MACRIS Written by ALEXANDER MACRIS
Lairs & Encounters is is the ultimate supplement for fantasy RPG sandbox campaigns. Designed for use with ACKS ™), the Adventurer Conqueror King System ™ ( ACKS ™), it is readily compatible with other fantasy role-playing games built on the same core rules. In Lairs & Encounters you you will find: »
»
»
»
More than 165 ready-to-play monstrous lairs— one for every major monster in the Adventur Adventurer er Conqueror King System . The lair listings are designed to be used both as dynamic points of interest that can be discovered while wandering through the wilderness and as obstacles to a would-be ruler’ ruler’ss attempt to secure land for a domain. A cartographic compendium of 36 lair maps for the Judge’s use and 6 treasure maps to hand out to your players. A catalog catalog of 30 new monsters, including the chaos hulk, child of Nasga, dire beastman, draugr, desert ghoul, hag, khepri, and mummy lord. New subsystems for sandbox play, including rules for populating 6-mile hexes with lairs based on the terrain and extent of settlements in the region and rules for searching for lairs in the wilderness,
factoring in terrain density, aerial reconnaissance, splitting up to cover more ground (never split the party!), and more. »
»
»
Additional mechanics for monsters, including ability scores for monsters, proficiencies for monsters, and young monsters. A complete system for taming and training monsters, with details on the lifespan, roles, tricks, trained and untrained value, supply cost, training period, and trainability modifier of every monster in the game. A complete system for creating your own unique Player’ss Companion we monsters. In the ACKS Player’ we gave you mechanics to create balanced new character classes and new spells; now we bring our same rigorous attention to balance and customization to monsters.
Your players may wander lost in the wilderness of your campaign world, but with Lairs & Encounters you’ll Your you’ll be ready wherever they go!
TM TM
www.autarch.co www .autarch.co
AUT1013 Printed in the U.S.A.
MSRP: $30.00
Lairs & Encounters is is the ultimate supplement for fantasy RPG sandbox campaigns. Designed for use with ACKS ™), the Adventurer Conqueror King System ™ ( ACKS ™), it is readily compatible with other fantasy role-playing games built on the same core rules. In Lairs & Encounters you you will find: »
»
»
»
More than 165 ready-to-play monstrous lairs— one for every major monster in the Adventur Adventurer er Conqueror King System . The lair listings are designed to be used both as dynamic points of interest that can be discovered while wandering through the wilderness and as obstacles to a would-be ruler’ ruler’ss attempt to secure land for a domain. A cartographic compendium of 36 lair maps for the Judge’s use and 6 treasure maps to hand out to your players. A catalog catalog of 30 new monsters, including the chaos hulk, child of Nasga, dire beastman, draugr, desert ghoul, hag, khepri, and mummy lord. New subsystems for sandbox play, including rules for populating 6-mile hexes with lairs based on the terrain and extent of settlements in the region and rules for searching for lairs in the wilderness,
factoring in terrain density, aerial reconnaissance, splitting up to cover more ground (never split the party!), and more. »
»
»
Additional mechanics for monsters, including ability scores for monsters, proficiencies for monsters, and young monsters. A complete system for taming and training monsters, with details on the lifespan, roles, tricks, trained and untrained value, supply cost, training period, and trainability modifier of every monster in the game. A complete system for creating your own unique Player’ss Companion we monsters. In the ACKS Player’ we gave you mechanics to create balanced new character classes and new spells; now we bring our same rigorous attention to balance and customization to monsters.
Your players may wander lost in the wilderness of your campaign world, but with Lairs & Encounters you’ll Your you’ll be ready wherever they go!
TM TM
www.autarch.co www .autarch.co
AUT1013 Printed in the U.S.A.
MSRP: $30.00
A SUPPLEMENT FOR FANTASY RPG SANDBOX CAMPAIGNS
BY ALEXANDER MACRIS
Lairs & Encounters ©���� Autarch™ LLC. Adventurer Conqueror King System © ����-���� Autarch LLC. Domains at War © ����-���� Autarch LLC. Te Auran Empire™ and all proper names, dialogue, plots, storylines, locations, and characters relating thereto are copyright ����-���� by Alexander Macris and used by Autarch LLC under license. Cover artwork is copyright ���� Ryan Browning and is used under license. Interior artwork is copyright ���� Michael Syrigos and is used under license. Some artwork is copyright ���� William McAusland and used with permission. Some artwork is copyright ���� Jeshields and used with permission. Some artwork is copyright ���� Earl Geier and used with permission. Some artwork is copyright ���� Brad McDevitt and used with permission. Tis material is protected under the copyright laws o the United States o America. Any reproduction or unauthorized unauthorized use o the material or artwork contained herein is prohibited prohibited without the written written permission o the copyright owners. Autarch™, Adventurer Conqueror King™, Adventurer Conqueror King System™, ACKS™, Domains at War™, and Guns o War™ are trademarks o Autarch™ LLC. Tis product is a work o fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. ISBN 978-1-941956-08-3 AUT1013.20161122.219
LLC
www.autarch.co
CREDITS Lead Design: Design and Development:
Alexander Macris Jeff Binder Mark Bober Colin Chapman Kimagu Amy Macris Charles Myers Michael Morrison Jonathan Prosperi
Editing:
Bobloblah Mark Bober
Cartography:
Simon Forster Cecil Howe
Cover Layout:
Carrie Keymel
Interior Layout:
Richard Iorio II
Cover Art:
Ryan Browning
Interior Art:
Michael Syrigos Ryan Browning John Lakey Laura Lakey Earl Geier Jeshields William McAusland
EVIL OVERLORD Charles Myers
MASTER OF LAIRS Jeffrey Binder
LORDS OF MONSTERS Mark Bober Robin Spick
MONSTER BREEDER Fred Liner
TROPHY COLLECTORS
MONSTER SLAYERS
RANGERS
Daniel Granstrand Gary Goucher Jeff Vandine Matthew Isom Roxy Wodka Ryan Simm Sam Gaines Yzor
Florian Hübner Jarrod Maistros Johnny F. Normal K-Slacker Newton E Grant Utz Westermann
aleck johnsen Bleddyn V. Wilson Sean Falconi
MONSTER HUNTERS Adam Rajski Alexei McDonald Andrew Ronald Johnson Arthur Braune Aryxymaraki B.D. Case Ben Prior Benjamin R. erry Brandon Kern Brian Isikoff
[email protected] [email protected] Chris Clary Chris Heath Cody Michael Stevens Dan Barton Daniel Corn Daniel rujillo Dave Keyser Dave R David Williams Deadly Reed Diogo Nogueira Dustin Sprick Edouard Contesse
Eric “Malo Monkey” Maloo Eric Hoffman
[email protected] Evil Eli the Vile Fabio Milito Pagliara Frank Chaustowich Franz Georg Rösel Greg Roth Ian “Grendel odd” Grey J. Stuart Pate Jacques Nel James Landry James Stuart James Unick Jason “Hierax” Verbitsky Jason Barker Jason Blalock Jason Smith Jeffrey Herold Jeremy Friesen John Arendt John B. McCarthy John-Matthew John-Mat thew DeFoggi Jonathan Steinhauer Josh Reynolds
Kean P Stuart Keegan Te Wise Ken Foster Larry Hamilton - Follow Me, And Die! Luca Lettieri Mark Bober Martin Nichol Matt Shoemaker Matt Walsh Matthew B Krause Matthew Skail Matthias Weeks Michael Curran Michael Hengeli Michael Stevens Miguel Zapico Mike McCoy Nat Webb Novakowski Patrick arantino Paul A. Nemeth Paul Sudlow Peter McNamara
[email protected]
[email protected] Raskal Rich Spainhour Richard Forest Riley Ridgeback Rob McArthur Rus Ketcham Scott Kehl Scott Maynard SCO SUHERLAND Scott ooker Simon Forster Simon Stroud Sir Mark Franceschini Stephen Kissinger Steve Howells Steve Huntsberry Steven Berg Steven Dolges Tomas “Kyorou” Vanstraelen Tomas Darlington im Rudolph om Hudson ony Digaetano Wesley E. Marshall
EXPLORERS :(
[email protected] Adam Muszkiewicz Ahmad Dia Alistair C Allan Rodda Andrew and Heleen Durston Andrew Byers Andrew Gil Andrew Weber Andy Evans Andy Vann Anthony Ragan Anthony Valente Arno de Lange ben
[email protected] Bob Humphrey boxcornersdiety Brent Walters Brian Lindeboom Bryan Steelman Carl Foner Carlos de la Cruz cecil howe Charles Saeger chickenjohn Chris Allison Chris Blauwkamp Chris Hogan Chris L Sheppard Chris W. Harvey Christopher Clark Christopher “Staples” O’Dell Christopher Stieha Conrad Betts Curtis Hooper D. Weeks Dan Domme Dan Wood Daniel Bell Daniel Eastland Daniel Lofon Daniel Stack Darius Garsys Dave Bunge Dave LeCompt LeC omptee David B Leavenworth Jr
David B Noble David Campbell David Cinabro David Cutts David DeRocha David Johnston David Sullivan dayso
[email protected] [email protected] Don Edmonds Donn Stroud Drademan Drew Pessarchick Dyrewolff Ed Kowalczewski Edward Sturges Eric Brennan Eric Hein Eric Swiersz erik tenkar Fredrik Hansson Frits Kuijlman Garrath Wyrmbane Geleg Genghis Sean Glyn Hooper Grandy Peace Greatnate Gustavo Iglesias Herbert Nowell Herman Duyker Invincible Overlord Iyar Binyamin J. Evans Payne Jack Egan Jacqueline Legazcue and Sam Greene Jake Parker James C. Bennett James Hughes Jan Sjögren Jason “Ludanto” Smith Jason Azze Jason Beaumont Jason Hobbs Jason Wade Jay Broda
Jays Mackie JD Holmes Jed McClure Jeff Brooks Jeff Crews Jesse Butler Jim the Sage. Jim Williams Joe Wetzel John Ivor Carlson John Lynch John Smith Jon Reeves Jon Stevens Jonas Schiött Joseph E. ribuzio Josh Pilachowski Joshua Buergel K. Nelson Keely Willert Keith Spears Kensboro Ktrey Parker Louis the mega need Luke Gaines Maeyanie Mark Daymude Mark Harvey Mark Smit Matt Maranda
[email protected] Matthew Gagan Matthew Gushta Matthew Nelson Michael “Badmike” Badolato Michael “Mammut” Sauer Michael Bowers Michael D Sanders Michael Morrison Mick Fernette Mike Harvey Morgan Hazel Nick Longshanks Ouroboros Patrick Kloes Patrick Slauson Paul Munson
Paul Rivers Phil Lewis Phil Ward Quinn R. Rabatach Randy Smith Richard W. Rohlin Richie Cyngler Rob “Snydley” Klug Rob Cook Rod Meek Ross Pearson Ryan Casey Schneily Scott D. Craig Scott Vandersee Sean Butera Keee Sebastian Dietz Seth Spurlock Shane Dunlap sonootho Stephanie Hurst by way o umut, Australia Stephen Couch Stephen erry Steve Fawkner Steve Lord Steven D Warble Steven Danielson aarkoth Talji Te im Te Wyzard Tomas Richard aylor IV odd Leback odd Rokely R okely onya Fredrickson orben van Hees ravis Casey Vladmir “Te Impaler” epes walkerhound Wayne Rossi Witness Zach Glazar Zeke Dodd
ADVENTURERS WITH HENCHMEN HENCHMEN Caelyn and Chloe Katzbur Katzburgg Chris Wakulik
dryack J. D. Beers
Matthew Hammer Michael Kelley
Nathan Milull Olav Nygård
ADVENTURERS Aaron King Adam Crossingham Adam Mcgregor AdamDVa Akiazoth Alan Hughes Alan Skinner Alexander New Allen Boston Anders Bersten Andre B Moreira André Roy Andreas Melhorn Andrew Harshman Andrew J Garbade Andrew Piseck Anonymous Anonymo us thanks! Anthony Lewis Atlictoatl Bastien Pilon battlegrip.com Ben Mabry Bert Isla Bob Bersch Bob Mosdal Bobsled Seven Brodencrantz C.R. Brandon Candice Bailey Carl Meyer Chad Reiss Charles ippett Chris Alley Chris Geisel Chris Nause Chris Paul Chris Westbrook Christopher Avery Christopher Davis Christopher E. Livingston Christopher Mountenay Civilized Animal Productions Claudio “Bilbo” Cabrini Clutterbane Crispin Moakler Curt Meyer D. Jarod Shaw Daimadoshi Dan Elwell Daniel Crisp Daniel Shaeer Daniel Szabo Darren Aldredge Dave Sherohman Dave Tompson David L. Bowne David Parlin David eague David Wilkie
Delnurfin Feadiel Don, Beth & Meghan Ferris Doug Sims dunbruha Ed Mikkelsen Edward Hamilton Eirik Johnsbråt Johnsbråten en Eldric IV El-on-a-Mouse Eric Casey Eric Mills Eric S. Eric the MAD Moody Eric Zylstra Erik Extrell Erik Sundqvist Erik alvola Even V. Røssland Felix Falkenberg Filipe Fernandes Florian Hollauer Galahad de Corbenic Game Natural Gavin Mutter Geoffrey Miller George Kapp Gregory McWhirter Gregory Simkins Greyhawkbard Grover White Guy Rogers Hauke Stammer Ian Wright Igor Vinicius Sartorato Imredave Jaap de Koning Jacob DeCourcey Jake F. James “the Destroyer” Jeffers James Kerr James ME Patterson James Roberts James Vargas James W. Rouse III Jan Groeneveld jason dub dubuc uc Jasper Akhkharu Jay Wish Jeffrey Scott Hessell Jeremy D. Milsom Jeroen Stolwijk Jesse Rodriguez Jim Clunie Joe Webster Joel Rojas Jo-Herman Haugholt John Anderson John Davis John P. Wilson
Jon Caro Jon Michaels Jon Nials Jonathan Nichol Jonathan Smith Jonathan ate Jordi Morera Jordi Rabionet Hernandez JPL Juan Casanova Justin Woodman Kai Jim Kargrym Bloodmoon Karl Miller Katlin “Lavix” Boylan Keith Sletten Keith Wheaton Kevin Fernandes Kira Miller Kurt Stoffer Lee DeBoer Levon Mkrtchyan Lichhunter Lloyd Rasmussen Lou Bajuk Marc Margelli Marco Henrique Marcus Gabriel Fors Marduk Mario Butter Mark Leymaster o Grammarye Martin Martin Lamssies Matthew Emerick Micah Watt Michael D. Blanchard Michael De Rosa Michael Feir Michael Paff Michael Spredemann Michael Vanella Mike Mike Harris Mikko Simonen Morgan Long N/A NA Nathaniel Bennett Nicholas Burden Nicholas Peterson Nigel the Leptopus -Not CreditedOmer Golan-Joel Oscar Ulloa Outlander78 Pablo Sancho Pat Ludwig Patrick Singer Paul Backhouse
Paul D. Walker Peter Robbins Phineas Q. Conundrum Physics Geek R.A. Mc Reynolds Raael Moreno Redbeard Reverance Pavane Ricardo Dorda Richard Meyer Richard Ruane Rick Grimes Rob Brennan Robert Kern Robert Morris jr Rod Spellman Roy Eckman Ryan Hixson Ryan Idryo Scarth Scott Krok Scott Nemmers Scott Renner Sean A Krauss Sean Clayton Ulam Senjans Shawn Gore Simon Lee Stephan Szabo Stephen R. Brandon Stephen Via Steve Christensen Steve Dodge Stu White Susan Brindle anderossa Bob, Ruler o Riches astyMusic Tomas Lindgren imothy Baker od Jeffcoat om Walker omas Burgos-Caez ony A. Tompson rimus D’Alberon roy ruchon yr Freijersn Archmage o Te Red Dawn zu Ul Kaupisch Unimportant Uwe Nagel Viktor Haag Vox Gaia Wade Nelson WombatDazzler ZZ
TABLE OF CONTENTS
Chapter 1: Introduction
9
How to Use This Book . . . . . .
