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WA any at Oh ey ry Wh Br) Ta , yD wy! 50... IT'S ME, YOU, YOUR GIGANTIC FRIEND, AND THIS KOOKY WIGARO? NNO OTHER SACK -UIPP THERE MIGHT BE A DWARF IN THE MIX. oO An RPG zine by J.V. West Compatible with most clunky old adventure games or revised versions such as Labyrinth Lord or Old School Essentials. Special Feature: UNDERGROUND Down BELow An adventure location for brave fools! Map by Evlyn Morea evlynmoreau.blogspot.com eatnte: WHAT WAS. Bay THE PLACE BLACK PUDDING #6 © 20204V. West, publshed by Random Order Creations. Printed and dstibuted by wu layout, and wring by LV. West excopt where nated. Contact west mall. com or vit wus doomslakers blogspot.com. Thank toms Doonslakes group for subjecting themselves Bendis Mega experimentation, and for lending thee ‘Ay Solberg, Bil Brecht, Je Hildebrand, and Dyson Logos. Thanks to Dave, G AME —______CIHisS VEVEL ___XP_____ANGNMENT_ COMBAT, ABILITIES SAVING Throws ai Ht wa sur Beart RAY a et 3 |i Ent was ‘Hilpoutls . ‘WAND Wis TURH To sfone SURRENT Dex PARALYSIS: DRAGON Con BREATH AG gimme cna orate MAGIC STAFF EQUIPMENT ’ SPECI AL ABILITIES SKILLS/NOTES TheFAT — WHIN You sina. ‘ R. LADY REQ: 13 cha ena PRINE:CHA = SAVES+ MAGIC+ CHARACTER CLASS HD:d6 ATTACKS: AS FIGHTER 2SPECIAL ABILITIES ¢ ©SiNG ForSTRENGTH! @SING FoR Life! SING. NEXT Roun, +144 SIR. JF Lesstiay YOUR SONG CAN Hemi i HP 18, INCREASE To Ig AFTER 1 MORE ROUND OF DAMAGE/TURN (LL tio’ RADWS)_ OF SINGING. TEMP STRinsts {Row D/eviL- You CAN Do THIS FoR LTURN/LEVEL- OSING foR DEATH! YOU SING AN ERR-SPLITTING NOTE, DOING 148 DMG + DEAFNESS 1 RoUND/icvee Go RangeD nik), AT Level T+, Your VOCAL ASSAULT Becomes LIKE A MAGIC MISSILE (1/0Ay). OSING foR SONGS! You R PERFORMANCES GRANT LEDHA Ms oo @Geme +1. To REACTION Rows. se MRA 9 ca oe queen eons 6 > {isa} (ww) oO SOPRANO 136 1 2 2,000 ARROYo 286 3 4000 AMALIE, 33e A 6000 M\ONSTERRAT 446 S poo VicToRia = Seo G 24000 VALKYRIE. Gd6 | ‘7 48,000 SIREN "]de 8 46.000 BRUNHILD de Q 192,000 FATLADY Ade 10 312,000 OG We +2. , 11 432,000 “EN 9d6 +4 oh Pa 12. 552,000 i.) Were aL 13 G72,000 We {| Wore 14 192,000 ES U6 +10 Hear! Hear! His Grandness the Righteous Duke seeks willing and able bodies for an exploratory expedition into a most notorious and foul domain. If you are of astout body and mind and have a desire to earn some non-negotiable portion of treasure in return for possibly being eaten by horrible beasts then please step up and be measured! 2 NOTES GN__T Haggle is the Reaction Roll needed before the NPC will accept a slightly lower fee. Turn-ons will grant +1 to Reaction Rolls and NPC morale, Turn-Offs will do the opposite, ROLAND CRYSIALDALE 62 CP/DAY SRD LEVEL MACIC-USER (NEUTRAL COOD) Haggle10 —_Turn-Ons Balls and spheres AC7HP12 — Turn-Offs Flat objects and beer Ste9 Dex 12 Roland spent his youth collecting rocks. Con 13 (+1) The day he found a petrified goose egg was Int16(+2) the day he became a wizard. Wis 14 (+1) pelts: Light, Hoating Disc Mirror Image Chal? Staff of Gem Finding +1 (locates gems and jewels within 90" on 5 in6 roll), Hat of the Mage (+2 AC, stores 2 spell levels, finds water within 60’), 3 petrified eggs, dagger, goose feathers, mirror, book of simple magic tricks, hard bread, lantern, oil (2), beard trimming gear. MALLOID THE MAGE =100 GP/DAY STH LEVEL MAGIC-USER (NEUTRAL) Hagglell —- Turn-Ons Orbs, balls (crystal), scepters AC6HP14 — Turn-Offs Sharp objects Ste Il Dex Il Malloid knows many things, Ask him a question and let him seek answers inthe Kosmik Halo that surrounds him Con 12 at ll times (effecively a continuous