taut, angular
features this man has a haughty, aloof aura.

Vilppu Otra (N middle-aged male human) believes alchemy—

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not magic—holds the secret to conquering death. Obsessed
with this notion, he works feverishly in his laboratory. His
research has led him to some dark places, and he has come
to the attention of a powerful necromancer who has secretly

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started to guide and aid Vilppu’s work.
Personality: Manically obsessed with his work, Vilppu
cares for little else. He sleeps only when he must and prefers
to work at night. When he needs money, he reluctantly seeks
out additional work in the surrounds; sometimes working as
an apothecary, herbalist and doctor for those too poor to
afford magic healing.
Mannerisms: Vilppu’s speech is short and curt unless he
is discussing his research—something he only does with
interested, learned individuals.
Hooks: Vilppu requires fresh corpses for his work; he has
reached the point where he must try his elixir of life on the
dead. Rumours of grave-robbing reach the character's ears,
and if they investigate the trail might lead back to Vilppu.
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6 . V I LU TA R L E M P O
Fugitive hiding from her powerful patron.

Old and stooped, this white-haired woman has white hair and
a careworn expression on her face.

Vilutar Lempo (NG old female human wizard 4) ercely


m

protects her anonymity. In another life, she was Tilda Miela


and worked for the lord of a far-off land. When she
discovered the depths of his depravity, she ed, taking much
of his gold and all her research. Now, she lives in fear of
being uncovered by the lord’s agents.
Personality: Quiet and guarded, Vilutar nds it hard to
make friends and is lonely. She is also tired—tired of running
and tired of hiding—and just craves peace. She still loves her
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work, but it is becoming increasingly hard to muster the


energy to continue.
Mannerisms: Through long practice and habit, Vilutar
always has an eye on the door. For one of such an advanced
age, she has a surprising amount of nervous energy.
Hooks: Vilutar is nervous; strange folk have been seen
hanging around the streets near her workshop and asking
questions of her neighbours. She fears she has been
discovered by her previous master’s agents and does not
know what to do. If she encounters the characters—perhaps if
they ask her to craft something—she asks them to investigate
the matter instead of payment (once she has satis ed herself
the characters are not the agents she fears so much).

25






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T H I N G S T O S E E I N A L A B O R AT O R Y 11. Two copper rods that ash every now and then with a
bright electrical spark are attached to a confused jumble
of tubes and wires. The electrical charge is generated by
Sought after by rulers, yet often shunned by the populace for a chemical reaction between the stomach acid of a giant
their creative madness, alchemists are on a journey of y and the powdered clay found in the nearby marshes.
exploration and science. Strange liquids and apparatus, 12. Hanging herbs and dried parts of strange animals
unheard of substances and terrifying results are the bread dangle from the roof beams. Amidst the monkey arms
and butter of the often crazed men and women who call this and chicken legs, the calci ed arm of a pigmy witch
occupation their own. doctor still contains part of his spirit and it silently waits

e
to wreak its revenge on the alchemist and anyone
1. Large glass vats contain thick yellow liquid pregnant with unfortunate enough to be nearby.
large golden bubbles. The raising bubbles pop so 13. A pot of green liquid sits on a heating plate at the back
noisily conversation is dif cult near them. of a desk, bubbling gently. A distracted alchemist may
2. Heating plates made from thick metal slabs xed onto a leave it heating too long, allowing it to boil over and ll

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stone kiln heat some strange-smelling substances in the area with choking sopori c gas.
copper bowls and pans. 14. A thick liquid, whose bubbles pop like farts, gently
3. Racks on the walls and tables hold hundreds of glass simmers in a metal cauldron hanging over a re. Despite
and clay test tubes lled with a plethora of multicoloured looking like a typical witches’ dinner, the liquid is used to
powders. The vials, all made of thick glass, are weighted make a thick white glaze that heat-proofs the outside of
to prevent tipping yet one has fallen and released a clay ovens and jars.
golden powder onto the alchemist’s desk. 15. Retorts made from nut-like plants not affected by
4. Crystal bowls with copper framing heat over crackling sputtering ames boil away gases before being sealed
res. Thick white gasses swirling over sandy chemicals, with a tarry black paste. The chemicals stored within
struggle up glass tubes to be collected in sealed glass
jars. The air has a pungent smell to it.
5. A mortar and pestle of thick black-streaked granite hold
the powdered residue of incinerated plants. The
powdery white ash has clumped together from the
e violently explode when exposed to air, typically when
they are thrown at the alchemist’s enemies.
16. A sand bath used unsuccessfully to vaporise dragon’s
acid takes up most of the top shelf of a stone kiln.
Hidden behind it lies a forgotten tube of chemicals.
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moisture of a nearby water ask. 17. A glass jar containing the white powdery residue from a
6. A many-tiered athanor (a furnace) made of heavy clay random experiment lies precariously on the edge of the
bricks has hundreds of conical asks on its shelves. The alchemist’s desk.
metal door at its base has been left slightly open by an 18. Pans of dried plants ready to be incinerated to make
inattentive apprentice, and the glowing ashes are soda ash for glass rest above kilns near vents where the
starting to spill out. heat can dry them out. Several vats of the precious ash
7. Polished crystal stirring rods change colour depending stand nearby, ready for the local glassblower to collect.
on the temperature of the solution they are stirring. Of
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19. The contents of a steel bowl rattle and pop furiously over
varying lengths and thicknesses they are used in an intense white ame. The liquid—a thin red blood-like
different substances and sometimes cause explosions if substance splatters over the nearby workbench.
used incorrectly. 20. Glass globes with sporadically bubbling liquid, which
8. Jars of odd ingredients are hidden at the back of high changes colours every few minutes throwing eerie light
shelves. Amongst them lie the skin from a ghoul’s hand around the laboratory, offsets the usual dreary glow of
and the brain of a serial murderer stored in glass jars the various other light sources in the laboratory.
lled with vinegar. Many of the ingredients are illegal,
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and should the authorities nd them, the alchemist will


be in serious trouble.
9. On a stone shelf overlooking the alchemist’s desk sits a
jar holding a pickled monkey head. The head is a failed
experiment to create a homunculus, and still holds a
semblance of life. Perceptive characters notice the eyes
twitch occasionally, and its tiny malformed hands grasp
at things beyond its glassy prison.
10. A troll’s hand rests in a jar of weak acid to suppress its
regeneration abilities. The hand’s green, warty skin is
now pitch black and covered with smooth scales, giving
it a slightly demonic appearance.

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ALCHEMICAL MISHAPS taste for esh after slaying the apprentice. Hungry, they
begin to hunt.
10. The alchemist has been experimenting with the corpse
Due to the bizarre and wide range of chemicals alchemists of a murderer. Consequently, the laboratory is the home
use in their intricate experiments, alchemists and accidents of a malicious, haunting presence that causes
often go hand in hand. Not only are the mixtures they make experiments to go wrong with disastrous results.
dangerous if mishandled, the creatures and places they are 11. Servants are confused to nd the alchemist missing after
gathered from present dangers to the untrained or careless. they arrive in the morning for work. All that remains of
Not all accidents are immediately apparent, and left to the alchemist are his boots.

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develop they can cause more problems than a simple 12. Despite taking great care, an alchemist’s experiment
explosion or release of stinking gas. releases a lethal invisible gas that kills everyone in the
laboratory. The local authorities seal off the building, but
1. Working under the intimidating glare of his alchemist a group of thieves try to sneak into the laboratory to
master, a mining apprentice strikes a vein of explosive steal the recipe.

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material in a large rock causing an explosion. 13. The alchemist discovers how to turn lead into gold.
2. Leaking chemicals have weakened the insides of an Unknown to all, the transformation is temporary and
athanor. When several experiments are bubbling away wears off within a month, leaving nothing but calci ed
on its shelves the whole thing collapses, sending metal behind.
chemicals and acids everywhere. The resulting mess is a 14. Local glassmakers have provided the alchemist with
bubbling gloop that oozes outwards and traps shoddy work. Consequently, the alchemist drips acid
everything—expensive glass retorts and apprentices alike onto his legs, maiming them so badly they have to be
—in its quick-drying embrace. amputated. He is incensed and craves revenge.
3. An unexpected explosion lls the laboratory with smoke 15. Whilst making a rushed batch of ointment to cure a
sending the alchemist and his servants crashing through
the equipment to escape. A dangerous sentient ooze is
freed by their frenzied escape and begins to feed—at rst
on rats and spiders—but eventually, its trembling senses
seek larger prey.
e 16.
rampant disease savaging the locals, the alchemist
accidentally creates a slow-acting poison that kills the
patients instead.
Joining forces with a distiller, an enterprising alchemist
tries to create bubbling gin (with disastrous results).
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4. Invisible gas seeps from the edges of a cracked retort, 17. Whilst extracting poison from the skin of toads and
lling the air with heady fumes that send people into frogs, the alchemist accidentally loses a frog. The
peals of laughter and hysterical giggles. ensuing deaths are a mystery to all except the alchemist.
5. The alchemist excitedly takes delivery of a dangerous Terri ed he will be found out and hanged, the alchemist
creature frozen in specially made alchemical ice. prepares to ee.
Unfortunately, the creature has started to awaken and 18. The alchemist is working under duress for an assassin
takes offence at being trapped in its icy prison. who has captured his family. The alchemist plots a
6. Thieves attack a wagon containing explosive materials as
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deadly accident for his captor, but it goes disastrously


it approaches the alchemist’s laboratory. During the wrong, and innocent bystanders are killed while the
melee, the thieves accidentally ignite the explosive assassin miraculously survives.
materials killing themselves and the drovers. The 19. Rats eating the refuse from the alchemist’s laboratory
explosion causes a nearby building to collapse. become charged with manic energy. They breed
Townsfolk are trapped in the ruins. repeatedly and quickly and succumb to a frenzy of
7. Stone shelves weighed down with too many jars eating. Nearby stores and granaries are ravaged, and the
collapse and dump their contents on the oor. The
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local authorities ask the characters to track down and kill


resulting mixtures create dense, choking green gas. As the rats.
the gas billows through the room, acid eats its way 20. Whilst breaking down an exotic rock, the alchemist
through the oor. releases an angry earth elemental trapped within the
8. As the characters arrive at the laboratory, an experiment stone. As it breaks free, the elemental knocks over and
goes horribly wrong. A muted explosion followed by an absorbs many of the alchemist’s chemicals. This
outpouring of smoke from the building’s windows are exposure gives the elemental strange powers, making it
the obvious signs of disaster. The smoke contains much harder to defeat.
powerful hallucinogens, and when the wind picks up, it
blows over the surrounding neighbourhood. The
alchemist begs the characters for help.
9. An unruly apprentice has been disposing of chemicals in
the nearby sewers. Strange slugs dwelling in the sewers
have feasted upon the chemicals, and have developed a

