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CREDITS Stuff to Buy! ................................................................................

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Adventures .............................................................................. 7
Class & character Options...................................................... 7
Designer: Dr. Michael LaBossiere
Cartographer: Dr. Michael LaBossiere About the Author .................................................................... 8
Template: Simple Microsoft Word Template by Laura MAP .......................................................................................... 9
Hirsbrunner
Cover Illustrator: Nic McPhee

Contents
Credits....................................................................................... 1
Contents ................................................................................... 1
Introduction............................................................................ 2
History/Background .............................................................. 2
Getting the PCs Involved ....................................................... 2
Map Key ................................................................................... 2
Encounter ................................................................................ 2
Conclusion .............................................................................. 3
Hook? ....................................................................................... 3
Simple Gravity Rules .............................................................. 3
Zero-G Movement ........................................................................ 3
Zero-G Combat ............................................................................. 4
Zero-G Weight .............................................................................. 4
New Spells ......................................................................................... 4
Increase Gravity ........................................................................ 4
Gravitic Fling .............................................................................. 4
Gravitic Point ............................................................................. 4
Personal Gravity ........................................................................ 5
Push/Pull ..................................................................................... 5
Reduce Gravity ........................................................................... 5
Zero Gravity ................................................................................ 5
New Magic Items ............................................................................ 5
Crosscat crossbow .................................................................... 5
Flingstone ................................................................................... 5
Scroll Bolt .................................................................................... 5
Monster ................................................................................... 6
Actions ..................................................................................... 6
Free Stuff! ................................................................................ 7
Free Map Collections ............................................................. 7
Free Rules ................................................................................ 7
Free Encounters ..................................................................... 7
Free Encounters Collections ................................................. 7

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product
names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for
Dungeon Masters Guild.

All other original material in this work is copyright 2020 by Dr. Michael C. LaBossiere and published under the Community Content Agreement for Dungeon Masters Guild.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.

1
INTRODUCTION One of her earlier creations is the crosscat, a clockwork cat-like
construct equipped with a crossbow. The story is that one of her
This is the 53rd in an ongoing series aimed to provide the party members had a cat familiar that was often angry, earning it
overworked DM with ready-to run encounters. The PCs will face the nickname “crosscat.” As a joke, Jullena created the crosscat
the bolts of the crosscats, deadly constructs combining the deadly constructs. They proved successful and she made several to serve
accuracy of the crossbow and the cruel indifference of cats. The CR as guards. Her design was also copied, so crosscats can be found
of a single crosscat is ½; but the encounter can be modified to across the world and across realities.
increase its difficulty. Long ago, a temple dedicated to a cat-god acquired several
It includes a history/background for the encounter, a map, and crosscats to serve as magical guardians. The temple became mired
monster stats. in a conflict that resulted in its destruction but a few of the
The companion ZIP file contains JPEG versions of the maps crosscats survived and remain in the ruins to this day. One of them
(with and without grid), a Hero Lab file, the Word file of the is an original crosscat, constructed by Jullena.
encounter, and a PDF with character sheets for all the monsters.