Chapter 2: Lairs Dynamic Points of Interest Obstacles to Securing Land S ea rc hi ng fo r La irs . . . Aerial Reconnaissance . . Wandering Monsters . . . Splitting Up . . . . . . Land Surveying . . . . .
11 . . . . . . .
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Chapter 3: Lair Listings How to Use Lair Listings . Amphisbaena . . . . . Ankheg . . . . . . . . Ant, Giant . . . . . . . Ape, White . . . . . . Arane . . . . . . . . Baboon, Rock . . . . . Basilisk . . . . . . . . Bat, Giant . . . . . . . Bear, Black . . . . . . Bear, Grizzly . . . . . . Bear, Cave . . . . . . Bear, Polar . . . . . . Bee, Giant Killer . . . . Beetle, Giant Fire . . . . Beetle, Giant Bombardier . Be etl e, G ia nt T ig er . . . Blink Dog . . . . . . . Blood Hound . . . . . Bugbear . . . . . . . Caecilian . . . . . . . Cat, Mountain Lion . . . Cat, Panther . . . . . . Cat, Lion . . . . . . . Cat, Tiger . . . . . . . Cat, Sabre-Toothed Tiger . Centaur . . . . . . . Centipede, Giant . . . . Chimera . . . . . . . Child of Nasga . . . . . Cockatrice . . . . . . . Crab, Giant . . . . . . Cyclops . . . . . . . . Demon Boar . . . . . . Death Charger . . . . . Desert Ghoul . . . . . Dire Beastmen . . . . . Dog, Hunting . . . . . Dog, War . . . . . . . Doppelganger . . . . . Dragon, Black . . . . . Dragon, Blue . . . . . Dragon, Brown . . . . . Dragon, Green . . . . . Dragon, Metallic . . . . Dragon, Red . . . . . . Dragon, Sea . . . . . . Dragon, White . . . . . Dragon, Wyrm . . . . . Dragon Turtle . . . . . Draugr . . . . . . . . Dwarf . . . . . . . . Elf . . . . . . . . . .
10 12 12 13 13 14 14 14
15 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
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16 16 16 16 17 17 18 18 18 19 19 19 19 19 20 20 20 20 20 20 21 22 22 22 22 22 22 23 23 23 24 24 24 24 25 25 26 27 27 27 28 29 30 31 31 32 33 33 34 36 37 38 40
Ettin . . . . . . . . . . . . Faerie, Pixie . . . . . . . . . Faerie, Sprite. . . . . . . . . Faravahar . . . . . . . . . . Flay Fiend . . . . . . . . . . Fly, Giant Carnivorous . . . . . Gargoyle . . . . . . . . . . Ghoul . . . . . . . . . . . Giant, Hill . . . . . . . . . . Giant, Stone . . . . . . . . . Giant, Frost . . . . . . . . . Giant, Fire . . . . . . . . . . Giant, Cloud . . . . . . . . . Giant, Storm . . . . . . . . . Gnoll . . . . . . . . . . . Gnome . . . . . . . . . . . Goblin . . . . . . . . . . . Gorgon . . . . . . . . . . . Griffon . . . . . . . . . . . Grimlock . . . . . . . . . . Hag . . . . . . . . . . . . Halfling . . . . . . . . . . Harpy . . . . . . . . . . . Haugbui . . . . . . . . . . Hawk, Giant . . . . . . . . . Hell Hound (Lesser) . . . . . . Hell Hound (Greater) . . . . . Hippogriff . . . . . . . . . . Hoarflesh . . . . . . . . . . Hobgoblin . . . . . . . . . Hydra . . . . . . . . . . . Khepri . . . . . . . . . . . Kobold . . . . . . . . . . . Kraken . . . . . . . . . . . Lamia . . . . . . . . . . . Lammasu . . . . . . . . . . Leyak . . . . . . . . . . . Lizard, Giant Draco . . . . . . Lizard, Giant Gecko . . . . . . Lizard, Giant Horned Chameleon . Lizard, Giant Tuatara . . . . . Lizardman . . . . . . . . . . Locust, Cavern . . . . . . . . Lycanthrope, Werebear . . . . . Lycanthrope, Wereboar . . . . . Lycanthrope, Wererat . . . . . Lycanthrope, Weretiger . . . . . Lycanthrope, Werewolf . . . . . Manticore . . . . . . . . . . Medusa . . . . . . . . . . . Men, Berserker . . . . . . . . Men, Brigands . . . . . . . . Men, Merchants . . . . . . . Men, Nomads . . . . . . . . Men, Pirates . . . . . . . . . Men, NPC Clerics (Acolytes) . . . Men, NPC Fighters (Veterans) . . Men, NPC Mages . . . . . . . Men, NPC Thieves (Bandits) . . . Men, NPC Witch . . . . . . . Mermen . . . . . . . . . . Minotaur . . . . . . . . . . Morlock . . . . . . . . . . Mummy . . . . . . . . . . Mummy Lord . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
42 42 43 43 46 46 47 47 47 48 48 48 49 49 50 51 52 53 54 54 56 57 59 59 60 60 60 60 60 61 62 62 65 67 67 67 68 69 69 69 69 69 70 70 71 71 71 71 72 73 74 74 76 77 80 82 82 83 84 85 86 87 89 89 90
Nathaghol . . . . . . Neanderthal . . . . . . Necropede . . . . . . Nymph, Dryad . . . . . Nymph, Naiad . . . . . Ogre . . . . . . . . . Orc . . . . . . . . . Owl Bear . . . . . . . Pegasus . . . . . . . Phase Tiger . . . . . . Rakshasa . . . . . . . Remorhaz . . . . . . . R ha go de ssa, Gi ant . . . Roc, Giant . . . . . . . Rust Monster . . . . . Salamander, Flame . . . Salamande r, Frost . . . . Scorpion, Giant . . . . . Shadow . . . . . . . . Skeleton . . . . . . . Skittering Maw . . . . . Sorcerous Sphere . . . . Spectre . . . . . . . . Sphinx . . . . . . . . Spider, Giant Black Widow S pi de r, Gi ant Cr ab . . . Spider, Giant Tarantula . . Stirge . . . . . . . . Swarm, Bat . . . . . . Swarm, Insect . . . . . Swarm, Rat . . . . . . Thrassian . . . . . . . Throghrin . . . . . . . Trea nt . . . . . . . . Troglodyt e . . . . . . Troll . . . . . . . . . Unicorn. . . . . . . . Vamp ire . . . . . . . Varm int, Giant Fer ret . . Varm int, Giant Rat . . . Varm int, Giant Shrew . . Varm int, Giant Wea sel . . Venous Se ntinel . . . . Wight . . . . . . . . Wolf . . . . . . . . . Wolf, Dire . . . . . . . Wraith . . . . . . . . Wyvern . . . . . . . . Yali . . . . . . . . . Zombie . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
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91 94 95 95 95 96 97 98 99 99 99 99 100 100 100 100 100 101 101 101 102 102 103 104 105 105 105 105 105 106 106 106 108 108 108 109 110 110 111 111 111 111 111 112 112 112 112 114 114 114
Chapter 4: Monsters Ability Scores for Monsters . . . . Proficiencie s for Monsters . . . . . Ageless Monsters . . . . . . . . Transform ed Monsters . . . . . . Monstrous Henchmen . . . . . . Recruiting Monstrous Henchmen . . Paying Monstrous Henchmen . . . Advancing Monstrous Henchmen . . Noncombatant Monsters . . . . . Noncombatant Monsters and Experience Points . . . . . . . Young and O ld Monsters . . . . . Aging for Monsters with Ability Scores Tami ng and Traini ng Mon sters . . . Overview of Taming and Training . . Animal Trainers . . . . . . . . Tricks . . . . . . . . . . . . Roles . . . . . . . . . . . . Magic and Monster Training . . . . Encounters with Tamed Monsters . . Monster Taming and Training by Demi-humans and Humanoids . . Monster Taming and Training Characteristics . . . . . . . . Monster Parts (Mundane) . . . . . Antlers, Horns, and Tusks . . . . . Claws, Fangs, Stingers, and Talons . Feathers and Plumage . . . . . . Pelts and Meats . . . . . . . . Venoms. . . . . . . . . . . . Monster Parts (Special) . . . . . . Identifying Special Components . . Harvesting Special Components . . Storing Special Components . . . . Value an d Encumbra nce of Special Components . . . . . . Expanding and Modifying Special Component Lists . . . . Special Component Lists . . . . . Cre ati ng Monste rs . . . . . . . Monster Creation Steps . . . . . Monster Type . . . . . . . . . Monster Body Form . . . . . . . Monster Hit Dice . . . . . . . . Monster Weight, Size Category & AC . Monster Attack Table . . . . . . Monster Special Abilities . . . . . Monster Experience Points . . . . Monster Organization . . . . . . Monster Treasure Type . . . . . . Monster Intelligence . . . . . . . Monster Alignment . . . . . . . Sample Monster Creation . . . . .
115 117 118 119 119 119 119 120 120 121 121 121 121 122 122 123 123 124 124 125 125 126 131 131 132 132 133 135 135 135 136 136 136 137 138 147 147 148 150 150 150 152 152 155 155 157 158 158 160
Chapter 5: Monster Listings Amphisbaena . . . . . . Arane . . . . . . . . . Blood Hound . . . . . . Chaos Hulk . . . . . . . Child of Nasga . . . . . . Dao . . . . . . . . . . Death Charger . . . . . . Desert Ghoul . . . . . . Dire Beastmen . . . . . . Draugr . . . . . . . . . Faravahar . . . . . . . . Flay Fiend . . . . . . . . Grimlock . . . . . . . . Hag . . . . . . . . . . Haugbui . . . . . . . . Hoarflesh . . . . . . . . Hyena . . . . . . . . . Khepri . . . . . . . . . Kraken . . . . . . . . . Leyak . . . . . . . . . Marid . . . . . . . . . Mummy Lord . . . . . . Nathaghol (Glintersnatch) . Necropede . . . . . . . Rakshasa . . . . . . . . Sorcerous Sphere . . . . . Sphinx . . . . . . . . . Venous Se ntinel . . . . . Thrassian (Greate r Lizardman) Yali . . . . . . . . . .
163 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
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164 164 164 165 166 166 167 167 168 169 170 170 171 172 172 172 173 173 174 175 175 176 176 177 177 178 178 179 179 180
Appendix One
181
Appendix Two
189
CHAPTER 1: INTRODUCTION
What is Lairs & Encounters (L&E)? It’s a supplement intended or use by judges o antasy role-playing games during wilderness ad ventures and long-term campaigns. Specifically, it’s a supplement that answers questions like these: a.
How do I create an exciting wilderness filled with monster lairs without creating an enormous amount o redundant content that my adventurers will never find?
b. I my adventurers want to secure a orest and clear it o any and all monster lairs, how many monster lairs are the y likely to have to deal with? What i the terrain is swamp? What i the area is near a city? c. I the adventurers suspect that there are monsters living in an area, and start searching, how long will it take them to find the monsters’ lairs? What i they split up? What i they can search by air or magic? d. What do I do when the adventurers randomly encounter monsters in a wilderness lair? Many monsters live in large, organized bands with an assortment o leaders and allies and complex stockpiles o treasure. e. What happens when the adventurers capture some monsters and take them back to town - Can they sell them to animal trainers? I so, or how much gold? Can they raise them as war mounts? Does it matter i the monsters are babies or adults? Does it matter what type o monster it is? . How do I create a new monster that has characteristics (e.g., armor class, hit dice, damage, special abilities, and treasure type) that make sense given the benchmarks set by the existing roster o monsters? Tese are all questions that arose while I was running my original Auran Empire campaign, and Lairs & Encounters is based on the answers I developed during actual play. Some o the material in this supplement was thereore actually written prior to the publication o Adventurer Conqueror King System. Tat’s why L&E was promised on p. ��� o the ACKS core rules to be “coming soon”! I expected it to be a simple task to polish up my material, expand my methods into ormal rules, and release the book as the first supplement or ACKS. Alas, Lairs & Encounters was instead delayed and delayed – first by Player’s Companion, then by Domains at War, then by Dwimmermount , and most recently by Te Sinister Stone of Sakkara. Te original L&E material I wrote in ����-���� was invaluable to me during the Auran Empire campaign, and I regret that judges who began running campaigns with ACKS when it was first released in ���� have had to wait so long or this supplement. Now that it’s here, I hope you will all find it was worth the wait!
10
How to Use This Book
HOW TO USE THIS BOOK You must have a copy o Adventurer Conqueror King System (ACKS) or a similar D��-based antasy role-playing game to use this supplement. Te supplement is organized into the ollowing parts: Chapter �, Introduction, provides an overview o this book and its purposes. Chapter �, Lairs, introduces the concept o dynamic points o interest and provides advanced rules or placing, encountering, and searching or monster lairs.
Chapter �, Lair Listings, contains a catalog o over ��� different monster lairs, organized alphabetically, that can be dropped into your campaign as dynamic encounters or set pieces. Chapter �, Monsters, provides advanced rules or monsters, including ability scores or monsters, proficiencies or monsters, noncombatant monsters, taming and training monsters, and more. Chapter �, Monster Listings, contains a roster o over �� new creatures rom the Auran Empire™ campaign setting. Appendix A, reasure Maps, includes � treasure maps based on those ound in the lairs herein, each artistically rendered or use as player handouts to provide campaign flavor. Appendix B, Lair Maps, presents �� lair maps designed or use with the dynamic lairs in this book.
CHAPTER 2: LAIRS
Lairs and Encounters provides lair listings or every monster described as having a lair in the Adventurer Conqueror King System monster listings. Each lair is unique and should only appear once in the campaign. Te lair listings were designed to be used in two main ways: (�) as dynamic points o interest that can be discovered while wandering through the wilderness; and (�) as obstacles to a would-be ruler’s attempt to secure land or a domain.
DYNAMIC POINTS OF INTEREST In a typical ACKS campaign, the PCs adventure across a mapped region that their Judge has populated with static points o interest, such as settlements, dungeons, and other locales, each detailed with more or less specificity depending on their importance. Te ACKS rulebook recommends that Judges place �� such points o interest on a typical regional map with �� × �� �-mile hexes.
Placing just �� points o interest in �,��� hexes leaves a lot o empty hexes. Filling up every empty hex in advance with static points o interest is time consuming and results in lots o wasted effort. Dynamic points o interest are a tool the Judge can use to help populate the regional map o his campaign setting without having to stock every hex in advance. Each dynamic point o interest eatures the lair o a particular monster rom the wilderness encounter tables. Unlike static points o interest, the locations o dynamic points o interest are lef indeterminate at the start o play. Instead, when a wilderness encounter throw results in an encounter with a monster in its lair, the dynamic point o interest eaturing that monster is placed in the hex where the encounter occurred. Once the dynamic point o interest is placed, it becomes static, and its location is fixed or the rest o the campaign. Te Judge should write down the hex number where the point o interest was ound on the regional map in case the party returns to the area. From the adventurers’ point o view, there is no difference between pre-placed points o interest and dynamic ones. Wherever they go on the regional map, there will be a mix o wandering encounters and static locations. On the Judge’s actual regional map, though, there will be a lot o empty hexes with unusually high clusters o dynamic points o interest that happen to be along the routes the adventurers have traveled. Tis method ensures that wherever the adventurers travel within the region, they will always find interesting places and encounters, while areas that the adventurers do not travel to are not needlessly stocked.
12
Dynamic Points of Interest
OBSTACLES TO SECURING LAND Lairs Per Hex Terrain Clear, Grass Scrub, Hills Barren, Desert Mountains, Woods Swamp Jungle
Wilderness 1d2 1d4 1d6 2d4 2d4+1 2d8
Borderlands 1d3-2 1d2-1 1d4-2 1d3-1 1d2
Civilized 1d6-5 1d4-3 1d3-2
A �-mile hex is an extensive tract o land: �� square miles, or about ��,��� acres. A hex can support a considerable number o peasants when settled and armed. But beore it can be settled by peasants, a hex must be cleared o all the monster lairs present within. And �� square miles can hold a lot o monsters!