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C O M P L I C AT I O N S & O P P O R T U N I T I E S 9. Rumours spread of a rare creature spotted in the locality,
and an alchemist hires the party to kill the beast.
Unknown to the characters, other parties are after the
Many alchemists are not known for their social skills or caring creature and react badly to rival hunters.
attitudes. Driven to obsession, they can inadvertently cause 10. A local mine rich in a soft, malleable stone perfect for
disasters just by trying to get a simple job done, bring an creating alchemical equipment has been dug too deep
experiment to fruition or searching for the rare substances and is now under attack from unseen horrors from
used in their craft. below. The horrors are hallucinations caused by a
The hooks below can lead to intriguing and exciting side strange gas present in the mine, and the party—

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quests for the characters to complete instead of paying the investigating on behalf of a local alchemist— nd
alchemist for their service. themselves the target of enraged miners before
encountering the strange gas themselves.
1. A shipment of meticulously prepared silica must be 11. An alchemist's rival offers to sell cheap goods to the
taken to a glassmaker, but another alchemist has got party. Unfortunately, many of the items are awed; some

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word of the shipment and wants it for their own. The fail completely while others have much-reduced ef cacy
alchemist asks the characters to protect the shipment. or even randomly activate.
2. An alchemist experimenting with the restorative powers 12. Birds plague an alchemist by breaking his windows to
associated with necromancy needs the contents of a get at the shiny things in the laboratory. A local wizard is
recently hung criminal’s stomach. Unfortunately, the sending the birds to disrupt the alchemist’s work so he
criminal yet hangs from the city gates as a warning to might steal the alchemist’s workbook.
other criminals. 13. When an experiment goes wrong hallucinogenic gasses
3. A vial of powdered red dragon scale has been stolen by are released into the local sewers causing disruption and
an apprentice working for a rival. It was to be used in chaos in the nearby streets. Exploration of the sewers
making reproof clay for ovens in a local orphanage.

4.
Powerful people in the area sponsor the orphanage, and
the alchemist is desperate to retrieve the powered
dragon scale before the theft is discovered.
Pretending to be an alchemist, a necromancer needs bits
e 14.
leads to a hidden laboratory and an unaware alchemist
irate at being disturbed by adventurers.
Oozes and slimes form part of a clumsy alchemist’s
research, but he recently careless let one escape—and
one of his servants disappeared as a result. The servant’s
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of dead bodies or undead creatures for his work. He family ask the party to investigate the disappearance.
asks the characters to retrieve the contents of several 15. Young nobles are extorting an alchemist for hangover
graves and pays a bonus for interesting bits of cures and love potions. After they refuse to pay for the
“monsters” should the party nd any. Unfortunately, a second time, the alchemist asks the party for help.
local church has found out about the necromancer, and 16. A druid petitions the party for help as an alchemist is
their spies report back to paladins and clerics who are destroying the natural habitat while searching for
enraged at this activity. ingredients for his experiments. The alchemist is
5. A local wizard needs distilled gorgon's blood for use in
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unaware of the damage he is causing and beseeches the


the creation of the mortar for his tower. Unfortunately, party to act as mediators so he can rectify his mistakes
the wizard is a sworn enemy of the only local alchemist and secure the ingredients he desperately needs.
skilled enough to distil the blood properly. In addition to 17. Children target a cantankerous old alchemist by
hunting down the beast, the characters must talk the throwing stones through his windows and causing a
alchemist into taking the job—which may necessitate minor explosion and re. Chemicals and experiments
doing the alchemist a favour. catch re with colourful and dangerous results.
6. Seeing an opportunity, a corrupt guard seizes a batch of
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18. A noble pays an alchemist for reworks for a party, but


precious chemicals destined for the alchemist’s the alchemist takes the money and leaves town. The
laboratory and tries to sell them on the black market. The noble hires the party to track the alchemist down. When
alchemist hires the party to retrieve the chemicals. they reach him, they nd he is using the money to
7. Miners have discovered a rich vein of rare chemicals in a support several families ruined by the noble’s greed.
new dig. The alchemist hires the party to protect the 19. A rare (and dangerous) creature is plaguing the area
mine from bandits. When the characters reach the mine, after hunters killed its young and harvested the body for
they discover many of the miners are stealing the ore rare ingredients. A trail of clues leads back to an
and a corrupt foreman refusing to pay his workers. unscrupulous alchemist and his jaded mercenaries.
8. After selling rare ore discovered in a creature’s hoard to 20. An ageing alchemist needs help making a homunculus
an alchemist, the party run into trouble when the but has somehow managed to follow the instructions
alchemist accuses them of cheating him on the quality. incorrectly with potentially disastrous results. Now the
The alchemist sends thieves after the party to get his semi-sentient homunculus cavorts about the alchemist’s
money back. laboratory, making the alchemist’s life a misery.

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ANCIENT NECROPOLIS
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THINGS TO FIND IN A NECROPOLIS 13. Faded murals depicted the souls of the departed being
judged in the death god's halls decorate the walls.
14. The inscription over this doorway speaks of the dire
The nal resting place of hundreds or thousands of bodies, curses and agonising deaths waiting for any who would
an ancient necropolis can be a strange place to explore. A disturb the dead resting beyond. However, part of the
necropolis is death’s house. Along with the dead, it likely inscription has crumbled away (or perhaps it was
holds many objects and decorations of religious signi cance defaced by previous explorers); thus, its full meaning
or interest to explorers. may not be clear. This could also mean that any magic
lurking in the inscription—perhaps some dire trap—has

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1. Strange markings in the dust suggest something was long since faded.
pushed or dragged through this area. What it might 15. An ancient rust-coloured stain mars the oor. The stain is
have been, however, is unknown. —of course—long dried blood, and it looks like from its
2. Part of the doorway ahead has collapsed, dumping size, whatever bled here probably died.
rubble onto the oor. The door itself lies splintered and 16. A thick grey gloop slowly oozes through cracks in the

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broken under the rubble. ceiling and splatters onto the oor. This slow, constant
3. This mural depicts an idealised external view of the accumulation of gunk has created a semi-solid slurry pile
necropolis being approached by a long column of of odourless slime covering most of the oor.
people. It has been defaced by several heavy blows from 17. A gust of wind blows the dust of ages past into the
a blunt object. party's faces and creates swirling dust devils that dance
4. A burnt-out torch stub lies discarded on the oor. A around the chamber for a few moments.
smudge of charcoal on the stone ooring shows where it 18. A faint breeze caresses the party's faces. The breeze
guttered out. creates swirling eddies of dust around the party's ankles,
5. Thick, dusty cobwebs cloak the ceiling. Dark shapes— seeming to grasp at their warm, life- lled esh.
cocooned insects and dead spiders—hang amid the
webs. The spiders may be simply dead, or the necrotic
energies of the nearby buried dead could have
transformed them into a swarm of tiny zombie spiders
hungry for warm esh!
e 19. The oor ahead is cracked and pitted. Several agstones
have shifted upwards, creating an area of uneven
ooring. The area smells of dampness and mould.
20. The wind sighs through the necropolis. To the paranoid,
nervous or confused, it almost sounds like the building
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6. Strange carvings of hideous demonic heads leer down itself is breathing...
over this area from several stone half-height pillars
standing against one wall. The pillars and heads are BURIAL NICHE DRESSING
painted in various lurid colours to appear more
terrifying. The paint is dulled with age and peeling. 1. Dusty shreds of clothing cling to the bones lling this
7. Runes depicting death, damnation and doom decorate deep niche.
an archway leading away from this area. 2. This skeleton clutches the desiccated stalks of a bunch
8. Clad in wisps of burial shroud, the skeleton of some of owers.
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poor unfortunate soul sprawls across the oor. 3. A faded sheet, decorated embroidered with mystic
9. Several bricks have fallen—or been pried away—from the symbols, covers this child-sized skeleton.
wall to reveal a small dusty cavity; within lies a rusting 4. The tiny skeletons of a half-dozen rats lie scattered about
lever, but it is not obvious what it operates. From its this niche. There is no sign of its original inhabitant.
condition, it doesn't look like it has been used in years. 5. The head of this skeleton rests on a dusty pillow lled
10. A rusty portcullis lls an archway, blocking access to with bone dry, ammable straw.
what lies beyond. The portcullis itself has been forged to 6. A rusty iron grill (which swings upwards if the lock is
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look like a web of intertwined vipers. Cobwebs hang removed) protects this niche.
from the portcullis, and dust lies thickly upon the 7. This skeleton’s skull is missing.
intricately forged serpents, blurring their ner details. 8. This skeleton is twisted and bent as if the person was
11. A lurid collection of yellow skulls glowers down at warped by horrible magic.
intruders from a high niche cut into the wall. 9. A single rune—meaning “Cursed”—is inscribed in the
Investigation of the shelf reveals a deep and narrow stone above this niche.
space cut into the wall behind and below the niche; it is 10. This niche is empty, except for a torn burial shift.
lled with bones.
12. A mosaic of black, purple and red tiles covers the oor.
The mosaic's pattern seems entirely random, but a
viewer looking down on it from a decent height can see
it comprises the death god's sigil intertwined with
symbols of protection and vengeance.