GETTING THE PCS INVOLVED


HISTORY/BACKGROUND One option is for the PCs to stumble across the ruins of the
The stability and power of the Ventani Empire allowed great temple in a classic random encounter. Another option is that the
schools of magical research and learning to flourish, thus PCs are intentionally seeking the ruins, perhaps at the behest of
producing some of the greatest mortal wizards in history. Among others or in search of a dungeon that might under the ruins.
these was Jullena. Like most great wizards, she selected an area of
obsessive focus—or it chose her. Like some other great wizards, it
took her a while to find her true obsession.
In her youth, she was fascinated with constructs—creating them MAP KEY
primarily to offset her vulnerability to attack from martial foes. To The map shows the temple ruins.
this end, she created a wide variety of combat constructs. Being
very imaginative and artistic, her creations were aesthetically 1. The Temple The
pleasing (or intentionally jarring) and unusual in their capabilities. ruined walls range
Those facing her creations were generally unsure of what it could in height from a few
do before it did it, thus yielding a small advantage. feet to twenty feet.
While Jullena never lost her interest in constructs, she found her The entrance to the
one true love in gravity. While some wizards sought to master lower levels is
gravity, she sought to befriend it, metaphorically speaking. While hidden under the
the tales have never been confirmed, some say she journeyed to the soil. It is located
moon and even other worlds in search of the secrets of gravity. under a fallen pillar
What is known is that she created a wide range of gravity-based (9).
spells. She is also known to have created a Gravity Orb which
allowed one to wield the power of gravity. The exact powers of the 2-7. Intact Pillars: The pillars are 25 feet tall and are
orb are not known but it is believed to have incredible powers. marked with scratches from the crosscats. The crosscats
Jullena’s great accomplishments and her love of justice earned like to perch on the pillars and will typically try to fight from
her a position on the Council of Seven. This council was created the tops of the pillars. They understand cover and will try to
after a disastrous rivalry between two wizards led to mass keep the body of the pillars between them and their foes.
destruction and thousands of deaths. Should a dispute arise They have considerable practice with “pop out” attacks—
between wizards, the council would hear their cases and make a moving to the top of the pillar to take a shot and then
ruling. Few dared defy the council; not only did it have a well- climbing down rapidly to hide behind the pillar.
deserved reputation for fairness, the seven council members were
willing and able to enforce their decisions. 8. Fallen Pillar: a collapsed stone pillar.
Juellena and the rest of the Council of Seven died heroically
fighting against the demons and undead when the Ventani Empire 9. Fallen Pillar: a collapsed stone pillar; the entrance to the
fell to the Cataclysm. They are credited with saving thousands of dungeon is hidden beneath it.
citizens directly and tens of thousands more indirectly with their
sacrifice. The Council is still spoken of with respect and reverence 10. Stream: A mundane stream,
even to this day. A wizard who dies in an act of heroic sacrifice is
sometimes praised as “Worthy of the council.”
While Jullena and most of her constructs perished in battle,
some of her constructs remain. She gave away some as gifts and
ENCOUNTER
the ones that developed free will could go as they pleased—so some The encounter begins when the PCs meet the crosscats. The
standard encounter is three crosscats, but the number can be
still remain in the world.
changed to adjust the difficulty of the encounter. One of the
crosscats is an original created by Jullena. It has maximum hit

2
points (35) and is equipped with two Scroll Bolts (choose a spell • Movement speed, the range of thrown weapons, jump
scroll for each) and three Flingstones. The original crosscat also height and jump distance are halved (moving 1 foot
has at least one gravity themed spell (see below) etched onto one costs 2 feet of speed).
of its metal plates—Jullena had the habit of etching important
• Falling damage is doubled.
documents into metal. Her spellbook was reputed to be metal,
lightened by gravity magic.
If you want more degrees of gravity, simply use other
Being temple guardians, the crosscats were instructed to guard
multipliers and fractions. For example, if you wanted triple
the temple but not simply murder anyone coming into the area. If
the PCs are not actively hostile and do not damage the temple normal gravity, this would triple the weight of creatures and
ruins, the crosscats will observe them from hiding. If the PCs spot things while cutting movement and such to one third of normal.
the crosscats or the PCs enter the ruins, the crosscats will speak Gravity 5-6 times or more normal gravity will quickly do damage
to them in common. One will say “please do not damage the to creatures accustomed to normal gravity; this level of gravity is
temple” and a second will say “anymore.” If the PCs do not attack only suitable for spells and traps which specify the damage done.
the crosscats and do not harm the temple ruins, the crosscats will
not attack and will happily chat with the PCs. REDUCED GRAVITY
The PCs might be able to convince the crosscats that they Reduced gravity is gravity that is significantly lower than
should be allowed to enter the temple and look around or even go normal gravity; the default is half normal gravity. In game terms,
into the dungeon beneath the ruins. The PCs can use Charisma apply the following rules to creatures not native to reduced
(Deception) against the cat’s Wisdom (Insight) to trick the cats
gravity:
into thinking they are allowed in the area or make a DC 15
• Creatures and things weigh half as much as in normal
Charisma (Persuasion) to talk the crosscats into accepting them
gravity; this affects what a creature can carry or lift.
as friends. Tabaxi characters make these rolls with advantage.
If combat ensues, the original crosscat will deploy its • The range of thrown weapons, jump height and jump
Flingstones effectively—the crosscats are adept at skeet shooting. distance are doubled (moving 2 feet costs 1 foot of
If the PCs prove dangerous, it will load the Spell Bolts to use speed).
against them. • Movement speed increases by 5.
• Falling damage is halved.

CONCLUSION If you want more degrees of gravity, simply use other


The encounter ends when the PCs defeat the crosscat(s), die or
multipliers and fractions. For example, if you wanted one third
decide to quit.
normal gravity, this would reduce the weight of creatures and
things to one third, triple the range of thrown weapons and
HOOK? increase movement speed by 10.
There is a dungeon under the temple which might contain
anything from more construct guardians to undead occupying it. ZERO-GRAVITY
The treasure would, of course, be cat themed. Zero-gravity (or micro-gravity) is gravity that is for practical
purposes, non-existent. Zero-gravity is challenging for creatures
accustomed to normal gravity.