Lairs & Encounters
How many monsters? Te Judge can quickly determine the numbers o lairs in a hex by ollowing these steps: �.
On the Lairs per Hex table, cross-reerence the terrain type with the classification o the hex and roll to determine how many lairs are present. reat results o less than � as �. On a result o “-”, no random lairs are present.
�.
For each lair, roll on the appropriate column o the Wilderness Encounters by errain table to determine the type o monster in the lair.
�.
For each monster, select a lair rom the Lair Listings in this book, and place it within the hex.
Most wilderness hexes will have three to six lairs. More settled hexes will have much less. Lairs will be more densely packed in terrain that provides lots o hiding places, such as jungles and swamps, and less dense in open terrain with long lines o sight. EXAMPLE: Marcus, Quintus, and Balbus, having become powerul through years o adventuring, have decided to secure a hex o hills on which they plan to establish a domain. Te Judge consults the Lairs per Hex table and sees that hills has 1d4 lairs. His 1d4 roll is a 3, so he rolls three times on the ‘hills’ column o the Wilderness Encounters by errain table. Tis results in an ogre village, a boar den, and a giant carnivorous fly nest.
I the Judge has mapped out the �-mile hex in detail, he can use the small scale map to adjudicate the search process. Otherwise, the ollowing abstract system can be used: Each hour (six turns) that the adventurers spend searching a hex, the Judge should make a searching throw (�d��) on their behal. Te target value is determined by their daily movement rate through the hex, as shown on the accompanying table. I the throw equals or exceeds the target value, the party discovers a lair, i at least one is present. (I more than one lair is present, choose one or roll randomly.) Marcus, Quintus, and Balbus begin searching the hex. Afer one hour, the Judge secretly rolls to see i they have discovered a lair. Tey are mounted on light horses (48 miles per day base wilderness movement) and moving through hills (movement multiplier o 2/3), so the party’s movement is 30 miles per day. Te target value or their throw is thereore 16+. Unortunately, the Judge rolls a 12, so their first hour o searching is ruitless. I any member o the party has the racking proficiency, the party should receive a +� bonus on the proficiency throw. I the adjusted die roll equals or exceeds the listed value, the adventurers have discovered one o the lairs within the hex. Had either Marcus, Quintus, or Balbus had racking proficiency, the party would have gained a +4 bonus on their throw. With a +4 bonus and a target value o 16+, the y would have ound a lair on a roll o 12 or more.
SEARCHING FOR LAIRS Beore the adventurers can clear a lair o monsters, first they have to find it! Searching or lairs in a wilderness is akin to searching or traps in a dungeon – even i there is a lair, there’s no guarantee the adventurers will find it when they search. Te lair might be isolated in a remote glade, situated on an inaccessible peak, hidden underground, concealed with an innocuous entrance, or just plain hard to find. Adventuring parties that can cover a lot o ground have a better chance o finding a lair than parties slowed by encumbrance or bad going. rackers capable o finding and ollowing spoor are also invaluable. Wilderness Movement 11 miles or less 12 – 23 miles 24 – 35 miles 36 – 47 miles 48 – 59 miles 60 – 71 miles 72 – 83 miles 84 – 95 miles 96 – 107 miles 108 – 119 miles 120 – 131 miles 132 – 143 miles 144 – 155 miles 156 – 167 miles 168 – 179 miles 180 – 191 miles 192 miles or more
Target Value 18+ 17+ 16+ 15+ 14+ 13+ 12+ 11+ 10+ 9+ 8+ 7+ 6+ 5+ 4+ 3+ 2+
AERIAL RECONNAISSANCE I the party is capable o air travel, their daily wilderness movement rate is doubled (see ACKS, p. ��). In addition, when searching clear, grass, scrub, hills, barren, desert, or mountain terrain, they receive one searching throw per three turns (thirty minutes) on the Lair Search table, rather than one per hour. Quintus realizes that he can use h is summon winged steed spell to make this process much easier. He summons pegasi or himsel and his two party members and they take to the air. Te pegasi have a flying movement rate o 480', which translates to 96 miles per day. Since aerial movement is doubled, the pegasi can fly 192 miles per day. At the party’s new wilderness movement rate, the target value or their searching throw is 2+. In addition, they may throw once per three turns instead o once p er hour. Afer thirty minutes o game time, the Judge throws 1d20; the result is a 13, and the party has ound a lair! Searching for Lairs
13
s r i a L
WANDERING MONSTERS Adventurers searching a hex are ar more likely to encounter monsters than those who are just passing through as quickly as possible. Tey are subject to one wandering encounter throw per hour while searching. I they “wander” into a lair accidentally, substitute the newly-encountered lair or one o the previously generated lairs (or vice vers a).
SPLITTING UP I the party splits up into smaller sub-parties, they can search a hex much more rapidly. Each sub-party can make a separate searching throw. However, each sub-party is subject to wandering encounters separately and must deal with the encounter on its own. I the sub-parties are close enough to assist in the encounter, they haven’t really “split up” and are effectively just searching the same area.
LAND SURVEYING I the party has a member with the Land Surveying proficiency, that adventurer can attempt to assess the total number o lairs in the hex based on the lay o the land, evidence o cultivation, and other actors. Te adventurer may attempt an assessment upon first arriving in the hex, and make another attempt each time the hex is searched. For each attempt, the Judge should secretly make a proficiency throw (�d��) on the character’s behal. Te target value or the proficiency throw is ��+, but the character should receive a cumulative +� bonus or each successul search the party has conducted in the hex up to that point. I the proficiency throw succeeds, the character correctly assesses the number o lairs in the hex, and the Judge should reveal the number. I the proficiency throw ails with an unmodified �, the character incorrectly assess the number o lairs in the hex, and the Judge should roll or choose a
14
Wandering Monsters
alse value to reveal. On any other result, the character does not yet have enough inormation to make or revise an assessment. Note that, in the absence o definitive magic such as commune, a party can never be certain they have ound all o the possible lairs in a hex. It is possible a lair might remain hidden or weeks, years, or even generations beore suddenly being ound. Te Judge should use his discretion in deciding whether an undiscovered lair prevents a hex rom being considered secured or purposes o se ttlement. An undiscovered dire wol or manticore lair will almost certainly disrupt settlement, while an undiscovered lammasu lair might be a delightul surprise and an undiscovered khepri lair may be harmless until a oolish peasant awakens them in a ew seasons…
Scout (pathfinder, 25gp/month; land surveyor, 25gp/month): Scouts are specialists in exploration, mapping, and land surveying. Pathfinders are 1st level explorers with the Pathfinder template (see Player’s Companion, p. 66), and can be hired to search hexes or lairs. Land surveyors are 1st level explorers with the Cartographer template, and can be hired to assess the number o lairs in a hex. Both types o scouts are hired on a monthly basis and are available in urban settlements in the same numbers as navigators. Scouts will expect to be protected while on duty, either by their employer or by a number o mercenaries equal to the maximum number o lairs in the hex(es) they are assigned to explore. Scouts will attempt to evade any wandering monsters they encounter; they will not fight or their employer or enter lairs unless recruited as henchmen.
CHAPTER 3: LAIR LISTINGS
HOW TO USE LAIR LISTINGS When a wandering encounter occurs with a monster, simply look up the appropriate monster’s entry in the listings below. Each entry records the percentage chance that the monster is in its lair. I the dice indicate the monster is in its lair, record the lair’s location within the regional map on the indicated line and run the lair encounter. Monsters in dynamic points o interest, or placed as obstacles to securing land, will o course always be in a lair. Each lair will eature one or more monsters in a “typical” lair or its type. Te lairs are presented so that they can be used in the widest possible variety o terrain, but the Judge should change any details necessary to better place the lair in the context where it occurred. Some lairs include exceptional monsters with ability score adjustments and/or proficiencies; they might also include baby, child, or adolescent monsters. reasure, where present, is based on the creature’s treasure type. I the monster has valuable body parts or young, this is noted. See the Monsters chapter in this book or urther details. Occasionally, natural resources have been placed in or around the lair in order to add flavor.
AMPHISBAENA Lair: ���
Amphisbaena: MV ���', AC �, HD �**, hp ��, �A � (bites �+), Dmg �d� + poison and constriction, Save F�, ML �, AL N, XP ���; Specia l: constriction (�d� ongoing, save v. Paralysis to escape), poison bite (save v. Poison or die in �d�+� turns)
ANKHEG Map Location: _______
Te ground here has collapsed into a massive sinkhole, ���' in diameter and ��' deep. Te sinkhole has expose d a dark and winding series o tunnels delved by long-dead dwarves and still shorn up by their well-crafed struts. Te tunnels are now the nest o six ankhegs that have begun ravaging the countryside. Te ankhegs’ sensitive antennae can detect any approaching prey, and adventurers who bypass the sinkhole will be attacked rom below by the ankhegs afer �d� rounds. Adventurers who slay the ankhegs and search th e tunnel complex will find a dwarven treasure cache: �,���ep and �,���pp. Te coins, which bear the mint o the ancient dwarven vault o Azen Khador, are in rusted iron trunks, locked, and hal-sunken in the 16
Ankhegs (�): MV ��'/��' burrow, AC �, HD �**, hp ��, ��, ��, ��, ��, ��, �A � (bite �+ or spit), dmg �d� + �d� acid + grabbed or �d� acid, Save F�, ML −�, AL N, XP ���; Special: grab (save v. Paralysis to escape), spit acid (�d� damage, save v. Blast or hal )
ANT, GIANT Lair: ���
Map Location: _______
A giant anthill, ��' in diameter and ��' high, r ises rom the ground here. An opening at the anthill’s apex leads into a twisting burrow o passages each �-�' in diameter, occasionally (���) punctuated by �-��' square rooms. Te anthill is the nest o �� giant ants who react with great hostility to any who intrude within. Te ants are mining gold nuggets rom a rich vein in the e arth, and the anthill has a total o �,���gp worth o gold nuggets distributed through outs rooms. In the center o the anthill are � giant ant larvae which are worth ���gp each i captured alive. Te giant ants’ antennae are special components (��gp, � �⁄� st per ant).
Map Location: _______
A path ahead descends into a narrow gorge. Te earth o the path has been ploughed by the great twisting tracks o some large animal or animals moving up and down the gorge. Te gorge itsel is a ��' wide and ���' deep gash in the earth that runs or about ����' beore terminating in a rocky slope. Crushed white bone litters the gorge, with the largest accumulation within the rocks at the oot o the slope. An amphisbaena lairs here, and will attack any intruders into its territory. Among the bones can be ound �,���ep, �,���gp, a diamond (�,���gp), a crystal geode (�,���gp), a acet-cut star sapphire (�,���gp), and a bronze flask with a red, effervescent fluid ( potion of flying ). Characters with Animal Husbandry can extract one dose o venom (���gp, �d�� turns onset, +� save modifier, �d�� damage) rom the amphisbaena. Te amphisbaena’s angs (���gp, � st each), flesh ���gp, � �⁄� st) and and spines (���gp, � st each) are special components.
Lair: ���
earth. Te ankhegs themselves carry no treasure, but several o their parts are valuable special components – acid glands (���gp, � st), antennae (���gp, � st) and mandibles (���gp, � st). Teir � �/� st carapaces are worth ��gp each to an armorer i captured intact.
Amphisbaena
Giant ants (��): MV ���', AC �, HD �, hp �� each, �A � (bite �+), Dmg �d�, Save F�, ML −�/+�, AL N, XP �� Giant ant larvae (�): MV ���', AC �, HD �, hp � each, �A � (bite �+), Dmg �d�, Save F�, ML −�/+�, AL N, XP ��
Lairs & Encounters
ARANE Lair : ���
Map Location: _______
An expansive cave mouth, ��' wide and ��' tall, is concealed by a wall o allen rocks and a dense curtain o lush oliage hanging rom a rocky cliff ace. Te cave mouth leads into a pair o volcanic caverns, one large and one small, conjoined in such a way as to rese mble an upturned right hand. Mineralized logs jut out rom the cave walls, as do the bones o prehistoric animals, petrified by the ancient magma that built the cliff. Te rock here is rich in minerals, and each night, local animals travel into the cave to use it as a giant salt lick. Te cave walls are marred with the marks o claws and tusks where the animals have “mined” the cave over the centuries. A ��' deep c revasse runs across the center o the larger cave, with only a narrow passageway on either side around it. Saely navigating around the crevasse requires a proficiency throw o �+, adjusted by the character’s Dexterity modifier. Characters who all down the crevasse hit a thick net o spider webbing afer ��'. Tey suffer only �d� points o damage rom the all but are trapped as i by a web spell. Te webbing is the work o three arane who lair here and eed on the hapless creatures that all down the crevasse. When not eeding, the arane live in the deepest portion o the cave, out o sight o the animals. Tough they are carnivorous, the arane are not inevitably Full Arane Lair on p. 191 s g n i t s i L r i a L
Full Ape, White Lair on p. 190
APE, WHITE Lair: ���
Map Location: _______
A limestone cave mouth, ��' wide and ��' high, pierces a hillside here. From the mouth, a ��' high natural tunnel extends into the hi ll some ��', where it is crossed perpendicularly by an �' high natural tunnel that runs about ��' in either direction. Te interior o the tunnels are decorated with elaborate cave-paintings, and are littered with flint axe-heads and similar crude tools. Te tunnels terminate in large caves (each about ��' wide, ��' long, and �-��' high). Te lef-hand cave is a grisly graveyard to around two dozen neanderthals, badly decomposed and covered with sickening boils. Te neanderthals that once dwelled here died o a wasting plague last season, leaving their ormer pets, a den o six white apes, to end or themselves. Tese creatures dwell in the right-hand cave. Tey will warn intruders away with aggressive screams, then hurl rocks to drive them off. Te white apes are actually tamed and trained guard animals, however, and i confidently approached by a character with Animal raining (apes) they can be saely handled (see p. ���). I the white apes are captured alive, the ully-trained creatures are worth ���gp each. Teir thick white � st ur pelts are worth ��gp i harvested intact. Teir skulls are special components (��gp, � �/� st per ape). White apes (�): MV ���', AC �, HD �, hp ��, ��, ��, ��, ��, ��, �A � (claws �+) or � (rock �+), Dmg �d�/�d� or �d�, Save F�, ML −�, AL N, XP ��
Ape, White
17
hostile – they recognize that sapient creatures can sometimes be more valuable as allies or trading partners than as ood. One o the arane is a witch, and may seek to exchange magical knowledge or items with other spellcasters (+� bonus to reaction rolls). Arane (�): MV ���'/���' web, AC �, HD �***, hp ��, ��, �A � (bite �+ or web), Dmg �d� + poison or web, Save F�, ML �, AL C, XP �,���; Special: poison bite (save v Poison or die in �d� turns), web (��' range, ��' diameter, as spell) Arane Witch: MV ���'/���' web, AC �, HD �*****, hp ��, �A � (bite �+ or web), Dmg �d� + poison or web, Save F�, ML �, AL C, �,���; Special: poison bite (save v Poison or die in �d� turns), web (��' range, ��' diameter, as spell); Spells: � � st, � �nd, � �rd, � �th; Repertoire: as �th level chthonic witch
recognizes this as oxglove, a poisonous plant. Tere are enough plants to extract six doses o toxin (see ACKS, p. ���). Rock baboons (��): MV ���', AC �, HD �, h` each, �A � (bite/club �+), Dmg �d�/�d�, Save F�, ML �, AL N, XP �� Adolescent rock baboons (�): MV ���', AC �, HD �+�, hp � each, �A � (bite/club �+), Dmg �d�/�d�, Save F�, ML �, AL N, XP �� Child rock baboons (�): MV ���', AC �, HD �, hp � each, �A � (bite/stick ��+), Dmg �/�d�, Save NM, ML �, AL N, XP �� Baby rock baboons (�): MV ��', AC �, HD ½, hp � each, �A � (stick ��+), Dmg �, Save NM, ML �, AL N, XP �
BASILISK Te cave wall around the arane’s den has been carve d with a dozen nooks, each around the size o a human torso. Four o these nooks contain treasure acquired rom sapient victims. Te first treasure nook contains a hemp sack with �,���sp and an amber, honey-scented fluid ( potion of healing ) in a gourd. Te second holds an azurite (��gp), agate (��gp), moonstone (��gp), amethyst (���gp), and spinel (���gp) mixed in with �� multiaceted glass eyes (��gp each) and a pair o eyes of the eagle. Te third nook is hung with six unholy symbols o Nasga, silver spiders with obsidian eyes (���gp each). Te ourth nook is decorated with a hanging mobile o �� etishes made o engraved human finger-bones (��gp each). One o the finger-bones still wears a white-gold ring of protection +�. Te other eight nooks hold various animals cocooned or later consumption – six deer, a wol, and a black bear cub. Te arane witch has drawn strange and inhuman glyphs on the cave wall around the treasure nooks. Te glyphs themselves are harmless, but removing the treasure rom the nooks triggers a magic mouth. A horrific chittering sound issues orth, like thousands o insects rubbing against each other. Te magic mouth instantly alerts the arane o the thef. Characters with Animal Husbandry can extra ct one dose o venom (���gp, �d� turns onset, +� save modifier, �d�� damage) rom each o the arane. Te aranes’ central eye pairs (���gp, � �/� st), mandibles (���gp, � st), leg tarsus (���gp, � st) and spinnerets (���gp, � st) are special components.