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T H I N G S TO F I N D I N A D U S T Y C RY P T 12. Niches cut into the wall hold the shrouded skeletons of a
long-dead worshipper. Dust, cobwebs and other detritus
cover the remains. The densely packed niches run from
It seems adventurers are always poking about in dusty, oor to ceiling. An ornate shroud edged with silver and
seemingly abandoned crypts. Often, the lairs of the undead gold thread covers the corpse in one of the particularly
or the repository of forgotten treasures such places draw inaccessible niches near the ceiling.
adventurers like moths to a candle. But not all crypts are 13. Several small holes pierce the wall at ground level. Small
stuffed full of undead and treasure. dried faeces—typical of that left by rats, mice or other
rodents—cover the oor.

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1. Water oozes down the walls from above, leaving tracks 14. Small holes in the ceiling emit a faint cold breeze into
on the ancient brickwork. On the ground, the water has the chamber. The constant draught stirs the dust
turned the dust into a thick paste-like grey ooze. covering the oor. Paranoid explorers may think some
2. Dusty cobwebs ll the corners of the ceiling. form of invisible guardian lurks within the dust cloud.
3. A small portion of brickwork from one wall has fallen 15. Carved holy symbols decorate the walls of this area.

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away, revealing the bare rock behind. A low pile of Several have been deliberately defaced, but there seems
rubble lies on the oor nearby. to be no obvious reason for this deliberate vandalism.
4. Dust sifts down from the archway over a door. The stones 16. A faded mosaic covers the oor. It depicts a stylised
of the arch have shifted; consequently, the door is representation of the afterlife, but exact details are hard
harder than normal to force open. If the door is opened, to pick out as some of the tiles are cracked, and others
the stones above groan ominously, and dust sifts down are missing.
into the doorway... 17. Several burial niches in this area are empty. In all cases,
5. Incongruously, a single bone—a thighbone—lies on the discarded burial shrouds lie in the niche or nearby. Have
oor in front of a shadowy archway. the remains been removed, or are they lurking animate
6. The walls here were once decorated with brightly
painted images painted directly onto the smooth stone.
The colours have long since faded, and now only a
suggestion of what once was remains.
7. A section of the oor is bumpy and uneven, making
e guardians of the complex?
18. A narrow ventilation shaft cut into the ceiling allows a
thin ray of pale light into the crypt.
19. Burial niches pierce this area’s walls (see #12 above). The
remains of one of the interred has fallen from its niche
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rapid movement dif cult. The paving slabs can be easily and lie draped across the oor nearby.
pried up, but nothing of interest lies beneath. 20. Cockroaches and other insects once infested this crypt.
8. A pillar once held up the roof here, but it collapsed at Feasting on the remains of those interred here, they
some point in the distant past. Dust shrouds the resultant grew fat and numerous, but when they ran out of food,
pile of rubble; the ceiling over the debris sags they died off. Now their desiccated remains coat the
noticeably and dangerously. oor and make creeping about dif cult as they loudly
9. Several niches that once contained offerings to those crunch underfoot).
buried here pierce the walls. All have succumbed to
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time’s remorseless advance and are now nothing more


than small piles of rotting, rusting or desiccated remains.
10. Huge religious symbols appropriate to the
faith that built the crypt have
been carved into the walls.
Dust and cobwebs shroud
portions of the carvings. Tracing
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the grandest of the carvings with


one’s hand deactivates a nearby
trap.
11. Statues of the faithful garbed for
war stand guard over this area.
Half have serene looks on
their faces while the
others’ faces
are twisted
with hate.
The statues are
arrayed so they all look
towards the entrance.

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THINGS TO FIND IN A SARCOPHAGUS death, and the illustrations depict angels carrying the
deceased’s soul up to the clouds.
12. The occupant has been decapitated and staked through
Adventurers always seem to be breaking into ancient tombs the heart.
and crypts in search of undead horrors (and their loot). Of 13. The sarcophagus has two occupants; they have been
course, not all sarcophagi are lled with treasures or undead laid to rest holding hands.
monstrosities. Some simply contain the bones of the long- 14. The sarcophagus holds a child’s remains. Several small
dead (and their grave goods). This list can be used to worn and faded toys lie amid the dust.
determine what the characters nd—beyond the occupant’s 15. The sarcophagus’s bottom has many small holes bored

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mouldering remains—when they search a sarcophagus, burial through it. A slight breeze blows through these holes,
niche or crypt. and when the sarcophagus’s lid is removed, a great
cloud of grave dust billows up around the characters.
1. The occupant’s head rests on a dusty and faded red The dust is harmless, but the characters won’t know that.
pillow. Cursory examination made while searching the 16. Carvings from the deceased's life decorate the inside of

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pillow reveals a small cache of old gold coins minted in a the sarcophagus. A perceptive character notices several
kingdom long since crumbled to dust. The fteen heavy tiny imps among the carvings depicted in the midst of
and oversized coins are worth 100 gp to a sage, some form of mischief or trickery.
collector or student of history. They depict the fallen 17. Only a skull resting on a faded black cushion lies in the
kingdom’s heraldry on one side and the pro le of a ruler sarcophagus. Even casual observers note that all the
on the reverse. skull’s teeth and jaw have been smashed.
2. Although it only contains the remains of one body, this 18. This sarcophagus has never held a body—instead,
sarcophagus holds two skulls. One clearly suffered a someone used it as a secret storage place. It contains
violent death. 236 gp, 478 sp and a pair of gleaming silver daggers.
3. A ne white sheet edged in silver trim covers the
occupant’s remains. The trim is worth 15 gp.
4. The sarcophagus is lled with bones from many
individuals, all jumbled together. The sarcophagus has a
hidden niche in the bottom, only accessible when the
e 19.

20.
The daggers have a raven engraved on their pommels.
The lid of this sarcophagus sits slightly askew, and amid
the bones and mouldering clothes within lair half a
dozen feral rats.
Lead lines the inside of this sarcophagus. The skeleton
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bulk of the bones have been removed. The secret niche within wears faded ne robes in a style not common or
holds the remains of an important individual still wearing popular for decades. She also wears a large golden ring
two ornate golden bracers decorated with engravings of set with a sharp shard of obsidian on one nger. The ring
swooping birds of prey (worth 400 gp). is valuable (200 gp) for its materials alone. The ring
5. The sarcophagus’s occupant clutches a mouldering could be merely valuable or the component of a special
scroll in his hands. It crumbles if touched, but an magical prison...
investigation of the remains reveals several indistinct
religious symbols.
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S A R C O P H A G U S L I D D E C O R AT I O N S
6. The inside of the sarcophagus’s lid has scratch marks—as
if the interred had tried to escape. Often, a sarcophagus has carved decoration on its lid.
7. The stench of decay greets explorers opening this
sarcophagus; mould and strange fungi have taken root 1. A smiling image of the deceased’s face.
on the decomposing body within. Characters opening 2. Interlinked geometric shapes.
the sarcophagus, must have a strong stomach or retch 3. A stylised woodland scene replete with numerous birds
due to the smell for 2d6 minutes. and animals.
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8. The sarcophagus contains not only the skeleton of his 4. The person’s name, age and cause of death.
intended occupant but also the remains of four huge 5. A prayer to the deceased’s patron deity.
rats. A close inspection of the occupant’s skeletons 6. A personalised poem telling of the deceased’s life,
reveals hundreds of teeth marks. focusing on particularly noteworthy events.
9. The skeleton (strangely) is lying on its front. Among its 7. A blazing sun or a constellation of stars.
rotting clothes, perceptive adventurers spot a thin 8. The holy (or unholy) symbol of the deceased’s deity
leather cord around its neck. A silver heart-shaped
pendant (worth 30 gp) hangs from the cord.
10. Curled at the feet of the sarcophagus’ inhabitant lie the
remains of a small dog, cat or other small pet.
11. The inside face of the sarcophagus’s lid has an illustrated
prayer carved into it. The prayer speaks of peace in

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THINGS TO FIND ON A THIEF’S BODY 5. A burnt-out torch lies near this robber’s body. A search
of his pack reveals no other light sources.
6. This robber carried a hammer and several chisels of
Tomb robbers are drawn to necropolises like moths to a various sizes wrapped in strips of supple, worn leather.
ame. Some escape the necropolis with ancient treasures, 7. Clad all in black, this robber also wore thigh-high leather
while others nd their eternal rest among the dust and bones boots that are in excellent repair.
of an elder time. Sometimes—beyond mouldering and rusty 8. This robber wore two whistles around his neck on a long
equipment—these unfortunates possessed objects of minor leather thong. The rst is shaped like a dog’s head and
interest when they died. emits a sound too high pitched for humans to hear. The

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second is shaped like a feather and produces the lovely
1. A yet supple, tightly coiled silk rope lls the bottom of sound of birdsong when blown.
this thief’s pack. A lightweight iron grapple hook forged 9. Bulging pouches hang from this robber’s belt. Sadly,
to look like a grasping hand is attached to one end. they do not contain loot; instead, the dead thief lled
2. Clutched in one hand, this corpse holds a partial map of them with every conceivable tool he might need. The kit

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the necropolis. The faded markings show the robber’s weighs twice as much as normal but provides a small
route from its main entrance to where he fell. bonus to attempts to pick locks or disarm traps.
3. The robber’s belt pouch holds several golden trinkets 10. This robber was carrying a bulging sack when he met his
looted from nearby tombs. Wrapped in dirty linen, the fate. From the fallen sack lying close to one out-
pouch holds three tarnished small silver rings and a stretched hand have tumbled several skulls, some still
worn bracelet worth 70 gp. festooned with wisps of hair. What the robber wanted
4. Much of these thieves’ tools are rusted or broken. with such grizzly treasure is unknown.
However, one pouch holds a small, hand-held
magnifying glass and two small brushes suitable for
carefully brushing away dust, grit and so on.