SIMPLE GRAVITY RULES ZERO-G MOVEMENT


In the spirit of 5E simplicity, the gravity rules are crafted to
Creatures with a fly speed can move normally by flying within
avoid complexity. This necessitates a lack of scientific accuracy. zero-gravity, although they remain subject to the general rules.
To keep things streamlined, there are four types of gravity: Creatures without a fly speed have three main methods of moving:
normal, increased, reduced and zero-gravity (or micro-gravity for pushing off, climbing and propulsion.
the sticklers). A creature can push off a surface, an object or a willing creature
as a move. Pushing off a surface moves the creature in a straight
NORMAL GRAVITY line at its normal movement speed. A creature can push off an
Normal gravity is the default assumed in the 5E rules; it is the object or another creature if it is one size category smaller than it is
same gravity that we experience here on earth. or larger. Pushing off an object or creature moves it in a direction
opposite to the movement of the pushing creature and at the same
INCREASED GRAVITY speed as the pusher. Pushing off an unwilling creature requires
Increased gravity is gravity that is significantly higher than using a special melee attack to shove them. Success means that
normal gravity; the default is twice normal gravity. In game terms, the shover moves in a straight line at their movement speed and
apply the following rules to creatures not native to increased the shoved moves at the same speed in a straight line in the
gravity: opposite direction. Failure means that the shover does not move.
A moving creature will continue to move at the same speed in a
straight line unless it is able to stop or change its direction of
• Creatures and things weigh twice as much as in
movement. A creature can stop or change direction by using its
normal gravity; this affects what a creature can carry move to push off a surface, object or creature—use the above rules,
or lift. except the result is the pushing/shoving creature either stops or
changes its direction and the pushed/shoved object creature
moves. A creature can also stop by grabbing something attached to

3
a surface or attaching itself to a surface. Grabbing an unwilling You increase the strength of gravity in a 30-foot cube within
creature attached to a surface requires using a special melee attack range. Creatures and objects within the cube are subject to the
to grapple the creature. Grabbing to stop might require a Dexterity effects of the increased gravity:
(Acrobatics) or a Strength (Athletics) check depending on the • Creatures and things weigh twice as much as in
situation. normal gravity; this affects what a creature can carry
If a climbable surface is available, creatures with a climb speed or lift.
can move on it normally. A creature without a climb speed can • Movement speed, the range of thrown weapons, jump
attempt to climb along a surface by pushing/pulling itself using the height and jump distance are halved (moving 1-foot
normal rules for climbing (without risk of falling). costs 2 feet of speed).
Creatures might have access to means of propulsion that allow • Falling damage is doubled.
them to maneuver in zero-gravity; the specifics of these means
should be specified in their description. For example, creatures
might have a magical bag of elemental wind that allows them to GRAVITIC FLING
“fly” around in zero gravity. There are other ways that creatures
2nd level transmutation
might get around in zero gravity, such as by using ropes to limit
Casting Time: 1 action
their movement and to allow them to pull themselves to the surface
Range: 90 feet
the rope is attached to. As always, be prepared to improvise.
Components: V S M (A lodestone and iron fillings)
Creatures can also be moved by the actions of other creatures,
Duration: Instantaneous.
such as the effects of spells. If a spell moves a creature (other than
Classes: Druid, Sorcerer, Wizard
teleport type effects) then the creature will remain in motion until it
This spell reverses gravity for the targeted creature or object,
stops or is stopped.
instantly flinging it 50 feet upward unless it makes a Dexterity
save. If a solid object (such as a ceiling) is encountered in this
upward fall, the creatures strikes it just as they would during a
ZERO-G COMBAT normal downward fall. The creature falls straight down, taking 1d6
Creatures not accustomed to zero gravity have disadvantage on bludgeoning damage for every 10 feet it falls. Upon landing, the
attack rolls using melee and ranged weapons when attacking in creature falls prone, unless it avoids taking damage from the fall.
zero-gravity. Spell attack rolls are not affected. A creature that can At Higher Levels: When you cast this spell using a spell slot of
secure itself in place (by grabbing a solid handhold or sticking to a 3rd level or higher, you fling the target an additional 20 feet for
surface with spider climb) can attack normally. each slot level above 2nd.
Thrown weapons have their normal range multiplied by five.
Thrown and ranged weapons do not have a long-range limit in
zero-gravity; they will continue indefinitely until they strike GRAVITIC POINT
something (or air resistance eventually stops them). Attacks made
4th level transmutation
beyond the normal long range of a weapon have a -4 penalty on the
Casting Time: 1 action
attack roll; you can impose additional penalties as needed. The
Range: 150 feet
range of spells remain unchanged.
Components: V S M (A lodestone and iron fillings)
In general, spells operate normally in zero-gravity. If you want
Duration: Instantaneous
things to be more complicated, there can be exceptions for spells
Classes: Druid, Sorcerer, Wizard
that clearly require gravity to operate normally. For example, the
You gesture towards a point you chose within range and a point
sphere created by flaming sphere does not fly and would need to
of intense magical gravity forms for an instant. Each creature and
bounce off a surface, object or creature to move.
movable object in a 20-foot-radius sphere centered on that point
must make Dexterity or Strength saving throw (target’s choice). A
ZERO-G WEIGHT
target is pulled instantly to the point if it fails its save (closer
While objects and creatures retain their mass, they lack weight objects and creatures arrive before those farther away). A creature
in zero-gravity. A creature’s ability to carry is limited only by that saves remains unmoved.
considerations of space. Armor Strength requirements do not If the point is located on a hard surface or two or more creatures
apply in zero-gravity. or substantial objects are pulled to the point, each creature takes
3d6 bludgeoning damage if it was pulled 10 feet or less, 6d6 if it
was pulled 11-20 feet.
NEW SPELLS The point then disperses to cover the 20-foot radius. Creatures
that were pulled must make a Strength (Athletics) or Dexterity
The following are new gravity themed spells. They can be
(Acrobatics) check against your spell save DC to avoid falling
used, modified, or ignored as desired.
prone.

