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Folklore Bestiary: Basajaun Tales

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100% found this document useful (17 votes)
23K views160 pages

Folklore Bestiary: Basajaun Tales

Uploaded by

Digs31
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Inspired by folk tales

and superstitions
BY THE MERRY
MUSHMEN
Vol.1
Want to play now?
Use the characters on this page and on page 158
A landslide throws the party into an underground river! They just manage to regain
their footing on a beach leading into a dark tunnel (area 5, page 88). Good luck!

Apodemus Algate
the Inscrutable of Kilmera Whistello

2nd LEVEL GNOME 3rd LEVEL PALADIN 4thLEVEL THIEF

STR 7 INT 12 WIS 9 STR 13 INT 10 WIS 10 STR 9 INT 15 WIS 9


DEX 16 CON 10 CHA 11 DEX 9 CON 14 CHA 13 DEX 16 CON 8 CHA 10
AC 7 [12] AC 5 [14] (Chain) AC 5 [14]
(Dex, ring of protection) HP 16 (3d8) (Leather, Dex)
HP 4 (2d4) THAC0 19 [0] HP 9 (4d4 -4)
THAC0 19 [0] SV D10 W11 P12 B13 S14 THAC0 19 [0]
SV D7 W8 P9 B13 S10 Alignment Lawful SV D13 W14 P13 B16 S15
(ring of protection) Alignment Neutral
Alignment Chaotic Equipment
Handaxe +1, +2 vs undead, Equipment
Equipment shortsword, rations (7), Silver dagger +1 (the pommel is
Staff, pickaxe, rations (7), robes chainmail, surcoat with family a polished garnet which glows
with secret pockets, ring of crest (running winter rabbit), when a lycanthrope is within
protection +1, wand of magic rope (50’), torches (5), tinder 60’), longbow (20 arrows),
detection (6 charges), spyglass, box, holy water (3 vials), lantern, oil (2 flasks), leather
10 stink bombs in an iron box, lucky rabbit’s foot armour, rations (7), small
spellbook (1st: Colour spray, (+4 to any roll once a day). hammer, thieves’ tools, tinder
Read magic, Spook). box, wineskin, wolfsbane,
Quirk tiny homunculus in a matchbox
Quirk Warrior lineage: (when released, detects traps
Back from the dead: can invoke ancestors in combat, within a 30’ radius, then returns
ignored by undead with 1-2 HD; +4 to hit and damage until to its box, grumbling; 1-in-6
cannot be magically healed. the end of the fight; loses 1d4 chance after each use: it disap-
Wisdom points for 1d4 months pears forever, stealing 1 point of
every time. a random ability from its owner)

Quirk
Shapechanger:
can polymorph into a small rat.
Loses 1d100 XP per level
every time.
In aphabetical order
Angehead 99
9
Arragouset 2
22
Bad Patxi 3
38
Basajaun 6
Boitátá 550
Bukavac 1
11
Cama & Braca cruse 5
58
Cephalophore 2
28
Corpo-Seco 15
154 by hit dice
Cuca 11
114
Dahu 5
55 1/2 Angehead , Piot Chant
Donestre 146 1 Arragouset, Cama & braca Cruse,
Dybbuk 36 Dybbuk, Green Children of Woolpit,
Gayant 135 Kabouter, kratt
Gnole 132 2 Bukavac , Dahu
Green Children of Woolpit 42 People of the Holy City
Gumberoo 96
3 Donestre, Höllenwagen,
Höllenwagen 82
Wolf-Walkers of Osraige
Hou Yi 118
Jack-In-Irons 62 4 Corpo-Seco, Gnole, Jiu Wei Hu,
Jiu Wei Hu 92 Lou Petassou, Mothman,
Joan de l’Ors 106 Perelesnyk, Scucca
Kabouter 14 5 Gumberoo
Kratt 90 6 Queen of the Fallow Field,
La Velue 85 Joan de l’Ors, Tartaro
Lou Carcohl 31
Lou Petassou 139 7 Basajaun, Cephalophore,
Mapinguari 150 Rey d’Artus
Mothman 122 8 Bad Patxi, Cuca, La Velue
People of the Holy City 72 9 Mapinguari
Perelesnyk 25
10 Gayant, Jack-In-Irons
Piot Chant 46
Queen of the Fallow Field 110 15 Boitátá
Rey d’Artus 127 12 Cuca
Scucca 67 15 Boitátá
Serpent of Isaby 77
Tartaro 18 21 Hou Yi, Lou Carcolh
Wolf-Walkers of Osraige 102 60 Serpent of Isaby
THE MERRY
MUSHMEN
PRESENT

Inspired by folk tales


& superstitions
Art
Letty Wilson
Writing
Alexandre ‘Kobayashi’ Jeanette
Diogo Nogueira
Eric Nieudan
James Holloway
Jean-Marc ‘Tolkraft’ Choserot
Jonathan Wymrblood
Nicolas Dessaux
Olivier ‘Nobboc’ Revenu
Paolo Greco
Steve Dempsey
5E mechanics wizardry
Islayre d’Argolh

Editor Eric Nieudan - Layout Olivier Revenu


Proofreading Aaron Seigo
BBBBBBBBBBBBBBBB
Published by The Merry Mushmen & Kamchatka Publishing
103 Chemin de Nin, 64240 Urt - FRANCE
www.themerrymushmen.com - [email protected]
Printed in Euskadi - October 2022
Open Game Content and Product Identity
The rules, stats, abilities, for each entry are Open Game Content.
The stories, adventures, and other ‘gameable material’ are Product Identity, owned by The Merry Mushmen and their authors.
05
▸ From the Basque Country ◇ by Nobboc
◆ Pronounce ba-CHA-ya-oun

Basajaun
They lived here long before we came. From them we stole
the secrets of livestock and farming. These rustic giants, who roam
mountains and forests and live in beautiful secret caves, are
sometimes called the Wild Lords because they know the secrets
of nature. Here are some true stories about them.

I - Bixente the shepherd was watching his sajaun came in and the brothers pretended to
flock near the Kakuetta gorges when he be asleep, as they knew they should. The ba-
heard a call for help. He rushed through the sajaun came to inspect and sniff them, then
thickets, only realising at the very last mo- sat down in front of the fireplace and finished
ment he was about to fall into a chasm. On the the meat that was still stewing in the pot. He
other side of it, a giant, happy with his prank, came back the next night and took a bag of
was holding his belly laughing. The next day, salt, a barrel of flour, and a haunch of venison.
Bixente saw this same basajaun, for it was Then again the next night, he finished the
what the giant was, gesturing at him, poin- wine and took the eldest brother’s clothes
ting to the snowcapped top of the mountain with him. Each time, the Harosteguys pre-
in a concerned way. It is only thanks to this tended to be asleep. The following year, when
warning that Bixente’s flock was saved from they came back after the winter snows had
an imminent avalanche. melted, they were surprised to find in front
II - One day another shepherd named Peio of the hut twelve steres of neatly piled wood
saw a basajaun running down the mountain, along with a brand new, sharpened saw.
overtaking him to chase two wolves away IV- The same adventure happened to the
before they could attack his sheep. three Echeto brothers. When the basajaun
III - The three Harosteguy brothers, came in, the youngest jumped under his bed,
woodcutters in the Iraty forest, had just the middle brother screamed in fright, and
gone to bed in their cabin when they heard the oldest brandished an axe. The basajaun
coughing outside the door, which opened shrugged at this threat, grabbed the man and
shortly afterwards with a loud crash. A ba- cracked his head between his teeth like a nut.

06
He then took the still- screaming middle told him that basajauns love to play games of
brother and sent him crashing through the wits. So he told his enemy the first riddle that
ceiling. He tore the hut down, smashing walls came to his mind:
and roof with his fists and head. Then he What has roots that no one sees,
pissed on the corpses, spat on the beds, and Is taller than trees, up, up it goes,
strode back into the forest. The youngest and yet never grows?
brother pulled himself out of the rubble and The basajaun froze immediately and began
ran back to his valley, which he never left again. to think. He scratched his head, muttered
V - Oihana, a peasant girl from Banca, was incorrect answers, laughed softly at his own
kidnapped by a basajaun. As you well know, stupidity, and finally sat down on a rock to
basajaun females are becoming increasingly think better. Taking advantage of the oppor-
rare, so he took Oihana as his wife. The giant tunity, Yulen grabbed his sword with both
treated her wonderfully, every day bringing hands and stabbed the giant in the neck.
her a gift from his larcenies and finds. He A year later, Oihana returned in secret with
loved to sit in the sun next to her as she ran her son to the scene of the battle. Where the
a gold comb through his hair. She gave him remains of her husband should have been, a
three children. The first two, stillborn, were large oak tree had grown.
buried by their father at the bottom of his VI- In the mountains above Larrau, the
cave. The third survived, and the basajaun knight Uhart and his troops went on a great
was the happiest of fathers. It was then that hunt. They killed deers, bears, boars, and
Yulen the warrior, Oihana’s brother, finally wolves. On the third day they saw a furious
BASAJAUN

found his sister and came to rescue her as basajaun running down the mountain leaning
her husband was away. But the giant had felt on a long walking stick. In spite of the spears,
his presence (a basajaun always knows where arrows, and swords, he slaughtered all the
everything and everyone is in his domain). He hunters. Their heads would be found in
ran back just in time and forbid the brother various places on the mountain for years to
and sister to leave his cave. Mad with anger, come. He spared the dogs, the horses, and the
he threw himself at Yulen, who fought back youngest of the hunters, only breaking all his
as best he could. As he felt his end was near, limbs. This man would go on to open the first
Yulen remembered that his grandmother had vegetarian inn in the kingdom. ◇

BASANDERE
They are the basajaun females. They are extremely rare (less than one female per ten males) and their numbers
keep declining for reasons unknown. They rarely leave the vicinity of their den, spending most of their time in the
sun brushing their hair while singing songs that attract nearby animals. They always avoid combat and are able to
cast Hold Person, Invisibility and Dimension Door once a day.

BASAJAUN NAMES
Basajaun have names that only their relatives know. Shout the name of a basajaun in his domain, and he is
compelled to come see who is calling him. Greet him by his name, and you get a bonus of 2 to your reaction roll.

Some names: Artzajaun, Berrijaun, Gorrijaun, Bihotzunjaun, Indartsujaun, Azkarjaun, Amarrutsujaun, Nekatujaun,
Garbalojaun, Haxerijaun, Nekazarijaun, Sumindujaun...

08
BASAJAUN
10’ tall humanoid. A silky mass of beard and hair covers his
body, long arms and legs emerging from it. Where a face
should be, one can see a long nose, two black, glittering eyes,
a wide mouth and a missing chin. A basajaun travels across
forests and mountains with a long stick that doubles as a
formidable weapon. Close to the forces of nature, his ways
and motives are largely incomprehensible to mere mortals.

AC 5 [14], HD 7* (31hp), Att 1 x weapon (2d8 ) or 2 x slap (1d8 ),


THAC0 13 [+6], MV 240’ (80’), SV D8 W9 P10 B10 S12, ML 12,
AL Neutral, XP 850, NA 1, TT E

◆ BASAJAUN’S KISS
If a target is hit by both slaps in the same round, the basajaun
grabs and bites their face for 2d8 automatic damage. Reroll
and add the result of any die rolling an 8. Helmets halve this
damage.
◆ MOUNTAIN STAFF
A basajaun uses his long walking stick like a pole to leap
and run. Without it, his movement speed is halved. He can
jump over obstacles 30ft long or 10ft high. This stick is also
bb
a weapon that he masters perfectly. In his hands a stick is RIDDLES
never considered a slow weapon, and does 2d8 damage. On an It is a secret known to few: basajauns are
unmodified 18-20 on the attack die, he can immediately make
very fond of games. They are also very bad
another attack.
at them. So the best way to calm an angry
◆ WILD LORD
basajaun is to ask him a riddle or a charade. If
- A basajaun understands the whispers of the wind and trees,
the gurgle of streams, as well as the languages of small he misses a save vs spells, he stops whatever
animals. He is always warned about avalanches, storms, or any BASAJAUN’S NAMES
he is doing and devotes all his energy to the
other natural phenomenon. riddle, plunging into an abyss of content-
- A basajaun is aware at all times of what is happening in his
ment and confusion. Only one attempt is
domain, and who is entering or leaving it (his domain covers a
one-mile radius around his lair). Only an elf, gnome, or ranger possible per encounter. After 1d3 hours of
of level 5 or higher can hope to go unnoticed (2-in-6 chance). intense consideration, the basajaun tries
- A basajaun is never surprised in the wilderness . his best answer. For an easy riddle, there is a
◆ SLUMBER 2-in-6 chance he is right. His reflection is only
A basajaun can decide to go into a deep sleep and take the interrupted if an aggressive act is committed
form of a mossy rock. In this state, he recovers 1d8+2 hp per against him or one of his relatives.
hour. However, he is reluctant to do so because he can only
come out of this state once he has recovered all his hit points.
Playing riddles with a basajaun is a good way
◆ TARTAROS’ ENEMIES
to get his sympathy, but be careful: a puzzle
All basajauns hate tartaros (see p. 22) and hunt them as
soon as they are aware of their presence. They attack with that is too easy or too abstruse (referee’s dis-
a +4 bonus and if they succeed in a basajaun’s kiss, they cretion) has a good chance of finally making
automatically bite out the tartaros’ eye. him angry...

BASAJAUN HAIR
- A mountain shepherd can weave a light and strong rope from a few strands.
- Wizards and other magic-users know how to make highly prized magic ropes from them which, for example,
lengthen or shrink, knot and unknot, on a simple command word.
- Elves can make bowstrings from a single Basajaun hair that double the range of the weapon.
Do not let a basajaun catch you in possession of one of his hairs if he didn’t give it to you himself!

09
NEW
CHARACTER
CLASS HACHKOS
These 7’ to 8’ tall humanoids are the result of the union of a basajaun and a human woman.
Hachkos bodies are covered with fur, but they retain a human appearance from their mother.
They are usually loved by their fathers who raise them as true basajauns. As adults, hachkos often
th need
feel the ne d to explore the
th world of their
th ir human half.
half Some
Som even
evenbecome
b com adventurers.
adventurers
Requirement: Minimum CON 9 • HEALING in the wilderness, hachkos recover
Prime Requisite: STR Gods do not care much for ba- 1d6 hit points instead of 1d3.
Hit dice: d10 sajauns and their offspring. Clerical
• AFTER REACHING 6TH LEVEL
Maximum level: 6 spells do not heal hachkos unless
Hachkos hear the call of nature a
Armour: any appropriate to size, the spellcaster is a druid.
little louder every day. At the end
shields
• WILDERNESS SPIRIT of each game session that brought
Weapons: any
- Hachkos can never become lost in them 1,000 XP or more, the player
Languages : Common, Basajaun,
the wilderness. rolls 1d20. If the result is above the
the secret language of one type of
- Hachkos are never surprised in the hachkos’ Wisdom score, they must
small animal of the forest.
wilderness. make a mark on their character
• COMBAT - A party with a hachkos succeeds at sheet. When they have six marks,
- Hachkos can use all weapons and foraging with a 4-in-6 chance. the hachkos, wherever they are, dis-
all types of armour and shields - In the wilderness, a hachkos has card all their possessions, clothes
appropriate to their size. a 4-in-6 chance of going unnoticed included, and taking only their staff,
- Thanks to their fur, their armour when sneaking up on a target. walk to the nearest mountain, never
class is 8 [11] when they aren’t - For each full day of complete rest to be heard of again.
wearing any armour.
- In the hand of a hachko a quar- Level XP HD THACO D W P B S
BASAJAUN

terstaff is not considered a slow


1 0 1d10 19 [0] 8 9 10 13 12
weapon. When rolling damage with
it, the character rolls two dice (2d6) 2 3,000 2d10 19 [0] 8 9 10 13 12
and keeps the best result. 3 6,000 3d10 19 [0] 8 9 10 13 12
• CHARM IMMUNITIES 4 12,000 4d10 17 [+2] 6 7 8 10 10
Hachkos are immune to charm
5 24,000 5d10 17 [+2] 6 7 8 10 10
magic from sylvan creatures such as
dryads, nixies, etc. 6 48,000 6d10 17 [+2] 6 7 8 10 10

HOOKS
The local basajaun has a The seven The party encounter a ba- The Devil’s wife lost her
good relationship with all the witches of sajaun on a quest to find a cure favourite cloak (the one she uses
villages in the valleys around Zugarramurdi for his wife Penxika, who’s af- to turn into a gigantic harpy)
his domain. The elder of Irrubi, need a very flicted with the blue toes illness. playing checkers at Hurrisko-
jealous of the success of the special ingre- Her body is slowly getting cold jaun the basajaun’s house. She
miraculous quince and black dient for a very from the feet up. He carries her can share his name so a party
cherry orchards of neighbou- special potion inside a box-bed strapped to of intrepid heroes can lure him
ring Larroso, has had some (maybe the his back. The giant is at a loss, away from his house and simul-
youths poach partridges at the famed elixir of too distraught to explain his taneously steal the harpy cloak.
limit of the basajaun’s woods, youth?). They quandry, and may indeed react The Devil’s wife refuses to set
instructing them to leave a will grant a wish violently if someone stops him foot on Hurriskojaun’s domain
green and black béret, typical to anyone who from wandering aimlessly. But as she doesn’t want him to know
to the inhabitants of Irrubi. brings them if Penxika can be woken from she was the one taking the cloak.
Since then, the village is visited a basajaun’s her weakness- induced slumber, What she doesn’t say is that the
nightly by an angry basajaun staff. she may be able to explain her harpy cloak is sentient. Anyone
who cuts down trees and condition. She believes she ate using it (to fly away from the ba-
tramples gathered fruit.. chili stew made with lamb that sajaun’s domain for example) has
grazed on a hexed slope of the to compete with the Queen of
mountain. Birds to control their new form.
10
Bukavac
▸ From Serbia ◇ by Kobayashi
◆ Pronounce BOO-kavats.

Said to live in the lakes and pools of Serbia, the bukavac is a


mysterious amphibious beast. It is often found living in nests
built in sunken ruins.

Fellow referees, feel free to use the text below


as a handout for curious characters to discover.

Interrogation of an enemy soldier we kept our end of the bargain: don’t follow
captured near the Iblis marsh the forbidden paths, don’t rescue strangers,
Our goal was to cut off the usurp... uh, I and send offerings at least once every moon.
mean your King’s supply route. The best She gave me a pendant made from a stone
way to do this was to sneak through the Iblis taken from the ruined temple, “that way
swamps: they were said to be impenetrable they’ll know you’re one of us.” If I was to com-
but the locals knew of a way through. One mit a crime, steal, cheat, or lie to the village’s
of the scouts disappeared a few hours after elders, they would take the pendant and send
we entered the swamps. The captain told us me into the swamp as punishment. I’d be al-
it was a crocodile. Well, crocodiles don’t let lowed to come back should I survive the night.
their victims float around for anyone to see. No one ever came back. Tonight I will guide
The sergeant got a beating for saying so, so the strangers into the swamps. They came
I kept my mouth shut. The captain pushed to find treasure, as they always do. We keep
us forward, we were to attack the enemy at those stories alive, so they keep coming. I
dawn. We kept losing soldiers all the while, have no grudge with them – one of the women
even after we’d decided to walk in as tight was even nice to me – but they must die so my
a formation as possible. Annisa, our best people can live in peace.
archer, was sucked into the water right next
to me. Twelve of us – out of eighty soldiers! – Report from the Royal Zoologist
made it out of those stinking swamps. And The villagers’ hospitality was a bit surpris-
that’s when you took us prisoners. ing. When dealing with peasants, I’m more
used to suspicious looks or outright hostility
A villager’s tale (their offspring’s accuracy when throwing
I can still hear my mother’s voice: “Listen to dung is nothing short of uncanny). One of
this, son, as this might save your life.” She ex- the Academy’s historians had told me about
plained our village was built on sacred ground nearby ruins that are somehow related
that kept the swamp creatures away. Our to the bukavacs. As soon as I mentioned the
homes were under their protection as long as creatures, I was met with a shrug.

11
“Aye, there may be dangerous animals BUKAVAC
out there, that’s why you’re here, right?” The bukavac is a six-legged monstrosity, as tall as a man,
said one of the elders. Soon after, they with ram-like horns on its head. It moves at an uncanny
added that they could provide me with speed underwater and in total silence. Bukavacs only
a guide for my trek into the marsh. hunt at night and stay in their nests during the day. A nest
is home to up to twelve adult individuals, and is usually
That’s what always baffles me: the locals’
located underwater near submerged ruins. No one has
compliance with these creatures. The been able to ascertain exactly why.
bukavacs are no magicians, they cannot
speak, and they do not offer much in AC 5 [14] (rubbery skin), HD 2 (8 hp),
exchange for the villagers’ obedience. Att 1 x grab (1d6) 4 x horns (1d3), THAC0 17 [+2],
Perhaps an answer lies within the blue MV 60’ (20’)/120’ (40’) underwater, SV D10 W11 P12 B13 S14,
stone ruins that surround the village? As
ML 6, AL Chaotic, XP 25, NA 2d6, TT -
a precaution, I will avoid eating local food
and stick to my rations. ◇ ◆ GRAB
A successful attack allows the bukavac to pull its target
WHAT LOOT FLOATS IN underwater. The target must then succeed at a saving
THE BUKAVAC’S DOMAIN? throw vs paralysis every round. One successful save
1 Keys to a hidden room beneath the local church means the character is keeping their head out of the
2 The egg of a sea dragon water. Two successes in a row means they escaped.
3 The body of a long disappeared royal zoologist Two failed saves in a row means the character is
4 The dead body of one of the PC’s double drowning. A third failure means death.
or is it the original?
◆ SUPERSTITIOUS
5 The map of the nearby ruins engraved Bukavacs won’t attack anyone visibly wearing a stone
on a stone
fragment from the nearby ruins. If the wearer takes any
6 A ‘Rosetta stone’ that would help translation of aggressive action against the bukavacs, no amount of
the script found in the local ruins
stone will protect them.
BUKAVAC

7 A portal to another plane


8 The eggs of the bukavacs
9 The coffers of the local tax collector
10 A long lost magic spear that allows its wielder WHY ARE THE BUKAVACS HERE?
to breathe underwater 1 They are descended from a supernatural,
11 A strange metallic object that unlocks the long-gone guardian of this place
doors of an equally strange metal ship 2 The magic still present under the ruins is
12 A sacred relic belonging to the dominant what drew them
religion in the area 3 A warlock summoned them but was burned
at the stake before they could use them
WHAT DOES THE BUKAVACS’ LAIR LOOK LIKE?
4 They fell from the stars aboard a
1 A submerged temple floating temple
2 The hollow shell of a giant turtle
5 They are philosophers from another
3 A recently submerged dwarven mine plane studying the ruins
4 A flooded village
6 The whole land used to be theirs when
5 The lair of an underwater dragon it was all swamp
6 A giant’s bronze cauldron, lost an eternity ago

HOOKS
The characters wake up in a now partly submerged inn. The village is flooding, and a whole nest of bukavacs
attacks the unwary and already panicking inhabitants.