Contact Outer Plane Int 17 (+2) spell). Malloid may not be right in the head. Wis 12 Chal0 Spells: Read Magic, Sleep, ESP, Levitate, Clairvoyance Wand of Fireballs (1d6 charges), Wand of Invisibility (1d6 charges, self or others), Wand of Light (2/day), Potion of Heroism, Potion of Charm Person, Ring of Protection +3, Scroll (Greater Phantasmal Force), Scroll (Lightning Bolt), beer, cheese, ink, quills, silk rope, gum. DEEDRI DULOR © Gr/Dar 2ND LEVEL PALADIN (LAWFUL GOOD) Haggle N/A Turn-Ons Destroying evil ACSHP16 — Turn-Offs Not destroying evil Str 15 (+1) . aan Deedri’s mother was a paladin, as was her granny. She was raised to be aware of injustice in all forms, Con15(+1) but most particularly the injustice of murderous Int13(+1) evil pricks. Asher granny always said, the only good Wis 13(+1) _evilprickis adead evi prick Cha 18 (+3) She will goon any mission to do good, but will not travel with or tolerate evil characters, She is not open for debate on the matter Firfl (:2 sword/+4 vs, chaotic evil; casts Detect Alignment I/day), dagger, chainmail, hard rations, little book of evil people that need killin’, chewing weed, small brass spitune w/duck pattern. PELE 25 GP/DAY 2ND LEVEL WEREWOLF HUNTER (NEUTRAL) Haggle10 — Turn-Ons Freash meat roasted nice ACG6HP 11 — Turn-Offs Skinwalking bastards Str16(+2) «Them mongrels what took everything Pex) from me...gonna die” He has a 50% Bio |) chance of knowing the location of a were- asi wolf pack and 20% chance of knowing Cha7(1) where tofind a devi oar Potion of Polymorph, Potion of Invisibility, Silver Dagger +2, Scroll: Ward Against Lycanthropes, hand axe, knife, leather armor, short bow, unknown jerky (chewed with a smile), moonshine skin, sack of marbles, lock of red hair, tattered war journal, sack of wolfsbane, 9 silver arrows. TOTIERDUN OF UDDERPEAK 30 GP/DAY 2ND LEVEL DWARF (NEUTRAL) Haggle No Turn-Ons Being paid ACSHP22 — Turn-Offs Being stiffed Ste 13 (+1) Dex 8(-1) The Udderpeakis not known for breeding the best Con 18 (+3) dwarfs, ut Toterdun considers himself to be one mit ofits finest sons anyway. His daddy taught him : Jong ago to do a job and get paid. But mostly, get Wis 10 paid. He will not haggle and requires full payment Chalo up front, He will do the job... but just that. Dandy Dime (+1 battle axe; each 10 hp dmg dealt stuns target l round), banded armor, beard comb, waffle iron, batter mix, black syrup, beerskin, cozy blanket, well-pol- ished boots, parchment, quills, ink (for contracts) ‘SSO TOVUNEY FOMAIM 305 ZH AML 29S FLORENTINE LEVINE 150 GP/SPELL STH LEVEL WITCH (CHATOIC NEUTRAL Haggle10 —_ Turn-Ons Boiling cauldrons & flowers ACSHP15 —Turn-Off's Aggressive men (hex ‘em) Sted Florentine flits about the Ox, listening for juicy bits Dex 15(+1) of gossip and making her services available to Con6(+2) interested and interesting parties, She has a nice, Int 15(+1) cozy hovel within a few miles where all the ingre~ Wis 15 (+1) dientsand components are at her fingertips for Cha l6 (+2) ©2sting spells and charms and hexes, as needed Note that she will not hesitate to turn you into a toad if you treat her disrespectfully Oaky Pokey (+1 oak staff; used for flying; casts ESP and Entangle day; ), Hand of Helping (worn as earring; performs as Teleki- nesis spell 3/day and Clenched Fist V/day; can emote and even smack people for no dmg), edible flowers, 1d6 random potions. WEIRD BOATMEN 1 MACIC ITEM. © LEVEL CREATURES (NEUTRAL) HaggleNo — Turn-Ons Runny cheese AC7HP5 = Turn-Offs Hard to say Hee 42) M44 weird boatmen wait at a table quietly. cao They will take you safely across any