INCREASE GRAVITY Until the end of your next turn the area of effect of the spell is an
area of increased gravity:
3rd level transmutation
Casting Time: 1 action • Creatures and things weigh twice as much as in
Range: 120 feet normal gravity; this affects what a creature can carry
Components: V S M (A lodestone and iron fillings) or lift.
Duration: Concentration, up to 1 minute. • Movement speed, the range of thrown weapons, jump
Classes: Druid, Sorcerer, Wizard height and jump distance are halved (moving 1-foot
costs 2 feet of speed).
• Falling damage is doubled.

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• The range of thrown weapons, jump height and jump
After that, the area of effect returns to normal. distance are doubled (moving 2 feet costs 1 foot of
speed).

PERSONAL GRAVITY
• Movement speed increases by 5.
• Falling damage is halved.
1st level Transmutation
Casting Time: 1 action
Range: 60 feet
Components: V S M (A lodestone and iron fillings) ZERO GRAVITY
Duration: Concentration, up to one minute
Classes: Druid, Sorcerer, Wizard 5th level transmutation
Casting Time: 1 action
One creature or object of your choice that you can see within range
Range: 120 feet
has its personal gravity increased (as per the increase gravity spell)
Components: V S M (A lodestone and iron fillings)
or reduced (as per the reduce gravity spell). An unwilling creature
Duration: Concentration, up to 1 minute.
that succeeds on a Constitution saving throw is unaffected.
Classes: Druid, Sorcerer, Wizard

PUSH/PULL You eliminate the pull of gravity in a 30-foot cube within range.
Creatures and objects within the cube are subject to the effects of
Transmutation cantrip zero-gravity.
Casting Time: 1 action
Range: 30 feet
Components: V S M (A lodestone and iron fillings)
Duration: Instantaneous
NEW MAGIC ITEMS
The following are new magic items. They can be used,
Classes: Druid, Sorcerer, Wizard
You point towards a creature or object within range and distort modified, or ignored as desired.
gravity causing it to “fall” towards or away from you. You have the
option of pulling the creature up to ten feet towards you or pushing CROSSCAT CROSSBOW
it up ten feet away from you. If you elect to pull, the creature or Weapon (light crossbow), uncommon
object will stop before entering your space. The push/pull must be This weapon differs from a normal light crossbow in two
in straight line. A creature can make a Dexterity saving throw to respects. First, it is entirely made of metal—though it is designed to
avoid being pushed/pulled (either by avoiding the spell or quickly be as lightweight as possible. It weighs 10 pounds. Second, it has a
grabbing something to prevent the fall). If a creature or object is self-loading and cocking mechanism that activates after every shot.
pushed/pulled into a hard surface or creature, it takes 1d6 As long as the weapon has ammunition, the crossbow does not
bludgeoning damage for every 10 feet pushed/pulled. Being have the Loading quality—this allows it to be fired multiple times if
pushed/pulled into spikes or other hazards might cause additional the wielder can make multiple attacks with an Attack action. The
damage. Use the normal falling rules as a guide for this. If the magazine holds 5 bolts. Reloading a single bolt into the magazine
target is pushed/pulled at another creature, that creature must is an interaction while loading all 5 bolts requires an action.
succeed on a Dexterity saving throw or take the same damage and The weapon itself is not considered magical, but the reloading
be knocked prone. A creature being pushed/pulled will not fall mechanism is a magic item.
while being pushed/pulled over things like pits—it is, in effect,
falling by them. FLINGSTONE
After being pushed/pulled, a creature must make a Strength
Wondrous item, uncommon
(Athletics) or Dexterity (Acrobatics) check against your spell save
As an action, you can speak the command word for the stone
DC to avoid falling prone.
and either place or throw (up to 60 feet) it. If you place it or throw it
This spell's push/pull distance increases by 10 feet when you
into a square, the first creature to enter its square is subject to the
reach 5th level (20 feet), 11th level (30 feet), and 17th level (40
gravitic fling spell (DC 15 Dexterity saving throw). If you throw it at
feet).
a creature or object, you must make a ranged attack (as an
improvised weapon). If the target is hit, it is subject to the gravitic