Hunted out of their natural habitat, a nest of Bukavacs have now made a home in the sewers of the city.
Rumours of a killer nicknamed the Strangler have started to circulate...

The local mages guild wants to study bukavacs. 50gp will be paid for each live subject.

The characters are turned into bukavacs and must escape the local baron’s hunting parties and find a way to
lift the curse. The answer lies in a submerged dungeon...

12
▸ From Flanders, Belgium ◇ by Nicolas Dessaux

Kabouter
◆ Pronounce KAH-bow-ter

The Kabouters are shy, diminutive gnomes who dwell in the Low
Countries, always out of sight from mundane people but never too far
either. They love to drink, and will gladly help someone in need in
exchange for some good abbey beer or interesting liquor.

S
hould I, mister, tell you the first time I places to hide, even in flat lands like ours. My
met a kabouter? I was going to the fair old horse was tired, having pulled an even older
in Kortrijk, or maybe in Oudenaarde? cart all day long. The wheels creaked like a
Anyway, it was shortly after I crossed drunken cow playing the bagpipes. Perhaps the
the Leie, or was it the Scheldt? A river, cart was overloaded with those linens I had, or
anyway, with an old stone arch over the water. did I say leather? Yes, shoes and gloves, belts
Cobbles were slippery after the rain. The sky and saddles, going to the fair. On that part of
was low with strange clouds reflecting into the the road, cobbles are old enough to have seen
quietness of the river, only troubled by small queen Brunehaut ride to Doornik. I remember
boats full of merchandise. My wheel cart was it was next to a windmill. I was listening to the
full of leather items I bought in Risjel, or was melody of the wheels and the wings singing
that in Roeslare? I do remember I spent days altogether, when I heard a sudden crash and
at the fair, drinking and trading. I’m pretty sure was thrown to the road.
about crossing green pastures and marshes, A wheel had broken on the cobbles. I got
dotted with the willows so common in that land back to my feet as fast as I could, calling for the
of witches... Oh, I was speaking about kabouters, saints to aid me, or the Virgin, or most probably
was I? swearing by all their names. I called for help. I
These people, you know, are a bit shy. Don’t was alone on the road, my old horse was graz-
expect to see them easily, as there’s a lot of ing, unconcerned… But no one would be on the

14
KABOUTER
Small humanoid, six inches under a pointy hat. They live
quiet lives with their families in flat plains, gentle hills, or
in the vicinity of wealthy merchant towns. The men always
road as it was fairly late in the day. I looked wear long beards. They rarely use weapons, relying on their
around the horizon for church towers, plant magic when in danger.
danger
hoping I could walk to a village, and saw
Brokenhoek’s, or possibly Knokke, too far AC 7 [12], HD 1 (4hp), Att 1 weapon (1d4), THACO 19 [0],
for my old legs anyway. I sat on the broken MV 90’ (30’), SV D12 W13 P14 B15 S16, ML 6, AL Neutral ,
cart to think about it, and all of a sudden I XP 10, NA 2d6 (5d6), TT (see belongings table overleaf)
heard a little voice. It wasn’t a kid’s voice,
nor a grown up’s. “Perhaps you’re in need ◆ INNATE MAGIC
Kabouters can cast invisibility and purify food and water at
of some help?” the voice asked.
will, and speak with plants and growth of plants once per day
I must say any help sounded like a each.
godsend, so I accepted without hesitation,
even if I couldn’t see who was offering. As
◆ DRINK RESISTANCE
Kabouters never suffer negative effects from alcohol, nor
soon as I’d said yes, a kabouter appeared. from any other drink, including potions and poisons.
He was sitting on my pile of merchandise,
with his red cap and blue coat, smiling in
his beard. I swear, mister! Slowly, he clam- He had a swig, then I had a swig. And again, and
bered over to the bottle of jenever I had again. When the bottle was half empty, he smiled
next to my seat. Why did I get jenever? at me, then looked at the pile of clothes – or was it
Probably to help against the cold and rain, carpets? - in my cart. I tried to stand to go speak
or maybe I won it in a crossbow contest at to my horse, but my legs wouldn’t let me. So I kept
the fair? drinking and, believe me mister, I’m pretty sure
Anyway, the kabouter suggested a game: my horse was disapproving of my actions. I vaguely
KABOUTER

“I will help you raise your cart and fix its remember when the willows on the side of the road
wheel. Let’s drink this bottle. If I fall drunk, reached towards me with their long arms, and many
you pay nothing for my help. If you fall other kabouters were there. I’m not sure what
drunk, you leave with your cart, but I can they did, but when I woke up in the morning, I was
choose anything I need from it. Do you wearing a big, warm coat and a woollen blanket. My
agree?” I didn’t really pause to think about cart was as empty as the bottle of jenever, the wheel
the deal. The little fella was tiny, reaching was fixed, and my horse looked at me like I was the
to my knee. I couldn’t lose. I accepted, king of fools.
unfortunately. That was the first time I met a kabouter. ◇

HOOKS
Jacob Mooibeen, a wealthy bourgeois from the nearby city, bought a piece of marshy land from a ruined
farming community. He plans to dry it and grow corn. But the workers he sent refuse to do their jobs, claiming
the marsh is haunted. Mooibeen wants adventurers to investigate. A family of kabouters living there isn’t
enthused with the plan and refuses to move.

The characters find Poortvliet, leader of a clan of kabouters in the vicinity, lying half dead across the road.
He has escaped from the abode of Garlagamel, a mediocre sorcerer of nonetheless sinister reputation living in a
forest cottage with six demonic cats. He has caught some twenty young kabouters in a magic net and he intends
to distil them in an alembic of his own invention to produce the liquor of eternal youth.
A lonely kabouter shows up as the characters are having breakfast before a perilous journey. Zoeten, as she
is called, needs help to oust a gang of bugbears who took over her goodberry wine operation, forcibly hiring her
family for miserly wages. She will follow the party and make a nuisance of herself until they agree to help.
When the characters are in a tight spot, perhaps running from a monster or after falling into a trap, a friendly
kabouter appears, offering to assist with their magic or a free sample of a juniper-flavoured healing brew. The
price will be collected at the next dawn: each character will find a magic or otherwise important item missing.

16
WHERE TO FIND KABOUTERS?
In an abandoned limestone mining
FIVE KABOUTER 1 gallery, now a cosy home for a full
FAMILIES tribe of kabouters
By an old watermill, in a canal
1. THE RODEWIJN FAMILY are merry drinkers and musi- 2
covered with water lillies
cians, playing hurdy-gurdies and rumbelpots. They often
Inside a wooden windmill sat
invite themselves to feasts, joining the orchestra and 3
on a hill
eating impressive amounts of roasted chicory. Sometimes,
Under the roof of a large dovecote
they forget to give back silver plates and spoons. What 4
with colourful glazed tiles
would happen if they showed up to a diplomatic wed- Under a motte-and-bailey castle in
ding, organised to bring peace between two warlords? 5 such disrepair that it is barely
visible in the marshy plain
2. THE KVERSTOAJENIE FAMILY live quietly in a for-
At the side of a small and
gotten cave under a tulip field, once a motte-and-bailey 6
lonely chapel in a field
castle. There, they practice the dark arts of alchemy and
In the basement of a small house
beer brewing. Every day, tulip farmer Jacob Mooibeen 7
on the dam of a polder
finds his scarecrow in a different place, as these kabou-
In a hut abandoned by a family
ters dislike its looks. They would consider leaving it in 8
of peat diggers
peace in exchange for some unusual alchemical reagents.

3. Aldermen suspect a gang of smugglers is bringing 20 BELONGINGS


jenever into town, costing the local treasury a lot of tax FROM A KABOUTER
gold. They can’t figure out how the alcohol enters the 1 An old alembic
city walls, and smugglers seem to have a lot of fun each 2 A cauldron and a ladle
time they go through the the gates. It so happens that 3 A hammer and a sickle
THE SMAKELIJKS, a family of kabouters are brewing 4 A pair of oversized boots,
jenever for an innkeeper in exchange for the right to live possibly magical
in her cave. 5 A lantern with a salamander living inside
6 A battered frying pan
4. THE SCHRYF’TTADEKIRUP FAMILY have made their 7 Keys to a lost coffer
home in a crumbling watermill surrounded by willows. 8 Large leather belt
During a cold winter, food becomes scarce and they must 9 A bicorne instead of a pointy hat
cross the lake on their ice skates to steal beer, salted 10 A pipe and some tobacco
meat, and root vegetables from the nearby village. The 11 A little pot containing unusual
mushrooms
people there are afraid they will starve if their stores
12 A pair of ice skates
keep being robbed. . . Could a solution be found for both
13 A donkey’s mandible
sides?
14 A military uniform, complete with
5. THE FRÖILIKENJUL FAMILY lives in an old monastery. golden epaulettes
When a group of nuns wants to reclaim the place, the 15 A necklace with a golden sheep skin
16 A large, white ruff
kabouters negotiate a series of challenges including
17 A pet snake
a goatriding race, wooden skittles, copper parrot
18 A large bottle of jenever
crossbow shooting, and alchemical drinking contests. As
19 A shovel
none of these fit the nuns’ vows, they request the player 20 A Jokari ball
characters as their champions.
17
Tartaro
▸ From the Basque Country ◇ by Nobboc
◆ Pronounce TAR-taro

The Tartaros are one-eyed ogre shepherds


roaming the wild hills and mountains of the Pyrenees.

I
n the middle of winter, three weary “Don’t move, please” he said in a strangely
warriors were returning home mellifluous voice, and they obeyed despite
from war and were crossing an their desire to flee. The ogre grabbed
inhospitable mountain range. Mattin Manech, the chubbiest of the three, quickly
the archer had taken in a young snapped his neck, skewered him on an iron
whippoorwill he had found lying in the snow spike, and put him to roast in the fi replace.
under his coat to warm it up. Pantxo and “I’ll eat you tomorrow“ he said to the
Manech, his companions in misfortune, other two, “Drink this sheep milk and settle
were starving and wanted to eat the bird, down to sleep,” and they obeyed, exhausted
so the three soldiers kept bickering until a as they were and strangely appeased by the
cottage appeared under the moonlight. It warm drink he served them.
was the first civilized shelter they had seen The next morning, XXVII, for that was
in days. As they entered and approached the the name of the tartaro, confiscated their
fireplace, a guttural voice exclaimed: «House weapons, tied them by the neck with dog
shut!” And all the doors, shutters, and leashes, and took them with him to the
windows closed at once. pasture to watch his flock of sheep.
From the bed in the back of the room rose a “I’m bored and hungry,” said XXVII at the
towering man: a barrel-like torso, muscular end of the day. “Let’s have a contest! Whoever
arms long enough to touch the ground, and a throws a stone farther than me won’t be
grotesque face bearing a thick-lipped smile eaten tonight!” And without even getting
revealing protruding teeth. But the most up, he grabbed a rock as big as his head and
impressive thing was the single eye, round as threw it negligently. The rock passed over a
a bullet, planted in the middle of the forehead. small forest, bounced in a meadow and fell in
This was a tartaro, a cyclops-ogre, one of the the middle of a small lake two hundred cubits
many degenerate great-grandchildren of away. Mattin pretended to carefully select
Polyphemus himself! a stone at his feet while discreetly grabbing

18
the whippoorwill that was still sleeping under TAR TARO
his coat. He whispered “fly, fly as far as you can”
and miming a stone throw, released the bird that Grotesque, 9-foot humanoids of low to average
flew over the hills. XXVII, looked at the ‘stone’ intelligence with a single eye. Long muscular arms
which they use to run (especially on steep terrain),
soaring in the skies, speechless, and so totally
large head, and short bowed legs. Expert at stone
stunned that he dropped both leashes. As night throwing. They roam remote mountain areas,
had now fallen, the two warriors ran away and where they raise sheep and sometimes trade milk
hid behind a rock. Alas, soon a light as bright as and cheese with other mountain dwellers. Always
the sun was searching every corner of the field. hungry and particularly fond of human flesh.
It was a ray of light emanating from the tartaro’s Dressed in animal hides and sheep fleece.
eye, and it let him see better than in broad
AC 5 [14] HD 6* (27hp), Att 1 x club (1d8+2)
daylight. He caught the soldiers in no time, and
or 1 x rock (2d6), THAC0 14 [+5], MV 120’ (40’),
ate Pantxo in three bites. Then the ogre went
back to his house with Mattin under his arm. SV D10 W11 P12 B13 S14, ML 8 (10 when defending
“You’re the best stone-thrower I’ve ever seen,” a flock), AL Chaotic, XP 500, NA 1, TT F
he said to the little warrior, “and something tells
me you’re also the smartest. Here, take this gold ◆ ROCK THROWING EXPERT
Up to 150’. +2 to hit.
ring as a reward. Now drink some sheep milk
and sleep easy.” Then XXVII brought his sheep ◆ SLOW-WITTED
Can be tricked by clever characters.
into the common room for the night, as wolves
were roaming outside. He shuttered his house ◆ GAMBLER
and went to bed. Mattin did not drink his milk, Proud of their strength and agility, they like to
wager with other creatures and will rarely refuse a
determined to stay awake, and when the tartaro
challenge, as long as the opponent appears to be
began to snore, he grabbed the spit from the worth the effort.
fireplace, climbed onto the ogre’s bed and stuck
◆ WEIRD POWERS
it into his eye. XXVII woke up with a scream and
TARTARO

Each tartaro masters 1d3 of the following powers,


angrily ransacked the house, but was unable to which they can use once per day:
find Mattin hidden among the sheep. In the early 1- Melifluous voice: As charm person for 2d6 rounds
morning, the tartaro opened the door, stood with on all creatures within 10’ radius. Save vs spells
his legs apart, and brought out all his sheep one allowed.
by one, carefully inspecting their backs with his 2- Light Beam: A ray of violently bright light cast
hand. But Mattin had taken precautions: he had from their eye for 1d6 turns. Range 300ft, allows
skinned a sheep during the night and clothed to see as if in bright sunlight and to detect any
invisible or hidden creatures. A creature caught in
himself in its skin. As he went between XXVII’s
the ray that does not cover its eyes is blinded for
legs, the fleece slipped and remained in the the duration.
cyclop’s hand. Mattin ran away, “Where are you? 3- Polymorph: Takes human form for 1d6 hours
Where are you?” shouted the blind tartaro. “I am (often a young, friendly looking shepherd). Usually
here! I am here!” answered the golden ring that used to attract lost travellers or to learn the
Mattin had on his finger! XXVII immediately went secrets of cheese makers in the nearby valleys.
after Mattin, following the cursed ring’s voice. As 4- Safe inside: With a command word, close all the
much as the young man tried, it proved impossible exits of their den until sunrise. (As per wizard lock,
to remove from his finger! It was then that the on all doors, windows, shutters, etc.)
whippoorwill landed on Mattin’s shoulder and 5- Belch of death: A loud, malodorous burp in a
10’ radius. Any creature caught loses 1d6 hp and
said in his ear: “Cut your finger off and give it to
must spend their next action to leave the area.
me!” And Mattin obeyed despite the pain. The bird With a save vs breath, half damage and no need
took the finger and the ring away from Mattin, to move.
followed by the tartaro who ran after the ring’s “I 6- Frenzy: The tartaro is under the effect of haste
am here! I am here!” Flying over a chasm close by, for 1d3 turns.
the whippoorwill dropped the finger. And after it ◆ MAGICAL POSSESSIONS
fell XXVII. He was never heard of again. ◇ Roll 1d6 once or twice on the table opposite.

20
WHO’S WHO
No one knows why tartaros
have numbers for names.
Many of them live in remote MAGICAL POSSESSIONS
areas of the Pyrenees, Tartaros often trade milk and sheep cheese to the laminak (wild imps living
and some of them are well deep in Pyrenean caves) in exchangefor useful magical trinkets. A tartaro
known. Clarentius, a monk worthy of the name always owns one or two of them.
from Belloc Abbey has draft- Here are some examples (1d6):
ed an incomplete list: 1. Leash of the Faithful Dog The next three are cursed items that can
V- lives under a waterfall Made of basajaun (see page 6) only be taken off with a command word
and commands to the water hair, indestructible, it grows to known only to the tartaro. They are usually
spirits who reside there. length
ength indefinitely and can be given to prisoners.
IX - has two heads and can retracted with a click of the
never be surprised. 4. Location Ring - A large gold ring with a
tartaro’s tongue.
X - does not breed sheep mouth engraved on it. Answers “I’m here!”
2. Bowls of Good Sleep
but the best horses in the when the tartaro asks ”Where are you?”
Any liquid drunk from these clay
surrounding kingdoms. 5. Boots of Safe Return - Magnificent red
bowls puts a character to sleep
XII - is in love with a shep- leather boots that, with a whistle from
for 2d6 hours if they fail a save vs
herdess and has sworn to the tartaro, force their wearer to walk
spells.
protect her flock. backwards to where they started.
XVIII- came down from the 3. Staff of the Watchful Shepherd
A gnarled oak stick that can be 6. Affectionate Cloak - A woollen cloak
mountains and now travels
extended at will to hit an enemy ideal in rainy and windy weather (as often
the world on magic stilts.
up to 30’ away (damage 1d6+2, in the Pyrenees). It wraps itself around its
XXI, XXII, XVI and XLI - are
save vs paralysis or be stunned for wearer to immobilize them on a sniff from
long dead. Their skulls adorn
1d6 rounds). the tartaro .
the entrance of the fortress
of Gaston de Belzunce in
Macaye and are said to whis-
MORE TARTARO FACTS
per secrets at night.
Tartaros live in cosy houses where a fire is always burning,
XXVII- is said to be trapped
carrying
arrying the smell of lamb roast or cheese fondue to lost travellers.
at the bottom of a chasm
and to feed on mushrooms, If this isn’t enough to lure people in, they regularly sow gold coins
rainwater, and clumsy moun- orr small gems on the path to their abodes.
taineers. Tartaros trade their cheese with the evil laminaks, the dark dwarves of
XXXI - is twice as big as his the
he depths, and other malevolent inhabitants of the mountains. They hoard
fellows, and regularly walks reasure, which they bury under their homes in large iron cauldrons. A tartaro’s
treasure
out of a cave with his arms treasure
reasure usually contains 1d4+2 x 1000gp in coins and gems and 1d3 magic items
full of gold. (which
which their owners don’t always understand the use or value of).
XXXIV- is undead. Female tartaros? Nobody ever heard of any female tartaros.
XXXVI - lives in a gigantic Some
ome say that tartaros, once in their lives, mate with the standing stones
hollow tree hiding the found
ound at the top of inaccessible peaks. A few years later, a new tartaro
entrance to an underground walks down from this peak and settles in a nearby valley.
palace.
XLIII- is a prisoner of HOOKS
Zaratazarat the Mage and
LXXI must be on the road for a few weeks to attend to his affairs. He offers a
works as his butler.
reward to the adventurers she has just caught to watch over her sheep, the finest in
LII- lives in an isolated tower
the region, during his absence. Upon hearing the news of LXXI’s departure, most of
and owns a most coveted
the shepherds from the neighbouring valleys band together to steal the sheep.
relic of Saint Ferminus.
LXIX - has been trapped in Zaratazarat the Mage is annoyed. His butler XLIII is homesick and has become
the ice at the bottom of a completely useless. The wizard promises a handsome reward for a brand new
crevasse in the Taillon glacier (and less sensitive) tartaro.
for seventy and seven years. Old Woman Marisantzeko , a witch from Navarre, is enamoured with LXXIV. But
He will give his entire for- the tartaro believes he’s unworthy of anyone’s love because of his deformity. The
tune to whoever can make witch will grant a wish to anyone who can convince LXXIV to join her for a picnic.
the sun shine down there.
Bad Patxi (see p. 10) has promised to deliver a hundred silver bells for X’s horses.
LXXI- has prophetic knowl-
He will make a magical weapon in exchange for delivering the bells and collecting
edge and will share it for the
the payment. X is notoriously avaricious, and it might be difficult to get the full sum
right price.
from him.
LXXIV- has an elephant trunk
for a nose and can smell any-
thing in a one-mile radius.
21
▸ From the Channel Islands ◇ by Nobboc ◆ Pronounce AH-rah-goo-zay

O
n the west coast of the island of terrible war song came down the hill. All wore
Guernsey was a narrow valley opening conical mother-of-pearl helmets and mail coats
of fish scales, and wielded enchanted blades
onto the ocean. It was called the Faerie
Hollow. Since the beginning of time, fashioned from sharpened shells.
faeries and gnomes vassal to the Faerie King The villagers took up arms in haste but
Under the Waves had dwelt there. The most were soon overwhelmed. All grown men were
daring islanders used to bring a broken item slaughtered, impaled, slit, cut, or chopped into
that they could not repair (a family clock, a bits. The priest who came out of his church
music box, a mechanical toy...). They left it atshouting curses and throwing holy water was
dusk along with a jar of honey milk. When they carried away by a mass of screaming gnomes
returned the next morning, they would often and crucified upside down on the signpost by the
find the object as good as new. main road. The arragousets locked the women
One winter evening, farmer Letocq, passing and children in a barn while they joyfully feasted
by, saw a gnome with seaweed in his long white on the bodies until the next morning. When
beard appear before him. The gnome unrolled the grim party was over, the arragousets drew
a long scroll of parchment he was holding in a lottery to see who would settle in the village.