body io of fresh water, avoiding all monsters and wae hazards. They speak very little and will Chast) B&toin any adventures, Each boatman carries a Lantern of Soft Light (as torch, cannot be extinguished). The Boat of Safe Passage (carries up to6 +4 boatmen, no animals; double speed; cannot be capsized or sank; invisible to monsters and magical traps) is stored in a pocket dimension accessed by the boatmen with a snap of the finger. NESH 350 GP/DAr SRD LEVEL ELF (NEUTRAL COOD) HaggleNo — Turn-Ons Rare books ACSHP17 — Turn-Offs Dwarfs with red beards Str 12 Dex 13 (+1) Nesh is well versed in elf lore and hopes to Con 13(+1) someday become an archivist. Meanwhile, itis, Int 16 (+2) __ interesting to explore and seek magical trea~ Wis 10 sures, Cha 12 Spells: Hold Portal, Shield, Phantasmal Force Skull Twins (set of skull-headed wands named Jor and ‘Tor; Jor casts Light and Magic Missile each 2/day; Tor casts Fear I/day; both can be used as maces), Armband of Pro- tection +1, Gloves of Action (1 extra action per encoun- ter), leather armor, greenberries, green tea, 1d4 rare books. "uso m04 asn 10 SSEI> YDAEMA 105 TH A 99S Adventures inthe North continued from last issue SNOWMEN ace HD:V2 Move: 30"(10') At: special Dmg: special # App:1d6 Save: DI2 Morale:7 Hoard: VI Align: LG XP6 ‘The snowarifts of the cold north sometimes come to life, resulting in a walking man of snows. These lumpy, soft entities, are generally harmless and benevolent, seeking to aid thosein need wherever possible, But if attacked or i confronted with evil they can become incredibly dangerous. @ nt Nort RoAD ‘The North Road has been cleared and maintained to varying grees over many centuries by different peoples with differe- nt interests in the matter, The result is ahodge-podge of paths, byways, and properly stoned roads roughly leading travelers from south to north, In the world of Neda, the North Road meanders from Hill Country across Witchreach and ter- sminates atthe iey city of Frimmsreach, PCS traveling this road should make good time on a4in 6 roll, as if traveling very easy terrain. But on a result of 5 or Gthe road becomes broken and rugged, or passes over tall, snowy hills. In this case movement should be reduced by 75% or even 50%, The chance of an encounter on the Road is Lin 6 during the day and 2in 6 at night, checked every 2 hours in the day or every hour at night (per Labyrinth Lord taste ano ano Roll Strange Item Roll Strange Item T Baby bootie Srl da nda ad 2 Red bere avs oF lep sels 5 Sta ofoak, whispers tower bat 1a Ringt Warmth slats 15. FurCakof Comer Postrybook ofepicork limerick "5. Fancy eakeinthesbapete duck AngeloftheTundes 1+ dagger, constant Rest Cod Invoadun 50 ope, cannot be cut “ Hatofthe Snowman, tna 10 Quilofinfnke nk 19. Bostet pies 1 Gobintnth Cases ikon Snowmen move very slowly and often will not leave the spot ‘on which they were bor. They are very easy to hit in combat and can be killed with a single low in most cases, They are able to cast Cure Light Wounds and Remove Curse with a touch of their hand. Upon casting such a spell, a snowman will immediately dissipate in a puff of snowélakes, happily sacri ficing his life to help a living person. Snowmen can throw a ‘loud of snov/lakes at any attackers within 10! Up to 1d6 targets must save vs. Spells or else the magical snowflakes will turn them to ice, Only a Remove Curse or the touch of a snowman orice witch can undo thisiey doom, ‘Snowmen are silent, unable to speak or make any vocal sound, But they understand al languages and can write messages in the snow to warn travelers of danger or