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PROTECTIVE CURSES 13. A stack of 50 ancient gold coins creates feelings of


intense greed and paranoia in anyone who takes it for
1d6 days.
The dead lie mouldering in cof ns, tombs and sarcophagi, 14. A golden crown (worth 300 gp), perched on a skeleton’s
often surrounded by treasures tempting grave robbers and head, temporarily possesses whoever removes it with
foolhardy adventures. Disturbing these objects often comes the deceased’s spirit for 1d4 hours.
with a price, as the dead do not part with their treasures 15. A bloodstained pit lled with bones (and three enticingly
easily. Merely disturbing their sanctuary can bring down the placed gems worth 50 gp each) causes whoever enters it
curses of the deceased. to hear the screams of dying creatures for 3d4 hours.

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16. An ornate golden goblet (worth 225 gp) lies entombed
1. Rows of bleached skulls form the lintel of a stone with a skeleton. Anyone taking the goblet tastes blood in
doorway. Anyone passing underneath alerts any undead their mouth and is unable to drink any liquids for 2d4
within 60 ft. to its presence for 1d4 days. hours—doing so makes the drinker violently—even
2. Ancient, but valuable, silver coins (worth 30 gp) cover explosively—sick.

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the eyes of a mummi ed humanoid. Taking the coins 17. A small, cracked silver mirror (worth 35 gp) creates a
in icts blindness on the thieving character for 1d4 hours. hate- lled, murderous doppelgänger of whoever stares
3. The funeral shroud of a mummy lies inscribed with into it. The doppelgänger emerges 1d20 minutes after
deeds describing its former life. Anyone reading the the characters leave the area or discard the mirror. It
script acts out the mummy’s life at night while then begins to hunt the character down.
sleepwalking for one week. 18. Any person passing by a row of upright sarcophagi has
4. A jewelled vase (worth 150 gp) lies at the foot of a to reroll the next roll made to avoid or mitigate damage
sarcophagus inscribed with the visage of a beautiful within the next 24 hours, as the spirits of the dead cluster
woman. Disturbing the vase transforms any nonmagical around them.
liquids within the room into bitter tears. This change is
not immediately noticeable and only comes to light
when the liquid is drunk or used.
5. A golden necklace (worth 200 gp) found amongst a pile
of brittle bones causes whoever takes it to sob
e 19. A bone-strewn oor causes whoever disturbs the debris
to move at half-speed for 1d4 hours as if dragged down
by innumerable ghostly hands.
20. A golden bracelet (worth 75 gp) adorning a skeleton’s
arm fuses to the arm of whoever touches it for 1d3 days.
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inconsolably for ve minutes after committing violence While the bracket is attached, the arm has a will of its
against another living creature. own and cannot be controlled. It doesn't try to harm the
6. An inscription on the oor, if not intoned properly and character but often does strange or inappropriate things.
placated with an offering of blood, causes anyone
passing over it to feel a tangible sadness, effectively STRANGE EFFECTS
doubling their weight for 24 hours.
7. A skeleton grips a bejewelled dagger (worth 145 gp). An ancient necropolis can be a strange, alien place. Intruders
Whoever removes the blade begins suffering mysterious likely encounter strange things and effects therein.
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cuts, taking 1d4 damage every six hours until the


weapon is discarded. 1. Faint mist clings to the oor.
8. A small pearl (worth 100 gp) rests in the mouth of a skull. 2. Multi-coloured glimmering shards of light oat gently in
Removing the pearl causes the person to speak only in the air.
an ancient language for 1d6 days. This does not affect 3. Thick shadows cloak the small nooks and crannies in this
spell casting. area. Only magical light banishes them.
9. A silver skull (worth 250 gp) nestles within the lid of a 4. Faint groaning emanates from the walls; perhaps it is the
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sarcophagus. Anyone touching the skull has vivid and spirits of those buried within lamenting their fate, or
horri c nightmares that night and is unable to gain the perhaps the old stones are simply moving and shifting.
bene ts of a food night's rest. 5. The air is cold; frost clings to the walls and oor.
10. A golden ring (worth 50 gp) worn on a mummy's hand 6. Small motes of insubstantial darkness oat like dust
causes the hand of anyone touching it to be paralysed upon the air. They disappear when they collide with a
for 2d4 hours. warm-blooded creature.
11. Bas-reliefs of underworld spirits guard a doorway. 7. The translucent, spectral image of what the necropolis
Crossing the threshold causes offenders to be attacked looked like in its prime is superimposed over the place’s
by a wraith the next time their hit points drop below half. current condition. This effect is sporadic and fades in
12. An ornate funerary urn (worth 65 gp) causes the skin of and out of view.
those who touch it to become brittle (all damage taken is 8. Bones in some burial niches seem to shudder and move
doubled) for 1d4 hours. slightly when a character gets too close.

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MINOR HAUNTINGS 17. The temperature drops abruptly to freezing, and any
living creature feels hands trying to pull them down
through the oor.
Vestiges of the dead wander the necropolis— eeting spirits 18. The temperature rises to sweltering levels as if the
mirroring their past lives or lashing out at intruders explorers have entered a re. Blackened, writhing gures
disturbing their rest. Sometimes these lost spirits partially icker just out of sight.
manifest into the world, and the characters encounter the 19. Blood appears to spurt out from niches along the wall,
eeting vestige of their lives. accompanied by a torrent of screams.
20. Everyone feels claustrophobic as if the room is no larger

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1. A ghostly procession of priests drags a screaming than a cof n.
servant down a tunnel leading deeper into the
necropolis’s bowels. Sometimes, when explorers encounter haunts, they suffer ill
2. The vacant eye sockets of a pillar of skulls glow red and effects. Sample effects include:
scream in an ancient language when the party passes by.

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3. A shimmering, translucent group wearing robes of 1. The sight of the haunt leaves the character shaken for a
ancient cut kneel before a sarcophagus. As one, they half-hour.
draw long daggers, thrusting them into their hearts 2. The intense emotions radiating from the haunt leave the
before disappearing. Their brittle bones remain among character dazed for half an hour.
the dust. 3. Sickened by the otherworldly suffering of the haunt, the
4. A noblewoman drags the corpse of a man, stabbed character feels intensely sick until they next eat.
many times, behind her before dumping the body in a 4. Wisps of the haunt cling to the character and suckle
corner and sneering as she fades away. A dust-shrouded upon his warmth. This leaves the character sluggish and
skeleton remains to bear witness to her crime. tired for an hour.
5. Spectral people blink in and out of existence along a

6.

7.
row of bone- lled niches piercing the wall.
Two armoured gures clash violently in front of the
tattered remains of an ancient tapestry depicting them.
A translucent, roguish gure ashes a wide grin at the
e 5.

6.
The sight of the haunt damages the character’s sanity.
They temporarily lose 1 point of Wisdom. It returns after
a day of complete rest.
Contact with the otherworldly nature of the haunt in icts
1d6 damage on the character.
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nearest character before disappearing through a wall
(which reveals the location of a hidden secret door to STRANGE SOUNDS
observant characters).
8. Skulls ll numerous shelves bored into the wall. They The sounds below can come from any direction and be at
begin to chatter and moan when any living creature any volume. Use them to build tension.
comes within ve-foot.
9. A regal gure rests within an open sarcophagus, 1. The skittering of tiny clawed feet on stone.
appearing to be alive but asleep. Touching the body 2. The gentle sigh of the wind (perhaps accompanied by
m

causes a spirit in the gure’s likeness to rise, scream and tiny, swirling dust devils).
then dissipate, leaving nothing but a mouldering corpse 3. Rocks or stones clatter to the ground.
behind. 4. A guttural cackling slowly tails off into a gurgle.
10. Shadowy gures hound the footsteps of anyone within 5. A choir’s faint chanting in an ancient tongue oats
the room, appearing just out of sight. through the dead necropolis. (The chant is a litany for
11. Bones skitter madly across the oor, rising brie y before the dead).
clattering back down. 6. Something large slithers through the necropolis. The
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12. Lids swing open on several cof ns before slamming party hear the rasp of its scales on stone.
shut. Muf ed screams come from within the cof ns. 7. Somewhere distant, a gong sounds once.
13. Phantasmal gures feast at a ghostly table on ne food 8. The clanking of chains—as if something like a gate was
and wine before a shrieking wind sweeps them—and the being raised or lowered—breaks the silence.
table—away. 9. Soft, tinkling chimes sound from an unknown locale for a
14. The sounds of laughter, sobbing and screaming swirl few minutes every half hour.
through the air around piles of stacked skulls. As quickly 10. A faint susurrus of whispering—its tone oddly menacing—
as the sounds begin, they end. occasionally reaches the party’s ears.
15. Pale gures y from a series of urns, streaking towards 11. Unidenti able instruments play a mournful dirge.
any living creature, their mouths rent with fury, before 12. Sobbing—perhaps from ghostly mourners.
disappearing with a cackle.
16. A family of ve transparent gures watches intruders,
their eyes vacant black holes of swirling energy.