REDUCE GRAVITY fling spell (DC 15 Dexterity saving throw).


A flingstone remains active until triggered or de-activated by
3rd level transmutation speaking its command word. The command word for a stone is
Casting Time: 1 action typically engraved in tiny script on the stone.
Range: 120 feet
Components: V S M (A lodestone and iron fillings)
Duration: Concentration, up to 1 minute. SCROLL BOLT
Classes: Druid, Sorcerer, Wizard
Wondrous item, rare
You decrease the strength of gravity in a 30-foot cube within
The head of this metal crossbow bolt can be unscrewed,
range. Creatures and objects within the cube are subject to the
revealing that the shaft is hollow. A scroll containing a single spell
effects of the reduced gravity:
of third level or lower can be rolled up and inserted into the bolt.
• Creatures and things weigh half as much as in normal When the bolt strikes a creature, object, or surface, the spell is
gravity; this affects what a creature can carry or lift. cast. The spell must target a creature, point, or object to activate
properly and must not require concentration. If the spell requires a
spell attack roll, the attack roll made using the crossbow

5
substitutes for the spell attack roll. If the spell allows multiple
attacks (like scorching ray) all attacks must be made against the
target of the bolt.
The bolt is designed to be exceptionally resilient and will survive
impacts and the activation of spells, allowing it to be recovered and
reused.

MONSTER
This is the monster for the encounter.

Small construct, neutral


Armor Class 14 (natural armor)
Hit Points 22 (5d6+5)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


8 (-1) 16(+3) 12(+1) 5(-3) 10(+0) 5(-3)

Saving Throws
Skills Acrobatics +5, Perception +2, Stealth +5
Damage Resistances poison, psychic
Damage Vulnerabilities -
Damage Immunities -
Condition Immunities charmed, exhaustion, frightened,
poisoned
Senses darkvision 90 ft., passive Perception 12
Languages Common
Challenge 1/2 (100 XP)

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.


Hit: 6 (1d6+3) slashing damage.

Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80


ft./320 ft., one target. Hit: 7 (1d8+3) piercing damage.

Description: The original crosscat design consisted of the


abstract clockwork body of a cat with a finely made metal
crossbow mounted where the cat’s head would be. The eyes of
the cross cat are mounted on the front of the crossbow.
Copycat versions of the crosscat tend to be less aesthetic and
abstract in design and some look like mechanical cats with
cross bows mounted on their backs.

The crossbow integrated into a crosscat’s body has a 5 bolt


magazine and a mechanism that automatically draws and
reloads after a shot is fired. If a crosscat is killed, there is a
50% chance the crossbow and mechanism will be intact and
usable. If they are damaged, they can be repaired using the
normal rules for repairing an item.
.

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7
ABOUT THE AUTHOR
Dr. Michael LaBossiere is a gamer/runner from Maine who went
to school in Ohio and ended up a philosophy professor in Florida.
While acquiring his doctorate in philosophy at Ohio State
University, he earned his ramen noodle money by writing for
Chaosium, GDW, R. Talsorian
Games, and TSR. After
graduate school, he became a
philosophy professor at
Florida A&M University. His
first philosophy book, What
Don't You Know?, was
published in 2008. He
continues to write philosophy
and gaming material. He is
also a blogger, but these days
who isn't?
When not writing, he enjoys running, gaming and the martial
arts. Thanks to a quadriceps tendon tear in 2009, he was out of
running for a while, but returned to the trails and wrote a book
about it, Of Tendon & Trail. He can be contacted at
ontologist@aol.com.

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MAP

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