Arragouset
his webbed hands, and said “You pathetic and The lucky winners took their new families to
their houses and soon, as if
nothing had happened, life
in the village resumed its
normal course.
Letocq returned a few
Small humanoid faeries faeries. Haunt seaside caves. years later to check up
Occasionally raid surrounding human villages whose on his abandoned wife,
men are known to behave badly. who was now married to a
jovial, paunchy arragouset.
insignificant males of the village of Saint-An- According to the former wife of Letocq, business
dré must leave your hovels this very night. We, in the village had never been better and the
the proud, handsome, and mighty arragou- arragousets were proving to be gentle and
sets, will come tomorrow to peacefully take caring husbands and fathers. The children, sons
possession of your wives and households. Any and daughters of the arragousets or of the men
contravention of this ordinance will be pun- they had replaced, were raised right and well-
ished by immediate and painful death. Thunder educated. All in all, life in Saint-André had never
be our witness, the proclamation is made!” been so good.
The arragouset stamped his foot on the ground But after seven years and seven months, a call
and a bolt of lightning shot down from the sky, came from the Faerie King Under the Waves ,
sending him back to the faerie lands. and all the arragousets gathered their things.
Letocq returned to the village in a hurry, The farewells were heartbreaking as the arra-
warned the few stragglers still in the tavern, gousets set out to sea. To this day, no one knows
woke up the mayor, shouted at the sergeant-at- to which new shore they sailed.
arms who was dozing at his post, and knocked Over the years, however, it became clear that
at the doors of all his neighbours. But they all Saint André had retained some strange char-
laughed at him. During the night, the farmer acteristics. The children of the village grew up
gathered his belongings and, leaving his wife and to be the best and bravest people of the island,
daughters fast asleep, set out on the road. When excelling at every craft and trade they set their
dawn came and everyone was starting their day mind to. And for centuries it was said that if a
and going about their business, three mournful man ever harmed a woman or child in the village,
trumpet calls were heard coming from behind he would disappear the next night. His dismem-
the hill. And a few seconds later, an innumerable bered, crab- eaten body would often be found on
horde of arragousets in arms and shouting their the other side of the island. ◇

22
ARRAGOUSET
AGOUSET
3-foot paunchy
paunchy faerie
faerie gnome
gnome with
with aa long
long white
white
beard braided
braided with
with seaweed
seaweed and
and webbed
webbed feet
feet
bb and hands.
ands. Arragousets colonise semi-submerged
caves by
by the
the seashore,
seashore, attracting
attracting more
more faeries
faeries
CURSES over the
he years. When they are numerous
An arragouset who is attacked or who
enough,h, they
they may decide to raid a nearby human
catches a mortal using violence on
settlement,
ment, expelling
expelling the
the adult
adult males
males and
and
someone in their care will not hesitate
hesitat
takingg their place.
to cast a curse. This curse can only
be lifted by remove curse cast by
a priest of a sea god, on a stormy night,
nigh and at sea. If you are AC 5 [14],
14], HD 1-1* Att 1 weapon (1d6 or by weapon)
cursed by an arragouset, save vs spell or you... or Spit,
t, THACO 17 [+1], MV 90’ (30’)
SV D8 W9 P10 B13 S12, ML 9, AL Neutral, XP 7
1 lose the use of vowels
NA 1d4 (or 1d4x 50 when attacking a numan
2 can only walk backwards
settlement), TT S
3 can only sleep in the daytime
4 fart frogs
◆ SPIT
5 throw up every time you feel happy
Once per day, spits in the face
6 have translucent skin of an opponent up to 10 feet.
7 can see in the dark but not in the light Save vs breath or be blinded
8 smell like rotting fish for 1d6 turns.
9 can no longer drink water
◆ CURSE
10 always say the exact opposite of what you mean Once per day, can cast a
11 have small tentacles for fingers minor curse on an opponent
12 have a wriggling fishtail instead of a nose (see box left).
lose experience instead of gaining it when
13 vanquishing monsters
◆ DIMENSION DOOR
Once per day, can teleport
14 need to pee every turn
to a known location within
extinguish all flames within 9 feet by 360 feet. Usually
15
your presence alone
accompanied by lightning
16 repeat everything you hear, like a parrot falling from the sky and
lose a tooth every time you say yes or no, or 1 hit point
po striking the area where
17 when your teeth are all gone he is standing.
18 must taste everything – and everyone – you kill
19 have your eyes on the back of your head
20 roll twice

HOOKS
The fishermen of the village of Criquetot are in trouble. A band of arragousets has just settled in a nearby cove.
They must be removed before they decide, as they have been known to do, to expel the men of the village and take
their place. The arragousets agree to move if the characters free their leader, captured by Zaratazarat the Mage.
The women of the village of Criquetot are annoyed. Their husbands are lazy, brutal drunkards who spend their
days in the tavern, send the children fishing in the muddy lagoon despite the invasion of giant jellyfish, and generally
behave like tyrants. A cove on the opposite island is said to be home to a colony of arragousets. Would these brave
adventurers go and inform them of the situation? The arragousets will be happy to help once they have dealt with
the giant jellyfish infesting the lagoon, which they are terrified of.

A lost and confused arragouset runs into the party. He was sent to investigate a settlement of elves who recently
settled the coast nearby, but is unable to find it. His solemn oath of work ethics does not allow him to go back to the
‘settlement’
Faerie King Under the Waves empty handed, and he will grant a wish to anyone who can find the village. The ‘settlement
is actually a military encampment of the Queendom Undying, a matriarchal society of half-elves who plan to raid the a
rea for male slaves.
The Exalted Chaplain of the Order of the Fiery Ire has heard that the women of Saint-Dalida are consorting with
the sea devils who murdered their husbands. He is on his way there with a provision of holy lamp oil and a detachment
of young acolytes: this will be a great field trip for them.

24
▸ From Ukraine ◇ by Kobayashi
◆ Pronounce PEH-reh-lesnyk

Perelesnyk
Slavic folklore warns us about the perelesnyk, or fiery serpent:
a creature that takes the form of a loved one you have wronged. It feeds on
regrets and broken dreams and leaves only when you are reduced to
a shell oof your former self.

you can. Mithilesh loved Gildan more than he


Excerpt from the journal of renowned mage
loved life. I didn’t. He said that Gildan and him
and adventurer Mithilesh Pipino.
would buy a tavern and live happily ever after.
I must have gone mad. He’s supposed to be
Last time I heard of them, the tavern was
dead. The others told me the goblins hacked
destroyed in a fire, Mithilesh lost his grimoire
him to pieces as we were escaping the manor.
and Gildan denounced him to the Golden
Those bastards lied to me. They left Gildan
Flame inquisitors as a practitioner of the dark
behind to die just so they could get a bigger
arts. He was burned at the stake. Gildan stood
share. And yet there he was, in the tavern,
there until the ashes got cold. A local drunka-
smiling at me. What dark sorcery is this? It
rd said he saw him turn into a snake. Fool.
wasn’t an illusion, it was Gildan in the flesh.
The story of how he managed to escape from
the clutches of the red order didn’t make Teachings of Angelus Brewer, priest and
much sense but he was here, he was alive, my monster-hunter of the Golden Flame
dear, dear Gildan. I didn’t care how he made So many warriors, nobles and villagers come
it, I was just happy he was with me. to me about this. “How do we beat the pere-
lesnyk?” they ask. “How can we kill this foul
Excerpt from the novel The Lives and Trials creature?”, “Can you help us, your Holiness?”...
of Klara Olearius, Rogue Extraordinaire: I tell them the answers lay within their
Chapter XIII, Lost Friends. hearts, that the fiery serpent is born from the
Mithilesh had gone mad. I told him that void left by the departure of a loved one. “It
Gildan died, that I saw a goblin cut his throat. is your choice to let that void be filled by faith
He didn’t believe me, said I left Gildan to die. or despair” I always say, “Perelesnyks feed on
So what? We delve into dangerous places to despair. Fight them off with faith”.
face dangerous creatures, and when things I’m usually faced by blank stares. I then
get ugly your best option is to run as fast as add “Or you can smash their heads with the

25
thrice-blessed mace of Saint Meiser“, which PERELSNYK
never fails to trigger a round of applause. Let In its original form a perelesnyk looks like a 30-foot
this remind you that the greatest quality of a long snake with a human face, bathed in blinding
monster-hunter is not courage: it is patience. light. The perelesnyk only takes this form to escape
through the air and start searching for a new victim.
Letter handed by a former monster-hunter When in serpent form, the creature is unable to
My dear child, I knew I couldn’t keep you fight, it only seeks to fly away. After it dies, each
from trying to learn the truth about your scale of the snake bears the face of someone the
creature impersonated.
father. The man that was meant to be your
father died long before your birth. Someone
AC 5 [14] (thick skin), HD 4* (18 hp),
took his place. Someone who, as you know,
Att 1 x any weapon it can use (1d6) THAC0 16 [+3],
was going to ruin my life and my family. But
MV 90’ (30’) / 300’ (100’) flying, SV D6 W7 P8 B8 S10,
instead the creature gave me an unexpected
ML 6, AL Chaotic, XP 125, NA 1, TT -
and wonderful gift: you. He left me soon after,
there was no more pain it could drain from
◆ BLINDING LIGHT
me. I learned afterwards that your real father
When in serpent form, the light surrounding the
is what the village elders call a fiery serpent. perelesnyk gives a -4 penalty to all attack rolls made
That’s what probably explains the unusual against it.
talent you developed as a child and led you ◆
PERELSNYK

VISAGE OF LOVE
to your current life. I hope you’ll meet your The perelesnyk is able to become the exact copy
father one day. ◇ of a deceased loved one. This isn’t an illusion and
cannot be dissipated.
What does ◆ LIGHTNING FAST
the perelesnyk When in snake form, the creature flies at an uncanny
look like? speed.
1 A circus acrobat
2 A foreign ambassador ◆ SPELL IMMUNITY
Unaffected by shapeshifting, sleep, or charm spells.
3 A famous comedian
Who is the 4 A cook
perelesnyk's 5 A fellow adventurer
next victim?
A crusader returning
1 The town mayor 6
home
2 A country doctor
RUMOURS about perelesnyks
7 A former instructor
3 A jeweller Dust made of the original's bones reveals
A priest who healed 1
8 the fiery serpent's true appearance
4 A card player the characters
A mirror blessed by a Lawful priest will
5 The king's buffoon 9 The court jester 2
show the perelesnyk's true form
6 The thieves' guild leader 10 A former patron Water from a holy mountain will definitely
7 A knight errant 3
The local lock the fiery serpent in its current form
11
8 A playwright barber-surgeon Playing a flute made of a dragon bone
4
12 An old nemesis will hypnotize a perelesnyk
HOOKS An arrow made from a live weeping willow
5 is fatal to a perelesnyk
Mykola Yakovych Davydenko, a local nobleman saved
6 The tears of a great warrior will poison a fiery serpent
the perelesnyk who fell in love with him. The Inquisition
wants them both captured. One can find a crystal that lights up in
7 the presence of a perelesnyk
Zynovijovych the magic-user murders their lovers A dog trained by a goblin warlock only barks
hoping to catch a perelesnyk. The party may be the 8
in the presence of a fiery serpent
magic-user’s target, or hired to investigate one of the A song can lure a perelesnyk and force it to
9
murders. take the appearance of someone of your choice
A perelesnyk has been enslaved and used as a spy by a A thistle hung on a door will prevent
10 a perelesnyk from entering
cunning monarch. The characters must find the spy.
One of the characters is the child of a fiery serpent. A painting representing the many faces taken by a
11
fiery serpent will also show its latest incarnation
They learn of this by finding a wanted poster issued by
of Gorrek’s Crown can see
the Inquisition. 12 The bearer
through the eyes of the closest perelesnyk

26
▸ From Western Europe
◇ by Nicolas Dessaux

Cephalophore
Have you heard of those revenants who carry their head in their hands,
and how their curse is related to the religious beliefs they held in life?
Well, let me tell you how the first cephalophore came to be.

N
ever a child was born in such ed it. But today, I made a choice. I am a danger
a pious family, in those dark for you here. My decision is made: I will walk
times where the old faith was as a pilgrim to where the scriptures were first
endangered. They kept him revealed to the believers. And when I am back,
from the unbelievers and their you shall be freed from the unbelievers”. They
sinister practices, taught him the Law and its cried and wailed, and they asked him to stay
subtle moral quandaries. Instead of children’s with them, but he would not listen. They asked
stories, he read the scriptures in ancient lan- to come with him, but he bade them. As he
guages. From the first days of his youth, he was departed, he instructed them to build more
destined to be a priest or a monk, a man with temples for the faithful to study the law.
burning beliefs. On his pilgrimage, he could not help but
As such, he became a proselyte. Men and wo- making new converts, and the spies of the un-
men who listened to his voice joined him in the believers quickly understood something was
faith, leaving their lives behind to follow him, happening. They strengthened their efforts to
until a community was gathered around him to find him, and they succeeded. They beat him
settle in a remote place. But in those times, the with staves, to force him to betray the faith. He
Faithful were hunted down. They had to hide was hurt and bleeding, but he kept walking as
from unbeliever soldiers. Neighbours, friends, a pilgrim. They threw him to the ground, and
and even family would betray them. kicked him again and again. But he stood up and
Despite their many spies, the unbelievers kept walking as a pilgrim.
could not find their settlement. So many times, So, when they saw they were unable to stop
they sent hunters to find him and his disciples. him, an unbeliever took her sword and cut
Some were bloodthirsty brigands, using terror off his head. Then, they rolled his body into a
and torture to get people to speak, rampaging quickly dug grave and ran away, laughing and
around the countryside in search of signs of the joking, proud of their crime. Soon, they would
pious. Others were even worse, savage beasts, be carrying on their dirty work by tracking and
unnatural monsters, and straight out of un- killing the pious, one by one, beheading them
speakable nightmares prowling the night. without pity.
One morning, he awoke and told his disciples: But, as the light of the moon touched his
“I cannot let you suffer in the name of our faith grave, he raised out of the bloodstained earth,
anymore. I brought you the Law, and you accept- his severed head in his hands, and again he

28
started walking as a pilgrim. He was the same,
a man determined to carry on his pilgrimage,
CEPHALOPHORE
Undead appearing as living bodies bearing their
and not the same, as life, light, and compassion
head in their hands. Wear the sacerdotal clothes of a
had left his body. He walked unsure of his path, forgotten or forbidden cult. They walk as pilgrims of
ever straying from his pilgrimage to search out their faith and haunt the descendants of their killers
his killers and their heirs. He became the first for generations.
CEPHALOPHORE

cephalophore.
Then, it was time for the pious to walk out from AC 7 [12], HD 7** (32hp), Att special (revenge),
their graves, spilling onto the land like a plague THAC0 special (revenge), MV 90’ (30’), SV D6 W7 P9 B11
to the unbelievers. To this day they haunt the S9 (C9), ML 12, AL Lawful, XP 1 650, NA 1, TT O
roads, revenants holding their heads as proof of a
faith that even death cannot break. ◇ ◆ MIGHT
A successful save against paralysis is necessary
SYMBOLS to be able to first attack the cephalophore.
Cephalophores generally wear an object as a symbol of ◆ REVENGE
their past life or of their martyrdom. When someone wounds the cephalophore with
It may happen these symbols are filled with some weapons or spells, they suffer the same amount
of damage 1d6 rounds later.
sinister magic (see below).
1 A bloody executioner’s sword. 2 A rusty butch- ◆ CLERICAL SPELLS
A rustic lumberjack’s axe. 4 A bishop’s A cephalophore can cast spells as a 7th level cleric.
er’s knife. 3
They can use clerical spells on scrolls.
cross and mitre. 5 A garland of flowers.
6 A broken walking stick. 7 A pilgrim’s brooch.
8 Keys to a forgotten sacred place. 9 A broken
seal. 10 A chivalric sword. 11 A heavy-bladed
rapier. 12 Seven daggers. THE HUNTED HEIRS
Centuries later, hundreds of descendants of the
SOME SINISTER MAGIC first cephalophore killers are scattered across the
If a character touches a cephalophore’s symbol and fails country and beyond. Most of them heard about
a saving throw against death, they suffer the following a curse upon their family, scary rumours about a
effect until _blessed_ by a cleric. beheaded saint seeking his revenge. Too many of
them didn’t take the stories seriously... until they
1 Blindness : -4 to hit. found their fate at the hand of cephalophores.
2 Leprosy : -1 in every ability score The survivors taught their familes about their special
3 Blood flow : -1d4 hp every day. lineage, and the inheritors of this curse always help
each other without question. To know each other,
4 Stigma : -4 to saving throws.
they have a line tattooed around their necks. Faking
5 Scrofulla : -1 to every die roll.
these tattoos to enter the family is not uncommon,
6 Starving beggar: must save vs spells to be but it may lead to trouble if discovered – or when
able to eat.
facing the cephalophores.

HOOKS
Convicted of a crime, Viscountess Dorelea has been condemned to go on a pilgrimage to a remote sanctuary.
Her rank lets her name someone (e.g. a player character) to go in her stead . The road is filled with trials and
dangers re-enacting the life and death of a nearly forgotten martyr, who appears as a cephalophore. She can help
the characters to find the sanctuary, but in return asks for help bringing holy justice to the descendant of
her killers – the viscountess, of course.
A strange scream of agony comes every night from the dungeons of Castle Fitzjansens. A cephalophore has
been trapped there for a century. If freed, he will go on to murder Baron Burlapp, who resides in a nearby manor.
The baron’s bereaved daughter will accuse the Fitzjansens of the murder.
The canons of Hallekerk Cathedral complain that the number of pilgrims decreases every year. Rumours
among professional pilgrims say the holy road is haunted by an avenger saint.

A cephalophore lost his severed head fighting a paladin. In despair, he haunts the land in search of the lady knight
who took it. The mother superior of the Convent of Vorpaline wrongly suspects the revenant is looking for her, as
she’s a descendant of the cephalophore’s murderer. She hires the party to help, but neglects to explain her fears.

30
Lou
▸ From Gascony, France ◇ by Nobboc
◆ Pronounce loo car-CAWL

Carcolh
Lou Carcolh was a gargantuan snail haun ng the caves beneath
ti
the village of Hastingues, in southern France.