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ARCHIVES & LIBRARIES
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37

BOOKS IN THE COMMON COLLECTION different as individual worshippers add to the store of
information therein.
3. Cults and their Doings: This short pamphlet features
A library is nothing without books. Some libraries hold but a sensationalised stories and a series of lurid pictures
few dozen tomes while others hold thousands. No matter the depicting foul cultists in the midst of their blasphemous
library’s size, it no doubt has books on a variety of subjects. rites. Much of the pamphlet’s contents are clearly
rubbish and are based on public misconceptions of
H I S TO RY B O O K S
various evil religions. However, one section detailing the
Fellowship of the Onyx Trapezohedron is accurate and

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1. The Bloodstained Prince: This small leather tome is a depicts be-robed worshippers slowly crushing their
recounting of the (doomed) attempt of Crown Prince victims under a gigantic trapezohedron suspended from
Ilasual Nenonen to seize the throne of Ashlar from his huge chains.
sister, Aelliah Nenonen. The book ends with a chapter 4. Scripture of Law: This vast tome contains teaching,
speculating on the Bloodstained Prince’s unknown fate. stories and lessons by some of Darlen’s (LG greater god

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2. Five Ships: This book recounts the story of the of law, order, justice and the sun) early, prominent
legendary Lost Treasure Fleet of the Five Sisters. It tells followers. It is the faith’s most important book and the
how the ve sisters—refer to both as freebooters and bedrock of the church.
pirates—sailed to a far-off land and discovered a vast
treasure. On their voyage home, the sisters fell to
GENERAL INTEREST BOOKS
arguing before a savage storm blew up from the west.
The tempest sunk all ve ships, and only a few sailors 1. On the Road (An Accounting of the Many Journeys
survived the tragedy to return to their home ports with and Hardships of Hilppa Jutikka): Hilppa Jutikka was a
wild tales of islands rising from the deep and many- merchant dogged by bad luck, happenstance and ill-

3.
e
tentacled beasts that slew their shipmates.
Doom Among the Gray Spires: Almost two centuries
ago, an adventuring party—the Company of the Blue
Shields—penetrated deep into the Forest of Gray Spires.
This book is the story of their expedition. It tells of
2.
fated events. To read his book is to marvel he survived
long enough to write it. A careful reading of the book,
however, reveals Hilppa was simply inept.
The Beauty of Numbers: This book deals with
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mathematics and its application in a wide range of
encounters with demon-worshipping elves, the situations. As well as providing practical instruction in
discovery of stone statues depicting a race of one-eyed numeration, the book includes a rambling appendix
giants and other strange events and discoveries. dealing with the study of probabilities, numerical
4. Vilimzair Aralivar—His Amazing Life: This oft-read book patterns and the like that apparently shape the world
tells the incredible story of Vilimzair Aralivar. Vilimzair and everything in it.
rose from humble origins to become both a fearsome 3. Beyond the Horizon: This small book contains the sea
pirate captain and the greatest bard the world has ever diary of Jegor Kalamies, and details his many journeys.
m

known (according to the book). Strangely, the book is He describes terrible storms, desperate battles against
graf tied as if the readers had grown angry at Vilimzair’s pirates and more. Jegor also included some rough
incredible escapades. sketch maps of various locales that might be of interest
to adventurers planning a sea voyage.
RELIGIOUS BOOKS
4. The Deeds of Power: This slightly treasonous book
relates—in breathless detail—the alleged deeds and
1. I Walked the Earth: This small dog-eared, singed book doings of the Nenonen family. Much of the book may—or
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is an autobiography of Juhana Ehtaro, the so-called may not—be true, but some interesting nuggets,
“Walking Priest”. Juhana was a devout half-elven follower particularly of Arndul Nenonen’s exploration of
of Behron reputed to have seen more lands and strange Gloamhold, appear within. Other scandals—hints of
places than any other traveller. The book contains illegitimate children and a dark, unrecorded secret—also
interesting descriptions of many far-off, hidden or appear in the book.
mythical places of potential interest to adventurers.
2. The Book of Tides: The Book of Tides is the sacred text
of the Storm Mistress. It not only teaches of the timeless
beauty of the ocean but also records details of tides,
storms and other nautical phenomena stretching back
centuries. It records shipwrecks, the faithful’s strange
sighting at sea, details of the many monsters dwelling in
the sea’s depths and more. Every copy is slightly

38
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BOOKS IN THE SPECIAL COLLECTION maddening are the text fragments they can snap an
unprepared or weak mind.
7. The Final Word: This deranged series of apocalyptic
The vast majority of books in a library are nothing more than prophecies describe in lurid—and insane—detail the end
tomes of mundane knowledge, travelogues, diaries and of the world. The text goes into great detail about the
other normal writings. A few books, however, are different. A warning signs of impending doom and the events
few books—either because of the foul things they reveal, the leading up to the world’s destruction. Some people
power they hold or their monetary value—are kept away from suspect the end has already begun and scour the book
the public in the library’s special collection. for details on how to survive the impending apocalypse.

e
8. Esteri’s Workbook: A work by a minor mageling, this
1. Encyclopaedia Geographia: This massive leather- thin book presents Esteri’s early research into several
bound book weighs almost 20 pounds. Each page is new spells. One is entitled Esteri’s Scorching Burst while
almost two-foot wide by three-foot-long. The book another is intriguingly called Esteri’s Many Faces. The
presents maps, discourses and studies of the terrain for book is a scrappy, disorganised affair, but beautiful

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hundreds of miles in every direction. Some of the maps doodles artfully depict what each spell was meant to do.
are copies of ancient maps from now fallen elder or lost 9. Wondrous Worlds of In nity: This treatise describes, in
civilisations and peoples; these maps may depict beautiful owing Elven text, the multiverse of planes
features or locations omitted from more recent maps stretching away from the Prime Material. While no plane
that could be of interest to adventurers. is detailed in great depth, this book is an excellent basic
2. On the Art: Originally written by Dorotea Laso, On the primer. The book closes with a list of locations in the
Art is a treatise on the fundamentals of wizardly magic. world at which the barriers between the planes are
Written in the language of dragons, it has formed the particularly weak.
basis of magical instruction since it was rst copied and 10. The Crown of Flame and Ash (and Other Wondrous
shared centuries ago. For a book on magic, it is a

e
common tome, and its inclusion in the special collection
is surprising. Investigation, however, reveals this book to
be the original! A profession of marginalia reveals
Dorotea’s evolving thoughts and musing on the nature
and Legendary Objects): Written in a bizarre mix of
Dwarven and Elven, this thick book lists in exhaustive
detail various artefacts and other objects of legend. The
text relates each item’s history, assumed powers and
known possessors.
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of magic. 11. The Chronicles of the Folk of the Goat-Headed
3. The Morankan Manuscript: Written wholly in a strange Demon: Centuries ago, a bizarre cult that worshipped a
language—Aboleth—and heavily re damaged, the pages goat-headed demon rose up among the city-states
of this book are made from some kind of specially perched upon the edge of an arid desert. The cult tried
prepared seaweed. The book is a tract railing against the to weld the various states into an empire, but internecine
so-called “new gods” and their upstart ways. The text intrigues doomed the attempt to failure. In the
talks about many alien concepts and predicts an aftermath, a small band of particularly devout adherents
inescapable ood will soon wipe away humanity’s stain
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to the nameless goat-headed demon disappeared into


upon the world. the desert’s arid wastes carrying with them a golden
4. Art & Power: A treatise on the use of magic to gain statue said to contain the demon’s soul.
temporal power, this tract is wholly lacking any moral 12. The Shimmering Horror in the Night: When the stars
content and simply deals with the matter at hand. Only a are right, certain horrible, otherworldly creatures are said
few copies of this book survive to the present day; most to slip into the world from elsewhere. This book details
are held by amoral folk or those who use them as the so-called Shimmering Horror—a creature composed
evidence of the dangers of magic in the wrong hands.
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of nothing but strange colours and supernatural cold.