BABOON, ROCK Lair : ���
Map Location: _______
High atop the trees o a rugged, broken landscape, �� rock baboons keep watch day and night or any intruders to their den. Tey patrol between the treetops and the large cliffs, ca lling out to one another with high-pitched howls and screeches. I anyone encroaches, the seven largest baboons will attack, leaping down on them rom the upper branches o the trees. Te remaining baboons will hang back to protect the young, consisting o � adolescent baboons, � children, and � babies. I the baboons are captured alive, they are worth ���gp per adolescent, ��gp per child, and ��gp per baby. Teir �⁄� st ur pelts are worth ��gp each i captured intact. Teir skulls are special components (��gp, �⁄� st per ape). Te baboons have no other treasure, but tall, colorul spikes o finger-like flowers grow thickly along the rocky slopes where they live. A Naturalism proficiency throw 18
Baboon, Rock
Lair: ���
Map Location: _______
Te ground here is pierced by an ��' deep pit, about ��' in diameter. Te pit’s slopes o black earth are gentle and easily traversed. Te center o the pit is filled with petrified bone. Four tunnels, each about �' wide, exit rom the pit like spokes rom a wheel. Te tunnels are ��-��' long each, and home to our basilisks. Te basilisks will attack any creatures that dare to clamber down into the pit. Mixed within the calcified remains in the pit are some items rom victims who died to the basilisks’ bites rather than gazes, including a leather sack holding �,���gp; a wrought gold trinket (�,���gp); and a scroll of sanctuary x� and true seeing written in Dwarven. Te basilisks’ eyes (���gp, � �⁄� st) and gizzard (���gp, � �⁄� st) are special components. Basilisks (�): MV ��', AC �, HD �+�**, hp ��, ��, ��, ��, �A � (bite �+, gaze), Dmg �d��/petriy, Save F�, ML +�, AL N, XP ���; Special: petriying gaze and bite (save v. Petrification or turned to stone)
BAT, GIANT Lair: ���
Map Location: _______
Ancient stone steps lead down into a small depression in the earth here, some ���' diameter. At the oot o the steps, a granite stone slab covers an entrance that leads into the side o the depression. Te stone slab is heavily weathered and very old, and sits partly open. (Fully opening or closing the heavy stone door requires a proficiency throw to open doors at -�.) Beyond the stone slab door is a catacomb gallery, �' high, �' wide, and ��' long, with thirty wall graves piercing the walls. Te graves were long ago robbed and hold only worthless trinkets, while the skeletons crumble to dust i touched. Now the catacomb is the lair o eight giant vampiric bats. Te bats leave at dusk each night to hunt, returning at dawn, so adventurers who reach the lair during evening hours may think it is unoccupied. Te bats have no treasure, but their ears (��gp, �⁄� st) and angs (��gp, �/� st) are special components. Once the bats are dealt with, the catacombs can be used as a sae base to explore the surrounding area. Giant vampiric bats (�): MV ��'/���' fly, AC �, HD �, hp ��, ��, ��, ��, �, �, �, �, �A � (bite �+), Dmg �d� + paralysis, Save F�, ML �, AL N, XP ��; Special: paralytic bite (save v. Paralysis or unconscious �d�� rounds)
Lairs & Encounters
BEAR, BLACK
BEAR, POLAR
Lair: ���
Lair: ���
Map Location: _______
From the rich soil here sprouts a centuries-old oak tree, its great trun k over ��' in diameter. A hollow has ormed in the tree’s base, which serves as the den o a mated pair o black bears and their two cubs. Te black bears will not engage in combat unless they have to, but will give their lives to deend their cubs. I captured alive, the cubs are worth ���gp each. Te adult’s � �⁄� st ur pelts are worth ��gp intact. Black bears (�): MV ���', AC �, HD �, hp ��, ��, �A � (� claws/bite �+), Dmg �d�/�d�/�d�, Save F�, ML −�, AL N, XP ��; Special: hug (�d� i both claws strike in one round) Black Bear cubs (�): MV ���', AC �, HD �, hp ��, �, �A � (� claws/ bite �+), Dmg �/�/�d�, Save F�, ML −�, AL N, XP ��; Special: hug (�d� i both claws strike in one round)
BEAR, GRIZZLY Lair: ���
Map Location: _______
A small knoll, about ��' high, is lushly overgrown with wild shrubs and grasses. Its nearest ace is pierced by a �' diameter tunnel that burrows into the knoll. Tis is the lair o a grizzly bear o ormidable strength and size. Te beast has been a man-eater or years, and will charge any adventurers who turn their backs on its den. Because o the grizzly bear’s extraordinary size, its pelt is especially valuable (���gp, � �⁄� st), and its claws and stomach are useul as special components (���gp, � �/� st each). Grizzly bear: Str ��, Con ��; MV ���', AC �, HD �+��, hp ��, �A � (� claws/bite �+), Dmg �d�+�/�d�+�/�d�+�, Save F�, ML �, AL N. XP ���; Special: hug (�d�+� i both claws strike in one round)
BEAR, CAVE Lair: ���
Map Location: _______
A talus cave, some �' high and �' wide and deep, has ormed between boulders piled up on the slope o a rocky, ��' high, ���' wide knoll. Te cave is the home o a mated pair o cave bears, along with their three cubs. Tese beasts are perpetually hungry or meat. Tey will attack any intruders who approach the cave, and ollow the scent o blood o wounded party members. I captured alive, each o the cubs would be worth ���gp to an Animal rainer. Te � st ur pelts o the cave bears are worth ���gp each i taken intact, and their claws and stomachs are special components (���gp, � �/� st each per bear). Cave bears (�): MV ���', AC �, HD �, hp ��, ��, �A � (� claws/bite �+), Dmg �d�/�d�/�d��, Save F�, ML �, AL N, XP ���; Special: hug (�d� i both claws strike in one round)
Cave bear cubs (�): MV ���', AC �, HD �, hp ��, ��, ��, �A � (� claws/bite �+), Dmg �d�/�d�/�d�, Save F�, ML -�, AL N, XP ��; Special: hug (�d� i both claws strike in one round)
Map Location: _______
Te snow-blanketed landscape is pierced by a burrowed hole, about �' in diameter. Close inspection o the hole reveals icicles o blood and white hairs rozen along its edge. Lingering too long, or entering the hole itsel, earns the ire o the polar bear within, which will aggressively charge the adventurers. Characters clambering into the hole will discover a ��' long tunnel that terminates in a large burrow where a single baby polar bear cub sleeps. I captured alive, the cub is worth ���gp. Te � �⁄� st snow-white hide o the polar bear is worth ���gp i taken intact. Polar bear: MV ���', AC �, HD �, hp ��, �A � (� claws/bite �+), Dmg �d�/�d�/�d�, Save F�, ML +�, AL N, XP ���; Special: hug (�d� i both claws strike in one round) Baby polar bear cub: MV ��', AC �, HD �+�, hp ��, �A � (� claws/ bite �+), Dmg �/�/�d�, Save F�, ML −�, AL N, XP ��; Special: hug (�d� i both claws strike in one round)
BEE, GIANT KILLER Lair: ���
Map Location: _______
An ominous, humming drone calls attention to a giant bee hive, standing ��' in diameter and ��' tall, which towers over the nearby shrubs. Te hive is filled with numerous cells, each �-�' in diameter, which are home to a total o �� giant killer bees, �� giant killer bee drones, and a giant killer bee queen. Te bees are very aggressive, and any creatures approaching the hive will be attacked viciously. I the bees are dealt with, the honey rom the hive can be collected. It has the potency o a hal-strength potion o healing (�d� healing). Te hive’s honey will yield our doses. Characters can also harvest the hive’s � eggs (���gp each) and � larvae (���gp each) or rearing or sale, and the bees’ stingers (�gp each) or use as special components. Characters with Animal Husbandry can extract one dose o venom (���gp, �d�� turns onset, +� save modifier, �d�� damage) rom each bee that did not sting. Giant killer bees (��): MV ���', AC �, HD �/�*, hp � each, �A � (sting ��+), Dmg �d� + � point per round + poison, Save F�, ML +� , AL N, XP �; Special: poison sting (save v. Poison or die, bee dies afer sting) Giant killer bee drones (��): MV ���', AC �, HD �*, hp � each, �A � (sting ��+), Dmg �d� + � point per round, Save F�, ML +�, AL N, XP ��; Special: poison sting (save v. Poison or die, bee dies afer sting) Giant killer bee queen: MV ���', AC �, Move ���', HD �*, hp ��, �A � (sting �+), Dmg �d� + � point per round, Save F�, AL N, XP ��; Special: poison sting (save v. Poison or die)
Bear, Black
19
s g n i t s i L r i a L
BEETLE, GIANT FIRE Lair: ���
Map Location: _______
A mighty cedar tree, its trunk about ���' in length and �' in diameter at its base, lies in the grass here, elled by a lightning bolt. roops o mushrooms sprout rom the rotting wood along its length. A hollow has been bored into the base o the trunk, rom which a fiery glow flickers eerily. Te source o the glow is the eight giant fire beetles which have made a nest in the tree trunk. Each giant fire beetle has three light-producing organs that produce light within a ��' radius. I removed rom the corpses, the y will continue to glow or �d� days. Te light organs are special components (��gp, �⁄� st per beetle). Giant fire beetles (�): MV ���', AC �, HD �+�, hp ��, ��, �, �, �, �, �, �, �A � (bite �+), Dmg �d�, Save F�, ML −�, AL N, XP ��
BEETLE, GIANT BOMBARDIER Lair: ���
Map Location: _______
Erupting rom the ground here is a giant anthill, ��' in diameter and ��' tall. Te side o the anthill has been burned open, as i by acid. Te �' wide gash gives access to a twisting warren o passages each �-�' in diameter, occasionally (���) punctuated by �-��' square rooms. Te giant ants that built the hill have since migrated else where, and the anthill is now the nest o seven giant bombardier beetles. I harvested intact, the acid vestibules o the bombardier beetles are special components (��gp, �⁄� st per beetle).