T
he village of Hastingues is built on a shepherdess and her flock vanished from a
a rocky promontory hiding a net- meadow further east, and a family of cowherds
work of colossal caves and natural living on an isolated farm was nowhere to be
galleries. Well situated and spared found. But the worst story was undoubtedly
from the hazards of the Hundred that of the Bayonne stagecoach, of which only
Years’ War, it soon became a flourishing trade an empty carcass was found: horses, coachmen,
centre for its English founders. They drove passengers… All had evaporated. The disap-
away the few Neanderthals and goblins lin- pearances always took place at night and each
gering in the caves and began to mine for ore. time one could observe a slime trail as wide as a
This was ill-advised, for it was after excavating road, sparkling in the light, that led to the caves
a deep gallery that they released Lou Carcolh: under Hastingues. It was now clear that the
a snail as big as a house, its body bristling with beast had gone through the cave-in and was on
venomous hair, its shell harder than stone, its the loose.
gaping mouth spitting out jets of corrosive The Chevalier Uhart and his men-at-arms
saliva, and a crown of tentacles which caught from Bidache were sent for. The next night,
half a dozen miners. The poor souls were they had already caught the beast in a clearing
swallowed before anyone could do anything. where a woodcutter and her family lived. The
The survivors ran for their lives, collapsed the giant snail was on the roof of the cottage, me-
gallery behind them, and warned the burghers thodically collapsing the walls. All who tried to
that the caves were now forbidden territory. escape were caught by a tentacle and gobbled
A few weeks later, the earth shook. The first up. The knight and his troops rushed forward.
disappearances were reported in the next few Armed with long spears, they tried to repel the
days. First it was a whole herd of cows. Then monster, but it didn’t seem to notice the pain

31
and half of the Chevalier’s LOU CARCOLH
men were swallowed by the A gargantuan snail (100 feet long with an 80-foot shell). Its shell is
beast. Horrifyingly, the muf- as hard as the hardest rock and its body covered with bristles. It has
fled screams of the victims eight tentacles around its head to catch prey and drop them into its
mouth. No one knows where it comes from, nor whether it is the only
could be heard struggling
one of its kind.
kind
inside the monster’s belly.
Finally sated, Lou Carcolh
AC -2 [21], HD 21* (95 hp), Att 8 x tentacle (2d6 + grab) or breath,
turned around and headed
THAC0 5 [+14], MV 60’ (20’), SV D2 W2 P2 B2 S4, ML 11 (6 in bright light),
back to the caves at his snail’s
AL Neutral, XP 4 500, NA 1, TT -
pace, where it disappeared into
the underground darkness.
◆ TENTACLES
It was decided that all the Eight extensible tentacles, each one can attack up to 60’. On a successful
entrances to the caves should attack, the target must save vs paralysis to avoid being grabbed. A
be collapsed over several grabbed victim fights with a -4 penalty, takes 1d6 damages each round
dozen feet, which was done from constriction, and ends into the monster’s mouth after 1d4 rounds.
in a few days’ work with the (See Into Lou Carcolh! overleaf)
help of the mountain dwarves ◆ ATTACKING THE TENTACLES
from the fortress of Karak AC 2 [17], 12 hp (each has a separate hit points pool). If reduced to 0 hp,
the tentacle retracts and can no longer attack. Tentacles regenerate 1d4
Zuriza. Only a narrow passage-
hp per 24 hours as long as the beast is alive. If all tentacles are retracted,
way was left, closed by a grate. Lou Carcolh retreats.
To prevent the monster from
causing another earthquake,
◆ IMMUNITIES
Mundane weapons only cause half damage. Unharmed by poison, fire,
it was also decided that the and acid. Immune to mind affecting or mind-reading spells.
beast would be fed regularly:
◆ FLIGHT FROM LIGHT
LOU CARCOLH

a weekly meal of cows, pigs,


In bright light (daylight or equivalent), Lou Carcolh’s morale is reduced
sheep, repeat offenders, and to 6.
lost travellers was thrown
◆ STINGING BRISTLES
down into the cave through a Only a narrow area above Lou Carcolh’s head is free of them, which no one
well in the church. has noticed until now (see area 7 page 35). For each mêlée attack on Lou
For more than fifty years Carcolh’s body (other than with spears and polearms), the attacker takes
now, the beast has been 1d6 automatic damage. On a natural 1 on the attack roll, the attacker
peacefully living on these takes double damage and is impaled by the bristle. They attack with a -4
penalty until they pull themselves off, taking 2d6 automatic damage.
offerings. Its existence is
carefully kept secret so as not ◆ BREATH
to harm the duchy’s reputa- Three times per day: 90’ cone of acidic and sticky slime. Target is covered
in a sticky substance that destroys normal armour on the first round and
tion and (more importantly),
causes 1d8 damage per round after that. Magical armour has a 1-in-6 per
its trade. But it is said that the ‘plus’ of resisting every round until washed.
beast has now tripled in size,
◆ SHELL PROPERTIES
and that one day its hunger
Lou Carcolh’s shell contains veins of alien metals which can be used to make
will outgrow its diet. ◇ magical weapons and armour. Properly cleaned and prepared (several days of
work for a team of skilled workers), it can be sold for 2d6 x 10,000 gp.
HOOKS
The parish priest is all praise for the geological wonders hidden The earth has shaken in Hastingues and
in the gigantic caves beneath the village. As the characters are the village is devastated. It is said that a titanic
people of quality, he is willing to give them access through the well monster roams the countryside, leaving death
of his church. and desolation in its path. The king calls upon the
heroes of the kingdom. A duchy to whomever
Zaratazarat the Mage knows Lou Carcolh’s weak spot: a
vanquishes the beast!
narrow area on top of its head that can only be reached through
the belly of the beast itself. He is willing to provide advice and Princess Mundaka is dying, the unknown disease
some means of protection, and promises the princely sum of that has consumed her for years is finally about to kill
2,500gp (after deduction of the value of the aforementioned her. Albertalonimius the Wise knows of a remedy, but
advice – anti-acidic and breathing spell scrolls are extra) if the it can only be found in the liver of a mythical beast that
party can bring the shell of the animal to his manse. is said to live, perhaps, under a village in the hills of
Gascony…
32
• All corridors are circular and 5’ in
diameter.
• All rooms are vaguely circular.
• Climbing vertical walls and steep
Into Lou
1- MOUTH
• Hermetically sealed. Only opens
to let in new prey.
• Huge tongue bristling with blade-
3 - STOMACH
• Shower of acidic saliva at the
start of every turn.
• An acid lake is bubbling at the
slopes is relatively easy as long as like teeth. Strikes anything that is bottom of this large room. A
characters have both hands free. not actively moving towards 2. narrow border allows one person
• All interior surfaces are spongy, - Hits automatically for 1d8 damage to go around it in 2d4 rounds.
slimy, and elastic. Mundane (save vs breath for half damage). Characters without the climbing
weapons do half damage against - AC 4 [15], 15 hp. At 0 hp, the skill have a 1-in-10 chance of falling
it. A weapon that hits an organic tongue retracts and disappears to (1-in-6 if wearing heavy armour or
surface or part has a 2-in-6 chance reappear, fully regenerated, 2d6 encumbered). Immediate, merciful
of getting stuck and being absorbed rounds later. death welcomes anyone who falls
in 1d6 rounds. A Strength check is - In its absence: 2-in-6 chance to into the lake. Any item dropped is
allowed every round to extract it. retrieve a tooth from the ground also lost within a few seconds.
• Each attack against an organic which, properly crafted, would • A small island in the middle of
part or surface triggers a shower produce the blade of a weapon +2. the lake (10’ from the edge). A
of acidic saliva (see below) in a 9’ • On the ceiling, a flap opens and sitting skeleton in plate armour (+2,
radius around the offender. closes regularly: entrance to the beautifully inlaid with gold) leaning
• Fire does not cause any damage. corridor leading to the lung. Each on a two-handed sword stuck in the
LOU CARCOLH

• Shower of acidic saliva: For each character takes 1d3 rounds to ground (+2, constantly producing
round of exposure, creatures in escape through this exit. light as per the spell, bearing the
the area suffer 1d8 damage, the motto of House Uhart on the hilt:
Armour Class of non-magical armour 2 - CROP Impavidus!)
worsens by 1 point, and the damage • The walls contract to crush food:
dice of non magical weapons drop 1d4 automatic damage per round.
by 1 size (d12 becomes d10, d4 Half damage to characters wearing
become d3, etc. A d2 weapon is platemail.
destroyed). Save vs breath: half • Projection of a sticky substance
damage, and weapons and armour through orifices on the
are unaffected. The shower lasts 3 walls every 6 rounds: save
rounds. vs breath or be glued in NERVOUS
• Stale air: Every hour spent inside
the beast without magical or artificial
place for 1d4 rounds.
NODE
6
• A shield bearing the INTESTINES
means of breathing requires a save Uhart family symbol
vs. death. If failed: permanent loss of (four red stars upon
TRAP
1 point of Constitution. an azure stream) half
• Nervous node: sunk in the ground. A
- Each consisting of two gelatinous Strength check is needed
protrusions emitting electrical to extract it (taking 1d4 3
sparks.
- AC 4 [15], 15 hp, regenerates 1
rounds). It is a magic
shield +2 that deflects a
5 STOMACH
hp per round. At 0 hp, it becomes spell once per day. LIVER SHELTER
necrotic and one tentacle dies ISLAND
permanently.
- Each time a metallic mêlée weapon
hits, 2-in-6 chance of an electrical
discharge (2d6 damage).
NERVOUS
NODE

ACID LAKE

34
Carcolh!
• Necrotised shelter: damaged part
of the stomach (possibly the result
of an area spell). No acid rain here.
Can shelter 4 people. A dying piot
wall is the heart of the beast.
- Each blow inflicted here (AC
0 [19]) causes double damage
directly to Lou Carcolh.
bones of all sizes, and other
indigestible materials.
• Encounter every turn on 1-in-6:
1-2-. Gas! Cloudkill for 1d6 rounds in
chant (1hp, unconscious) (see p46), - Each 10 damage inflicted causes: this section.
who came here to collect the liver 1-3: a violent cough that throws 3. Telepathic link with Lou
substance to heal a member of any creature inside the lung into 1 Carcolh for a few seconds: a mind
his trio. (Strength check to resist) expanding experience.
4-6: increased carbon dioxide 4. 1d10 animalcules escape from
4 - LUNG production for the next 10 rounds. the walls to feed off the party’s
• One can find some crevices to Save vs death each round or die blood (as stirges).
shelter from the violent winds if without breathing apparatus or 5. 1d3 monstrous microbiota (as
running through the place and rest. spell. gibbering mouthers) devouring the
In one of them is the skeleton of a remains of a horse.
dwarf. She still wears a red rhodium 5 - LIVER: 6. 3 gnomes in acid-proof diving suits
ring engraved with a dragon’s head • An oily, viscous substance oozes removing undigested objects from
(fireball once per day). from the walls and flows into the walls (their bag contains 1,347gp
• 1-in-6 every hour: an air elemental the intestines, making the place in gems and trinkets).
(lesser) appears and attempts to extremely slippery. • Trap: 2-in-6 chance of a sphincter
drive out intruders immediately. - It takes 1d6 rounds to fill a vial opening. Fall 18’ below, taking 2d6
• Due to the regular influx of with this material (equivalent to a damage, to end up on the island in
carbon dioxide, saving throws potion of cure disease). A Dexterity room 3.
against stale air are made at -4. check is needed every round to
• A regular beating can be heard avoid slipping and spilling the 7 - BRAIN
contents of the vial. • On the ceiling: a gelatinous
on the ceiling: on the
• Every 10 rounds: a tidal wave membrane 2’ in diameter through
other side of the
of an oily substance ejects all which intermittent sparks can be seen.
intruders towards the intestines - Behind this membrane is Lou
NERVOUS
NODE (6). Save vs breath to resist. Carcolh’s brain. A long and sharp
weapon (spear, polearm, two-handed
6 - Intestines: sword at a push...) is needed to
• Snail intestines are a strange reach it.
7 thing… all labyrinthine corridors - AC 5 [14], 20hp. At 0 hp, the beast
and shifting surfaces. Cluttered dies.
HEART with various remains of food,
BRAIN 8 - RECTUM/EXIT
8 • A sphincter opens and closes
EXIT sporadically, allowing one person to
crawl through. Entering from the
4 outside requires colossal strength (21
LUNG minimum).
• Lou Carcolh doesn’t usually care
1 what comes out of his gut! It will take
it 2d6 rounds to react unless directly
MOUTH
attacked.

2
CROP

NERVOUS TONGUE
NODE
35
▸ From Eastern European Jewish folklore
◇ by Nicolas Dessaux
◆ Pronounce DEE-buck

Dybbuk An undead spirit possessing dead bodies to mingle


with mortals and further its devious plots.

I
t was a morning after Shabbat when few yards to catch my breath. I can’t say she
I first met Bathsheba. Autumn was cared a lot about my pain, but I liked looking at
already well onto the road of winter in our her porcelain face under her black hat, and a few
northern lands. The diligence had left times along the way she had a smile I couldn’t
her on the side of the road, alone with her understand. She told me, as it it were an excuse,
large trunk. Her silhouette was so small in her she was in town to see her brother. The sound
black dress, next to that heavy wooden box, you of her voice gave me butterflies and I couldn’t
understand I had to help. I still hear my shy voice answer her at all.
offering to drag her luggage. Obviously, it was Every shutter of the house was closed,
an odd proposal. I am nothing of a strong man, and I couldn’t remember ever seeing them
and my clothes could tell anyone I was a poor otherwise; but she had a key around her neck. I
yeshiva student. was a bit annoyed she didn’t touch the mezuzah,
She had a strange expression and I blushed but maybe she feared it was old, half-erased?
– but it was too late. The way to the house she It would have been rude to come in, so I politely
called home felt like an eternity because, while pushed the trunk across the doorway and I took
I enjoyed her quiet company, I had to stop every my leave without waiting for her thanks.

36
Some people in the shtetl had seen me with
the box girl – and they made fun of me, making
me blush redder than I did when I was with her.
I just told my friends what I knew: she came to DYBBUK
see her brother. I saw they were a bit suspicious. I The dybbuk is a possession spirit. It doesn’t have its
remember an enigmatic sentence from the rabbi. own shape, but magical means could reveal a grey
Without raising an eye from the Book, he said: aura around the dead body it inhabits. However, the
“I remember her brother. He was a righteous victim shows a small bloody hole on one toe, and its
man before…” I would have loved to know more, features are more and more twisted as the possession
goes on.
but the sentence remained forever unfinished.
So, one morning, I gathered the courage to
AC 7 [12], HD 1* (4 hp), Att 1 x weapon (1d4),
go back to her house. I was a bit puzzled by the
THAC0 19 [0], MV 90’ (30’), SV D12 W13 P14 B15 S16,
fact she hadn’t opened any of the shutters, but I
ML 11, AL Lawful, XP 16 NA 1d4, TT L (sometimes O)
didn’t mind. I knocked at the door; she appeared
quickly, ready to go for a walk. It was such a
◆ POSSESSION
strange thing for me, walking arm in arm with a When alone in the dark with a living person, the
city lady. She wasn’t talkative, but very polite. As dybbuk can possess them if they fail a saving throw
I didn’t know how I should behave, I just told her vs death. During the day, the victim’s personality
who owns which of the shops we passed by, and becomes twisted and cruel, and their alignment
commented on the street names, like I was an becomes Lawful, but they are still in control of their
body. At night, the dybbuk can use the body as they
improvised guide.
want until dawn. Meanwhile, the corpse the dybbuk
At times, she was listening very quietly: her was using returns to immobility and decay.
eyes wide open, looking around her like someone ◆ EXORCISM
searching for the exit of a crowded room. At Killing the possessed body expels the sybbuk for only
other times, she was moving her head quickly, one night; the corpse can’t be raised by any means.
and the expression I’d seen the first day came When a group of ten persons knows a prayer against
the dybbuk, they can repel it for one year. The only
back on her pale, beautiful face. She asked few
way to permanently get rid of a dybbuk is by publicly
questions, but they were always very specific, as forgiving its faults and crimes.
if she already knew the town.
As we were saying goodbye, back at her house,
THE DYBBUK POSSESSES THE CORPSE OF A :
I found the strength to ask, probably in a funny
1. Sagacious bearded priest 2. Cynical midwife 3. Pious
voice: “How’s your brother?” With that face
student in theology 4. Young and mysterious widow
she made, she answered quietly: “Oh, he’s still
5. Never-smiling smuggler 6. Dishonoured maid
dead, you know.” How could I understand? Don’t
7. Sunken-eyed ritual butcher 8. Hypnotic opera dancer
imagine I was completely naive, despite my
9. Disapointing taylor 1O. Not-so naive bride 11. Pathetic
youth and shyness. I knew there was something drunken violin player 12. Hairbuned, grumpy schoolteacher
wrong. I also knew how strongly attractive this
wrongness was.
GOAL
What saved me? Maybe the “before”, in the rab-
1. Fulfill a familial vengeance 2. Escape another dybbuk
bi’s sentence. Since then, I faced many dangers 3. Protect a forgotten place 4. Trying new corpses
and went on perilous adventures, but the dybbuk 5. Find components for an alchemical achievement
is the most dangerous demon I ever faced. ◇ 6. Find another dybbuk, and their lover.

HOOKS
After visiting the grave of his parents, a young prince suddenly changes. Diplomacy, politics, wedding plans... His
advisors suspect a secret lover or a strange illness. Disguised as new servants, the characters are hired to discreetly
solve the problem.
Old Elen, the kind village wizard, has suddenly decided to take over the region! She is forcing the villagers of Zolipie
to dig up graves and bring her the bones of their ancestors. What nefarious spell is she preparing?
Bathsheba the box girl has been “living” in her brother’s boarded up house for decades now. The town folk are
convinced she’s a witch, but they’re too afraid to do anything. And she’s always so nice and polite!
A dybbuk possesses one of the party’s friends just long enough to beg them for help. Its body was found as it was
possessing someone (committing who knows what crime) and now it has been buried in consecrated ground. If freed,
it swears it’ll serve the characters for a year and a day.
▸ From the Basque Country ◇ by Nobboc
◆ Pronounce pat-SHE

Bad Patxi is a master blacksmith living a solitary life in the hills not far from
Bilbao. His reputation is so terrifying that even the Devil threads carefully
when walking by Patxi’s house.

I
t is said that many years ago there lived also been covered with resin and that he, too,
in the Basque country, not far from could not move...
Merry Mushmen headquarters and a Another seven years later, a third and final
few hills over from Bilbao, a blacksmith demon came to Patxi’s house. The blacksmith
named Patxi Errementaria. He was known to pretended to have accepted his fate, but just
lead a life full of vice and sin but as Patxi was before they left he suggested that the demon
the best blacksmith in the region, the king’s climb the fig tree in the garden to get some
men were ordered to leave him alone. His juicy figs to eat on the way. The figs were
dreadful reputation had even reached Hell, magnificent and the demon was happy to
where demons had been fighting over who comply. But this mag-ical fig tree was the very
would get his soul . The winner showed up one tree from which Patxi got the resin. As soon as
day at Patxi’s house to take him with him to the demon had caught the first branch, he too
hell. The blacksmith first politely invited the found himself stuck and trapped! During the
demon to sit at the table and have lunch to years that followed, the children who passed
build strength before their long journey. The by on the road threw stones at him every mor-
demon gladly obliged, especially since Patxi ning as they left for school, and every evening
was also known as a good cook. But when he as they returned.
finished eating and tried to get up, he discov- Patxi finally died of old age. Death came for
ered that Patxi had smeared his seat with him and took him straight to Hell. But the
sticky resin. The demon spent the next seven demons were now afraid and wanted nothing
years there, tortured and humiliated by the more to do with him, so they closed the gates
blacksmith in many ways every day. of hell just before he arrived. He was finally
A second demon eventually descended upon brought to Heaven, but Saint Peter flatly
Patxi’s home. The blacksmith first invited refused to let him in. Out of shear weariness,
him to rest from the journey before setting Death brought Patxi back to his house and
off again, offering him a very comfortable bed forgot about him. If one day in the hills you
with a first-class feather duvet. The demon hear a hammer striking an anvil, beware of
was only too happy to take a nap, but discov- the blacksmith! And do not ever accept an
ered when he woke up that the mattress had invitation from Bad Patxi! ◇

38
BAD PATXI A MAGIC TREE
Human blacksmith. Patxi hates everyone and every- Patxi has a fig tree in his garden, which bears mouth
thing but his forge, his hammer, and his fig tree. Bad watering, gorgeous looking fruit all year round.
Patxi is a truly evil person, but fortunately for all of us,
The tree also produces a magical resin.
he has no interest in the affairs of this world. He lives
for his work, ever striving to perfect his techniques, Universal glue: sticks anything to anything forever.
craving the admiration and recognition it brings. To be
Patxi sells it in tiny jars (3 doses) for a small fortune.
allowed to live at the fringes of civilisation, he has no
choice but to behave more or less properly.. When you say a command word (unique to each jar), the
glue loses its properties and glued items are freed.
AC 4 [15] (leather apron +2, ring of protection +1), The tree itself is a trap. One must save vs spells to
HD 8** (36 hp), Att 1 x weapon (1d8 + 3) or 2 x fists resist eating upon seeing a fig for the first time, and
(1d4 + 3), or resin toss ,THAC0 12 [+7], MV 90’ (30’), save vs paralysis to avoid getting stuck to the tree
SV D8 W9 P10 B11 S12, ML 11, AL Chaotic, XP 1 750, when picking fruit. Stuck pilferers must wait until Patxi
NA unique, TT See below comes to release them (and most of them are never
seen again).
◆ BEAR HUG The first time you eat a fig, roll 1d6. 1-2: Yum! Gain 1d6
If a victim is hit by both fist attacks in the same round,
x 100 XP. 3-4: Yum! It’s the best fruit ever. 5-6: Yum! Lose
Patxi hugs for an extra 2d8+3 automatic damage.
1d6 Constitution, and save vs death or die in agony.
◆ ILL WILL AURA
When seeing Patxi, a character must save vs spells or
suffer the effects of the cause fear spell. Once the save BAD PATXI’S TREASURE
is successful, the character is immune. In a cache under the main furnace of his underground
◆ MALEVOLENT CHARM workshop (see opposite) lies Patxi’s hoard, along with
As the charm person spell, once per day. his masterpiece: the sentient sword Aidegatxo.
◆ REGENERATION
As long as Patxi is within 300 feet of his forge, he rege- 10,000gp in gold and silver ingots in a trapped heavy
BAD PATXI

nerates 1hp per round. chest (6d6 electrical damage) which calls for help if it is

◆ FIRE IMMUNITY not opened with the key Patxi wears around his neck.
Immune to mundane fire. Magical fire causes half
Three bronze jars set with rubies (500gp each).
damage.
The first jar contains 5,225gp in gems of various sizes,
◆ RESIN TOSS
the second jar 6,553gp in ancient coins, the third jar
Patxi reaches into the pot he carries on his belt and
hurls a glob of resin at a target within 30’. If the attack contains a trapped fire elemental (lesser) that attacks
hits, the target always acts last in the round, their when the jar is opened.
attack suffers a -4 modifier and their speed is halved.
AIDEGATXO (sentient sword):
Triple-curved blade made of alien metal, finely engraved
BAD PATXI’S BELOVED HAMMER with scenes of storms on the mountains. Its handle is
M UL , gift of the wicked dwarves.
MAIULA,
MAIULA of titan bone, inlaid with gold and silver thread. It has
The handle is made of the finger bone of the first a lightning shaped iridium guard and a pommel made
dragon, Erensuge, the head is a moonstone. from a piece of meteorite. It is kept in a long case of
ebony and manticore leather.
Magic hammer, +1, +3 vs Lawful creatures.
- Sword +2. INT 12, Ego 8, Speech (Common),
- Cause disease, Curse (1/day)
AL Chaotic.
- Any person grasping the hammer must save versus
• Personality: sarcastic, intrusive,
death or change their alignment to Chaotic.
and passive aggressive.
• +1d6 electrical damage.
• Detect metal, detect gems.
• Lighting bolt (as the 3rd level spell, 3/day).
• Lawful creatures holding the sword take
2d6 electrical damage per round.