5. Lexicon of Shadows: Compiled from many sources, the The book contains a powerful spell designed to call and
Lexicon of Shadows deals with the subject of those bind the Shimmering Horror; mercifully, the spell
hated and reviled creatures that can live among human requires certain hard-to- nd components, which means
s o c i e t y u n d e t e c t e d . Th e t r e a t i s e d e a l s w i t h it has not been cast in centuries.
doppelgängers, lycanthropes and the like and warns of
the perils of failing to be ever-vigilant against the threat
such creatures pose.
6. Unnamed Manuscript: This mass of water-damaged,
burnt papers ll a dusty, string-bound leather folder
which has fallen down the back of one of the shelves. It
is the remains of a copy of an ancient manuscript
dealing with the elder demon Amon-Pyr. So hateful and

39

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E V E N T S A M O N G T H E S TA C K S 9. A robe-clad man (Ilja Mietti [N old male human]) works


among the stacks sweeping the oor, straightening the
shelves and generally making sure the library is clean
Although libraries are places of scholarly learning, they aren’t and tidy. He keeps himself to himself but misses little
necessarily boring places. that happens in the library. He is chatty but crafty and
happily tells what he has seen—in return for a small
1. A scholarly, middle-aged man pushes a small trolley contribution to his retirement fund.
laden with books through the stacks. Every now and 10. A scribe (Aamu Neuvo [LN female human]) bustles past
then, he stops to take a book from the trolley and return the party laden down with books she is collecting for her

e
it to its rightful spot on the shelf. patron (Inka Seppo [NG middle-aged female human])
2. Quiet whispering comes from behind the stack the who desires copies of certain land records and histories
character is perusing. A sharp-eared, nosy character of the surrounding settlement. Inka is a wealthy widow
interested in what is going on could eavesdrop on the intent on proving her claim over a piece of nearby land;
conversation. The whispering could be furtive—perhaps several of her husband's old rivals are disputing her

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two plotters are meeting in the library—or amorous—a ownership of the land.
courting couple have met at the library to nd some 11. A burst of muf ed laughter, followed by muttered
peace and quiet. cursing, comes from nearby. Investigations reveal two
3. A gentle breeze enters the library through an open bearded middle-aged men moving swiftly toward the
window or door. Dust—dislodged from the covers of library’s exit with several books in hand.
several books that have lain undisturbed for years—rains 12. A sudden stiff breeze blows through the library; pages
down on the characters. on open books utter, and several readers curse as a
4. As #3, but instead of being nothing more than a result of losing their place in the works they were
coincidence, the breeze is the result of some unseen consulting. Moments later, the silence of the library is
force or power attempting to get the characters

5.
interested in a certain book. Alternatively, the dust could
land on the oor in a particular pattern, such as an arrow
pointing in one direction, a holy symbol or the like.
Two scholars argue over who gets to read a certain book
e 13.

14.
shattered by a man shouting, “Thief! Stop Thief!”
The library’s roof is aged and leaking. Shelves under the
leaks have been emptied of books, while in other places,
iron buckets are placed to catch the drips from above.
A trio of obvious adventurers—rough men clad in travel-
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rst. Both have urgent business with the book, and both stained leathers and cloaks—stand around a table on
are impatient fellows full of their own importance. Both which they have unrolled a map of the local area. They
also have a hand on the book’s cover, and as the are engaged in a quiet, tense conversation.
argument escalates, they start trying to wrestle over the 15. An intense, obviously nervous man stops the party and
tome. Eventually, one of the scholars wins and the other asks them if anyone knows how to get into the Special
staggers back into a bookshelf. Collection. He is exceedingly vague as to his reasons for
6. A precariously placed, teetering pile of books covers a wishing to peruse the Special Collection’s restricted
small side table butted up against a bookcase. Careless
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stacks and ees the library if challenged.


characters moving past the table may dislodge the 16. The pungent smell of mould and rot lls the air around a
books, which tumble to the oor with a loud series of bookshelf. Investigations reveal the smell emanates from
thumps. Moments later, an irate member of staff appears a singular, worm-riddled book of obvious ancient
and demands to know what has happened. provenance that has been mis led here.
7. Perceptive characters notice a dark shadow creeping 17. A small, lithe man clutching a wide leather belt in one
across the top of a bookshelf, seemingly intent on hand bursts into the library. He is out of breath and has
something unseen. The shadow is a black cat given the
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clearly been running. He dashes away from the door.


run of the library to keep vermin—mainly rats and mice— Moments later, a woman, wearing wizard’s garb, bursts
at bay. It is friendly and happy to be stroked and petted. into the room, spots the man and gives chase.
8. A fat middle-aged man sits at a desk muttering to 18. Two children have snuck into the library with the express
himself as he copies something from a large book. The purpose of causing mischief. They creep about
man—Isto Mielikki—is researching the history of the rearranging books, moving furniture into bizarre
surrounding settlement and is searching for early maps arrangements and so on. Their occasional sniggering
of the place. (He works for a client who has elected to can be heard among the stacks.
remain nameless.) If the characters strike up a 19. A book suddenly ies off a shelf and hits a character in
conversation with Isto he asks them if they know the back of the head. Is the library haunted, or is a
anything about the settlement’s early years. Two days mischievous prankster at work?
after completing his research, Isto is brutally murdered. If 20. A shout of “Fire!” shatters the library’s quiet. Smoke
the characters hear of this death, they might wonder billows from a backpack, and panic ensues.
what he found in the course of his studies…

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F O L K A M O N G T H E S TA C K S Personality: Brusi is surprisingly cerebral for a warrior


and loves to read. History is his passion and he could happily
spend days among the stacks reading anything historical he
The characters will not be the only people in the library; can get his hands on. He particularly loves reading about
many folk come to consult the books and scroll kept therein. battles and wars and is more knowledgeable than most
sages on such subjects.
1 . K U U R A P U U K KO
Mannerisms: When thinking deeply or nervous, Brusi
CN middle-aged male human wizard 2 cocks his head to one side. He is also proud of his physique
and often stands in a way designed to show off his muscles.
Corpulent and half-crippled, this middle-aged man wears ill-

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Hook: Brusi has just learnt something interesting about
tting red robes.
an old battle eld and is desperate to share his knowledge—
Chronically unwell and un t Kuura blames most of his failures that after the battle a hidden tomb was dug for one of the
on his various ailments. Kuura works as a scribe and heroes who fell during the carnage. Brusi wonders if the
researcher for hire, although he styles himself a sage. barrow—and its treasures are still there!

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Personality: Easily distracted by wine, women or the
latest fad, Kuura will never amount to much. In his heart of
4. A U K U T A P I O
hearts, he knows this, and it makes him bitter. For all that, he N middle-aged male human cleric [Morden] 4
has a keen intellect and could become a puissant wizard if he
applied himself to the task. Intricate tattoos cover this bald, bearded man’s face and
Mannerisms: Kuura has a gamy left leg and walks with a slender arms.
pronounced limp. Auku follows Morden, the god of magic, and is at the library
Hook: Perpetually in need of coin—his expenses far to gain access to the Special Collection. Thus far, he has been
outweigh his income—Kuura introduces himself to the stymied, and he is growing increasingly frustrated.
characters and offers his services.

2. EUFROSIINA TORIO
LG old female human
e Personality: Full of the belief in his own importance,
Auku looks down on those of lesser intellect or achievement.
A devout follower of his god, he seeks to increase his
knowledge of the mysteries of magic.
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Mannerisms: Auku has a deep booming voice and
Stooped and round-shouldered this hunched old woman
makes expansive gestures when making an important point.
carries a large bag in one hand and has a look of geniality on
Hook: Auku accosts a character and begins to rant about
her face.
the library and its staff. If he discovers the party have gained
Eufrosiina is a well-to-do member of the local community. access to the Special Collection he loudly demands to know
Her husband is long dead, and the library is now an how they managed such a seemingly impossible feat.
important part of her life.
Personality: Fascinated by history, and a little bit
5. I N K E R I V A I TO
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infatuated with one of the library’s staff, Eufrosiina is often LN middle-aged female human
among the stacks. Genial and well-off, she is keen to natter
about almost anything. She is particularly knowledgeable Brown pigtails frame this stout, plain-looking woman’s face.
about local history and happily shares her knowledge. She wears simple, oor-length robes.
Mannerisms: Eufrosiina is tactile and often gently Inkeri works at the library and brooks no abuse of its books
touches those with whom she is speaking (particularly when or its rules. In her own mind, the library is her domain and
she has had a drink or two). she defends it zealously.
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Hook: A character spots Eufrosiina lurking among the Personality: Unimaginative, but dogged, Inkeri works
stacks and may grow suspicious as to her behaviour. In truth, hard to maintain the library and its collections. She craves
she is merely waiting to snatch a few minutes of conversation order and hates chaos and confusion. She also dislikes loud
with the object of her infatuation. noises and surprises.
Mannerisms: Inkeri speaks slowly and clearly, and hates
3 . B R U S I T A LV I K K I
to repeat herself.
NG male human ghter 3 Hook: If Inkeri comes to believe the characters are guilty
of transgressing the library’s rules, she dogs their every move
Youthful, broad-shouldered and vigorous, this well-dressed
and actively looks for a reason to throw them out.
young man looks out of place in the library. A longsword, its
hilt worn, hangs from his left hip.

Brusi is an adventurer just making a name for himself as a


brave—if a little foolhardy—companion.

41
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T H I N G S A M O N G T H E S TA C K S surrounding area while one presents a stylised view of


the entire continent.
9. Graf ti carved into the wood of a bookshelf reads, “For
Although a library is obviously full of books, there are other the ultimate knowledge, seek the rose.”
things of note in such a place. 10. Wet footsteps mar the library’s oor. Strangely, they start
at one bookshelf and end in a nearby study niche.
1. As if dropped, a single book lies open, cover up, on the 11. A tall statue of a winged warrior woman stands on a
oor. A perceptive character notices specks of fresh plinth, overlooking the library. The statue is clearly old;
blood on the cover. A smear of blood mars the open the woman is missing the tip of her nose and her sword

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pages. Characters searching around in the vicinity of the is shattered low down near its hilt. The statue has stood
dropped book discover a bloody handprint on one shelf here for years, and no one knows for certainty who or
and might even discover a faint trail of blood drops what it represents.
leading off deeper into the library. 12. Several portraits of stern, well-to-do folk hang from the
2. Perceptive characters notice a small section of books juts walls. All were clearly wealthy or important in some way.