convey other mes~ sages. They are resistant to many forms of attack, reflected in their excellent saving throws. Frozen Victims: Ifthe PCs encounter stranded travelers on the road, there isa 1 in 6 chance they will have been, frozen by the touch of an ice witch, Frozen travelers are nor~ ‘mally robbed of their goods but there is a3 in 6 chance they are still carrying something of use. Any items carried by frozen victims can be carefully removed through physical force or delicate finesse with either a Strength or Dexterity check. If Strength is used, the frozen victim takes at least 1d6 points of damage from the action, which will take effect if they are ever freed from their curse. The PC extracting the item by Strength must save vs, Paralysis or else the item is broken and useless. If tis magical, nosaveis required, Removing by Strength requires 1 turn If finesse is used then, the time it takes to remove an item is 1d6 turns and the process deals 1 point of damage to the victim but leaves the item unharmed. Freed items immediately thaw: TRENCE THE TROLL’S ROADHOUSE This queer establishment might be stumbled upon by your PCs on a cold, uncomfortable night on the North Road. Depending on their intentions, this will either bea welcome respite ora terrifying encounter. ‘Trence, the proprietor, is not really a troll but some say he as troll blood in his veins. It’s probably the nose, most wager, ‘Whatever his heritage, Trence isa hard man who can walk naked in the snow for miles and claim to be "abit chilly” at ‘worst, His roadhouse is a small wooden affair with a warm fire and dark wooden tables soaked with age and use, He serves all travelers that can pay and tolerates no fighting in hisestablishment. Trence never drinks alcohol and rarely engages in conversation, For a small tip, he will impart a single, reliable piece of information to the PCs rele- vant to their current quest. Then he will grumble and return to his work. Itisup to the Labyrinth Lord to decide ‘what tidbit Trence is able to reveal, but the LL should assume that this burly barkeep has access to more knowledge that one ‘would assume to be possible fora man of his station, stay Cellar con- Thewiteh aime wight i called HOT sates "Aba She Teading to winding Where does ( Wend? ‘CELLAR Addeurous4s, TRENCE THE TROLL ‘Sim LEVEL FIGHTER (NEUTRAL) ACA, hp 64 $16, 14, 18,114, W14,Ch6 42 Ring of Protection, Boots of ‘Skating, Figurine of Wondrous Power (Obsidian Steed) kept in pants. IceCamel | Sausage 180. Keeps a+5 maul behind the baras well asa+Leross- - bow. ‘Trence heals 1 hit point per round ands immune tothe effects of cold weather, magical or mundane On a good Reaction Roll he will treat the PCs with hospitality, feed them, and give them a place to sleep for a mere silver coin per person. But on a bad roll he wil sell them cheap beer at 2 high price and shullle them out the door in 1d6 turns. I the PCs are loud, raucaus, or do anything to disturb his sleeping wie he will force them out, or kill them, Trence's wife isin facta succubus slumbering upstairs, trapped in a magic circle. She longs to escape. @ vomun oF THE SNOW WITCHES Witeh’s Reach is the flat, white domain ofthe ice witches just south of the wintry hills around Frimmsreach, When random encounter is rolled in this area use the Witeh's Reach Encounters table. Ice witches have no villages or cities. Instead, individual ‘matrons control areas of 20 miles or more, beholden only tomatrons of more power. The entire region is largely governed by the whims of the most powerful ice witch of | all Dembellina Rue, the Matron