40
2 3

PATXI’S HOUSE
ON TOP OF A SMALL ROUND HILL.
Compact house of black stone (iron locked door, two loopholes for windows), in the shadow of
the magic fig tree (in which is glued a depressed minor demon — shouts abuse), in the middle of
a pretty garden( 2 kratts - see p.90 - working in the vegetable garden) surrounded by a dry stone
wall with a metal gate and a magic mouth which says, “Run, you fools!“. 1

1 Spartan main room. On a chair: glued minor demon 8 Huge steel door (carved with grimacing
(almost dead, speaks incoherently). figures and deadly glyphs). Bell and peephole.
2 Monastic guest room. In the bed: Leads to the kingdom of the evil duergar.
glued minor demon (having nightmares). 9 Vertiginous iron footbridge (over a river of lava,
3 Iron door (actually a mimic. Asks for fresh figs 150’ down). A duergar (has the key to the cells) with
to grant passage). Stifling heat emanating from a well two hellhounds, whips a dwarf (carrying a
(with a hundred rungs) leads to 4, 300’ deeper. basket of iron ingots across the bridge).
4 From this point on, the heat makes metal armour 10 Magnificent forge. On a parapet (overlooking
uncomfortable (disadvantage to all rolls). a lake of lava 150’ down.) Bucket wheel (made of an
unknown metal) powered by three chained children
5 Iron gate (closed by a heavy chain).
(watched by a duergar) pours lava into the main
Opens onto a series of corridors and dangerous caves
furnace.
(leads out into the mountains two miles away).
Bad Patxi is here (sweating and banging 4
6 Cluttered storeroom (tiny jars of glue and on his anvil as 1d6 magminps are gawking
cans of fig preserve on the shelves, piles of iron in amazement).
ingots and various tools). Under the lava of the furnace
7 Cell (Locked door in the bars. A starving dwarf and and a heavy stone slab:
two frightened mute children.) Hellhound on watch. Patxi’s treasure hoard.
5
MAGMIMPS. Small (2’) unpleasant winged creature made of magma
AC 6 [13], HD 2* (9 hp), ATT 1 x claw (1d4 + 2) or spit, THAC0 18 [+1],
MV 60’ (20’) / 90’ (30’) flying , SV D12 W13 P14 B15 S16, ML 6, AL Chaotic,
XP 25, NA 1D6, TT - 7
Spit (3/day): blob of lava, 1d6 damage, range 9’.
Regeneration: recovers 2 hp per round by dipping into lava.

MINOR DEMON. Perverse, sadistic and quarrelsome, these are the bottom of 6
the barrel of the demonic hordes and generally serve as messengers, scouts, or cannon
fodder. They are sensitive to the same temptations that they like
to provoke in humans (gluttony, sloth, envy, etc.), and can be
rather easily tricked by clever opponents.
8
AC 6 [13], HD 3* (13 hp), ATT 1 x claw (1d6 + drain) or
spit, THAC0 18 [+1], MV 120’ (40’), SV D12 W13 P14 B15
S16, ML 6, AL Chaotic, XP 50, NA 1D6, TT - 9

Drain: save vs spells or lose 1 point of Wisdom. One


lost point can be recovered after a full day’s rest.
Teleport (2/day): as the 5th level magic-user spell.
10

HOOKS
After a TPK, the Devil Two A messenger angel falls to earth in The fig tree is
hires the dead characters characters are a ball of heavenly heat, starting a small dying and Patxi can’t
to investigate the disap- unfortunately forest fire. They track the characters to stop crying. He has
pearance of three of his glued together beg for their help. Archangel Michael has given up on his work.
demons. They have six days, and Patxi alone heard of Patxi’s miraculous workmanship The town council
six hours, and six minutes to knows the word and demands a new spear to slay dragons of Bilbao asks the
find the demons and bring of power that and explore dungeons with. Of course, no adventurers to find a
them back to the safety of would unstick reputable soldier of God’s army would deal solution, as the area
their native firepits. When them. He will with such a sinner, so the characters are will not be able to do
this is done, the characters give it to them tasked with convincing Bad Patxi to work without Bad Patxi’s
can return to the world of if they first for the right side, for once. In exchange, production for much
the living... until their next complete three everyone involved will see their worst longer.
death. tasks… crime pardoned by Heaven. 41
▸ From Suffolk, England ◇ by James Holloway

Green The
Childrenof
oo p
W l it From a world
far away came the green children.
Who knows when more will
follow them?

T
hey call the village “wolf pit,” when they got ‘em, what do you think? They
though there’s no wolves there opened up the stalks, not the pods, and when
now. Haven’t been any in a long they couldn’t find beans in there, how they
time. But the pits are like the ones wept again. But the cook, being a kind woman
they used to use to trap wolves, and clever, opened up the pods and took the
right enough – great straight sides, and hard to beans out, and they ate them right up, raw.
come out of. Though that doesn’t mean no one And it was weeks they ate nothing but beans
ever comes out of ‘em. until she could finally persuade ‘em that
It was in King Stephen’s time they were bread would do ‘em no harm.
found. Two little ones, climbing out of the And as they learned to eat our food, the
pit, a boy and a girl. She was a bit older than green colour went out of ‘em, and they turned
him, maybe. Hard to say. They didn’t speak as pink as you or me. But the lad, he caught
any English, just babbled nonsense, though something, sickened, and he died. His sister,
it seemed they could understand each other. for so she turned out to be, she took a place
And they were green. Green as leaves in working for Sir Richard, though I don’t know
spring, from their skin to their eyes to their that she ever took to it exactly. In the end she
hair. married a fellow from Lynn, and as far as I
Folk took them to the big house, and know her people live there still.
brought them food, but they wouldn’t eat But she used to tell all kinds of stories about
it, though they were so hungry, the poor the place she came from. A place where the
things, and wept so piteously. Until they sun never shone but the night never fell, a
were bringing in the beans, to hull them, you place that was always twilight, and a river
know, and they recognised them, begged for beyond, and a shining land beyond that. A
them, though not with words, all gesturing place where if you listen you can hear the
and pointing to their mouths and bellies. But church bells ring in the world above. ◇

42
GREEN CHILDREN
The Green Children (or less-green adults) are normal
humans
ans with a few small differences. Only their unique
colouration
uration marks them out as different from those
around
nd them, and this gradually fades as they become
acclimatised
matised to the world that is now their home.

AC 9 [10], HD 1 (4hp), Att 1 × weapon (by weapon),


C0 19[0], MV 120’ (40’), SV D13 W14 P13 B16 S15,
THAC0
ML 7, AL any, XP 16, NA 1d4 (1d4), TT any

◆ EXTRATERRESTRIAL
XTRATERRESTRIAL BIOLOGY
Unable
ble to digest most earthly food except for legumes
such as peas and beans. Each month that the green
person
on is exposed to human food and drink, roll a save
vs poison.
ison. On a successful save, the person can now di-
gest a new food group. Each new food group diminishes
the green
reen tinge as the body digests earthly nutrients.
◆ PROTECTIVE
ROTECTIVE COLORATION
Green
n skin and hair makes it easier to hide in bushes or
undergrowth.
rgrowth.
◆ MAGICAL
AGICAL POTENTIAL
Greenn children are capable of learning magic, although
they have no magical tradition and must be taught it.

SAINT MARTIN’S LAND


The Green Children claimed to come from a place they called Saint Martin’s Land. To hear them tell it, this place
GREEN CHILDREN

was cold and dimly lit, so much so that they were pained by the light and heat of eastern England, a region known
for neither. Saint Martin’s Land is (d6):

1 A region of the underworld, inhabited by the spir- 4 A country near the arctic circle, somehow
its of the dead who are not quite good enough to reach connected to this one by a magical cavern that warps
the shining city beyond the river. They are not supposed space and time. The magical cavern only connects to
to be able to return to the world of the living, and the wolf pit at certain times; both the portal on this
they’re definitely not supposed to have children with end and the one in Saint Martin’s Land sometimes
living humans. Every descendant of the young woman open into other places.
is an error that Hell will have to answer for. 5 A network of underground caves inhabited by the
2 The land of Faerie, which has always been close to descendants of a heretical sect long ago driven into
the countryside. The fair folk avoid big cities because hiding by authorities loyal to reformist, centralising
of their famous vulnerability to the sound of church kings. The green girl spoke truly when she said her
bells. But now that the countryside wears a white robe people were Christian, but local Christian authorities
of churches, and all of which have bells, the young might not see it that way if they found out what her
people of faerie are being lured into the world above folk believe.
by the hypnotic sound. 6 A colonised planet in the far future, lit by the dim
3 A tale made up by a pair of shapeshifting spirits light of an alien sun. The green children are geneti-
whose colour vision is different from that of humans cally modified to produce most of their own food via
and who therefore accidentally made themselves photosynthesis. The reality-warp to medieval England
green without realising it. “Everyone in our country is (or your own setting) is an unanticipated side-effect
green! Yeah… that’s it!” of the technology used to transport colonists from
a dying Earth to their new home. Perhaps they may
decide that Earth’s past is a better place to live than
their dim, frigid outpost.

44
LEGACIES OF SAINT MARTIN’S LAND
Feasting cup: although the folk offered him a drink, but instead of biggest animals found inside these
of Saint Martin’s Land do not eat drinking from the gold goblet, he rocks are hounds.
the same food as those of Earth, simply grabbed it and ran home. Stone hounds are perfectly normal
they still enjoy feasting. At times He evaded pursuit, made it to dogs, although they’re a little fun-
or places when a portal opens, pas- his home and eventually sold the ny-looking, with wrinkly skin and
sersby hear the sounds of laughter beautiful cup, making a tidy sum of patchy hair. They smell unpleasant,
and music; following them, they money. But now the cursed goblet although this gradually fades the
find a brightly-lit feasting hall has made its way to the royal more time they spend in the mortal
filled with green people enjoying court, inflicting all those who drink world, eating mortal food. They
a green meal and drinking green from it with a longing to reach have an uncanny ability to sniff out
wine. The wine is lovely – maybe a Saint Martin’s Land. If anyone can gateways to other realms, whether
bit tannic – but those who drink it find a way to the realm, the king to Saint Martin’s Land itself, the
must save vs spells or feel a sense will reward them richly. land of faerie, the land of the dead,
of homesickness for Saint Martin’s or elsewhere: a character accompa-
Land, even if they have never been Stone hounds: there are flint nied by a stone hound has a 4-in-6
there. mines not far from the wolf pit. chance of detecting such a portal.
A farmer, on his way home from Sometimes, when the miners crack However, the hound’s unpleasant
the fields, heard one of these open a particularly large nodule, odour can make the character
feasts and went to see what the there’s an animal inside. Usually it’s easier to detect for creatures that

bbbbbbbbbbbbbbbb
commotion was. The revellers something small, like a toad. The hunt by scent.

ALIEN ANCESTRY?
One of the mysterious visitors to woolpit learned to eat human food, lost her green colour, learned English and gra-
dually assimilated. She worked for a few years as a servant before marrying a man from the nearby town of Bishop’s
Lynn. Her descendants are alive today. Maybe you’re one of them. Signs you might have some green-person in you:
1 A greenish tinge to hair and eyebrows, most no- 7 Dark-adapted eyes. You possess a limited form of
table in dim or flickering light. infravision with a range of 30 feet. Beyond that, the
2 You know nursery rhymes and lullabies, nonsense images are too faint to be useful. You suffer a -1 penalty
words your mother sang you, passed down from her to hit in bright light (such as the noon sun or a similar
mother and grandmother. Snippets of an otherworldly intense glare).
language. 8 There are gaps in the world, holes in its structure.
3 Red meat tastes like paper to you; you can’t see Most people don’t notice them, but when you’re
why everyone seems to like it so much. around them you feel a tingle, a sort of queasy silence.
4 The sound of church and temple bells lulls you into 2-in-6 chance of detecting magical portals or magical-
daydream: save vs spells or be gently enchanted for 1d6 ly-concealed doors.
rounds (or until someone snaps you out of it). 9 You can survive by eating something not normally
5 Your teeth came in early and you never lost your edible by humans. Roll 1d6: 1 paper, 2 leather, 3 spoiled
first set. Such lovely teeth, so even and bright. food, 4 fur, hair, and fingernails, 5 cloth, 6 bark.
6 Your middle and ring fingers are exactly the same 10 Fiery temper. You are a little more rebellious and
length. This has no mechanical effect, but it’s hard to hot-tempered than the average human: +1 to save vs
find a pair of gloves that fit. charm person.

HOOKS
An old couple find a lost child wandering in the woods and decide to look after the poor thing. Something
reminds you of that old story your grandmother told you, though. Is that child a little ... greenish?
Time in the Realm of Faerie runs differently than in the mortal plane, so when an outraged band of faerie
nobles crashes out of the wolf pit demanding to know where their niece and nephew are, no one is quite sure at
first what they mean. Would hearing the story placate them? Or perhaps meeting their distant relatives?

Two green children appear in a nearby village. Why, it’s just like the old folk tale. How curious! Then an identical
report comes in from another town. And another. And another.
The green girl, now a normal adult, is living peacefully with her new husband when the authorities arrive. They
have heard the story of the children and have decided they must be some kind of spies. Will the party turn her in,
protect her, or try to get her past the patrols to the wolf pit that might lead to her long-lost home?

45
▸ From Lorraine, France ◇ by Nobboc
◆ Pronounce Pee-AWT-chant

Piot stretching behind the inn and up

Chant
to the edge of the forest. Around
midnight, he was startled awake by
a series of fleeting whistles and an
exchange of whispers. He glanced
outside and, right in front of him,
a whole row of carrots was sucked
Peaceful faeries who live into the ground! To his left, his
turnips were being thrown in the air
underground, the piot chants only meddle and into the bushes! To his right, a
with the affairs of the mortals whose crops currant bush was shaking, its fruit
take over the woods. A curse makes them falling to the ground! Fritz crossed
himself three times and spat over
dangerous when the moon is dark. his shoulder to ward off evil. Then, on
the other side of the garden, he saw

L
three piot chants emerging from the
ong before the arrival of men who disfig- ground: foot-tall skinny little imps,
ured the land with their axes and their with human faces except for a long
ploughs and their wheat, the faeries, snout ending in two long incisors.
imps, and sylvan elves lived in harmony They wore armour made of insect
with the holy trees, the magical mounds, shells: oil beetle heads for helmets
and the sentient streams. When faced with these and coleopteran claws for spears
intruders, some chose to simply disappear, some and swords. One of them grabbed a
adapted and mingled with us mortals, and others flute from his belt and played three
decided to resist. The piot chants are part of the latter long chords: immediately a swarm
group. With their meagre means, they try to retake of field mice rushed out of the forest
their land from civilization. to gnaw on Fritz’s pumpkins. The
Not long ago, near the village of Niderhoff, there second piot chant called a sea of slugs
was a small inn in a forest where travellers from and caterpillars to attack the rows
the mountains stopped on their way to Nancy or of cabbages. And the third? Fritz
Saarbrücken. Its owner was named Fritz, and he was was shocked to watch him piss on
also a master gardener. He was proud to serve his his lettuces. His blood brought to a
flavourful cabbage stews, vegetable kebabs, pumpkin boil by such vandalism, he grabbed a
soups, and marrow squash gratins. But Fritz began pitchfork and rushed at the imps.
to worry as his vegetables withered, failed to grow, or He just about skewered the first
even simply disappeared during otherwise bountiful one, but it jumped into a hole and
seasons. As a good, hard-working Christian, this disappeared. He ran after the second
predicament has been beyond him. one, but the piot chant ran off into
One night, he decided to hide in the tool shed at the forest. Finally, he caught the
the entrance to his garden – a well-kept acre of land third one, which was still buttoning

46
his trousers and hadn’t noticed anything. PIOT CHANT
Fritz lifted it off the ground, but the piot Nocturnal 1-2’ tall imps, looking like scrawny humans
chant, unimpressed said in a high pitched except for a long snout and two mole-like incisors. They
use insect claws and shells to make weapons and ar-
voice: “Go back to bed, big man, and let
mour. Piot chants live in gallery networks they dig under
me do my work!” Instead, Fritz tried to pastoral lands, linking their communities together. They
strangle the imp, but it blew in his face prey on crops that encroach on the forest, but try to not
before he ran out of breath. It was such a confront mortals directly, except when a vendetta is
cold, stinging breath that Fritz let the piot declared (see sidebar).
chant go, howling in pain and holding his
nose. The imp spat in his direction, flashed AC 3 [16] HD ½* (2hp), or 1 (4hp) under a dark moon,
his buttocks at him, and before leaving, Att 1 x insect pincer (1d4+1 ) or icy breath,
declaimed: THAC0 19 [0], or 17 [+2] under a dark moon
“Under the dark moon, come back I will, MV 120’ (40’), SV D8 W9 P10 B13 S12,
Under the dark moon, finish I will!”. ML 7, or 12 under a dark moon,
His nose still stinging awfully, Fritz went AL Neutral, or Chaotic under a dark moon,
back inside to consult his calendar: the next XP 6, or 13 under a dark moon,
new moon was three nights away. Luckily, NA 1d3 x 3 (1d30), or 1d3 x 30 under a dark moon, TT S
a lansquenet named Otton was staying at
the inn. He was a veteran who had fought ◆ ICY BREATH
as a mercenary in many wars in and around Once per day, a piot chant blows at an enemy in melee
the Holy Empire. Fritz offered to let Otton range, causing 1d6+1 damage. The target must save
vs breath or drop everything and spend the next 1d4
stay, eat and drink for free for a month in
rounds rubbing the affected area (usually their face).
exchange for his help. And when the new
moon rose that night, Fritz and Otton ◆ PACK OF THREE
The Piot chants are trained to work as a trio in all their
were ready and waiting in the middle of activities. If they can stay together in combat, you can
the garden, watching the darkness grow roll a single attack per group of three: roll two dice to
around them. At about midnight, they were attack and keep the best result, and double the damage.
suddenly surrounded by noises. And it was ◆ LEADER
PIOT CHANT

not one, not two, not even three piot chants In each trio of piot chants encountered, one is a leader
who appeared all around them, it was fifty, with one of the following abilities, once per day (d4):
armed to the teeth, their insect armour 1- hold Person; 2- bight (reversed bless); 3- cause fear;
4- curse.
gleaming, their furious eyes as red as the
moon was dark. Otton show his crossbow, ◆ ENCHANTED FLUTE
For each trio of piot chants encountered, one has an
killing two piot chants. The faeries charged,
enchanted flute which, once a day, can summon 1d3
and for a while he kept them away with his insect swarms, or 5d10 rats, or 1d2 crab spiders.
halberd. But he was soon outnumbered, The summoned monsters obey the flute player and
the imps clinging to his heels and climbing disappear when the music stops.
on his back, and he fled into the forest. It is ◆ CURSE OF THE DARK MOON
said that his screams resounded all night Under a dark moon, piot chants become bloodthirsty
long and that the next day his dismembered killers. As they consider this as a shameful curse, piot
and partially eaten remains were found all chants tend to stay underground on those nights, apart
from a few very exceptional occasions.
around Niderhoff.
As for Fritz, armed with a sickle and a
wooden shield, he was now surrounded by
piot chants, silently staring at him with
their crimson eyes. One of them stepped forward, spoke a few words, and Fritz found
himself paralysed. Another blew a cheerful tune into his flute and all the ants, spiders, and
beetles in the garden crawled towards Fritz. It took them til the early hours of the morning
to finish eating him. Since that dreadful morning, the inn has fallen into ruin and Fritz’s
vegetable garden has returned to the forest. ◇

48
PIOT CHANT VENDETTA
If a character is unlucky enough to badly harm a piot chant, the vengeful imps will pursue them relentlessly across
the world, following and spying on them from their vast network of galleries. Any time the character is around
crops or fields during a dark moon night, there is a 2-in-6 chance that 3d6+3 bloodthirsty piot chants attack them.
The only safe way to end this vendetta is to perform a great deed in the service of a faerie monarch, who will be able
to intercede on the character’s behalf.

After recalcitrant gardeners,


MORE PIOT CHANT FACTS
the worst enemies of the piot chant
On each winter solstice, the ambassadors of the wild elves of the are giant weasels and rats who feast on
Secret Undergrowth visit the nests of the piot chants in great ceremony. the bulbs in their nurseries.
They give them seeds, the origin of which only they know. Planted in a Giant moles, on the other hand, are
layer of humus and fungus in the most protected rooms of the Piot chants’ often valuable allies, helping them
nests, each seed produces a phosphorescent bulbous plant in a few hours. plan and build their habitats and
From this, seven weeks later, a fully matured grown piot chant emerges, inter-nest galleries.
ready to join piot chant society.
Piot chants rarely live longer than three years. 3 3
When they feel their death is close, a piot chant lies down on 1
the soft floor of the nursery, and intones a farewell song (a har-
monious mixture of insect trilling, diphonic throat singing, and 3
wind-in-the-leaves noises). Within a few hours of the song softly 2 1
concluding, the piot chant sinks into the earth. 8

6
The piot chants live in harmony with giant beetles.
Tiger beetles guard their nurseries and escort their 6
travels. Fire beetles are the pets and drudges of the 2
7
piot chants and form long convoys during the great
underworld migrations. Meeting a procession of piot 3 3
chants on their way from one nest to another is a rare 4
and grandiose sight.
3
5
A TYPICAL PIOT CHANT NEST 4
Corridors are generally 5’ high, rooms a bit more. The only light comes from 2
the wandering fire beetles. The entrances and most of the strategic points are
trapped with poisoned stakes, animated roots, or antropophagous brambles.
1 Exits to the world above. 2 Guards and training rooms (always busy). 3 Housing.
4 Stores (mostly honey , wildberry nectar, and insect eggs). 5 Armoury (where helmets, armour
and blades are made by old piot chants). 6 Nurseries (each guarded by 4 tiger beetles). 1
7 Ceremonial hall (where the druids from above are sometimes invited). 8 Exit to the Underworld.