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out slightly further from the wall than the surrounding Intermingled with portraits are three pictures of
tomes. Investigating behind the books discovered a legendary places as imagined by a wild, macabre artist.
small scroll sealed with wax. Only by breaking the seal Each—a lava-spewing mountain, a ruin-topped island
can the party discover what message the scroll holds. emerging from a raging sea and a great rift disappearing
Perhaps a spy has left a message here for their contact or into shadow- lled depths—has an air of malignant threat
the scroll is a love note between illicit lovers. about them.
3. The worn and dusty statuette of a curled-up cat serves as
a bookend to a short section of books. Under the
dust, the cat’s onyx eyes glimmer like pools of black
re. The statuette could be nothing more than a

4.
bookend or it could be an atypical gurine of
wondrous power placed here years ago and
promptly forgotten.
A small wooden desk lls a niche set between two
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bookshelves. Open books lie scattered across the
desk. A cursory glance suggests the person using
the desk is researching evil cults. However, of the
reader, there is no sign (although a small satchel
under the desk may contain clues to their identity).
5. An iron torch sconce juts from the end of one
bookcase. The sconce is wrought in the shape of an
ornate scroll tube with a fan of papers emerging
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from one end. A torch wreathed in magical ame


pokes out from among the papers.
6. Dusty windows high up in one wall—or perhaps
the ceiling—let faint light in from outside. The dust
on the windows is thicker in some places than
in others which creates an interesting pattern
on the oor below.
Sa

7. As #6 above but the windows are of stained


glass wrought to glorify Morden the god of
knowledge and magic. The faint light ltering
through the glass creates a multi-hued pattern
on the oor. Once a year, on the night most
scared to the god the multi-hued light
comes to rest on a certain agstone now
partially obscured by a bookshelf. A
secret niche under the agstone
holds a spellbook lled with unique
or rare spells.
8. Faded, dusty tapestries hang from the
library’s walls. Some depict maps of the

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BANDITS & BRIGANDS
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BANDITS & BRIGANDS tired of a bandit’s life. She has also seen how her
companions treat their captives—particularly women—and is
becoming increasingly uncomfortable in the gang.
The NPCs below could be members of virtually any bandit Personality: Hedvig has no problem with some light
gang. Brief stats (alignment, sex, race, class and level) appear thievery, but she is not evil. Killing, except in self-defence,
for each individual. Modify the class and level entry, if they feels wrong to her and she worries she may be forced to kill
do not t the bandit gang encountered by the characters. someone soon.
1. E E T U I L M A Mannerisms: Hedvig often lapses into silence, and stares
off into space seemingly focusing on nothing. Some of her

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Recently turned to a life of banditry, Eetu is keen to prove fellow bandits nd this off-putting and rude.
himself to his new “friends”. Hook: Hedvig is plotting to betray her fellows. She plans
to steal the gang’s choicest treasures and escape to a better
Wearing dirty armour and travel-stained clothes this burly
life. She does not like the ever-present threat of the
man looks like he has lived in the wilds for some time. He has
hangman’s noose and dreams of a better, purer life.

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long, unkempt jet-black hair and black eyes.

Eetu (NE male human ghter 1) is new to the gang; several 4. P E K KO M I E M O


weeks ago he was forced to ee his home after nearly This snivelling man does not want to be here at all.
beating a neighbour to death over some trivial matter.
Personality: Eetu doesn’t see why he should work; might Lank black hair frames a wan face set into a gloomy look of
is right and he can simply take what he wants from others. He acceptance. Several bruises mar his face. He wears crude,
likes in icting pain, but hasn’t actually killed anyone yet—but padded armour and carries a spear.
that’s not through lack of trying. Pekko (N male human ghter 1) was given a stark choice;
Mannerisms: Eetu has an intense, aggression- lled stare join the gang or die. Unsurprisingly, he chose to join up and
which he xes on his enemy.
Hook: Obsessed with revenge against the man he
blames for his current lot, Eetu plots a midnight return to his
home village to even the score.
e bitterly regrets his current lot.
Personality: It’s always someone else’s fault and he’s
normally the helpless victim—at least that’s how Pekko sees
things. Why take responsibility for your actions, when you can
pass them on to someone else?
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2. K O S T I E H TA R O
Mannerisms: Pekko often sighs before speaking and
A murderer and rapist, Kosti is feared by his friends and rarely gets animated or excited about anything.
enemies alike. Hook: Sent out on business by his master, Pekko fell into
the bandits’ clutches. He blames his master for his current lot
Thin and wiry this man exudes energy and malice. He wears a
and cannot wait to wreak his revenge.
dirty cloak with a deep hood and gently rests a hand on his
dagger's pommel. 5. J Y R K I S U S I
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Kosti (CE male human ghter 2) is a thoroughly foul and Dirty and unkempt, Jyrki cares only for himself and his pet.
odious individual. He has few friends in the gang and soon
his fellows will grow tired of him and eject him from the This unkempt, dirty-faced man wears a lthy tunic. Face
band. He will not go quietly. screwed up in a squint, he seems surprised or confused.
Personality: Consumed with his own lusts, he cares Jyrki (NE male human ghter 1) has terrible table manners—
nothing for others except in regard to what they can do for or for him, eating is a full-contact sport; the front of his jerkin
give him. and chin are splattered with the remnants of his last meal. He
Sa

Mannerisms: Kosti has named his dagger, “Eye Gouger” has a pet weasel with whom he shares his food.
and is always sharpening or polishing the weapon. Personality: A tad forgetful and often distracted, Jyrki is
Hook: Kosti has a grudge to settle with Venla Koira, who prone to making assumptions. Arrogant and hateful, he is an
last week stopped him raping a woman the gang accosted. unpleasant fellow. He only loves his pet and cares more for it
In the confusion of battle, he seeks to even the score. than he does for any of his companions.
3. H E D V I G K U LTA Mannerisms: Jyrki is always digging in an ear or nostril
for something tasty.
A reluctant bandit, Hedvig is plotting to steal from her gang Hook: Jyrki mistakes one of the characters for a
and ee in search of a better life far away. childhood friend and calls out to them. If the characters fall
into the bandits' hands, he protects the character in question
Tall and rangy with a weatherworn face this half-elven radiates
until he discovers his mistake. Then, he savagely beats the
competence as well as weariness.
character to punish them for deceiving him.
Hedvig (CN female half-elf ranger 2) is as capricious and
wild as the winter wind. She loves the outdoors but grows
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6. A N T T I V Ä I N Ö Personality: Mielikki hates weak people, seeing them as


nothing more than sheep to be preyed on. She uses others
One-eyed bandit veteran of many years living in the
without guilt and lives for the moment.
wilderness and preying on travellers.
Mannerisms: With a laugh like a hyena, Mielikki often
A ragged, dirty bandage covers this man’s right eye. He wears gloats loudly over those in her power.
his hair closely cropped at the sides and slicked back on top. Hook: Mielikki plans to seduce and then kill the gang’s
leader. She uses the characters’ arrival to ingratiate herself
Antti (CE middle-aged male half-orc ghter 2) is a veteran
with her target.
bandit who has survived the destruction or disbandment of
many bandit gangs. He has a nely-honed survival instinct

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8. V E N L A K O I R A
and no loyalty whatsoever to his companions.
Personality: Coarse, simple and violent, Antti is in some Heavy debts forced Venla into a life of banditry and wild-
ways the perfect bandit. He believes might is right and cares living. To her surprise, she has found she enjoys the life.
nothing for those falling into his clutches. For him, mercy Skinny and lithe, this woman wears her brown hair closely

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equates to leaving his victims alive and partially clothed. cropped; she wears large bronze bangle-style earrings.
Mannerisms: When nervous, Antti reaches under his
bandage and rubs his empty right eye socket. Venla (CE female human ghter 3) enjoys the bandit lifestyle
Hook: Antti believes the gang is doomed and is sneaking —particularly being unshackled from society’s rules.
out of the camp when the characters attack. Personality: Living in the moment, Venla is wild and
unpredictable. She doesn’t enjoy violence for violence’s sake
7. M I E L I K K I U R O —viewing it as nothing more than a means to an end.
Mannerisms: Quick to laugh and quick to anger, Venla
Sneaky, duplicitous and manipulative, Mielikki wants to
wears her emotions openly.
overthrow the gang’s boss.
Hook: One of the characters takes Venla’s fancy. If the
Tall, and muscular, this brown-haired woman exudes
con dence. She wears tightly cut studded leather armour.

Mielikki (CE female human thief 2) knows she’s destined for


bigger, better things.
e party fall into the bandits’ hands she tries to have her way
with the object of her lust.
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CAMP DRESSING 12. Under a pine’s low branches, a thick tarpaulin covers a
large pile of rewood stacked close to the central re pit.
13. A short distance outside the camp, several crude grave
Bandits prefer hidden, defensible lairs which—preferably—lie markers show where several of the gang have been laid
close to a ready source of victims such as a well-travelled to rest. The dead could have succumbed to battle
road, bridge, ford or narrow, sunken lane. injuries, a freak accident or virulent disease. The markers
do not record names or causes of death.
1. A crude, waist-high wall of tree branches, tree stumps 14. A knotted rope hangs from the boughs of a large tree
and the like surrounds the camp. The barrier will not growing on the camp’s fringes. A makeshift platform

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keep out determined intruders, but provides cover for among the tree’s branches serves as a concealed
the camp’s defenders—and keeps some wandering lookout spot.
animals away. 15. Four cows and two sheep are penned in a small
2. A hodgepodge of tents, lean-to shelters and so on stand makeshift enclosure in the camp. They are the proceeds
haphazardly throughout the camp seemingly without of recent raids and will soon be slaughtered for meat.