aquamarines (���gp each), and � citrines (��gp each), which he received as a gif rom an adventurer he once assisted. Te pack leader is well aware o how valuable his offspring are, and he will attempt to hide their existence rom any interlopers. I captured alive, the young blink dogs are worth staggering amounts – �,���gp per pup and �,���gp per baby pup. Te pups are unable to blink until adolescence. Te adult and adolescent blink dog brains (���gp, � �/� st) and hearts (��gp, �/� st) are special components. Blink dog pack leader: MV ���', AC �, HD �*, hp ��, �A � (bite �+), Dmg �d�, Save F�, ML −�, AL L, XP ���; Special: blink (with initiative can attack and blink �d�x��’ away) Blink dogs (�): MV ���', AC �, HD �*, hp ��, ��, ��, ��, ��, ��, �, �A � (bite �+), Dmg �d�, Save F�, ML −�, AL L, XP ���; Special: blink (with initiative can attack and blink �d�x��’ away) Adolescent blink dogs (�): MV ���', AC �, HD �*, hp ��, ��, ��, ��, �A � (bite �+), Dmg �d�, Save F�, ML −�, AL L, XP ��; Special: blink (with initiative can attack and blink �d�x��’ away) Blink pups (�): Mv ���', AC �, HD �, hp �, �, �A � (bite �+), Dmg �d�, Save F�, ML −�, AL L, XP �� Baby blink pups (�): MV ��', AC �, HD �, hp �, �, �, �, �A � (bite ��+), Dmg �, Save F�, ML −�, AL L, XP ��
BLOOD HOUND Lair: ���
Giant bombardier beetles (�): MV ���', AC �, HD �, hp ��, ��, ��, ��, ��, �, �, �A � (bite �+), Dmg �d� and toxic spray, Save F�, ML �, AL N, XP ��; Special: toxic spray (−� to attack throws or � day or until cure)
BEETLE, GIANT TIGER Lair: ���
Map Location: _______
A large mound o earth ahead is pocketed with six tunnel mouths, each �'-�' in diameter. Te tunnels look to have been burrowed by a pony-sized animal, perhaps a giant rodent. Te tunnels are each ��-��' long, all terminating in a central ��' square room occupied by our giant tiger beetles. Tese carnivorous insects devoured the prior denizens, and now nest within. Te b eetles have no treasure, but their chitinous spurs can be harvested as special components (��gp, � st per beetle) and their chitinous carapace is useul to armorers (��gp value, � �/� st per beetle). Giant tiger beetles (�): MV ���', AC �, HD �+�, hp ��, ��, ��, ��, �A � (bite �+), Dmg �d�, Save F�, ML +�, AL N, XP ��
BLINK DOG Lair: ���
Map Location: _______
Te ground ahead is pierced by severa l holes, each about �' in diameter, seemingly dug by clawed animals. Te holes lea d to a burrow o tunnels �'-�' in diameter, which eventually connect to a ��' s quare den. Tis is the lair o eight blink dogs and their offspring, our adolescent blink dogs, two blink pups, and three baby blink pups. Te pack leader is a grizzled hound o large size and lightning speed. He wears a gemmed collar, studded with a sapphire (�,���gp), � 20
Beetle, Giant Fire
Map Location: _______
Te trees ahead are decorated with grisly ornaments – human skulls, flensed o flesh and painted in blood with sinister cuneiorms. Characters proficient in Ancient Zaharan can read the warning on the skulls: “Do not trespass upon the hunting ground o Nazur, unless you seek to become the hunted.” A Knowledge (history) or Loremastery proficiency throw identifies Nazur as a necromancer o grim repute, mentioned requently or his dark and abominable deeds in local olklore dating back about two generations. Just past the skulls lies the corpse o a deer, evidently slain by some piercing weapon and then drained o blood. Additional warnings rom Nazur can be ound periodically on trees and rocks every �� yards, the whole orming a great rectangular perimeter that encompasses about ��� acres. Te enclosed area was once the hunting preserve o Nazur. Te necromancer no longer menaces the area, but his six blood hounds still do. Tey will attack any creatures oolish enough to wander within their territory. Blood hounds (�): MV ���', AC �, HD �***, hp ��, ��, ��, ��, ��, �, �A � (� talons/tongue �+), Dmg �d�/�d� + �d� blood drain or trip, Save F�, ML N/A, AL C, XP ��; Special: blood drain (�d� ongoing, deal �hp in one blow to cut off), trip (as Knockdown), undead immunities
BUGBEAR Lair: ���
Map Location: _______
Te bugbear village o Nobshak stands in a clearing in a region o dense trees and thick, man-size shrubs. Te village is ruled by Turgal rophy-aker, a bugbear chiefain equipped with dwar-made
Lairs & Encounters
chain mail +�, a round steel shield +� painted with dozens o killmarks in blood , and a war hammer +� adorned with dwarven runes. urgal is a great hunter and slayer o beasts, or which he is acclaimed “rophy-aker” by his awe-struck tribe. urgal is advised by Dakan, his bugbear shaman. Dakan is equipped with scale armor, shield, spear, and battle axe. He wears a bronze brooch of shielding (��� charges) orged in the shape o an inverted pyramid. urgal rophy-aker (bugbear chiefain): MV ��', AC �, HD �+�, hp ��, �A � (war hammer +� �+), Dmg �d�+�, Save F�, ML +�, AL C, XP ���; Proficiencies: Ambushing, racking, rapping Dakan (bugbear shaman): MV ��', AC �, HD �+�*, hp ��, �A � (spear or battle axe �+), Dmg by weapon +�, Save C�, ML +�/+�, AL C, XP ���; Spells: � � st � �nd, � �rd, � �th; Repertoire: as �th level shaman
As chiefain, urgal commands our warbands, each led by a bugbear sub-chiefain equipped with scale armor, shield, spear, and battle axe. Each warband consists o three gangs (�� gangs total). Each gang consists o a bugbear champion equipped with hide armor, shield, spear, and battle axe, leading five bugbear warriors equipped with shield, spear, and battle axe. Tere are a total o � sub-chiefains, �� champions, and �� warriors. Another �� bugbear villagers and �� bugbear whelps reside in the village alongside the warriors. Bugbear sub-chiefains (�): MV ��', AC �, HD �+�, hp �� each, �A � (weapon �+), Dmg by weapon +�, Save F�, ML +�/+�, AL C, XP ��� Bugbear champions (��): MV ��', AC �, HD �+�, hp �� each, �A � (weapon �+), Dmg by weapon +�, Save F�, ML +�/+�, AL C, XP ��� Bugbear warriors (��): MV ��', AC �, HD �+�, hp �� each, �A� (weapon �+), Dmg by weapon +�, Save F�, ML +�/+�, AL C, XP �� Bugbear villagers (��): MV ��', AC �, HD �+�, hp � each, �A � (weapon �+), Dmg by weapon, Save F�, ML �/+�, AL C, XP �� Bugbear whelps (��): MV ��', AC �, HD ½, hp � each, �A � (weapon ��+), Dmg by weapon −�, Save NM, ML −�/−�, AL C, XP �
Nobshak is encircled by a ence o thorn-bush branches, about ���' in diameter, within which lie the village’s �� roundhouses. �� o the roundhouses, about ��' in diameter each, quarter the bugbear gangs, with one champion and five warriors in each. Te five sub-chiefains and the shaman each dwell in their own ��' diameter roundhouse, along with their amilies (three villagers and three whelps). Te chie himsel dwells in a ��' diameter roundhouse near the center o the village, along with his amily (�� villagers and �� whelps). Te last roundhouse, also about ��' in diameter, serves as a storehouse or the tribe’s plundered goods (see below). A stone-lined pit has been dug or an iron orge, which is tended by a warrior and a pair o villagers at all times. Te chie’s hut and the storehouse are guarded by a bugbear gang at all times. Te bugbears have gathered a large store o treasure rom their raids. Tey collectively have coin totaling ��,���cp, ��,���sp, and �,���ep. Te coin is spread through the various roundhouses in sacks, with around ���cp and ���sp in each hut; �,���cp and ���sp in each o the six leader’s huts; and �,���cp, �,���sp, and �,���ep
in the chiefain’s hut. Te bugbear’s plundered goods include �� bricks o salt (�sp, �/�st each), �� gallons o olive oil (�gp, �/�st each), � barrels o dried pork (�gp, �st each), �� iron ingots (�gp, �/�st each), �/��ths o cord o timber (�gp, �st each), � barrels o locally-brewed ale (��gp, �st each), � jars o lamp oil (��gp, �st each), � bottles o various imported wines (�gp, � st per �), �� rolls o wool (��gp, �st each), � jars o madder and weld dye (��gp, �st each), � crates o irenean red-gloss pottery (���gp, �st each), � crate o imperial armor and weapons (���gp, ��st), �� bundles o ur pelts (��gp, �st each), � bags o loose herb s (��gp, �st each), and � barrels o irenean brandy (���gp, ��st each). urgal’s roundhouse is decorated with his many trophies. � mounted black bears (���gp, �� �⁄�st each) stand like an honor guard in the entrance. Hanging rom the walls are �� dire wol pelts (��gp, � �⁄�st each), � mountain lion pelts (��gp, �⁄��st each), � white ape pelts (��gp, �st each), � giant weasel pelts (���gp, � �⁄�st each), � owl bear pelt (���gp, � �⁄�st), and � cave bear pelt (���gp, �st). Interspersed are �� pairs o giant boar tusks (�gp, �⁄�st each), �� pairs o bull horns (��sp, �⁄�st each), �� pairs o moose antlers (�gp, �⁄�st each), and his greatest trophy, � great mastodon tusks (���gp, �st each). He and his wives sleep on a pile o ��� giant hawk eathers (����gp, �� �⁄�st total).
Around his neck, dangling rom the fingers o the amputated hand o their prior owner, urgal wears a gold ring set with a small ruby (�,���gp), a gold signet ring with a star sapphire (�,���gp), a gold ring with an opal (�,���gp), a gold ring with a small amethyst (���gp), and a small pinky-ring o wrought gold (���gp). He wears � sets o engraved wol teeth (��gp each) as bracelets. In his roundhouse, Dakan keeps a locked iron coffer (the key is kept on his person). Within are � ebon-carved statuettes o Bel, the Slaughterprince (���gp, ½st each), dating to the Zaharan Empire and handed down rom shaman to shaman or generations. Also in the coffer are �� sticks o rankincense (���gp, �⁄�st total), � garnets (���gp each), a gourd o coffee-colored fluid with tiny brown particulates (diminution), a gourd o liver-colored fluid smelling o sweat ( giant control ) and a gourd o aquamarine fluid tasting o sea-salt (water breathing ). During the day, the bugbears (except or guards) will be asleep. At night, the villagers and whelps will be out tending the village’s fields (a set o small plots o mixed crops crudely hoed with digging sticks) that dot the mile-and-hal area around the village. Meanwhile, �d� o the warbands will head out on raids while the remainder guard the village.
CAECILIAN Lair: ���
Map Location: _______
Te ground ahead has collapsed. Te allen rubble orms an easily-traversable slope down into a braided maze o lava-tube passages running just below the surace. Te black passages are about �' in diameter, with ceilings decorated by dripping stalactites that look like the polyps o an underwater creature. Here and there, the polyps have been broken off by the passage o s ome underground traveler. Te lava tubes are the nest o two caecilians. Te larger caecilian’s gullet is filled with material it could not digest, including �,���gp, a gold bracelet (���gp), and a large jet (���gp). Te creatures’ stomachs Caecilian
21
s g n i t s i L r i a L
and teeth are special components worth ���gp and ���gp respectively per creature.
CAT, TIGER
Caecilians (�) : MV ��', AC �, HD �*, hp ��, ��, �A � (bite �+), Dmg �d� + swallow whole, Save F�, ML +�, AL N, XP ���; Special: swallow whole (target swallowed on unmodified �� or ��, suffers �d� ongoing, may attack rom within at −�, digested afer � turns)
A tiger has made a den out o several bushes covered by a dense umbrage o trees above. Within, the tiger is nursing a pair o baby cubs. I captured alive, the cubs are worth ���gp each. Te tiger’s pelt is worth ��gp intact.
CAT, MOUNTAIN LION
iger: MV ���', AC �, HD �, hp ��, �A � (� claws/bite �+), Dmg �d�/�d�/�d�, Save F�, ML +�, AL N, XP ���; Special: stealth (imposes −� penalty on surprise rolls)
Lair: ���
Map Location: _______
��’ up a steep slope, a small rock outcropping protected by a long rocky overhang is serving as a sheltered den or a mountain lion along with her three baby cubs. I captured alive, the cubs are worth ���gp each.
Lair: ��
Map Location: _______
Baby tiger cubs (�): MV ���', AC �, HD �, hp ��, �, �A � (� claws/ bite �+), Dmg �/�/�d�, Save F�, ML +�, AL N, XP ��; Special: stealth (imposes −� penalty on surprise rolls)
Mountain lion: MV ���', AC �, HD �+�, hp ��, �A � (� claws/bite �+), Dmg �d�/�d�/�d�, Save F�, ML �, AL N, XP ��
CAT, SABRE-TOOTHED TIGER
Baby mountain lion cubs: MV ���', AC �, HD �+�, hp �, �, �, �, �A � (bite �+), Dmg �, Save NM, ML �, AL N, XP ��
A reshwater stream trickling through a narrow gulch flows into a talus cavern, �' high, �' wide, and some ��' long, created by a rock all some years ago. Creatures attempting to water at the stream, or enter the cave, are attacked by a troop o three sabre-tooth tigers who use the cave as their den. Teir troop leader, erocious even by the standards o prehistoric great cats, is ranging on the highlands above the gulch and will arrive �d� rounds afer the den is attacked. Adventurers who bypass the den without taking appropriate precautions to mask their travels may be marked by the troop leader as potential prey, and stalked by the troop that night. Te cats have no treasure, but their parts are valuable i intact. Te troop leader’s claws and tusks are each worth ���gp as special components. Te other tigers’ tusks are worth �gp each (��gp total). Ea ch o the sabre-tooth tiger pelts is worth ���gp (���gp total).
CAT, PANTHER Lair: ���
Map Location: _______
Looming above the other nearby vegetation is a large, wide-trunked cypress tree, its leay branches providing shade to the area around it. Lounging in its branches are five panthers, a mother and its our offspring. Te young panthers have just matured, and will soon leave to find their own territory, but or now they remain a fiercely loyal kin-group. Panthers (�): MV ���', AC �, HD �, hp ��, ��, ��, ��, ��, �A � (� claws/bite �+), Dmg �d�/�d�/�d�, Save F�, ML �, AL N, XP ��
CAT, LION Lair: ���
Map Location: _______
Rising rom the scrubland is a thousand-year old baobab tree, ��' tall and ��' in diameter. Large grooves are cut into the tree’s wood, signs o territorial marking and claw sharpening. A hollow in its great trunk serves as the den o a pride o great cats, including seven lions, our cubs and our baby cubs. Te cubs in the hollow are supervised by three adults; the other our lions are hunting in the vicinity, each arriving �d� rounds afer the pride’s den is attacked. I captured alive, each o the cubs is worth ���gp and each o the baby cubs ���gp. Te lions’ pelts are worth ��gp i captured intact. Lions (�): MV ���', AC �, HD �, hp ��, ��, ��, ��, ��, ��, ��, �A � (� claws/bite �+), Dmg �d�+�/�d�+�/�d��, Save F� , ML +�, AL N, XP ��� Lion cubs (�): MV ���', AC �, HD �+�, hp ��, �, �, �, �A � (� claws/ bite �+), Dmg �d�/�d�/�d�, Save F�, ML �, AL N, XP �� Baby lion cubs (�) : MV ���', AC �, HD �+�, hp �, �, �, �, �A � (� claws/bite �+), Dmg �//�d�, Save NM, ML �, AL N, XP ��
Lair: ���
Map Location: _______
Sabre-tooth tiger troop leader: Str ��, Dex ��; AC �, Move ���', HD �, hp ��, �A � (� claws �+/bite �+), Dmg �d�+�/�d�+�/�d�+�, Save F�, ML +�, AL N, XP ���; Special: +� initiative Sabre-tooth tigers (�): MV ���', AC �, HD �, hp ��, ��, ��, �A � (� claws/bite �+), Dmg �d�/�d�/�d�, Save F�, ML +�, AL N, XP ���
CENTAUR Lair: ��
Map Location: _______
A twisted pathway leads through a dense thicket to a hidden glen with rich grass surrounding a tranquil pond. Here and there alabaster statues o el-lords, touched with ivy, rise rom the grass. By the pond lies a colonnaded ruin, overgrown with vines. Five large yurts are spread across the glen. Tis is the lair o a troop o �� centaur stallions, �� centaur mares, and �� centaur oals. Te centaur stallions carry composite bows and oak clubs, while the mares and oals are unarmed. Te centaurs value their privacy, and the stallions maintain watch on the pathway to their glen day and night. Te centaurs are led by their chiefain, Zenos. Zenos carries a graceully-curved orichalcum sword +�, and a potion of speed (a red, effervescent fluid) in a gourd strapped to his waist. Zenos is usually ound with his harem o mares near the pond, but i trouble arises he will be the first into battle. In the colonnaded ruin is a store o treasure inherited rom the a llen elven astness which ruled rom this glen. It includes �,���sp, �,���ep,
22
Cat, Mountain Lion
Lairs & Encounters
�� moonstones (��gp each), � amethysts (���gp each), and � star sapphire (�,���gp), all kept in a whitewood trunk. Zenos will use this treasure to ransom the women and children i necessary. Zenos (centaur chiefain): MV ���', AC �, HD �*, hp ��, �A � (� hooves/weapon �+), Dmg �d�+�/�d�+�/by weapon, Save F�, ML �, AL N, XP ���; Spells: � � st, � �nd; Repertoire: as �th level cleric Centaur stallions (��): MV ���', AC �, HD �, hp �� ea ch, �A � (� hooves/weapon �+), Dmg �d�/�d �/by weapon, Save F�, ML �, AL N, XP �� Centaur mares (��): MV ���', AC �, HD �, hp �� each, �A � (� hooves/ weapon �+), Dmg �d�/�d�/by weapon, Save F�, ML �, AL N, XP �� Centaur oals (��): MV ���', AC �, HD �, hp � each, �A � (� hooves/ weapon �+), Dmg �d�/�d�/by weapon, Save F�, ML �, AL N, XP ��
CENTIPEDE, GIANT Lair: ���
Map Location: _______
A centuries-old building, some ��' square, perhaps the villa o some lord rom antiquity, has allen into rubble. Te collapse o the walls and ceiling has shattered the flagstones in the floor, creating large pockets o debris encircled by oundation stones. Between the debris piles are pools o murky, polluted water. �� giant centipedes have ormed a nest here, where they are rearing �� centipede eggs. Te centipedes have no treasure, but the eggs are worth ���gp each. Te centipedes’ poison is worth ��gp per dose i extracted, while their legs and mandibles are worth �gp per centipede as special components.
CHILD OF NASGA Lair: ���
Map Location: _______
Te jungle gives way here to a clearing, its perimeter marked by the allen stones o an ancient sandstone wall. In the center o the clearing stands a three-tiered stepped pyramid o reddish laterite. Te pyramid is ascended by our hewn stairways, one per side. At each tier, the stairways are ramed by projecting walls, elaborately carved. Te carvings on the first tier o walls depict a romantic courtship between a monarch and a serpent with a woman’s head; the carvings on the second tier depict a struggle be tween the same; and the carvings on the third tier depict catastrophe and cataclysm bealling a kingdom. A Loremastery or Knowledge (occult) proficiency throw can identiy the depiction o the emale serpent as a child o Nasga. Te pyramid’s summit is topped by a narrow covered sandstone gallery with balusters and windows. Doorways at the top o each stairway afford entrance into the gallery. Te floor o the gallery is cracked with age, and vines have grown rom the cracks in many places. Near the center o the gallery, the vines have grown around a great etched copper bowl sealed with wax and decorated with Zaharan cuneiorms. Te bowl is �' in diameter, with ½” thick siding (���gp value, �� st). A successul Loremastery or Knowledge (occult) proficiency throw can identiy the bowl as one o those used to sea l up the Children o Nasga to await the Awakening. Careul assessment o the cracks in the floor o the galler y can reveal that there is a vault hidden beneath, accessed by means o a secret trap-door. Unsealing the bowl, or opening the trap-door to the vault, awakens and rees the Child within.