HOOKS
Characters have mortally wounded a piot chant and their vengeance has now pursued the party for too long…
It so happens they have also learned Zaratazarat the Mage keeps three piot chants in his menagerie. Freeing them
might allow the characters to negotiate.
As the party camp by a ruined inn at the junction of two forest roads, not far from the village of Niderhoff, a
ghost emerges from the mist. His name is Fritz and he was the owner of the place. He promises to reveal where he
used to keep his gold if he is allowed to finally rest in peace. For this to happen, three piot chants must be nailed
alive to the top of the crossroads signpost.
Hildja Gargleheim, the dwarf craftswoman who makes the piot chants’ flutes, has come down with a strange
fever and somehow, this is affecting all the instruments she ever made. Piot chants are now summoning moutain
lions, bears, and vultures that not only won’t obey, but try to eat them! The characters are tasked to either cure
Hildja or fix the flutes. Will they discover that the fever is actually a curse the King of kabbouters (see p. 14) who
wanted to play a trick on his cousin the President of Piotchandom?
For the first time in centuries, a brightblood moon is upon the land. The local witches and wisefolk are
expecting a blood bath and possibly another cataclysmic war between mortals and faeries. Only the bravest of
adventurers
For the first
wouldtime
step
in centuries,
through thea brightblood
moonbeammoon
portalistoupon
seekthe
a way
land.
toThe
prevent
localthe
witches
brightblood
and wisefolk
moon,are
from the
expecting
surface of the
a blood
moon bath
itself!
and possibly another cataclysmic war between mortals and fairies. Only the bravest of
adventurers would step through the moonbeam portal to seek a way to prevent the brightblood moon, from the
surface of the moon itself! 49
▸ From Brazil ◇ by Diogo Nogueira
◆ Pronounce booy-tah-TAH

Boitatà
A giant, sentient serpent on whose scales the history of the world
is carved. It’s legend was originally told by the Tupi-Guarani, a large tribe of
indigenous people from Brazil.

I
t was one of the darkest nights the could see some glimmer of light further
explorer had ever seen. If his people ahead.
hadn’t needed the secrets he was But the young man tripped and dropped
seeking so urgently, he would surely one of the trinkets he was carrying. The
have postponed his search. He was clinking sound echoed down the passage
looking for the boitatá. The mythical snake and suddenly the light at the back of the
from the beginning of time, who guarded cave turned into two balls of fi re. As these
many secrets. fl aming spheres grew in the darkness, he
As the explorer approached the giant saw they were eyes. Flaming eyes, coming
cavern where the boitatá was rumoured to closer. The eyes of a giant serpent.
dwell, he started feeling abject fear over- “Whoooo arez youzzsss? Whatszz dozz
coming his mind. He’d heard many stories youzz ssseeekzzz?” The creature spoke
of those who came to the boitatá in search with a deep voice that echoed on the
of knowledge and ended up becoming one cave walls. For a few heartbeats, the man
of the creature’s many meals. Carefully, he couldn’t talk. Fear paralysed him. But he
walked into the cave, holding in his hands knew if he didn’t answer, it wouldn’t be
the gifts his people had prepared for the long before he was inside the monster’s
ancient being. The tunnel was dark, but he belly.

50
BOITATÀ
50’ long serpent with emerald scales, a large head
and huge flaming eyes. It delights in devouring
the eyes of creatures, especially those it has never
tasted

AC 3 [16], HD 15*** (70 hp), Att 1 x bite (6d6),


1 x constrict, or 1 x flame jet (3d8), THAC0 9 [+10],
MV 120’ (40’), SV D4 W5 P6 B5 S8 (15), ML 10,
AL Neutral, XP 4 200, NA 0 (1), TT H

◆ MUNDANE DAMAGE IMMUNITY


“I am Cauê, from the tribe up on the river. Can only be harmed by magical attacks.
I brought you gifts, Ancient One.”
◆ KEEN SIGHT AND SMELL
“Yeszzz… Butz whatsz dozz youzz Only surprised on a 1.
wantzzsss?” insisted the boitatá.
◆ FLAME JET
“I, I want a small piece of your knowledge. 30’ long and 10’ wide at the end. Can be used 5
Just a small portion. My people are times per day.
suffering from a terrible…” ◆ CONSTRICTION
“Ifs youzs wantsz knowledgeszzz, yousz Can wrap around a target within 10’, inflicting 4d4
willz needsz to offerzzsss more thanzz automatical damage immediatly and on each
thissszzz…” The serpent slithered forward subsequent round. The target is immobilized and
so that its burning eyes were right in front can only attempt to free themselves (Strength
check with a -4 modifier once per round). Only one
of the young man. A bright fl ame jumped
target can be constricted at a time.
from them into the eyes of the explorer.
◆ SORCERY
He fell to the floor, screaming in pain. His
Can cast spells as a 9th level magic-user. (usually
BOITATÀ

faced charred, he was surprised to realise


BOITAT

charm person, detect magic, sleep, detect invisible,


he could still see… A strange vision was invisibility, mirror image, clairvoyance, dispel magic,
forming in his mind. Images, sounds, haste, confusion, polymorph self, feeblemind.
smells, and even a sense of touch overwhel- ◆ NEAR INFINITE KNOWLEDGE
med his brain. The explorer was seeing the The creature knows the secrets and weaknesses of
boitatá’s history, or part of it. everyone it lays eyes upon.
He saw the creature bursting out of its
egg at the beginning of time, when every-
thing was lava, rocks, and smoke. He saw it
eating the eyes of an amorphous creature.
He saw it eating the eyes of a giant fi sh. He moulting, this gigantic library of scales
saw it eating the eyes of many different was discarded and forgotten inside the
creatures, from many different times, as creature’s lair. And he understood that the
the world around it changed and evolved. only thing the boitatá cared about was
The explorer witnessed the end of the devouring as many eyes as it could,
world, multiple times, and every time, only absorbing the light from them into its own.
the boitatá remained alive, deep within its He could feel the serpent’s tongue slowly
cave. It waited until life sprung up again, forcing its way into his eye sockets. He tried
and the new inhabitants of the world soon to stop it, but the serpent had coiled itself
came to visit the serpent, begging for around him, an embrace that could crush
knowledge. And every time, it ate their his bones if the monster so desired. He was
eyes in exchange. as powerless as he was blind.
He saw the boitatá inscribing on its scales The boitatá released him, blood dripping
the histories it learned from consuming from where his eyes used to be, the answers
the eyes of other beings. With each he had come looking for clear in his mind. ◇

52
WHAT DOES THE BOITATÁ WANT?
It has learned of a creature whose eyes it has never
tasted and it wants a pair of them. Would you kindly go
1 WHAT SECRETS CAN YOU FIND IN THE
get those eyes?
BOITATÁ’S MOULTS?
It wants to die, as it has survived all the great disasters
A powerful spell deemed to have been lost
of the world, but it wants to do a few things before it
2 1 thousands of years ago. Sorcerers would pay
goes. Would you help it cross these items off its cosmic
handsomely for it.
bucket list?
The true name of a powerful supernatural
It has heard of an ancient book brought to this world
2 entity. Knowing its name would give power
3 by a being from another dimension. It wants to possess
over it.
the unique secrets within it. Will you get the book for it?
The secret recipe of the magical cake one of
Someone entered the creature’s caverns and stole its
3 the faerie queens is renowned for. Another
4 discarded moults. It wants them back at all costs. Will you
queen, from another court, wants it.
help it get them back?
What caused previous cataclysms. Studying
The creature saw in a new victim’s eyes that there is ano 4 them might help prevent the upcoming one.
5 ther one of its kind somewhere very far from here. It
wants to find its kindred. Will you help find it? The location of all the libraries and treasure
5 halls of the ancient monarchs. A list of places
The creature ate the eyes of a being that came from the
to loot.
6 future and saw its own death. Now it wants to prevent
this from happening. Will you help? A copy of the Tome of Prophecies, written by
6 the legendary Thousand-Eyed Prophet, who
has vanished from existence.
WHAT IS THE BOITATÁ DOING?
who
It is about to pull out the eyes of a young person
1 came seeking the secret to someone’s heart. WHAT OFFERINGS LIE FORGOTTEN IN
its scales. THE BOITATÁ’S CAVERN?
Carving the latest memories it acquired onto
2 n.
A meticulous task which requires concentratio A crown made of blood, given by the feared
ing every 1
Sleeping restlessly in its cavern. Its body twitch Blood King when he visited this plane.
3 now and then as it dreams the dreams of ages. A rare crystal rose, kept inside a glass case.
g
Clearing the lair of all the gifts it received. Shovin 2 The rose emits a prismatic light that reveals
4 valuable treasu re into the corner s of the cave. the beauty inside everyone.
Interrupting
Moulting. It is a painful and private process. 3 A flute that shares its player’s memories with
5 it would be suicidal. everyone listening.
grow, trying
Smoking a pipe while watching a stalactite 4
A pair of shoes that change shape, allowing
hts
6 to empty its mind from the million million thoug the wearer to disguise their footprints.
inside it. It just wants some silence. A coat of fine mithral weave, made
by a legendary dwarven smith.
5 As light as a woollen coat, it protects like
WHY DO YOU SEEK THE BOITATÁ?
magical chain .
To learn about your past. Ask all the questions you could
1 never ask the people who disappeared.
A 150-foot length of rope that can contract to
6 50’ and expand back on a whim.
To recover the eyes of a loved one, so they can see again.
A spoon that conjures a spoonful of any food
2 They say the beast has all the eyes it has ever eaten in its 7 one can think of.
magical belly.
And elixir that rewinds time, allowing the
To slay the demonic creature who has devoured the eyes
of a loved one. They were tricked by the promises of
8 drinker to become 1d20 years younger. They
3 however lose all memories of the lost years.
forbidden knowledge, and now they blame the serpent.
A brazier that shows glimpses of the future of
To steal the discarded skins of the boitatá, as it contains
the histories of eons. They would be very valuable to a
9 the person who lights it. Allow one die reroll
4 after using it.
sage or museum.
A pair of glasses that shows the astral plane
To collect tears from the creature’s eyes. Legend says
5 they can cure any illness. 10 superimposed on the material world.
Prolonged use can cause hallucinations.
To kill the monster. The gods keep trying to destroy it,
6
but end up killing everyone else instead.

53
THE EYES OF THE BOITATÁ
The eyes of the ancient serpent have absorbed the light from the eyes of all its victims over the ages. If inserted in
place of one’s (missing) eyes, they confer various magical abilities.
One eye can always see what the other eye sees, no matter where each one is in the multiverse.

The user has infravision, and can discern the true form of everything they see, including seeing the invisible.

The eyes can shoot a jet of flames a number of times per day equal to the character’s level. The jet is a cone of 30’
long and 10’ wide at the end, causing 3d6 points of damage (save vs breath for half).
The user can read any language or code ever created.

Once per day, the character can close their eyes and get a glimpse of the future, allowing the player to reroll one
die that day.

WHO IS SEEKING THE BOITATÁ?


Szalay, a wandering wizard, trying to complete Zarthar, a warlock, who wants to perform a ritual to drain
1 the formula of a powerful, reality-altering spell 7 the boitatá’s powers, effectively taking its place so they
their master never finished. can continue researching ancient demonology.
Yanderoh, a philosopher priest of the Three Fates, Burnard, an orphan, who travelled from the capital in
2 who wants to know about the time the gods search for the truth about their past. However, not even
walked on earth.
8 the boitatá could answer their questions, and now the
BOITATÀ
BOITAT

orphan and the serpent have become friends.


Farlea, a deposed warrior princess. She needs to
3 learn what caused the coup and how to get her Elienest, a wandering bard. She wants to weave the most
kingdom back. 9 epic tales ever told into the world’s best ballad and finally
achieve the success she deserves.
Bastaroff, a merchant king, seeks the boitatá to
learn about the origin of his people and their Leukar, a failed knight, looking for the secret to
4 relation to the thirteen ebony obelisks spread
10 overcome their self doubt and fulfil their destiny.
around the world. Niara, a mermaid, wants to learn about the lost civilisation
Aerith, an elven errant knight, seeking a way into 11 of Atlantis, that once covered all seven seas, and is now
5 the forest of the first elves, the legendary Varnir. completely forgotten by her people.
Mailea, high druid of the Emerald Jungle, seeks Maranis, a vampire lord, in search of a way to regain
6 the secrets of The Great Mothers, and the rituals
12 their soul and restore their mortality.
one needs to commune with them.

HOOKS
A wizard has read about the infinite knowledge of the boitatá and wants to reverse engineer the process. They
seek brave (or foolish) adventurers to bring the still burning eyes of the beast.
Legends speak of the colossal hoard the boitatá keeps at its secret lair. Empresses, kings, wizards, and all sorts
of powerful individuals have offered gifts to the beast since the beginning of time. Imagine how rich one would be
if they managed to steal just a tiny fraction of this treasure?
A king who has its eyes taken by the boitatá has grown to regret bargaining with the ancient serpent. The
rewards to find the eyes in the boitatá’s belly are hard to turn down.
. The boitatá wants to die. It is tired of witnessing billions of stupid mortals kill each other since the dawn of
time. But it doesn’t know how. It offers all the knowledge and treasure it possesses to whomever can kill it

54
▸ From France, Italy, and Switzerland ◇ by Tolkraft
◆ Pronounce DAH-ue

W
ell, thank you. I’m glad you they tend to be as gregarious as possible. A
are willing to help us hunt herd is led by an old female, accompanied
for dahus. Most travellers by females and their young, juvenile males,
who have heard of these and some older males. We are looking for
beasts think we try to make such a herd, the larger the better. Adult
fun of them when we ask them to come males live solitarily for most of the year,
hunting with us. But the truth is, without but during the rut period at the end of the
some help from strangers, there is next to no year, they become tense and aggressive,
chance we can catch one. approaching herds to fi ght each other to
Firstly, a dahu looks like a chamois, but attract unmated females. We avoid going to
slightly bulkier, with falling ears and a cow-like the mountain during the rut, because dahus
tail. And of course, they have shorter legs on are near-sighted, and males tend to attack
one side, that’s what they are famous for. It any living creature and ram it down the
allows them to move with great ease on the slope, thinking it’s a rival. As we can’t see
slopes of even the steepest mountains, as them, that’s rather dangerous.
long as they are on the right slope. Because of Because, well… dahus can’t be seen. Well, by
their legs, they cannot turn back. If they do, us at least. You’ll see them just fine. To escape
they fall downhill like rocks. There are two predators, dahus developed a unique magical
species: the left dahu, with shorter legs on its ability: they are… very forgettable. Once
left side, who goes counter clockwise around you’ve seen a dahu, you will never be able to
a mountain, while the right dahu can only run see one again in your lifetime, even if it is
clockwise. Even if they could theoretically right in front of you. Lose it for a minute, and
breed together, the species’ inability to turn you won’t be able to perceive dahus anymore!
around renders such mating impossible, so the You can remember what they are like, but you
two species meet with few interactions. could run right into a herd and have no idea
Most people believe dahus to be very rare why you’ve been knocked onto your butt and
and discreet, but that’s not really the case. trampled by dozens of invisible hooves.
They live peacefully on their slope, moving So, the first rule of dahu hunting is: keep
grounds only when food becomes scarce your eyes on them! You can blink, turn
or when they are frightened. Each step your head, watch your step, but if you get
forward leading them to possible danger, distracted or let them leave your sight for

Dahu
On the slopes of every French mountain lives a well-adapted creature, the
dahu. Dahus are peaceful goat-like grazers,
famous for having shorter legs on one side of
their body, condemning
them to walk on slopes in
one direction, and never
to turn back.

55
more than a moment, you’ll be as useless as the rest DAHU
of us during the hunt! The dahu is a goat-like animal, highly adapted
This is how it’ll go down. You strangers will climb to life in high mountains. It is similar to a
with old Jeannot here while we stay downhill with chamois (about 3 foot high), but bulkier, with
our sacks. Stay downwind, keep quiet, and move some distinguishing features: longer horns,
falling ears, a cow-like tail, and a vivid brown,
slowly: dahus have bad eyes, except to see quick
white, and black coat pattern. Its legs are its
movement. They can spot a running dog a mile most famous characteristic: they are shorter
away. Sneak as close as you can from behind the on one side.
herd and call for them. I can’t tell you what dahus
sound like, it’s been many years and I cannot hear AC 7 [12], HD 2 (9 hp), Att 1 x horns(1d6),
them now. You’ll have to listen by yourself and THAC0 18 [+1], MV 240’ (80’),
mimic it as best you can. Dahus are curious. They’ll SV D12 W13 P14 B15 S16, ML 5, AL Neutral,
turn around, and because of their shorter legs, XP 20, NA 1d6 x 10, TT -
they’ll tumble down the mountain right into our
arms! Oh, one of you will have to stay with us to ◆ FORGETTABLE
help catch them. After an encounter with dahus, characters
must save vs spells with a penalty of -4 or never
You can of course catch your own dahu if you can,
be able to see, hear, or smell dahus again.
but be careful not to pierce their skin: catch them in
a sack like we do, tie them up, clobber them with a ◆ ONE-WAY RUNNER
When given a reason to turn around (a call,
rock, choke them with your bare hands if you have to,
some food, immediate danger...) a dahu must
but no spears or daggers if you want a magical pelt as save vs paralysis to resist doing so. Otherwise,
a trophy! If all goes well, we’ll catch a few dahus and it falls down the slope for 1d3 rounds, at the
each of you will get a wonderful cloak like this one. end of which it can run away.
Sorry? What do we get from this? A feast, of ◆ CHARGE
course! Dahu meat is wonderful, when seasoned In the first round of combat, when not in
DAHU

well and cooked in red wine. Also, we love making melee. Requires a clear run of at least 30 feet in
new friends while hunting the most evasive prey in front of it. Horns inflict double damage.
the land. Come on, it’s time to go! ◇

SPOILS FROM THE HUNT

Feast A bezoar
Dahu flesh is a delicacy few have the chance to Inquisitive players will wonder why mountaineers go
taste. One dahu provides enough meat to feed 10 through so much effort for a glorified goat stew and pelts
people, who gain the following benefits for the they give away to strangers. In truth, the real treasure lies in
next 12 hours: the dahu’s stomach: a small, oval stone called a bezoar.
• A +1 bonus to attack and damage rolls and a +1 It has exceptional healing properties when dissolved in wine
bonus to moral. or vinegar and drunk or applied to a wound. With some clever
• Heal 1d6+1 hit points
questioning or by closely watching the villagers who butcher
• Cured of all non magical disease and poisons
the beasts, players might get a hint. A dahu has a 4-in-6 chance
• Immunity to fear, hopelessness, and panic
to have formed a bezoar in its gut. Roll to determine its colour
and properties:
d12
1-6 Grey bezoar: cures any poison.
A dahu cloak Worth 100gp to anyone adventurous.
Tradition dictates that the hunter who captured
7-9 Green bezoar: cures any disease.
or killed a dahu gets to keep the pelt as a beautiful
Worth 150gp to a healer or hedge mage.
and warm cloak. If they managed to kill the animal
10 Red bezoar: cures any form of paralysis.
without spilling its blood, the hide retains some
Worth to 300gp to a monster hunter.
of the dahu’s magical abilities: while in the moun-
11 White bezoar: reverses metamorphosis.
tains, a dahu cloak camouflages its wearer so well
Worth 750gp to an alchemist or witch.
that it borders invisibility (only 1-in-6 chance of
12 Blue bezoar: removes any curse.
being spotted).
Worth 1500gp to a priest or afflicted individual.
56
HOOKS
The party is merely passing through a While in the mountains, the Did you actually believe those
mountain village, when a local asks you if adventurers stumble upon a lonely
lon villagers?
gers?You
Youwouldn’t
wouldn’tbebethe
the
they would be interested in the most unique old hunter wearing odd-looking pelts. first.
irst. Dahus are a myth and
hunt ever. Literally a once in a lifetime Under his hood, a huge scar where
whe his while most mountain folk
opportunity! right eye and ear used to be. Amédée use it to laugh at travellers, some
Someone the characters know has been is a dahu hunter who learned how to will lead them on an invisible
poisoned! They learn through a scholar that track the beasts by the signs of their goat chase for darker purposes.
dahu blood is the most effective antipoison absence: pebbles moving, grass being Beware the dahu hunters! Or you
ever (not everyone has accurate informa- eaten, birds sitting in midair… He would might find yourself slipping into a
tion). The nearest mountains are weeks welcome some help with the herd he’s hidden crevice to end up beaten,
away, so the victim will have to be carted been following for days, as he believes robbed, and possibly used as
there to have a chance a survival. other hunters are on on the same track: an offering to some mountain
a couple of displacer beasts. demon-god.
▸ From Gascony, France ◇ by Nobboc
◆ Pronounce CAH-mah-crüez, BRAH-cah-crüez

The cama cruse is a disembodied,


evil leg sporting an eye and a maw. We know about

Cama &
it from old stories coming from the Landes and Gascony re-
gions of France. The braca cruse is its arm
variation. The stories of the golden leg and
Gluttonia are still told today, in different

Braca Cruse
versions, to scare children. In Gascon,
cama means leg,
braca means arm,
and cruse means raw.