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any order or plan. Small camp res smoulder in front of 16. Six shuttered lanterns hang from the branches of various
many of the tents. trees scattered about the camp. At night, the lanterns are
3. The skinned and dressed carcasses of several woodland lit—except when enemies are in the locality.
animals—a brace of rabbits, several squirrels and a deer 17. The ground is slightly sloped; the bandits have dug at
hang from an A-frame near a central cooking re. areas into the hillside for their tents.
4. One part of the camp is given over to a meeting place of 18. A large oak stands at the centre of the camp, its heavy
sorts with tree trunks arranged as crude benches around branches reaching down almost to the ground. It is dry,
a central re pit. A stack of rewood lies nearby. but dim, under the tree’s canopy. Graf ti mars the oak’s
5. Trash and rubbish are scattered on the ground outside, wide, gnarled trunk.
and within, the camp. A short distance away, the bandits
have dug a series of latrine pits in a sunken hollow. Even
unwary intruders smell the latrines before blundering
into them.
6. A larger tent—what looks to have once been a noble’s
e 19. The camp stands amid the ancient, tumbled walls of
some ruin now swallowed by trees, brambles and
weeds. The bandits have piled branches and fallen trees
against breaches in the old walls.
20. The bandits have set tripwires designed to make a loud
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pavilion—rises above the rest in the centre of the camp. noise around their camp. Only three pathways into the
Herein dwells the bandit chieftain. camp are devoid of traps.
7. Wisps of smoke from the camp’s many camp res drift
upwards through the trees; the sunlight slanting
down from above creates many shiv lights
giving the camp a strange, almost
otherworldly feel.
8. A shallow ditch—a half-hearted attempt at a moat
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—runs along a short portion of the camp’s


boundary; the lazy bandits gave up soon after
starting their work; a few rusting shovels and a
mattock lie on the ground nearby.
9. Well trodden earthen paths wend their way toward
and through the camp; obviously, the bandits have
laired here for some time.
Sa

10. An empty wagon—without a horse—stands under a


tree; an awning hangs down over the wagon,
obscuring what lies beneath (a pair of bedrolls set
up “dangerously” close together by a pair of
courting bandits).
11. A large empty barrel stands near the main
re pit. An axe is embedded in its lid and
dried blood covers both the axe and
the barrel. Here, the bandits butcher
rabbits, deer and other creatures
caught in the locality.

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BANDIT LOOT LOOTING THE BODY


Bandits carry many odds and ends about their person.
Successful bandits accumulate much loot from their victims. Victorious adventurers are sure to loot the fallens’ bodies.
Much of this loot is mundane, while other pieces comprise
jewellery, coins and other portable treasures. 1. One silver teardrop earring worth 2 gp hangs from the
bandit’s left ear. The bandit’s long, lank black hair hides
1. Sacks, boxes and barrels hold food, wine and other the earring from a casual search.
staples. With the exception of the barrels and casks 2. A battered tinderbox, 4 sp, a short length of twine and a

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holding wine and other drinks (which are kept near the whetstone ll the bandit’s pouch.
leader’s tent), the rest are scattered through the camp. 3. In his boot, the bandit has hidden a dagger with a
2. Several horses are tethered to hitching poles driven curious curved blade design. The weapon is obviously
deep into the earth. The horses stand under a crude old and is missing its tip.
shelter of woven tree branches; bits, bridles and saddles 4. This bandit had a short length of red silk hidden behind

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lie nearby. his belt. (He took the scrap of silk from an ex-lover to
3. Several sacks hold bolts of fresh linen and other cloth; a remember her by).
small bolt of white silk is hidden at the bottom of one of 5. A thick leather cloak with a deep cowl lls the bandit’s
the sacks. The silk is worth 20 gp—easily more than the backpack along with other odds and ends including a
rest of the cloth combined. waterskin, a day’s worth of rations and a small sack.
4. One of the bandits is lucky enough to have a canvas tent 6. This bandit collected daggers; he has four hanging from
of particularly good design large enough to sleep three his belt and one shoved into each boot. His belt pouch
people. It is essentially rainproof and a great boon to contains a whetstone and small dirty rag along with a
those travelling in the wilderness. small oil ask.
5. Three suits of chainmail languish in the leader’s tent; she 7. This bandit wore a leather necklace on a thong around
intends to gift them to trusted members of the band—but
hasn’t yet decided who is worthy of such treasures.
6. A holy symbol decorates the cover of this large leather-
covered book. It is a holy book of the local faith stolen
e his neck. Four small silver charms—misshapen leaves—or
perhaps clover leaves—hang from the thong. The charms
are worth 3 gp as a set.
8. A small sketchbook and several sharpened chunks of
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from a wandering priest. charcoal ll a small sack stuffed into the bandit’s pack.
7. The bandits recently captured Alpo Lemminkäinen (LG Pictures of local wildlife scenes as well as scenes of
male human cleric 1), a wandering acolyte of the local village life ll much of the book.
religion, and have sent a message to his church 9. A book with a torn cover contains a series of local tales,
demanding a ransom. The message was sent two weeks legends and songs. The book once belonged to a bard—
ago, and the bandits are growing tired of waiting for a it was his commonplace book—until he fell afoul of the
reply. Meanwhile, they force Alpo to serve them around group. Its current owner has added a few stories of his
the camp and to use his spells for the group’s bene t.
m

own—the change in handwriting (for the worse) is


8. A tinker’s wagon stands in the camp. The wagon holds a noticeable toward the end of the book.
vast selection of agricultural equipment along with 10. A pair of ne leather gloves are tucked into this bandit’s
pewter bowls, cups and so on. Packed in sawdust and belt, Clearly, they are not his; monogrammed initials—
straw in a large wrought iron cauldron lie a dozen bottles A.H.—decorate both gloves. The bandit also has a
of ne wine once destined for a noble’s table. beautifully carved pipe and a pouch of expensive
9. A beautifully carved set of gargoyles stand on a low tobacco. The pipe looks like a dragon—the pipe’s smoke
wagon. Destined for a local noble’s home, the gargoyles issues from its mouth.
Sa

look to be horrifying demons. They are stoutly tied down 11. The bandit wears a slender golden ring on the smallest
to the wagon—perhaps too stoutly… nger on their left hand. The ring is of elven arti ce and
10. A small heap of blankets and commoners’ clothing lls beautifully wrought, but this is not immediately evident
one of the bandits’ tents. None of the items are as it is covered in dirt to make it look virtually valueless.
particularly valuable, but cunning bandits could have (Perhaps he feared a companion would steal it.)
hidden something within the pile. 12. Tucked under his jerkin, this bandit wears a primitive
11. Two sealed barrels each contain eight gallons of lamp tribal necklace—something a barbarian, goblin or orc
oil. The symbol of a shuttered lantern is burnt onto each might wear. The necklace could foreshadow another
barrel’s lid. local threat the characters might soon meet; the
12. A bundle of furs lls a chest in the leader’s tent; amid the necklace could be a piece of war booty or a gift—
rabbit, beaver and fox pelts is a large black bear’s pelt— depending on whether the bandits are friendly with their
complete with the creatures’ head. “neighbours” or not.

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C O M P L I C AT I O N S & O P P O R T U N I T I E S 4. A virulent disease ravages the bandit camp; when the


characters arrive many of the gang are suffering its
effects. If the plague is airborne, the party could become
Adventures are rarely simple affairs; strange events, shifting infected during the inevitable ghting their arrival
alliances and fate’s capricious whim often conspire to make heralds. In serious outbreaks, the bandits could be
adventurers’ lives…interesting. suffering from the plague. Some characters may not feel
comfortable returning to the nearby town or village until
1. One of the bandits is plotting against the group’s leader they can ascertain whether they are infected.
and uses the characters’ interference in the gang’s affairs 5. As #4 above except the outbreak is no accident. A local

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to set her plan in motion. Either through action or lord arranged for the bandits to take three wagons piled
inaction, the bandit seeks the death of the gang leader high with corn, grain or cloth. Several infected rats
and lordship over the band’s survivors. lurked among the trade goods and it is they who have
2. The characters arrive at the camp as the bandits are infected the camp. (The characters may encounter the
preparing to move out. Thus, the bandits have broken rats as they move through the camp.)

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down their tents, loaded up their pack animals and their 6. The bandit chieftain has just been challenged—ill-
leaders are mounted and ready to go. When the advisedly—by one of his minions for leadership of the
characters attack, the leaders ee with the packhorses band. Most of the bandits are distracted by the ensuing
carrying all the group’s loot leaving the gang’s rank and ght when the characters arrive.
le to face the intruders.
3. The characters are not the only ones hunting the bandits.
A rival gang or patrol of soldiers arrive shortly after the
characters attack the camp. Soldiers likely attempt to
claim the bandits’ loot as property of their lord while the
new bandits may attack the party if the characters seem

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weak. Finally, the soldiers may need convincing the
characters are not bandits themselves.
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