Giant centipedes (��): AC �, Move ��', HD ½*, hp � each, �A � (bite ��+), Dmg poison, Save NM, ML −�, AL N, XP �; Special: poison bite (save v. Poison or sickened �d�� days)
CHIMERA Lair: ���
Map Location: _______
Te ground here gently slopes downward to orm a ��' deep depression some ���' in diameter. Te floor o the depression is littered with ragments o white – bones and ivory o dead animals and humanoids. Te bone pile is thickest on the north side o the depression, where a limestone cave mouth opens into the side o the slope. Te cave mouth leads to a cavern ��' in diameter and ��' high. A strange scent, as o many animals, wafs rom the cave; it is the den o a mated pair o two chimeras, which recently seized it rom the young dragon that once laired here. Te dragon’s remains can still be ound amidst the bones, among them a pair o valuable dragon-horns (�� ½ gp, �st each), along with the remnants o its nascent horde: �,���gp, �� pieces o ivory (�� st, �,���gp total) an alabaster trinket (���gp), and a smooth gold ring topped with obsidian (a ring of fire resistance). Te chimera themselves have parts that are highly valuable as special components – wingtips, ���gp; lion claws, ���gp; lion mane, ���gp; goat horns, ���gp. Chimera (�): MV ���'/���' fly, AC �, HD �*, hp ��, ��, �A � (� claws �+/� heads �+), Dmg �d�/�d�/�d�/�d�/�d� or �d� fire, Save F�, ML +�, AL C, XP �,���; Special: breath weapon (��' × ��' cone, save v. Blast or hal, �/day) Centipede, Giant
23
s g n i t s i L r i a L
Child o Nasga: MV ���', AC �, HD �*****, hp ��, �A � (bite �+, constrict), Dmg �d�, poison/�d�, Save C�, ML +�, AL C, XP �,���; Special: charming voice (save v. Spells at −� or charmed ), hypnotic dance (save v. Spells or transfixed �d� rounds), poison (save v. Poison or die in �d�+� turns), constriction (�d� ongoing, save v. Paralysis to escape)
Within the vault are treasures dating to the days o old Zahar; �,��� sp, �,��� ep, and �,��� gp are spread across two sets o delicate blue-glazed earthen bowls (���gp, �st each). Mixed in with the coins are a vial o light brown, bitter fluid ( potion of speed ), a vial o white, balmy liquid ( potion of fire resistance), and a bone scroll case holding a scroll of torpor and a scroll of animate dead , both written in Zaharan. Arranged around the bowls are five bundles o lammasu eathers (���gp, �st each), a sealed jar o sacred lotus oil (���gp, �st), a venerable dragon horn (�,���gp, ��st), and a sickle-shaped bronze sword +� with a scrollwork hilt. Nearby, a carved ebony casket (���gp) holds three crystals (��gp each), two zircons (��gp each), our jade stones (���gp each), two garnets (���gp), an aquamarine (���gp), a sunset amethyst (���gp), a wrought bronze pendant (���gp), a carved jade serpent (���gp), a set o �� silver unholy symbols, one or each o the chthonic gods (���gp each), and a translucent crystal cube of frost resistance. Characters with Animal Husbandry can extra ct one dose o venom (���gp, �d�� turns onset, +� save modifier, �d�� damage) rom the Child o Nasga.
COCKATRICE Lair: ���
stalactites that loom above echoes through the cave. Hiding behind several rocks and partially submerged in the pools are nine giant crabs. I captured intact, the giant crab’s carapaces are worth ��gp each as armor material or special components. Giant crabs (�): MV ��', AC �, HD �, hp ��, ��, ��, �A � (pinchers �+), Dmg �d�/�d�, Save F�, ML −�, AL N, XP ��
CYCLOPS Lair: ���
A ��' wide, �” deep streamlet trickles out o a dark, arched cave opening, ��' wide and ��' high. Beyond is a limestone cavern which is home to three cyclopes, two emale and one male, along with their five children. By day, the cyclopes tend to a herd o ��� wooly sheep (�gp each) that graze in the acres around the cave, while at night they gather in the cave or drinking and easting. Te patriarch o the amily, Elpides, is a cunning giant o great size (��hp) and evil eye (cast a curse once per week). Elpides wears a rich bearskin cape (� st, �,���gp) and carries a dull brown hued potion of human control , which he will use to deend the cave against any adventurers. He also carries Istrean, a sword +�, locate objects. Te sword has a crescent-shaped hilt and a blade etched with runes o knowledge (A Loremastery or Teology proficiency throw can identiy the crescent as the holy symbol o Istreus, god o knowledge). Istrean is too small or Elpides to use as a weapon, and he primarily uses it to locate wayward sheep by means o collars tied to their necks.
Map Location: _______
Te ground gently lowers here, orming a ���' wide dale, about ��' deep, overgrown with rushes. Te rushes conceal a limestone cave mouth, ��' in diameter. By day, characters spot the cave mouth as i it were a secret door. At night, the cave mouth is easy to spot, or it gives off a pale, yellow glow – a byproduct o the phosphorescent glow-worms that live on its walls and ceiling. Te glow-worms are harmless, but the our cockatrices which lair here are not.
ucked away in the back o the cave is a large iron chest with a complex dwarven lock. Te lock can be picked with a −� penalty to the proficiency throw, or the key rom the cyclops lair can be used. Te chest holds �,���gp, an azurite stone (��gp), two crystal stones (��gp each), a garnet (���gp), a tiny wrought gold smith’s anvil (���gp), a wrought gold belt buckle (�,���gp), a pair o moonstone-studded silver bracers (�,���gp each), and a pearl-studded silver goblet (�,���gp). Te coins bear the stamp o the long-lost dwarven vault o Azen Khador.
Inside the cave the cyclopes keep a hoard o �,���sp, �,���ep, �,���gp, seven bundles o ox urs (��gp, �st each), three small barrels o Krysean wine (���gp, �st each), one jar o cardamom spice (���gp, � st) and a brass case. Within the case are a many-toothed key and a treasure map. Te map is annotated in Dwarven, reading “I’ve done as was bidden and the horde is well-hidden.” It leads to the cockatrice lair, �d� hexes away in a random direction. Te key opens the treasure chest ound therein. Te cyclopes’ eyes are special components (�,���gp, �� �/� st each). Cyclopes (�): MV ��', AC �, HD ��, hp ��, ��, ��, �A � (large club or thrown rock �+), Dmg �d�� or �d�, Save F��, ML +�, AL N, XP �,��� Cyclopes children (�): AC �, Move ��', HD �+�, hp ��, ��, ��, ��, ��, �A � (club �+), Dmg �d�, Save F�, ML +�, AL N, XP ���
DEMON BOAR Lair: ���
Cockatrices (�): MV ��'/���' fly, AC �, HD �*, hp ��, ��, ��, ��, �A � (beak �+), Dmg �d� + petrification, Save F�, ML −�, AL N, XP ���; Special: petriying bite (save v. Petrification or turned to stone)
CRAB, GIANT Lair: ���
Map Location: _______
A limestone cave mouth gapes some ��' wide and �' high in the cliffs near the water’s edge. Te cave’s mouth open into a grotto ��' in diameter. About hal the grotto is submerged by a murky pool; the rest is cluttered by large, algae-covered boulders. A steady drip rom 24
Map Location: _______
Cockatrice
Map Location: _______
Te hilltop here is the seat o a dilapidated arm house, built in the Krysean manner, with stone on a wood rame under a thatched straw roo. Te fields surrounding the house are overgrown and unkempt, and no livestock graze on the nearby pasture. Te armhouse has become the lair o a sounder o two demon boars, one male and one emale, both at and grotesque. Te monsters have charmed three thralls, all emaciated-looking teenaged girls with stringy brown hair. Te three thralls are the last survivors o the amily that once owned this house. Te sisters
Lairs & Encounters
have been kept alive to serve and pleasure the demon boars, and to visit the neighbors at nearby homesteads with invitations to dinner. Horrifically, the charmed girls have been the butchers and cooks o all the demon boars’ victims. I adventurers approach the armhouse peaceully, the demon boars will pretend to be the owners o the house and parents o the girls, hoping to put the characters at ease long enough to charm them. Astute adventurers will certainly notice the difference in nourishment o the “parents” and their “daughters,” as well as the lack o inter-generational resemblance. I conronted with this e vidence, the demon boars will instantly transorm and fight. Te storeroom in the armhouse has � barrels o preserved fish (�gp, �st each), �/��ths o a hardwood cord (�gp, �st each), � barrels o locally-brewed ale (��gp, �st each), �� bricks o salt (�sp, �⁄�st each), � jars o lamp oil (��gp, �st each), � rolls o dyed wool (��gp, �st each), and �� bundles o ox ur pelts (��gp, �st each). Tree heavy hemp sacks tossed in the corner contain �,���cp, �,���cp, and �,���cp respectively. A locked chest in the bedroom holds �,���gp. Te largest o the demon boars wears a gold ring of regeneration set with green tourmalines, and carries a curved, single-edged short sword +� with a bronze-capped hilt. In addition, the demon boars have several body parts which are valuable special components, including their blood (���gp and �� �⁄�st), skin (���gp and �� st), and tongue (���gp and �� �⁄�st). Demon boars (�): MV ���'/���' as boar, AC �/� as boar, HD �**, hp ��, ��, �A � (gore or weapon �+), Dmg �d� or by weapon, Save F�, ML +�, AL C, XP �,���; Special: charm (save v. Spells at −� or charmed , �/day), immunity to nonmagical/nonsilver weapons Tralls (�): MV ���', AC �, HD �/�, hp �, �, �, �A � (weapon ��+), Dmg by weapon −�, Save NM, ML −�, AL N, XP �
DEATH CHARGER Lair: ���
Map Location: _______
Te burned-out remains o an Auran ort lay like a black scar atop a nearby hill. Te wooden stockade that once encircled the ort is charred and broken along hal its length, and reduced to ash along the remainder. Past the stockade are a number o blackened husks, scorched rames and burned oundations, all neatly arranged in the customary pattern o an Imperial ort. Only one structure remains intact: a cavalry stable-barracks, ���' long and ��' wide, made o whitewashed limestone, with a ��' high red- tiled roo. (See AX�, Te Sinister Stone of Sakkara, or a map o an Auran cavalry stable-barracks.) At one time the stable-barracks garrisoned sixty men and horses, but now it is occupied by eight death chargers. Te death chargers were created rom the burned corpses o soldiers and mounts that died in the fire, and are truly hideous to behold. Death chargers (�): MV ���', AC �, HD �*, hp ��, ��, ��, ��, �A � (� hooves/lance �+), Dmg �d�/�d�/�d��, Save F�, ML N/A, AL C, XP ���; Special: charge, undead immunities
Tere is no treasure in the stable-barracks, but there is some unusual litter on the floor o the tribune’s quarters – a pool o black wax, a bronze needle, a spool o catgut, an iron flensing knie, a torn piece
o scroll paper, and a broken unholy symbol o Dirgion, the Doombringer. With a successul proficiency throw, adventurers with Black Lore o Zahar or Knowledge (Occult) can identiy the litter as reuse rom a necromantic ritual.
DESERT GHOUL Lair: ���
Map Location: _______
Cresting a rocky dune reveals a small hollow, and a welcome sight - an oasis. Te inviting waters are ringed by tall grasses, and what look to be date palms shade the western shore. A lean-to o sandstone and rough wooden beams aces the water on the south side, and a small stone circle fire pit sits close. Te oasis is inhabited by an elderly man in rough robes who will introduce himsel as Ebo. Ebo will explain he is an ascetic, and the oasis is his hermitage. He spends his time here in quiet contemplation, and engages visitors in debate about the nature o reality and soul, in return or news o the world and gifs o ood - he’ll be ver y insistent the party sits and stays a bit to share a meal. In reality, Ebo is a desert ghoul (�� hp); this hermitage only started several weeks ago when the creature consumed a passenger traveling with a small caravan. Ebo’s comrades, another nine desert ghouls, are ensconced within a small cave whose entrance is concealed by the lean-to. He would like nothing more than or the par ty to come sit at his fire pit, contemplate the placidity o the oasis, and be distracted by a short repast. When he eels the time is right (or i he becomes impatient) he’ll alert the others by immediately transorming into his ghoulish orm and attacking; the rest will rush out o the lean-to. Desert ghouls (��): MV ��', AC �, HD �*, hp ��, ��, ��, ��, ��, ��, ��, ��, ��, �, �A � (� claws/bite �+), Dmg �d�/�d�/�d�, Save F�, ML +�, AL C, XP ��; Special: alter sel (to orm o last humanoid eaten), ghoul inection, terriying transormation (save v. Paralysis or unable to act or one round), undead immunities
Within the cave, amidst cracked, dry bones, is the lair’s treasure, most o which was taken rom merchant caravans allen to Ebo’s treachery and hurriedly hidden in preparation or catching the next meal. � rolls o dark linen (��gp, �st each) and �� more rolls o garishly dyed Opelenean linen (��gp, �st each) are dropped carelessly halway down the cave entrance; � bags o Shebatean coffee (��gp, �st each) lef partially covered amongst them. wo jars o vermilion pigment, ortunately still sealed and intact (��gp, �st each), have rolled up against our cords o hardwood logs (�gp, �st each) to the lef o the entrance. Haphazardly piled to the right are thirteen wool rugs (�gp, �st each) o various sizes and Nicean make. � barrels o Kemeshi beer (�gp, �st each) and � barrels o preserved fish (�gp, �st each) stand nearby. Piled upon those are � gallons o lamp oil in jars (�gp, �⁄�st each). In a jumble in the rear o the cave are �� bottles o Opelenean plum wine (�gp, � st per �); the ��th is broken, a dry red that matches the blood stains o the cave floor. �� ingots o common metals (�gp, �⁄�st each) litter the area. Wrapped in linen are � bone figurines o jackals (��gp each, ���gp total), a bone disc with etched Opelenean calligraphy (��gp), a wrought silver pendant (���gp), and a ancy wrought copper cup (���gp). A small leather bag holds � crystals (��gp each) and � lapis lazuli (��gp each). � burst sacks o coins have spilt �,���cp and �,���sp amidst the ghoul’s leavings. Death Charger
25
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DIRE BEASTMEN Lair: ���
Map Location: _______
A steep cliff cuts across a badland, with alternating black and red striations running horizontally through the cliff ace. Atop the cliff, a crumbling ort o heavily eroded sandstone guards the only pass that offers a walkable ascent. Te ort is o Zaharan construction, built on a rectangular plan, with thick curtain walls, massive corner towers, and a single gate. Abandoned or centuries, it has recently been claimed by a tribe o dire orcs. Te tribe is ruled by Kurigalzu, a dire orc chiefain equipped with a sword +�, plate armor +�, shield +�, and boots of traveling and springing. He wears a pair o wrought orichalcum bracers (�,���gp each) dating to the Empyrean War. I expecting battle, he will carry a potion of heroism and a potion of invulnerability . When mounted on his dire boar (see below) Kurigalzu also carries a composite bow and �� arrows +�. Kurigalzu (dire orc chiefain): MV ���', AC ��, HD �+�*, hp ��, �A � (sword +� −�+ or composite bow �+), Dmg �d�+� or �d�+�, Save F�, ML +�, AL C, XP �,���; Special: immunity to ear
Kurigalzu is advised by Silhak , his dire orc witch doctor , equipped with bracers of armor AC �, cloak of protection +�, dagger +�, and ring of invisibility . He wears � silver unholy symbols o Iskara, ashioned as two-headed serpents coiled head to head (��gp each) and �� bone etishes (��gp each). Dangling among the etishes are a wand of fear (� charges), a wand of detecting enemies (� charges), a wand of detecting magic (�� charges), and a wand of detecting secret doors (� charges). He only knows the command word or the wands o fear and enemy detection, however. Silhak (dire orc witch doctor): MV ���', AC �, HD �+�**, hp �� each, �A � (dagger +� �+ or spell), Dmg �d�+� or spell, Save F�, ML +�, AL C, XP ���; Special: immunity to ear; Spells: � � st � �nd, � �rd; Repertoire: �st – burning hands, detect magic, �nd – hypnotic pattern, stinking cloud, �rd – earth’s teeth
As chiefain, Kurigalzu commands five warbands, each led by a dire orc sub-chiefain. Te largest sub-chiefain, Yahrak, is equipped with a spear +�, lamellar armor +�, swords, and shield. Te second largest, Murdus, is equipped with a spe ar, warhammer +�, lamellar +�, and shield. Te remaining three are equipped with spear, sword +�, lamellar armor, and shield. Dire orc sub-chiefains (�): MV ���', AC � or �, HD �+�*, hp ��, ��, ��, ��, �� each, �A � (weapon �+), Dmg �d��+� or weapon +�, Save F�, ML +�/+�, AL C, XP ���; Special: immunity to ear
Each warband consists o our gangs (�� gangs total). Each gang consists o a dire orc champion leading our dire orc warriors. �� o the gangs are equipped with scale armor, shields, spears, and swords, � with chainmail armor, polearms, and hand axes, and � with scale armor, shields, swords, composite bows, and �� arrows each. (Champions are equipped as their gang but with one point better armor.) Tere are a total o � sub-chiefains, �� champions, and �� warriors.