H
ere are two strange stories whose into small ingots that he sold to the jewellers
origins swore they are true, both of Bayonne, before leaving for the city of
found in the archives of the Lords Donostia, on the other side of the mountains,
of Gramont in the tower of the where he settled as a bourgeois.
town of Bidache. In the days following the profanation, a
Firstly - In the village of Brassempouy there monster started haunting the streets of
lived a prosperous merchant called Guishen. Gaujacq at night. It is the Sieur Bonacié who
He was very much in love with his wife, the saw it first while closing down his inn for
graceful Maurie. Many were charmed by the night. He saw a monstrous leg rushing
Maurie at the summer festivals, for she loved at him from the other side of the square. It
to dance and did so divinely. In September had an eye on its knee and a gaping mouth
of the year 1472, Maurie was picking apples full of sharp teeth at the top of its thigh: a
when she slipped off the ladder and broke cama cruse! Bonacié only owed his salvation
her leg so badly that it had to be amputated. to an expeditious retreat. The following
Even after she was healed, Maurie’s spirits night, the leg was spotted in Brassempouy,
wouldn’t recover,as giving up dancing was such where it devoured two children and a dog
a deeper wound. At great expense, Guischen before resuming its journey. In Bayonne, it
had a golden mechanical leg made and killed and devoured seven people in seven
brought from Florence in Italy. To everyone’s nights. The knight Gaston de Belzunce was
surprise, Maurie was able to resume her crazy summoned to track down the possessed leg.
farandoles as if nothing had happened. She died Sir Gaston and his men-at-arms cornered it
of pneumonia eight years later and was buried in the marketplace and, with two swings of
in the cemetery of Gaujacq where she was his sword, the knight killed it. It is said that
originally from. Gaston saw it decay
In the night that followed the burial, before his very eyes, turning into dust which
Ramuntxo, Guishen’s Basque valet, dug up the the wind quickly blew away.
body, stole the golden leg and ran off into the The next night, it reappeared and ate two
night. It is believed that he melted his booty jewellers! Shortly afterwards the cama

58
CAMA CRUSE & BRACA CRUSE
cruse was found near Irun on the The cama cruse is a decomposing leg with an eye at the knee and
Spanish border, where it swallowed a mouth full of sharp teeth at the top of the thigh from which a
sharp, slimy tongue escapes. Similarly, the braca cruse in an arm
two soldiers of the watch. Finally,
with the eye at the elbow and the mouth at the shoulder. These
at the end of its macabre journey, horrors are born from the anger of a dead person whose body was
in Donostia, it was seen breaking desecrated shortly after their burial. They restlessly go in search
down the door of the house of the of the culprit and all those who profited from the profanation,
newly established Don Ramun-txo, consuming whoever stands in their way.
who was heard screaming for a long
while and was never seen again. This AC 5 [12] HD 1+1** (5hp),
was also the last time this cama Cama cruse: Att 1 x kick (1d4+2 + trample) or 1 x bite (1d6 ),
cruse murdered anyone. Braca cruse: Att 1 x punch (1d4+2 + grab) or 1 x bite (1d6),
THAC0 18 [+1], MV 120’ (40’), SV D12 W13 P14 B15 S16, ML 12,
Secondly - Arnaut and Guiraude, AL Chaotic, XP 23, NA see opposite, TT see opposite
two poor peasants from the Landes,
had a daughter ◆ AURA OF FEAR
Anyone who sees a cama cruse or braca cruse for the first time
named Gluttonia who was afflicted must save vs spells or flee at maximum speed for 10 rounds, with a
with a strange curse: if she didn’t 50% chance of dropping any held items.
eat a large piece of red, juicy meat
◆ DEVOURER
every morning, she would go into On a bite attack roll of 19-20, the cama cruse or braca cruse inflicts
irrepressible fits of anger, breaking permanent damage (cannot be healed or recovered). They usually
kitchen tools and furniture, biting eat their dead victim in a few seconds and almost no remain is
the first person who came along, left.
and only calming down at dusk. ◆ TRAMPLE
CAMA & BRACA CRUSE

One day when his purse didn’t On a kick attack roll of 19-20, a cama cruse’s opponent falls to the
allow him to buy meat, Arnaut dug ground. The cama cruse can then immediately attack to trample
up a freshly buried corpse, cut out with a bonus of +4 for 1d8+2 damage.
the ribs and a piece of buttock, ◆ GRAB
and fed the macabre cuts to his On a punch attack roll of 19-20, a braca cruse’s opponent is
grabbed. The target suffers a penalty of -2 to attack and AC, their
daughter. The next night, two
movement is reduced by 50% and the braca cruse grabbing them
braca cruses came knocking at the has a +4 bonus to its next bite attack against them. A successful
door of the house: two filthy arms, Dexterity or Strength roll is required to escape (as the character’s
an eye where the elbow should be, a only action for the round). A person grabbed by two braca cruses
slimy mouth instead of a shoulder. is immobilised and they escape roll is made with a penalty of -4.
Guiraude, who had opened the ◆ INCARNATED
door, was immediately strangled • Immune to effects harmful to living creatures (e.g. poison).
and devoured. Arnaut grabbed Immune to mind-affecting or mind-reading spells (e.g. charm,
a sickle and fought like hell to hold, sleep).
• It disappears at sunrise and reincarnates at sundown.
protect his daughter. The two braca
• When a cama or braca cruse reaches zero hit points, it turns to
cruses fell down and immediately dust and disappears in 1d6 rounds. It will reincarnate at the next
crumbled to dust. Arnaut gathered sundown within a mile of the battle site, unless a Lawful priest
his belongings into his cart, and pours holy water on its remains and recites a prayer before it
left immediately into the night. disappears.
He was found dismembered a ◆ VENGEFUL
few days later, not far from the The monster’s targets are the desecrator of its former body and
port of Capbreton, where he was all those who have benefited from the crime in any way. It always
probably hoping to get onto a boat. knows the direction of the targets. It does not stop appearing
until they are killed and consumed. If there are several targets, it
Of his daughter Gluttonia, only the
hunts down the one with the fewer hit dice first. The hunt can last
bloody clothes were found. ◇ for years, leaving a trail of fear and death until the vengeance is
complete.

60
REMAINS
When a cama cruse or braca cruse turns to dust and disappears,
there is a 1-in-6 chance it leaves a small object behind. This item
INCARNATION
NCARNATION
used to belong to one of the monster’s former victims.
Iff a body that was buried less than seven
A medal of Saint Gabelius, patron saint of grave robbers.
1 Fake gold days
ays ago is profaned, there is a 1D6%
A silver, child’s hairbrush. The name Antonina is engraved chance
hance that a cama cruse or braca cruse
2
on its back appears
ppears the next night at sunset.
A dull penknife. The handle is made of whale bone
3 Modifiers:
and a treasure map is engraved on it
The body has been buried for less than 24
A fascinating green pearl. It’s cursed.
4 hours: +1%
All rolls are done with a penalty of -1
A tiny golden goblet. Any liquid poured into it will The deceased died a violent death: +1%
5 taste like rum (1-3) or piss (4-6) The deceased was Chaotic: +1%
6 Two gold teeth The main reason for the desecration is
7 A lead soldier representing Gaston de Belzunce greed: +1d6%
8 A small brass compass
Thehe monster appears within one mile
An ivory miniature of a dog. Put next to you before you
9 fall asleep, it barks if someone comes within 30 feet off the grave and immediately hunts the
A meteorite shard in a small lead box. Glows in the dark like a desecrator.
esecrator. It disappears if it reaches zero
10 torch but inflicts 1d4 damage per turn to anyone within 3 feet hitit points (see Incarnated entity) or at
A magic glass eye. Gouge out an eye and put it in the orbit, first
irst light, to reappear at the next sunset.
11 roll 1d6: 1-3: you have infravision; 4-6: you are just one-eyed
Itt disappears permanently once its task
A harmonica. Play the song that is engraved on it, you attract iss complete or if properly eliminated (see
12 a swarm of cockroaches
Incarnated
ncarnated opposite).
the same metal
13 A tiny adamantine skull at the end of a chain of
14 Three bone arrowhea ds +1 Roll
oll 1d20 for the first incarnation.
15 A small silver crucifix. The crucified figure on it is a frog The
he entity consists of:
16 A Hello Kitty keychain 1-8 1 cama cruse
A pink glass monocle that lets you see people as more 9-16 1 braca cruse
17 beautiful than they really are 17 2 cama cruses
18 A basajaun ivory comb. Makes your hair soft and silky 18 2 braca cruses
19 Three AAA batteries 19 1 cama cruse + 1 braca cruse
yourself
20 An antique porcelain cameo featuring a portrait of 20 2 cama cruses + 2 braca cruses

HOOKS
Zaratazarat the Mage is annoyed. Since he took the head of his competitor, the late Borotoboros the Wizard,
to make a Shrunken Head of Spell Storing, he has been harassed every night by a grotesque and monstrous leg. He
asks the adventurers to get rid of it while he finishes working on his latest item of wonder (see Zaratazarat’s Manse
in KNOCK! #1).
Are you brave, sturdy, and unafraid to work at night? The Guild of Body Snatchers and Tomb Robbers seeks
bodyguards to ward off unnatural threats. Holy water and silver weapons provided.

The famous cleric-for-hire, Slimane Qáyin is in need of assistants. He has been hunting devilish, disembodied
limbs all across the country and cannot keep up. If they prove their worth, the new recruits will be sent in search
of De Membrorum Mysteriis, a codex of necromancy which could be used to ward off cemeteries against the
appearances of cama cruses and braca cruses.
A character in the party has just bought a magnificent silver sword for a good price. Unfortunately, the sword
was stolen from the tomb of the knight Aneir, Count of Marsan, whose wrath has taken the form of two braca
cruses. The only way to get rid of these monsters (besides eliminating them in the right way) is to put the sword
back in the grave at Lacataye Castle. Alas, not only is the castle on the other side of the mountains, but it has been
taken over by Pantxo the Terrorific, a fearsome Basque bandit who leads a band of 30 bloodthirsty mercenaries.

61
▸ From North Yorkshire, England
◇ by Nobboc

J.ac
in.K
irons
A revenant ogre covered in chains and bearing many severed heads,
haunting the nights of the high moors.

O
nce upon a time there was a serted. The prestige of the abbot was at its
young and ambitious priest lowest, and Galfridus’ dreams of greatness
called Galfridus who was abbot were severely hampered.
at Old Byland in the high moors But one day, on his way to Wass, a village
of Yorkshire. And all was not as north of the abbey’s domain, he spotted
he wished: the winter had been particular- the giant ogre said to live in the hills there.
ly harsh, the previous summer especially According to the locals, the monster wasn’t
rainy, and famine was settling in among very nasty. It was true that he regularly
the population. A disease was now decima- took his share from the flocks and he had
ting the sheep flocks, and to make matters probably eaten two or three lost shepherds,
worse, highwaymen were roaming the area. but nothing that made him the frightening
As a result, people were reluctant to pay monster that some of his fellows could be.
the tithe and no longer gave any credence Nevertheless, Galfridus thought he had
to the blessings of Old Byland’s monks. found a way to restore his prestige.
The nobles of the county and the elders of In the weeks that followed, he said in
the church paid no attention to Galfridus. every one of his sermons that if God and
Even the quarterly fair at the abbey was de- His saints had abandoned the high moors in

62
such a way, the fault must lay with this was a gruesome massacre. The invaders won,
creature of the Devil, this remnant of razing the abbey and the surrounding villages
ancient and evil times. The ogre had to be to the ground before leaving. The area was now
destroyed like the druids, the faeries, the desolate and would remain so for many years.
black dogs, and all pagan spirits before it. And of course, everyone had forgotten the ogre,
So, Galfridus sent seven mercenaries from chained to the bottom of his cistern, who died
the northern highlands to capture the of hunger, grief, and anger. And so his soul, for
monster. Four died in the process, but the he had one, was unable to find rest in death…
three survivors brought the ogre back fet- And ever since, no one ventures out into
tered to a long, heavy chain of orichalque. the high moors at night without fear. It is
The poor creature was tortured in public, said that the ghost of the ogre, whose name
under the direction of Galfridus himself, was never known but who everyone now
JACK-IN-IRONS

and forced to confess to imaginary crimes, calls Jack, haunts the countryside.
ACK-IN-IRON

and to deny his allegiance to Satan. Then he The lucky ones only hear the sound of his
was thrown into one of the abbey’s cisterns chains in the night and run away as far as
from which he was only brought out for the they can. Others come face to face with the
quarterly fairs, still in chains, as the main revenant, but few can retell their encoun-
attraction. It was said that dipping a blade ter. Jack-in-Irons is a gigantic, putrefied
in the blood of the beast gave it magical ogre followed by a mephitic mist. A head
properties for a whole year, so many people more porcine than human with two protrud-
came from far and wide to prick the ogre ing tusks. Eyes blazing with a sickly green
with their sword, sax, or knife. The monster light, searching the darkness for prey. He
was then put back into its cistern until the is still in his chains, one end of which he
next time and kept alive as best as possible. wields like a whip. In the other hand, a huge
And, whether it was luck or the result studded club crushes all those who come
of the young abbot’s actions, things were within reach. In his chains hang several
looking up for Old Byland Abbey. The crops decaying heads, sometimes screaming,
that followed were bountiful, highway- sometimes crying, which at the ogre’s
men were caught and hanged, births were request yell bone-chilling curses. It is said
numerous and diseases less frequent. that these are the heads of his captors and
Within a few years the abbey had regained enemies whom he hunts down night after
its standing, and its income and influence night.
were growing. Galfridus was once again a The undead ogre appears at sunset and
prominent member of the clergy, proud of slowly walks across the deserted moor,
his past and making plans for the future. through villages and farms, in search of his
But fate must have had it in for the abbot! For persecutors, screaming his anger until dawn.
six years later, a battle took place on the very If one night on the high moors you hear the
grounds of the abbey. It pitted the king’s army sound of chains in the distance, run, pray, and
against rebel invaders from the north. And it find shelter before it is too late. ◇

64
JACK-IN-IRONS
The putrefying manifestation of a 13-foot tall ogre,
with a porcine head and protruding tusks, still wearing
the chains that bound him in life. He wields a chain like
a whip in one hand and a studded club in the other. He
appears at sunset in the high moors and disappears
at dawn.

AC 5 [14], HD 10** (45 hp), Att 1 x club (2d8) , 1 x chain


(1d10 + whip), or stomp, or lament, THAC0 11 [+8],
MV 90’ (30’), SV D6 W7 P8 B8 S10, ML 12, AL Neutral,
1 TT -
XP 3 700, NA 1,

◆ WHIP
If Jack-in-Irons rolls 18-20 on his attack roll, the target
is caught. The ogre immediately brings them to him
and crushes them for 1d10 additional damage; if not
wearing metal armour, save vs death or die.
◆ STOMP
When Jack-in-Irons stomps his foot, all creatures within
18 feet must save vs. breath or fall to the ground and
skip their next action.
◆ CURSING HEADS
If jack-in-Irons loses half his hit points, the heads
attached to his chains start a furious chorus and any
creature within 60 feet must pass a save vs. spell or
ENCOUNTER AND REACTION
suffer one of the following effects (d6): Jack-In-irons wanders around with
- 1-2: - 2 penalty to all saving throws no apparent purpose and his reactions,
- 3-4: - 4 penalty to all attack rolls. although often violent, are unpredictable.
- 5: their highest ability is reduced by 1d6 For each encounter roll 1d12 on this table.
- 6: all of the above Add 2 if a cleric of a Lawful deity or a
The effect is permanent as long as a remove curse spell paladin is present in the group.
has not been cast on the character.
1-2 Walks on
◆ JACK’S HIDEOUS LAMENT 3-4 Howls and walks on
Once per night, Jack-in-Irons can let out a howl of
5-6 Howls, may attack
infinite sadness. Any creature within half a mile must
7-12 Attacks immediately
save vs spells or fall to the ground in tears, unable to
do anything for 1d6+4 rounds.
ORICHALQUE CHAIN
◆ UNDEAD
Jack-in-Irons’ chain is a sacred relic brought back to
• Immune to effects that affect living creatures (e.g.
poison). Immune to mind-affecting or mind-reading Old Byland from Flanders by Viking raiders centuries
spells (e.g. charm, hold, sleep). ago and forged, it is said, by Saint Eloi himself. After
• Can only be harmed by magical attacks. each encounter with the ogre that resulted in a fight,
• if killed (0hp), Jack disappears in a puff of green mist there is a 1-in-6 chance of finding a loose link on the
and reappears fully regenerated in the High Moors 2d6 scene of the battle. A master smith named Gilbert
nights later. At the place of his disappearance is left one in the village of Sowerby is rumoured to be able to
of his mummified heads (see sidebar on next page). forge a wonderful weapon with such a link, even if he
• Jack-in-Irons is immortal and can only reach the af-
doesn’t know why or how:
terlife and disappear forever if two conditions are met
d12
(see Hooks overleaf).
1-8 weapon +1, +2 vs Ogres, protection from evil
◆ HOLY GROUND once per day
Jack may not come closer than 100 yards to a temple
9-11 weapon +1, +2 vs Giants, bless once per day
of a Lawful deity.
12 weapon +1, +2 vs undead, remove curse
once per day

65
MUMMIFIED HEADS
The heads Jack-in-Irons carries in his chains have naturally mummified. Each time Jack-
in-Irons is vanquished and disappears, a head falls off and can be found at the scene of
the fight.
The heads speak from time to time in a gibberish that is difficult to understand; they maym
give a hint from their life, utter a philosophical thought, answer a question asked earlier
earlie
in an enigmatic way, weep over their misfortune, or howl out the pain of their disembo-
disembo
died souls. They then fall back into silence for an indefinite time.
Eachhoffthe
h heads
headsbrings
bringsaamagical
magicalpower
powertotoits
itsnew
newowner.
owner.Here
Hereare
aresome
someofof
them (the spells
spellsand
andabilities
abilitiesare
areusable
usableonce
onceper
perday):
day):
1.Poliomontes,
omontes,a Greek priest of the goddess Hecate, who came to
evangelise the
theremote
remotevillages
villagesof
ofYorkshire.
Yorkshire.
The owner canananimate
animateaaskeleton
skeletonwhich
whichobeys
obeysfor
for1d6
1d6turns
turnsbefore
beforereturning
returningto
to
death.
2. Sire Gaston
Gastonde deBelzunce,
Belzunce,who came from distant Aquitaine to defeat
the beast innsingle
singlecombat.
combat.
Bless, lightt, or protection from evil.
3. Radulph of Horrabridge, former Dean of Old Byland Abbey.
Removeefear,
fear,detect
detectmagic
magicor silence.
4. Rapidafiorus, a sorcerer from the balkans, called in at great
expense
ensebybythe
theLord
LordMayor
Mayorof ofYork
Yorkto
toinvestigate
investigatethe
therevenant.
revenant.
Detect
tect invisible, knock or levitate.
5. Hawsiya, witch of Dalby Forest, who tried to get Jack-in-Irons
to work
workfor
forher.
her.
The owner
ownercan
cansummon
summon33hobgoblins
hobgoblinsknights
knightswho
whoobey
obeythem
themfor
for11turn.
turn.
JACK-IN-IRONS
ACK-IN-IRON

6. Gouen, intendant of Old Byland Abbey.


Resist
stcold,
cold,cure
curelight
lightwounds
woundsor purify food and water.
7. Old Petr, a drunkard from the village of Wass who got lost
at night while looking for his farm.
The bearer receives a bonus of +4 to all saving throws vs poison.
8. Jehanne, a shepherdess, to whom God Himself ordered
to go and tame the beast.
The bearer transforms a mundane weapon into a magic weapon +1,
+22 vs Chaos for 1d6 turns.

HOOKS
The ghost of Poliomontes haunts the princi-
There is only one way to offer eternal rest to Jack-in-irons:
pality of Theodoros and prevents the population
two quests must be accomplished. Or so said Wulfstan II, Arch-
from sleeping. The sages believe that only the
bishop of York, after a vision he received from the angels.
recovery of his head and its burial in consecrated
1) Retrieve the bones of the dead ogre from the abbey’s
ground will appease the ancient priest’s soul.
cistern and bury them in the heart of Dalby Forest, a few days
An embassy comes to Sir John de Gisburn, Bailiff
north, where the ogre’s family vault is located. Alas, a clan of
of York, who promises a reward to whoever can
deep gnomes have dug their way into the cistern and taken the
recover the head.
bones to fashion their sacred totem. It is in the centre of one
of their caves, a few hundred feet under the abbey, guarded by Night has fallen on the high moors and
trained killer giant spiders. everyone is fearfully huddling inside. Alas, in the
2) Bring the head of Abbot Galfridus to Jack-in-Irons. The pre- inn where our adventurers stopped, Old Jacob is
late has fled to West Cumbria, not far from Scafell Pike, where missing. The last person to see him was Nob the
he has become the leader of a group of cannibalistic monks stableman: he was going into the night armed with
who worship Jesus Putrefied (a rare heretic belief). Galfridus is an old butchering knife and a jug of wine, shouting
now a raving old man who dreams of bloody crusades and rules an old war song. Wagnus, the innkeeper and son-in-
over a temple under the mountain. The local pagan population law of Old Jacob, offers a week’s fare and lodging
reveres him as the Rotting Pope, and will defend him against to those who bring him back. Is that the sound of
any invader. chains in the distance?

66
Scucca
▸ From Cambridgeshire, England ◇ by James Holloway
◆ Pronounce SHUCK-ah

Sometimes called Old Shuck, this supernatural hound is said to come


straight from Hell. But how come it sometimes helps lost travellers, then?