Prime. Icewitches love to acquire magic items and will not immediately kills PCs if they believe there is the promise ‘of more treasure by keeping them alive. But ice witches get an intense sense of pleasure and satisfaction upon freezing a victim, so itrequires compelling argumenta tion to stay their icy hands, Goblin Breeding Pits: Goblins of Yria are born fiom filth and refuse thats let to rot. Anyone knowing one of the 7 {goblin breeding words can utter it overa pile of rot at just the right time and there is a2 in 6 chance that 1d6 of the evil ttle bastards will arise, beholden to their creator's will, Each ice ‘witch knows 1d6 of these words and will not share her knowl- ledge with anyone else. In fact, she will kill all non-witehes that she suspects knows the words as well. Only Dembellina Rue knows all 7 goblin words, At least I of the filthy words is known only to her and no other living being, save perhaps the gods themselves, The ice witches set up filth pits near their abodes in which refuse, slime, and carcasses are tossed in hopes of generating goblin slaves. Asa result, each witch's abode has 2 in 6 chance of being staffed by 2d6 goblins. Flash Freeze Winds: A sudden wind cuts straight across the ‘waste at high speed. All PCs must passa saving throws vs. Death orbe frozen instantly, exactly asf by an ice witch, PCs carrying shield may absorb the winds ona failed save. The shield i then frozen and will shatter into useless shards. Even magical shields can be frozen by this ll wind, White Lightning: A streak of lightning crashes into the snow near the PCs and snakes its way across the ground, steiking a random character for 6d6 points of damage save vs, Paralysis forhalf} WITCH'S REACH ENCOUNTER TABLE dio Roll_Encounter Type rig Icewiteh sabode with ia witches, 16-25 dg ice witches, 14 ice camels, traveling 24-30 1d6 ice witches and 1d6 frost coyotes, ina ritual gathering, * 3136 tdg.ice witches and ad6 goblin slaves, traveling 37-41 1d6 ice witches, 1d6 ice eamels, and a matron, traveling. 42-53 __Icewiteh abode with goblin breeding pit. 54°55 Flash freeze winds. 36-58 White lightning. 59-63 Sabertooth ogre 64-70 __3d4 orks raiding party), 71-85 1d6 ice camels 86-90 1venerbear. 91-100 dq polar bears. * Seo Winds of the Ice Forest for fost coyote description. ICE CAMEL ACs HD:3 Move: 150'(50") At: 1 kick, bite, or spit Dmg: ld6 or special 4 App: 1d6 Save: F3 Morale:7 Hoard: None Align: N XP 65 ‘These tall creatures of snow white fsr appear very much like Talkative spirit» Dwarffemale. proud beard « Nothing he 10 Sack of 722 gp iz ee attracts 146 5 Spectre 11 Jeweled mummy. dead lers climbing an 6 Sleepingman 4 1d20 goblin heads. cliff in 1 turn. IN 23-The Lake of Bubbles: is cold, but bubbling i if boiling. Cold steam 24-A Twisted rises. Entering water Giant: Huge Sttracts 5 cursed crocs with lin = 3 & - giant figure 6 chance of attracting the cephalopod from Area 32. Cursed Crocs (5): AC5, HD 2, hp lumbers aim- lessly, cursed blind and dumb. Cannot fight. If 2 curse cured, will give magic word a 6/6/8/9/1 n 1d8 bite; whisper an PRs’ gare mii rn (Tenens Aaa 76 © oO Poisonor goinsane and-rant about Deore aWlekly leaving under: oO i ground forever. 90°" 40 0 _endtimes until Remove Curse 0P 509P 0080 iscast. 00? emo) g 25-Demesne of the Watching Eye: 0°? 5 0° Old tower topped by blinking eye, 00°, 6° ° seeing all events within 1000. A ° KE silent Blind Guardian (see BP #2), OF LAI D 0°” sorrom x scarred and retired from battle, ! Se eaias cokes cares for eye. She will care for PCs J aes es E but will not leave tower. aClock = Blind Guana; 1 Sunken ship ain Lagardian: AC 3, HD 6, hp 36, 5 Pearl Pee, Kind bur abt3 sword; vow of silence, y 6 aH rt up wig 20 istant, sword named Valor. 