26
Dire Beastmen
Dire orc champions (��): MV ���', AC �, HD �+�*, hp �� each, �A � (weapon �+), Dmg �d��+� or weapon +�, Save F�, ML +�, AL C, XP ���; Special: immunity to ear Dire orc warriors (��): MV ���', AC �, HD �+�*, hp �� each, �A � (weapon �+), Dmg �d�� or weapon +�, Save F�, ML +�, AL C, XP ���; Special: immunity to ear
Kurigalzu, Yahrak, and two o the spear-armed gangs have giant boars as war mounts. Another �� giant boars are kept as guard animals. All the giant boars wear leather barding. Giant boar (��): MV ���', AC �, HD �, hp �� each, �A � (tusk �+), Dmg �d�, Save F�, ML +�, AL N, XP ���
In addition to the orcs, eight dire gnolls and two dire trolls dwell in the ort. Te dire gnolls are equipped with scale armor, shields, swords, long bows, and �� arrows, and work as scouts and trackers or the tribe. Te dire trolls are the personal enorcers and bodyguards o the chie. Te smaller o the two wears a ring of fire resistance, while the larger carries our potions of fire resistance. Dire gnoll archers (�): MV ���', AC �, HD �+�*, hp ��, ��, ��, ��, ��, ��, ��, ��, �A � (weapon �+), Dmg �d� or weapon +�, Save F�, ML +�, AL C, XP ���; Special: immunity to ear Dire trolls (�): MV ���', AC �, HD �+�**, hp ��, ��, �A � (� claws/ bite �+), Dmg �d��/�d��/�d�, Save F��, ML +�, AL C, XP �,���; Special: immunity to ear, troll regneration
Te dire orcs have amassed a large store o treasure, primarily rom scavenging ruins and raiding lesser creatures’ lairs throughout the Waste. In a locked treasure vault, they keep ��,���cp, ��,���sp, ��,���ep, ��,���gp, and �,���pp stored in locked ironbound chests (�,��� coin per chest). A locked coffer with a poison needle trap (save v. Poison or die i picking the lock) holds � acet-cut star sapphires (�,���gp), a whorled nephrite jade stone (�,���gp), �� opals (���gp), a topaz (���gp), a garnet (���gp) , �� amethysts (���gp), chalcedony (��gp), and �� bloodstones (��gp). Nearby are a pair o chryselephantine statues o Bel the Slaughterprince (���gp each) and three ebony scroll cases adorned with bronze (���gp each). Kurigalzu’s throne room is decorated in savage splendor. His great throne is adorned with a chimera horn (���gp, � �/� st) and �� giant horned lizard horns (�gp, �/� st each). Behind it is spread a wing-like curtain o �� giant hawk eathers (���gp, � �/� st). A large dire wol rug (���gp, � st) covers its dais. Hanging rom the walls are a chimera pelt (���gp, � �⁄�st), a cave be ar pelt (���gp, � st), and two manticore pelts (���gp, � �⁄�st). Mounted above the pelts and curtains are � ivory tusks (��gp, �/� st each ). A stuffed and mounted tiger (���gp, � �⁄�st) stands beside the entryway. One o the corner towers contains the remains o an ancient arcane library and workshop. Its �� rare books (���gp, �⁄�st each) are bundles o papyrus scrolls written in Zaharan and kept in wooden book boxes. Amidst these are three scrolls of ward against magic, three scrolls of ward against elementals, and �� spell scrolls with � spells each (Judge’s discretion), all written in Zaharan. Stored in stoppered pottery jars are two potions of heroism, two potions of giant control, two potions of levitation, our potions of climbing, two potions of
Lairs & Encounters
invulnerability, a potion of ESP and a potion of invisibility. Silhak spends much o his time here, attempting to discover the command words or his wands, but his inability to rea d much Zaharan limits his success. Te ortress’s larder is provisioned with �� barrels o locally-brewed ale (��gp, � st each), �� bricks o salt (�sp, �⁄�st each), �� racks o dried meat (�gp, � st each), � jars o lard (��gp, � st each), �� bottles o irenean wine (�gp, � st per � bottles), � jars o madder and weld dye (��gp, � st each), � barrels o spiced ermented grain (���gp, �� st each), and a jar o cardamom (���gp, � st). In the orge can be ound �� iron ingots (�gp, �⁄�st each) and �� precious metal ingots (���gp, � st each). All the ingots are marked as minted in the ancient dwarven vault o Azen Khador. Te dire orcs are well-disciplined and maintain a constant watch rom the walls and towers. At any time, one-quarter o the beastmen will be on watch, one-hal will be awake and capable o battle within �d� rounds, and one-quarter will be asleep.
es, evidencing brutal treatment, and they will growl loudly at any approaching characters. Te war dogs were tamed and trained as guard animals, and a character with Animal raining (dogs) might be able to saely handle them on a successul reaction roll (see p. ���). Due to their brutal treatment, however, a −� penalty applies to their reactions. War dogs (�): MV ���', AC �, HD �+�, hp ��, ��, ��, �A � (bite �+), dmg �d�, Save F�, ML +�, AL N, XP ��
DOPPELGANGER Lair: ���
Map Location: _______
Hidden by a large thicket lies a small, dilapidated Empyrean shrine to Naurivus, god o wind, water, and traveling. Te shrine is ��' by ��', with a colonnaded arcade sheltered by a tiled roo encircling an interior courtyard adorned with a marble statue o the Patron o
DOG, HUNTING Lair: ���
Map Location: _______
A small armhouse stands in a clearing just ahead, a compact field to one side. Te field is overgrown with weeds and littered with dog manure. Te house itsel appears neglected, and a hound-sized hole has been chewed into the bottom o the back door. A pack o �� hunting dogs have made the house their den, the amily who owned the house having long since fled. Te dogs are starving and eral, but a character with the Animal raining (dogs) or Beast Friendship proficiency can gain their trust with a Friendly reaction roll. In one o the bedrooms, a litter o five pups suckle at their mother. Te pups are worth ���cp e ach.
s g n i t s i L r i a L
Hunting dogs (��): MV ���', AC �, HD �+�, hp �, �, �, �, �, �, �, �, �, �, �A � (bite �+), Dmg �d�, Save F�, ML �, AL N, XP �� Pups (�): MV ���', AC −�, HD � hp, do not fight, XP �
DOG, WAR Lair: ���
Map Location: _______
A wrecked wagon rests here, its rame haphazardly tilted to one side, where its wooden wheels have sheared off. A set o three tentsized iron cages have tumbled out o the wagon and bounced open on the ground adjacent. Te cages are splattered with blood rom a nearby man’s body, now gnawed to the point o unrecognizability. Te three war dogs that were being transported in the cage now make their den in the cool shade below the wagon body. All o the dogs have scars on the haunchDog, Hunting
27
Explorers. Entrance is by means o an archway into the arcade; on the opposite side is the enclosed dormitory or the caretakers. Te interior o the temple is dusty and unkempt. Te clerica l caretakers o the shrine are a trio o elderly irenean men. Despite their age and apparent inability to keep the shrine kept up, they will greet travelers warmly and offer them the shelter. Tose who accept risk being murdered in their sleep, or the caretakers have been recently replaced by three doppelgangers. Te doppelgangers intend to prey on the travelers taking sanctuary at the shrine until a wealthy merchant amily or other promising new set o identities presents itsel. Te doppelgangers have already looted the temple treasury and a ew victims, accumulating �,���sp, �� bottles o Nicean honeyed ambrosia (�gp, � st per �), � sticks o rankincense (��� gp and �⁄�st total), � via ls o holy water (��gp, �⁄�st each), a pair o moonstones (��gp each), a pair o sardonyx (��gp each), a tourmaline (���gp) and a spinel (���gp). Tey keep the treasure locked away in the dormitory (one o them keeps the key on its person at all times). A search o the thickets reveals five shallow graves containing badly decomposed human bodies – three elderly men and a middle-aged couple. Doppelgangers (�): MV ��', AC �, HD �, hp ��, ��, ��, �A � (bite �+), Dmg �d��, Save F��, ML +�, AL C, XP ���; Special: alter sel, immunity to charm and sleep
DRAGON, BLACK Lair: ���
Map Location: _______
Concealed within the poplar trees, white willows, swamp lilies, narrow-leaved cattails, and giant reed thickets is a la ke o brackish black water which holds a most cur ious apparatus: a great steel bell, some ��' in diameter, covered in swamp slime, and partly sunken into the black water at an odd angle. Te bell’s steel pieces are fitted almost seamlessly, making it watertight. Strange black tubing runs rom near the top o the bell down to pierce the surace o the water and vanish into the mud below. Te interior o this apparatus, an ancient Zaharan diving bell, can only be accessed by swimming underwater and up its open bottom. Te pressure o the water keeps the interior dry. Te bell is now the property o a pair o mated adult black dragons, Zimuandagal and Sheshkala. Zimuandagal has a sickly greenish-grey hide, and exudes a nauseating stench o rot. Sheshkala, his mate, has a midnight green hue that matches the tint o her venomous blood. Neither dragon can speak or cast spells. Both are around ��' long with ��' tails and ���' wingspans. Te pair live in the swamp near the bell. Each dragon has a ��� chance to be asleep wh en encountered. Zimuandagal (adult black dragon): MV ��'/���' fly, AC �, HD ��***, hp ��, �A � or � (� claws/� bite �+ or breath weapon), Dmg �d�/�d�/�d�� or ��d� acid, Save F��, ML +�, AL C, XP �,���; Special: breath weapon (���' × �' line, save v. Blast or hal, �/day), horrific Full Dragon, Black Lair on p. 192
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Dragon, Black
Lairs & Encounters
stench (��' radius, save v. Poison or nauseated, −� to attack throws and damage rolls) Sheshkala (adult black dragon): MV ��'/���' fly, AC �, HD ��***, hp ��, �A � or � (� claws/� bite �+ or breath weapon), Dmg �d�/�d�/�d�� or ��d� acid, Save F��, ML +�, AL C, XP �,���; Special: breath weapon (���' × �' line, save v. Blast or hal, �/day), poisonous blood (attacker hitting dragon in melee must save v. Poison or die)
Te two dragons keep their treasure within the diving bell, using it as an airmobile “chest” they can carry to whatever swampy lair they currently avor. Most o their hoard consists o ancient Zaharan royal coin, totaling �,���sp, �,���ep, �,���gp, and �,���pp. Atop the coins are a acet-cut Zaharan topaz (�,���gp), a star sapphire (���gp), an amethyst (���gp), three citrines (��gp each), and our agates (��gp each). A heavily-patinated bronze chest holds a pair o elegantly-curved swords +�, light ��' radius with Classical Auran script on orichalcum blades. Te first, Baladara (“sword o the morning light”), sheds a warm golden light while the second, Balelenar (“sword o the moon light”), sheds a cool white light. Also inside the chest are a brass ring of fire resistance set with obsidian chips, a set o stoppered crystal flasks containing a ginger-scented brown fluid ( potion of healing ), a milky fluid with many floating particulates th at changes color when shaken ( potion of polymorph), a brassy liquid ( potion of heroism), and a multi-chromatic fluid with metal sediments
( potion of dragon control ). Mounted on the inside the diving bell is a rusty but still unctional apparatus of the crab, with a rope of climbing attached to a harpoon coiled on the outside o its iron barrel. A second chest holds a chryselephantine statuette o a dragon-winged goddess (�,���gp), a set o three wrought gold plates (���, ���, and ���gp), a pair o jade bookends car ved in the shape o elephants (���gp each), and an illuminated ivory scroll case (���gp) containing five scrolls: scroll of ward against undead and a scroll of ward against magic, both written in Draconic; a scroll of choking grip and deathless minion, written in Zaharan; a scroll o inaudibility, levitate, and knock, written in Common; and a scroll of phase door , written in Elven.
DRAGON, BLUE Lair: ���
Map Location: _______
Here a ruined Zaharan citadel perches on a high peak, like a great stone bird o prey. he rocky terrain below the castle slopes ���' downward at a torturous angle, but ascent to the peak is p ossible by means o steps carved into the slope by some ancient stonecutter. he citadel, built o cyclopean blocks, is now the lair o an old blue dragon, Tilhar , who luxuriates on his treasure hoard in its great hall. Full Dragon, Blue Lair on p. 193
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Dragon, Blue
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ilhar is ��' long with a ��' tail and ���' wingspan. His underbelly is a bright sky blue, while his dorsal scales have aded to slate grey. His claws are exceptionally long and curved, even or an old dragon. He can both speak (Common, Draconic, and Zaharan) and ca st spells. When adventurers discover his citadel, ilhar has a ��� chance o being asleep. I awake, he will easily s ee adventurers ascending the peak unless they have taken precautions such as using invisibility, waiting until the cover o darkness, etc. I the adventurers look like supplicants or tribute-bearers, ilhar will allow them to ascend unmolested, but others will be attacked while they are ascending the steps. ilhar’s avored strategy is to cast invisibility, haste, and giant strength on himsel, then use his clutching claws special ability to conduct dive attacks by surprise. Te dragon is capable o using the magic items in his hoard and will not hesitate to do so i hard pressed in a fight.
scroll rolls. Mixed in with these are a scroll of magic carpet, scroll of summon winged steed, and scroll of levitation, all written in Zaharan. Te remnants o an alchemical lab include a cha lky white potion of undead control, a steely-hued oil of sharpness, a bubbling translucent potion of levitation, and a honey-scented brown potion of delusion. Te sorcerer’s other legacies include a wand of magic missiles (� charges) , a wand of fear (� charges) , and a wand of polymorphing (�� charges). A black leather pouch holds a sickle-shaped bronze dagger +�, a white gold ring of protection +� set with bloodstones, and a gold ring of djinni summoning set with a crescent-shaped moonstone. An identical black leather pouch next to the first is a bag of devouring . A pair o black leather over-the-knee boots of levitation, which the sorcerer used to ascend and descend the ortress, rest nearby.