7 Skeleton a ee - 2 # Potion of Healing “a, rg, oy, She cers Seu OCOD AA ae) cokane kis Zr itsay ag, temed +2seale QOOCO aB seWeterbreathing helmet a, 0%.0j, ig, SFMOR COCOO Py Guay Bic 2 5 - | Peps ation °F aoa 00000 26-Centipede People: Tall, thin, green humanoids bys With 84 OOCOO with centipede pets and decor. Reaction roll tells ‘ng, ooo er mood. Can offer food, shelter. Each person can cast 1 random first level MU spell per day. DOES THE EYE ANSWER GREEN PERSON SPELLS 1 Magic 2 Light 3 Hold Portal 4 Ventriloquism 5 Sleep 6 Read Magic Green Person: AC9, HDI, inp 4, Dam by wpn;1410+20 in village, 2d6 out hunting. YOUR QUESTION? + Ne, it knows not it t + No. it trusts you no! . * tr must ponder for ide doy: 1 Yes, but it knows little 5 Yes, it answers i sil 4 transwers with great detail ~ 27-The Walking Villages: Walking hives of tiny people (3" tall) FN who speak too quickly to understand without magic. Will attack on) and try to eat PCs, but attacks are like tiny bee stings. Villages are 09) EHX ioe cei scape faced vitgessellp eta, f impenetrable and silent for a day. red liquid. Poison to drink, Cave in wall leads to pool o! a neta 20’ below surface is huge walnut aie ee Inside shell is large diamond (20,000 gp). She!’ hour to crack with great effort, but can be oP® instantly with the magic word winnip. i eir Necks: 29-They Were Buried to Their Nec 3 massive heads stare or sleep in lazy disinterest. Positive reaction roll will yield conversation. Tiny Te Gla Gla Sun Heads are Tiny Toru (chipper), Gla . (neurotic), and The Great Borgan (erudite). Cannot be slain except by magic (any damage will do). Laser eye 6 beams for defense (save vs. death or 1d6 [Toru], 2d6 p> {Gla Glal, 4d6 (Borgan)}. Always asking for news of the dwarves and Fort Fant. 30-Fort Fant: 99 bluish, Ri iW eyeless people fish, blow glass, and sacrifice every 9th baby to the lake's High Home: R nN hal in this weit 13 diminutive | this weird pale elves in purple coats and Sears heii hats dwell here, jealously guarding Gy, /ovtle; Put wary. their library of magic and lore. eee Stairs coated in slick slime {paralysis save or fall for 146 dmg), ‘magic mouth on door declares "GO AWAY AND NEVER RETURN, ELSE DIE". If PCs try to enter, door tries to kill them. Door: AC 4, HD 4, hp 32, Dam 2d4 bite + 1d6 knocker; sour, gnarly, unpleasant. QOCOO QO Blue Person: AC9, HD 1, hp 4, Dam by weapon. 31-Where the Life Blood Ferments: Blue people from Area 30 use this * island to drain their elderly of blood, ferment the blood in vats, and dehy- drate it into delicious protein biscuits. 00000 00000 go FPN Squad of 5 blue warriors a i 90000 0000° 3 RANDOM ELF SPELLS Process to the deat! 4 Detect Magic Blue Warriors (5): AC 7, HD 2+1, hp Purple Elves: AC7,HD2,hp7ea, 3 Read Languages 7/7/8/9/15, Dam 1d6+1 spear; leather Dam 1d4 dagger or wee cane; each 3 Read Magic a ntriloquis™ armor. knows 1 MU spell. 4 Ventrilo : 5 Light Detect Invisible O00: ©0000 C0000 00000 D7 Levitate, We Fcceace 00000 ©0000 C0000 00000 6 * Phantasmal Force 100 C0000 eae 000 00000 00 00000 00 00000 ©0000 c0000 00000 8 00000 00000 00000 2 52-Appease the Greedy One: Giant cephalopod gobbles babies thrown into cold lake. PCs venturing to Ly * edge of ramps will be £8) pulled in by cephalopod on failed ==" save vs. paralysis. & Cephalopod: AC 6, HD 10, hp 60, Dam arms and bite. ©0000 OC000 C0000 00000 00000 90000 ©0000 00000 C0000 ©0000 00000 90000 jag/ias/1a8/el2 35-Isl eed Isle of Green Water: Oddly glowing green mossy rocks, green pool, green tower inhabited by small green fish people with globes of water magically surrounding Bills. These are wizards of the deep. Pool seems bottom- Tess, connecting to ancient, timeless realm of fish People. Enclave in the underground here to examine ‘surface dwellers, Will try to capture PCs for study. Fish People (346 in tower, 6d6 in pool): AC 8, HD 2+1, hp 7ea, Dam 1d6 spear; spit water jet, disarms on On 2 NY failed paralysis save. 34-Children of the Deeps: Gargantuan monsters in battle. Monsters deal 346 damage per strike to PCs who attack them (attack as 16 HD). PCs can sneak past, but must save to avoid 246 accidental damage. PCs cannot A 1 defeat goliaths in combat and they are immune to spells cast by anyone of less than level 9. Great egg- shells lie broken near shore, oo 35-Twisting Spires: Many sharp spires. Once per turn a random PC must save vs. paralysis or take ld4 3 Q 3 88 8 damage on dangerous rock edges. 388 36-Away into the Foothills: These hills goon for miles before leading up to a vast opening to the world above. Lying around can be found a braided beard, a pile of bloody bones, a sack of glowing poo, and a severed binoculon head. 16/18/24/25/27/52, Dam | 6 rockshifters lie in wait and would Jove to eat surface flesh. Each turn, 1d6 000 of them are encountered. ockshifters (6): ACO/8, HD 4, hp dB; AC Oas stone, AC 8as flesh, can only move and atteck as YUNTERS flesh form, shift a FOOTHILL ENCO! 00 00g0, shift at end of round, 7 © 9000 1 Bost tes cide 00 E 2056 20008 §8898 2 re punks (ide BP MY 90009 00994 90000 0000 2 IGiont Gecko 90009 00995 90000 60060 aa 00000 006 ©0000 60000 * Swrarves 88) 0000 c 00 00000 -FIN- Teey the HUSKER Rul HD: 3+2 (22hp) SV NAV: 120°4o') ATFK: Claw /claw/bire DMG: 148/148 /148 de NPP: 84 NAL: 7 SV:F3 AL: CE Storr With human flesh. Add pigs. Say the speils, spill the blood. L4qy Comes. Anger and prerernarural hunger drive it to Snatch the weak , husk the. Meas From their skin, aad DINE. Sucerises oa 1-3 00 1dG.Can SmMen NANELESH From a mile away. Tf 1939 crits on ofe @xsack, then ail Attacks Crit. NIGHSTALKER Acs AITK: 1 Bite of Gree SV: F4 WD: 4+1 DIG: 2.44 or Speciat MAL: 12. IAV:150°G0) APP: AL Ne You 4:3 2 BAD THING and the POWERS THAT BE are disappointed. Now yov see IT in the shadows, watching waiting. ONLY You can See it. Only you can Fight it. T# Jou ignore it, ail your dice Coils ace 2+ DISADVANTAGE. You cannot Stake it without GENUINE (emorse.You Cannot Kil iA withovt an act of Personat SACRIFICE. I* cannot be temoved by Magic.T+ will Never go away. Each Might i+ will attack ONCE by claw and once by gaze. Each gaze drains | point com 3 fandom ability Gave +o avoid). Los+ Points CeSxo1e} when Staiker is vanquished. THE BEASTERIEND cioracter TER CLASS cup YouR AFFINITY with wild Creatures JLVEL) XP” Xe — AD DE, WeNS/ARMOR/ATK:AS THIEF SAVE: As DWARF 90.000 8dG dio 160009 qig dD. BEAST DECAMS You can cat Ypon, befriend, or calm wild creatures. Rott is SUPERNATURAL. They are your I 5 sae 26 FRIENDS, your FAMILY. a 200 me a REQ: None 4 4800 440 43 PRIME: Wisdom 5 9600 546 as WD: d6 G 20,000 Gde dB ; 7 40,000 7d6 alo 3 q your DIE to tes+ you ability. You have DISADVANTAGE with EviL MonSters. ‘Intelligent creatures may be immune. Creatures will Not be treated like slaves, Nor would you treat them as Such, Repeated inter- actions build TRUST and AFFECTION (ADV. 40 CALL), Each HD above your LEVEL is 2 -L to your roll. Dit RolL ErFect “T plintosrty ‘a G+ CALM ea BEFRIEND r > Poo 7*

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