DRAGON, BROWN Lair: ���
ilhar (old blue dragon): MV ��'/���' fly, AC �, HD ��****, hp ��, �A � or � (� claws/� bite �+ or breath weapon), Dmg �d�/�d�/�d�� or ��d� lightning, Save F��, ML +�, AL C, XP �,���; Special: breath weapon (���' × �' line, save v. Blast or hal, �/day), clutching claws (dive attack, grab, save v. Paralysis at −� to escape); Spells: � �st, � �nd, � �rd, � �th; Repertoire: �st – detect magic, darkness, summon berserkers, unseen servant; �nd – detect invisible, invisibility, mirror image, wizard lock; �rd – haste, nondetection; �th – giant strength
Te citadel was originally built by a Zaharan s orcerer, and the sorcerer’s treasure orms the basis o ilhar’s hoard. His most prized treasure is the “egg o Iskara,” a huge acet-cut black sapphire (��,���gp). Other important treasures include an emerald-studded platinum circlet (�,���gp) and necklace (�,���gp) and a pair o enormous crystal geodes (�,���gp each). �,���gp and �,���pp in Zaharan coins serve as bedding or the dragon. Scattered amidst the coins are the remains o the sorcerer’s library, some �� rare and arcane books (���gp and �/� st each) written in Zaharan on voluminous Full Dragon, Brown Lair on p. 194
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Dragon, Brown
Map Location: _______
A old in the earth, caused by movements o some long-ago quake, has torn open a chasm some ���' wide and ��' deep in the rocky desert ground. Te chasm is visibly filled with offal – bones, grizzle, and the viscera o dead animals and humanoids. A ��' wide, ��' high cave opening in the side o the chasm opens into a cavernous vault some ���' wide, ���' long, and ��' tall. Te great vault is the lair o a mated pair o adult brown dragons, Adamen and Sapphira, and their offspring, Kirashi, a very young brown dragon. Sapphira sleeps on the lair-treasure, which is spread across the center o the cave, while Adamen sleeps on a wide ledge above her. Kirashi has a small cavernous annex o his own, near the entrance. Adamen and Kirashi’s hides are sandy brown, while Sapphira’s is copper-colored and coated with gemstones and coins. Adamen and Sapphira are each ��' long with ��' tails. Teir extended wingspan
Lairs & Encounters
o ���' means that they cannot fly while in the cavern. Kirashi is only ��' long with a �' tail and a ��' wingspan, and can thus fly in the cavern. When encountered, Adamen and Sapphira each have a ��� chance o being asleep, while Kirashi is ��� likely to be asleep. None o the dragons can speak.
Tere is only a ��� chance that Nila will be asleep when in her lair. Descending into the cenote without alerting Nila will require careul coordination and action; a party that Nila finds intriguing may cause her to delay immediate attack – she is generally amused with the antics o the flightless attempting to enter her lair.
Adamen (adult brown dragon): MV ��'/���' fly, AC �, HD ��***, hp ��, �A � or � (� claws/� bite �+ or breath weapon), Dmg �d�/�d�/�d�� or ��d� scouring wind, Save F��, ML +�, AL C, XP �,���; Special: breath weapon (��' × ��' cone, save v. Blast or hal, �/day), invulnerability (immunity to non-magical weapons)
Nila (old green dragon): MV ��'/���' fly, AC �, HD ��****, hp ��, �A � or � (� claws/bite/tail �+ or breath weapon), Dmg �d�/�d�/�d��/�d�� or ��d� poison vapor, Save F��, ML +�, AL C, XP �,���; Special: breath weapon (��' × ��' cloud, save v. Blast or hal, �/day), tail lash; Spells: � � st, � �nd, � �rd, � �th; Repertoire: �st – chameleon, detect magic, wall of smoke, unseen servant; �nd - detect invisible, invisibility, mirror image, uncanny gyration; �rd - haste, nondetection; �th - polymorph self
Sapphira (adult brown dragon): MV ��'/���' fly, AC �, HD ��***, hp ��, �A � or � (� claws/� bite �+ or breath weapon), Dmg �d�/�d�/�d�� or ��d� scouring wind, Save F��, ML +�, AL C, XP �,���; Special: breath weapon (��' × ��' cone, save v. Blast or hal, �/day), gem-encrusted hide Kirashi (very young brown dragon): MV ��'/���' fly, AC �, HD �**, hp ��, �A � or � (� claws/� bite �+ or breath weapon), Dmg �d�/�d�/�d� or �d� scouring wind, Save F�, ML �, AL C, XP ���; Special: breath weapon (��' × ��' cone, save v. Blast or hal, �/day)
Te dragons’ hoard consists mostly o dwarven coin and gems received in tribute or plundered in raids. It includes �,���ep, ��,���gp, a acet-cut star ruby (�,���gp), a flawless diamond (�,���gp), a crystal geode (�,���gp), a whorled nephrite jade stone (�,���gp), an emerald (�,���gp), and a topaz (���gp); a pair o ceremonial war-gongs wrought o orichalcum (�,���gp each); and �� pieces o ivory (�,���gp and �� �/�st total).
DRAGON, GREEN Lair: ���
Map Location: _______
An opening in the thick tree cover here reveals not an idyllic flowered clearing but a sinkhole some ���' in diameter. Te opening slants with the lay o the ground, and the higher side reveals that the hole travels down through rock about ��' beore opening into a dark void below. Birds (or bats in the evening) flit around the opening, dropping down into nests built into the rough stone and vegetation hanging down into the hole. In the midday sun, a careul peek over the edge reveals a body o water at the bottom o the hole, some ���' down. Te cenote widens to a rough diameter o ���' at its bottom. Te water is ��' deep in the center, and slowly drains into the local aquier at various points. A shore sporadically exists at the edge o the cavern, ranging rom �' to ��' in width. A hint o an astringent chemical odor can be caught in the still air o the cavern. Tis is the lair o an old green dragon, Nila. Nila beds down on her hoard in an offshoot o the northwest corner o the cavern situated ��' up rom the lake floor. She is gigantic, some ��' long, with a ��' tail and ���' wingspan. Her size requires her to be prudent exiting her lair, and she has little room or actual flight within. Nila’s scales are o dappled green, mimicking the play o sunlight and shadow on verdant tree cover, and her tail, overlong or her size, has sharp scales splayed outward over its last quarter-length. She speaks Common, Draconic, and Zaharan, and can cast spells.
Nila beds upon an accumulation o varied coinage, including �,���ep, �,���gp, �,���pp, and �� ingots o precious metal (���gp and � st each). Behind her bed lies her pleasantly organized hoard. An enormous acet cut ruby, the “Flame o Dawn” (�,���gp) is set atop an ornamental jar o rare Argollëan juniper ber ry spice (�,���gp, �st). �� rare books (���gp, �/� st each), all salacious fiction rom Old Zahar, are stacked on an iron-bound wooden chest containing several scrolls: a scroll of hallucinatory terrain, fly, wizard lock, and sleep written in Elven; a scroll of ward against elementals and a scroll of ward against magic, both written in Draconic; a scroll of hold person and hold portal , in Ancient Zaharan; a scroll o dimension door, locate object, and ventriloquism, in Classical Auran; a scroll of quest, sticks to snakes, and augury , also in Classical Auran; and lastly a cursed scroll (victim may not gain new experience) written in Draconic. An articulated armor stand, itsel worth ��gp (�st), its arms akimbo, holds several treasures: an elven cloak, crafed o smooth, smoky grey velvet, with silver embroidery giving it an iridescent sheen, is draped rom its back. A horn of blasting, crafed o a pearlescent, tightly-coiled conch shell, is tied to its waist. Rough leather gauntlets of ogre power, knuckles capped with cold hammered iron, are loosely strapped to the ends o its arms. One o those gauntlets holds a wavy staff o banyan wood, wrapped in hardened, molted snake skin (a staff of the serpent ), while the other arm has strapped to it a shield o iron-wrapped wood, with an ancient brass Auran theatre mask riveted to the center (cursed shield −�). A great axe +� leans against the stand. A pink, effervescent, fishy-smelling potion of water breathing , an amber, honey-scented potion of delusion, two smoky green potions of gaseous form, and a vial o clear liquid, with spongy grey bits floating inside ( potion of ESP ) are set at its base.
DRAGON, METALLIC Lair: ���
Map Location: _______
Atop a small hill grows an expanding grove o relatively young redwood trees. Like a cathedral o nature, these mighty trees evoke silence and awe rom any who visit. Tese young redwood trees were saplings rom the Hearth ree, a mighty redwood o incredible age that once stood at the center o the ancient elven capital. How the trees came to be here, ambassadors rom another age, is lost to time, but they orm an illuminated pinnacle of good . Characters heal an extra �d� hit points during each day o complete rest in the grove. Lawul divine spellcasters standing in the grove calculate their spell effects as i two class levels higher than their actual level o experience, and lawul characters perorming ritual magic in the illuminated pinnacle gain a +� bonus to their magic research throws. Dragon, Green
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A very young metallic dragon dwells within the grove, usually sleeping by day but active at night. Te lithe dragon’s outer scales retain the grayish-black patina o youth, making her difficult to spot within the redwood trees rom a distance. Te dragon is requently visited by riendly gnomes (see the Gnome lair), who have named her Airgealaí. Te gnomes have endeavored to teach her Gnomish but have had more success with Draconic. Soon, Airgealaí may be ully capable o speech. Te dragon’s modest hoard is hidden high up in the bough o a redwood tree near the center o the grove. It consists o a crystal ball , �� silver nuggets (��gp each), and one fine wood trinket (��� gp) carved in the likeness o a redwood pinecone. I examined closely, this trinket has navigational directions in Classical Argollëan to another grove o redwood trees, in which is hidden ��,���gp in Argollëan coins. Airgealaí (very young metallic dragon): MV ��'/���' fly, AC �, HD �**, hp ��, �A � or � (� claws/bite �+ or breath weapon), Dmg �d�/�d�/�d� or �d� fire, Save F�, ML �, AL L, XP ���; Special: breath weapon (��' × ��' cone, save v. Blast or hal, �/day)
DRAGON, RED Lair: ���
Map Location: _______
Te land here descends into a desolate valley, barren o vegetation and choked with a sulurous steam that rises up rom vents that mark the ground like boils on flesh. Te ground around the vents is a warm, iron-stained clay that is occasionally melted into pools o mud. Te steam is thickest around an ��' tall, ���' diameter sinter cone o orange-red calcite. A patinated bronze staircase o archaic construction winds up the cone. Te stairs terminate at the ��' rim o a central crater within the cone. Te crater is ���' wide at the surace, gradually narrowing to ��' wide at its floor, some ��' below (the crater actually extends �' below ground level). Another staircase snakes down the interior o the crater. All movement within the crater is divided by � and visibility drops to ��' (��' at night with torches) due to the hot steam; inravision is rendered useless. (Izila is not affected by these penalties, however.) In addition, the interior o the crater is a smoldering furnace of elemental fire. Spellcasters who cast fire spells here calculate the spell effects as i they were two class levels higher than their actual level o experience. Characters perorming magical research related to fire spells in a smoldering urnace gain a +� bonus to their magic research throws. I the urnace is unoccupied, there is a ��� chance every �d�� days that a group o fire elementals (e.g. � ereeti, � elemental, or �d�+� salamanders) will maniest there. Tese creatures will return to their sphere o existence afer �d� days has elapsed. Te crater is the lair o Izila, a mature adult red dragon. Izila is ��' long with a ��' tail and ���' wingspan with a fiery hide resembling red-hot charcoal. When encountered, she has a ��� chance o being asleep. I awake, she will use her breath weapon on any interlopers who begin to descend into the crater, then rear up to attack them with her bite, claws, and fiery aura. Izila (mature adult red dragon): MV ��'/���' fly, AC �, HD ��***, hp ��, �A � or � (� claws/bite �+ or breath weapon), Dmg �d�/�d�/�d�� or ��d� fire, Save F��, ML +�, AL C, XP �,���; breath weapon (��' × ��' cone, save v. Blast or hal, �/day), elemental aura (�' radius, �d� fire damage per round) 32
Dragon, Red
Izila sleeps on a bed o precious metal slag ormed rom melted copper, silver, and gold coinage. A total o ��� precious metal ingots (���gp and � st each) can be gathered. Characters with Black Lore o Zahar or Loremastery might identiy some o the ingots as the remains o Zaharan temple-disks dedicated to elith, Chthonic goddess o earthquakes and volcanoes. More precious treasures are arranged on three ledges along the crater walls, within the dragon’s line o sight but saely distant rom her burning aura. Te first ledge holds a acet-cut star ruby (�,���gp), a pair o gourds with green, slimy liquid ( potions of plant control ) a lead flask o clear fluid containing grey, sponge-like bits ( potion of ESP ), a crystal phial with a transparent green fluid filled with floating particulates ( potion of levitation), and glass vial with a green, cloudy liquid ( potion of gaseous form). Te second ledge holds the burned skeleton o a warrior, its corpse clad in still-gleaming orichalcum plate armor +� with a red-crested helm of telepathy . Te corpse holds a large, round shield +� with an embossed bronze lion and an Auran sword +�, +� v. spellcasters with a pommel shaped like a lion’s paws. Te last ledge has an ornately woven Opelenean wool flying carpet, upon which are arranged a bronze-shod whitewood staff of power (�� charges), a crystal prism-shaped wand of detecting magic (� charges), a short brass-knobbed rod of cancellation, a black basalt stone of controlling earth elementals carved with Zaharan cuneiorms, and a bundle o ivory scroll cases containing a scroll of ward against elementals in Common, a scroll of ward against magic in Dwarven, a scroll of ward against undead in Zaharan, two scrolls of invisibility in Classical Auran, and a scroll of growth of plants in Elven.
Lairs & Encounters
DRAGON, SEA Lair: ���
Map Location: _______
Tis body o water is the hunting ground o a amily o three juvenile sea dragons, who make their lair in a shipwrecked Auran cladivata (small sailing ship) some �� athoms (���') down. Te trio once had a ourth sibling, and her death in battle has convinced the survivors - Amah, Malah, and Sagma - that demanding tribute rom passing ships is ar preerable to risking tooth and claw in fights. Unortunately none o the trio is capable o speech, and their attempts to extract tribute with mimed threats, heavy breathing, and taloned gestures towards the sea floor would be comical were they not coming rom ��' long monsters. Adventurers who respond with a show o tribute (any tribute at all, really…) will be rewarded with surprised, almost grateul looks and a hasty departure o the dragons. I no tribute is offered, or i attacked, the dragons will regretully fight, using their breath weapons in an attempt to quickly end things. Amah, Malah, and Sagma (juvenile sea dragons): MV ��'/���' swim, AC �, HD �**, hp ��, ��, ��, �A � or � (� claws/bite �+ or breath weapon), Dmg �d�/�d�/�d� or �d� blistering steam, Save F�, ML �, AL N, XP �,���; Specia l: breath weapon (��' × ��' cone, save v. Blast or hal, �/day)
Te sea dragons’ hoard has bee n gathered into the cargo hold o the shipwreck. �� precious metal ingots (���gp, � st each) have tumbled to the lowest point o the hold. Sunken nearby are a locked treasure
chest containing �,���sp and a broken, hal-filled chest containing ����gp, our black pearls (�,���gp each), a silver crown set with three amber stones (�,���gp), and a smoky grey crystal ball . Lodged between some broken ship-planks is a wax-sealed red-and-black amphora. It contains � potions ( clairaudience, dragon control , human control , plant control , and sweet water ) in crystal flasks, a leather pouch with dust of disappearance, and a cedar scrollcase holding two documents: a scroll of gust of wind and water breathing written in Classical Auran and a mariner’s navigational chart. Te navigational chart is a treasure map that shows the location o an uncharted islet ��-�� hexes away. An annotation in Common by the islet reads “Te hidden sea cave is ound on the south ace.” See the Pirate lair, below.
DRAGON, WHITE Lair: ���
Map Location: _______
Along the northern slope o a large hill, near the pea k, is a ��' wide, ��' tall cave mouth, opening downward. Te cave mouth has an icy rim, gouged with inch-long ruts in numerous places, but worn smooth between the gouge-marks. Te temperature inside the cave mouth is noticeably chillier than on the h ill. Te cave mouth leads to a large hourglass shaped limestone cavern below, ���' long and ��' wide, itsel connected to three lower caverns o similar size. Due to the cavern complex’s physical configuration, it imports cold air and snow during winter, but never warms during summer. As a result, the entirety o its floor is sheathed in coarsely cr ystalline ice, the product Full Dragon, White Lair on p. 195
Dragon, Sea
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