This is what my grandmother This is what Peter the Carter told me:
Alftruda told me: “When there’s mist on the fens, it can be hard
“When there’s mist on the fens, and no moon, you get enough to find your way in broad daylight, but
lost. I’ve lived here all my life and I get lost. On a clear the church tower is a sign. You can hear the
night you can still see the cathedral tower, even miles tolling of the bell, and you can see the shadow
off. If you know the ways, then you can find your way of the spire. It’s a safe place.
clear. If you don’t, worse luck to you. Hard to tell when a At least, that’s what I thought until that
track leads to dry land and when it leads right into the morning. I was in church, like normal, when
water; harder to know which track leads home, they I smelled something, like burning wood or
all snake around so much. Even an experienced fen cloth, and I turned around to see the door
woman like me can get lost. swing open, smoldering. I only saw it for a
Also, I might have had a few drinks. And I might have moment, it moved so fast, but I swear it was
been taking a different way home than usual, seeing as just like a black dog, only bigger than any dog I
how I might have been somewhere I wasn’t supposed ever saw, with one glowing red eye that threw
to be. You understand. off sparks as it ran past me. It raced up the
The point is, I was lost. Already been in the muck up to aisle, its pawprints scorching the floor, and
my knees, and the night was getting colder. I’d thought ran straight at the altar. Knocked the priest
I’d be home by nightfall, and instead I’d be lucky to get down with one swipe and the man next to him
back by dawn. There are dangerous things in the fens, with a second. Then it stood still for a heart-
you know. Robbers and other things. Then a little way beat – the only time I could get a good look at
ahead of me I saw something. Black as night against it – and it bayed. It was a low, horrible sound. It
the mist, but with one eye, burning like a coal. My blood made me feel queasy somehow. Then it leapt
ran cold, but it just stood there and looked at me. And up and crashed right through the Our Lady
looked. And then it turned and walked into the mist, window and was out. We all ran outside, but
but just a little way, and it turned back to look at me, like when we got there there was nothing to see. If
it was asking if I was coming. So I followed. it wasn’t for the dead men and those scorched
Led me straight home, safe and sound, and when I pawprints, I’d think I dreamed it.
looked around for it, it was gone. Never saw it again. But Folk call that monster Old Shuck, like he’s
the pawprints it left were real enough. So if you hear just some dog. But I know what I saw. That
tales of Black Shuck, just remember: he ain’t as bad as thing murdered two men in the middle of
he’s made out to be.” their prayers. It’s a fiend straight from Hell.”

Everyone who lives in the fens of eastern England agrees that Black Shuck, or Old Shuck, is a giant
black dog who appears and disappears uncannily. But no one can agree on whether Shuck is a monster
or a helpful spirit. For everyone who tells a tale of being saved by the hound, there’s someone who
can point to the beast’s pawprints burnt into a church door. In fact, there’s no such creature as Black

67
Shuck. Instead, there are many different such creatures, all formed from the ghost of an earthly
hound. Each has its own unique motivations and personality, although they have certain traits in
common.
Bred to be helpers in life, the scucca still have something of this impulse. However, they are also
creatures of Hell, and their demonic natures cannot abide when people call on other powers for aid.
A human who suffers without calling on a higher power for aid may receive unexpected help from a
scucca; a human who prays to the divine while in distress may become the monster’s prey. ◇

SCUCCA AND THE LANTERN-MEN SCUCCA


The scucca is not the only spirit wandering the fens. A large hound (3-ft tall) with hair so dark it could be
Faint lights bob around shoulder-height along the lonely made of night. It leaves burning tracks behind it and
causeways and treacherous flats. Travellers who follow seems to be half-made of fire. It can appear to help
them find themselves in thick mud and dark water. These or doom, no one really knows what motivates it.
lights are carried by the lantern-men. Dark and silent are the
lantern-men, creatures of the reed-bed and the mere’s edge. AC 4 [15], HD 4* (18hp), Att 1 x bite (1d6),
Their keen ears hear any unusual sound, but they are espe-
THAC0 16 [+3], MV 120’ (40’), SV D10 W11 P12 B13 S14,
cially drawn to whistling. Whistle and they will come to you.
ML 10, AL Chaotic, XP 125, NA 1, TT U
The locals know how to avoid them: when you see the
lanterns, drop to the ground. Press your mouth in the muddy
earth and close your eyes. When you can no longer hold your ◆ JUDGE OF SOULS
breath, look up; if luck is with you, the lantern-men will be The scucca can sense to what degree people are
evil. It detects alignments (save vs spells to resist)
gone. If you’re near home, go inside if you can. Tie a horn to a
and knows the latest sin or crime anyone it sees has
broomstick or fishing pole and put it outside, then wait out
committed, and against whom.
the night. They will consume the horn but not come to your
door. But whatever you do, do not follow the lights. ◆ FLAMING TRAIL
Like the scucca, the lantern-men lure people into danger The scucca leaves a trail of burning paw prints
behind it. If it intends to help, these prints can be a
in the difficult fen terrain. They also leave evidence of fire
useful way to navigate to safety. If it intends harm,
behind them – the horns folk leave to distract them are
they may lead into water.
nothing but smouldering scraps when dawn comes. But no
lantern-man ever helped a lost traveller find the right road, ◆ GRAB
unless the right road leads to hell. If the scucca hits with a bite attack, it may drag its
target up to 20 feet instead of attacking on subse-
Ask anyone after a few drinks and they will tell you their
quent rounds. It often tries to drag its target away
theory: the lantern-men are ghosts of the monks from the
from other opponents, either toward water where it
ruined abbey (hex 109 p.70), embittered by their unjust
can drown its victim or toward a quiet spot where it
deaths; or they are fiery spirits of the fens, tasked with brin-
can devour the prey at its leisure.
ging more souls to nourish the waters; or they are mortals,
granted powers by ancient spirits who scucca oppose; or
◆ SPIRIT OFTHE FENS
The scucca can move at full speed across marshy
they are another of the scucca’s trick, a way of luring travel-
ground or shallow water, and at half speed through
lers into danger without revealing itself.
deep water.

HOOKS
A youngster crept out of their family’s home to meet their sweetheart, but never returned. Lured to the
grave-mound at hex 33 (see overleaf) by imps, who know only a mortal can retrieve the magic copper shortsword
in the ancient grave. The scucca’s mournful baying echoes across the fens, calling for aid.
Smugglers, outlaws and rebels hide out in the fens, kicking back a share of their spoils to local villagers and
even the abbey. It’s a good place to hide from the law, but when one of them goes missing with a sack of jewels,
everyone starts to suspect everyone else. The scucca lured the smuggler off a causeway, where he drowned, and
now the gold is sunk into the water – an offering to the fen spirits, or at least that’s how they see it. And they’re
not willing to let it go without a fight.
The old kings still have some presence in the fens, last holdout of rebels against the new regime. A would-be
monarch seeks treasure hunters to help find the ancient regalia of sainted princess Noble Strength, the mighty
weapon of Riverback Tom, and the axe of the warrior who destroyed the witch’s tower (hex 10). First problem:
no one knows where the man or his axe went those many years ago. Second problem: how much do you trust a
power-hungry pretender on a quest to collect royal loot?
A man wanders the fens, looking for his lost dog. He means the scucca, which makes sense because he’s the
Devil. Despite being the author of lies and Prince of Darkness, he’s also a dog lover and will reward anyone who
helps him find his pet. Scucca is chasing around the fens luring people to their doom, helping people, attacking
churches, and so on because he is a naughty boy.
1 Hex: 1 mile
Farmland Marsh Streams, ponds and lakes
Fantasy fens
The fenland landscape of east- were drained
ern England has its own folklore, to increase
heroes, and saints. Lots and lots the amount of
of saints; the region is sometimes agricultural land available. This flooded, or by flat-bottomed boats
known as “the holy land of the map of a legendary fen landscape called punts. The few locations
English” because of the dense includes
ncludes tales from both before that are always above the water
concentration of monasteries. and after the drainage, as well as level
evel are densely settled. Although
The marshy terrain made the fens tales from regions of the fenland this is a remote area, it is not a poor
hard to navigate for outsiders, far outside the mapped area, one; the monasteries are large
SCUCCA

a fact taken advantage of by without apology. landowners,


andowners, and the wetlands
rebels during the 11th century. Travel in the fenlands is along are very productive, producing
Eventually, most of the fens winding tracks, occasionally valuable commodities such as eels.
HEX 1: There is no church or HEX 55: Witch Ford. It is com- HEX 84: The mighty abbey that
shrine in the village of Fen’s monly assumed that the name of sits at the heart of Eel Island’s
Edge, just the ruin of an ancient this passage linking the eastern largest
argest town is not as wealthy or
stone cross. There was supposed and western parts of the island is powerful as it once was, but even
to be a church, but it was never incorrectly
ncorrectly spelled and that its at less than full strength it is still
completed. The folk of the village origin is more likely to be the an important site. The sacred
say that the Devil lurks nearby in result of the abundance of wych- bones of many saints lie under its
the fens, and that every morning elm trees in the area than the floor. The most important is Noble
when the builders of the church existence of any witch. However, Strength, a queen who became a
came to start work, they would there is occasional mention of nun and ruled the island like a sec-
find that whatever they had put treacherous currents coming to ond kingdom. Her ghost haunts
up the previous day, he had taken life
ife as travellers pass or mur- the abbey, unwilling to relinquish
down. Eventually they gave up and dering quicksands appearing and control over its community even
resigned themselves to making disappearing for no good reason. in
n death.
the long walk to a nearby village But this is hardly ignored and not The true source of her haunting is
to pray. No one ever saw the Devil, discussed. the coffin her body was placed in,
though. Knowing this, travellers who dug up by the monks in River City
aren’t in a hurry will take the long to the south. This ancient relic
HEX 8 (to 10): Causeway. way through Harda’s Home. was thought to be a fit resting
Created by an invading force to place for an abbess-queen, but
march their troops from River City HEX 60: Tom was a strong lad, the coffin’s magical energies keep
to Eel Island. Partly collapsed, but taller than any other man in the her spirit active – and she’s come
still the quickest and safest way to village, and when he got old he to like being able to control her
get through the southern part of threw this great boulder into the abbey.
the fens. air, asking to be buried where
itt landed. He was buried there, HEX 103 (+ 104, 95, 85, 86):
HEX 10: Before the fall of Eel together with the cart axle he river, just east of
This stretch of river
Island, the conqueror attempted used to fight giants. The axle is a Eel Island, is home to the most
to place a curse on the defenders. powerful weapon against these abundant of the eels that give
This site marks the ruins of the monsters, for those strong enough the place its name. A giant eel,
tower from which she attempted to swing it – but the marsh giants decades old if not older, is some-
to weave her spells. Strange lights know it exists and are wary of times seen coupling in the murky
glimmer in its windows on moon- those who seek it. water. He never harms the abbey’s
less nights. monks, but everyone else had bet-
HEX 66: The folk of Eel Island ter watch themselves. Gold-Brave
HEX 33: This small island is are among the few people in the iss his name.
home to a burial mound, made by region with enough dry land to
an ancient folk. More recently, it make much use of horses. As a HEX 109 :
was the home of a saint, who dug result, Eel Island is one of the few This old church fell into ruin
a hole into the mound and lived places where toadmen can be years ago, but the locals say that
there, contemplating God. Devils found. These horse-cunning men lights
ights glimmer in its glassless
came to plague him, and although and women wear the dried corpse windows at night, and that they
he resisted them and eventually of a toad, prepared according to can even hear the faint sound of
died a saintly death, they say that certain traditional methods, on song. Are these just the ghosts
the devils still linger. The soil of the a string under their shirts, which of long-gone monks, or could the
mound is said to have miraculous grants them the power to speak lights
ights have something to do with
curative properties. And who to horses. One such fellow lives the mysterious lantern-men who
knows what treasures the ancient here, in Roadside Village, and can haunt the fens?
folk buried with their dead? teach the rite if well persuaded.

71
▸ From northern California, USA
◇ by James Holloway

THE PEOPLE

Off a lonely
H o
road in the
l
Cityy
wooded hills outside a great
of the
trees. Some say
that these sinister folk aren’t
all bad: if you need revenge and
city, travellers report seeing pale, have nowhere else to go, they
silent figures watching them from the may help you.

T
he road south of the city leads empty windows of the rotting shacks one
through the mountains toward sometimes passes by. Nothing you could
outlying settlements. In day- put your finger on. A few say that they’ve
light, there’s nothing uncanny seen people along the road in the middle of
about it; it’s even rather pretty, nowhere, in the middle of the night. Normal
with the wooded hills casting cool shadows people, like you and me, but pale as the moon
across the trail. Few travel this way other and perfectly silent, standing patiently by the
than foresters, merchants, and workers roadside, just... watching.
returning before dark falls from their jobs No one knows someone who disappeared
in the city. Those are always sure to return along the road, but everyone knows someone
home by dark. who knows someone who did. A friend of a
Most people who fear the road will tell you friend, or someone who used to work with a
that they don’t like the feeling of it. There’s cousin. A wagon driver whose wheel broke,
a sense of something on the edge of per- a messenger who didn’t realise how long the
ception, perhaps, or an uncanny look to the journey through the hills would take, a felon

72
THE PEOPLE
The people of the Holy City (if that’s who they are)
are never seen during the day, and at night their pallid
skin almost glows in the moonlight. Their eyes are
fleeing the law. It was dayssbeforebefore set deep in dark, hollow sockets, and their irises are a
they found the body, what was was pale red. They dress in clean but faded clothing that
left of it. Of course, there could ouldbebe reflects the fashion of a previous generation. They
no connection. Probably bit bitby
by are clearly human, but also clearly not humans like
a snake or had a heart attack, tack, the rest of us – not so much because of their unusual
appearance but because of their manner. They are
and as for the state of the hebody,
body,
silent and still, watching patiently. They speak only
well… there are coyotessin inthe
the when they absolutely must, in soft, sad voices. They
hills, and mountain lions. ns. kill without mercy.
Never saw a body look ok
like that after a coyote tegot
got AC 6 [13], HD 2 (9hp),
done with it, though. .Even Even Att 2 × claw (1d3), 1 × bite (1d3) or by weapon,
a mountain lion gets full full THAC0 18 [+1], MV 90’ (30’), SV D12 W13 P14 B15 S16,
eventually. ML 10, AL Chaotic, XP 20, NA 1d6 (2d8), TT S
Back in the old days,s,there
there
wasn’t a single houseeall all ◆ EERIE STILLNESS
along the mountain road. road. The people of the Holy City make no noise until they
If you broke a wheel or orjust
just attack. They achieve surprise on a 1-3.
toobad
felt like a rest, well, too bad ◆ CURSED KILLERS
for you. You had to keep eep The people of the Holy City are not undead, or at least
going until you saw the the not completely. They cannot be turned and are vulne-
PEOPLE OF THE HOLY CITY

rable to physical effects like charm or poison. However,


water. But then someefolk folk
they are immune to mind-affecting or mind-reading
opened up an inn along ngthe
the spells (e.g. charm, hold, sleep).
way. It was the only one, ne,
◆ WEAPONS
so they did pretty goodd Use the weapons of a hunter, such as bows, slings, and
business. Weather up there’s not greatatsome- some- knives, rather than military weapons such as swords or
times. They were odd people: very religious, igious, spears.
very strict, but also very showy, like carnivalarnival ◆ NO THRONE FOR THE DAMNED
folk. They d sell you wine and then give you a
They’d With their leader gone, the People of the Holy City have
tract that told you to stop drinking, condemn abandoned hierarchy, living without priests or rulers.
you for your materialism and then charge However, the more experienced killers among them
still have a certain unofficial status. Any group of five
you over the odds for anything you bought.
or more will include one 4HD veteran, armed with two
The whole place was covered with signs and hand axes or short swords.
placards, all about hell and salvation and
the future and prophecies and who knows
what. But eventually they got too successful; There’s no one there now, and the old signs
someone kinder and wealthier opened a bet- are covered with moss and ivy. Who knows
ter inn and the place slowly faded. They say where the people went? They can’t have gone
their prophet took off with the cashbox and a far. Some say that the pale creatures that
few of the better-looking faithful, leaving the haunt the road through the hills are their
rest to shift for themselves. ◇ descendants or their ghosts.

VENGEANCE CREEK
A few miles down the road, there’s a little trail that heads off southeast. It goes nowhere, fading out in the woods
near a few ruined shacks. Right before the end of the trail is an old stone bridge that crosses a creek. Here and there
on the bridge, there are traces of carved names. Most of them have been scratched out. If someone wrongs you, go
to the bridge when the full moon shines and carve their name on the stones. The folk of the Holy City will see to it that
they receive what they deserve.
Should your name wind up on the bridge, expect to be pursued by silent, pallid vigilantes intent on carrying out an
appropriate punishment according to their own strict (and gory) moral code.

74
The Holy City
Peeling paint, warped doors, faded signs. Once bright and colourful, the Holy City has been given over to the mist
and mountain rain. Travellers pass by and chuckle a little at the ruin of what was supposed to be a utopia, but they
don’t stop. Why would they? And so they miss the humbler houses along the tree-shaded roads. Most are in ruins
b rot and leaf litter, warped wood listing
now, but a few still stand, overtaken by listi crookedly.
crookedly.
1 THE ROADHOUSE living quarters in the least damaged deteriorate almost completely. If
This was once the place where the rooms. At any time during the the People have a treasure – such as
Holy City welcomed travellers. day, 1d6+1 of them are sleeping their leader’s stolen wealth or magic
Peeling paint, buckled roof, a here, with at least one more on dol – they hide it here, away from
idol
few rooms still proof against the guard. In addition to the guard, the places they frequent.
weather. The People carefully the People have rigged simple
watch anyone who takes shelter in traps and alarms. Tripwires set off 4 THE HOUSE OF
this ruin, but will not harm them – a tinkling brass bells; window sills CONSOLATION
vestigial memory of their old hos- have broken glass glued to them. This was the residence and shrine
pitality. Signs of their presence are Captives or People-in-training stay of the People’s leader, who took the
visible as patterns in the detritus. in the cellars of these houses, in title of the Great Consoler. Even
A few items of value can be found dank holes furnished with rusted though the Consoler is gone and
among the wreckage, amounting to bedsteads and decorated with their faith discredited, the People
2d4x10gp. Taking them incurs the mouldering paintings in a horrid still use the House of Consolation
anger of the People, who view this echo of hotel rooms. for their rites of worship and sacri-
as a breach of trust. fice. The murals and billboards are
3 WORKERS’ HOUSES n better repair than any other part
in
2 RUINED HOUSES The poorest members of the Holy of the Holy City; it might almost be a
Even more dilapidated than the City community lived here. These run-down house in a poor neighbou-
roadhouse. The People make their were unbelievers, people who did rhood rather than a wreck. The
homes here, establishing spartan not adhere to the City’s utopian nterior features the same bright
interior
faith but simply moved to the paint and optimistic religious mes-
region to work. Their sages, but caked in the accumulated
homes have gore of years. Bones and skulls line
been allowed to the bookshelves and mantelpiece,
displayed as a proud grandmother
might show off china figurines.
At any time, there is a 25%
chance that 1d3 of the People
3 are in or around the House
of Consolation. On nights
of worship, the whole
2
community is here with
4 the exception of one or
two unlucky individuals
selected at random for
guard duty. All will be
armed, as their cruel
ceremonies require the
spilling of blood.

1
VENGEANCE OF THE HOLY CITY
1 The folk of the Holy City were 4 Few people frivolously carve a
cursed by the gods for their name on the bridge in retaliation
THE TREASURE many blasphemies. They hunt for a minor slight, because few
OF THE HOLY CITY and kill evildoers in hopes that people would take such a dange-
1 The treasure was just that – the wealth iff they slay enough, heaven will rous trip without a good reason.
of the faithful, bilked out of them over the forgive them. Unfortunately, But every so often, a personal
years. Two iron-bound travelling trunks,
trunks their sense of right and wrong slight or a bad breakup inspires
full to bursting with gold coins, pearls, and iss completely askew, so they someone to do something really
precious stones. Caring nothing for earthly rely on ordinary mortals to help foolish. A cheating ex or bullying
wealth, the faithful returned them to the them pick targets. Some believe boss might find themselves
ruins of the Holy City and hid them.
them that if they just kill a wicked hunted by the people of the Holy
enough person, their curse will City with no idea why – or a jilted
2 The folk didn’t kill their errant leader, the finally be lifted – but who could lover or humiliated employee
Great Consoler, but only just. He managed be so evil? might realise they’ve gone too
to escape by abandoning the treasure,
treasure far and want to erase the name.
2 The legend that says you
hastily burying it next to a rocky outcrop in
have to erase your own name 5 The people of the Holy City
the woods. Now an old man, he is willing to
from the bridge (see overleaf) is kill and eat those who stray into
offer a share to anyone brave enough to go
not quite right. In fact, anyone their territory as a matter of ne-
and retrieve his loot so that he can leave it
can erase your name from the cessity: no one can know where
to his children.
children
bridge; if someone cares enough their lairs are, and it’s a shame to
The donations given by the faithful
3 faithfu about you to take that risk, then let good meat go to waste. But
weren’t stolen – they were spent on surely you can’t be all bad – or when they kill someone whose
acquiring an ancient and powerful artefact.
artefact so reason the people of the Holy name is carved on the bridge,
However, the Consoler became possessed City, anyway. That doesn’t stop they devour them ritualistically,
by the idol’s spirit and left the city to begin them from trying to kill anyone believing that in doing so they
carrying out their new master’s mission in who tries erasing a name, of are taking their victim’s evil into
the outside world. Only the idol can stop course. After all, devotion must themselves and out of the world,
their rampage, but the folk don’t realise be tested. making it a better place.
PEOPLE OF THE HOLY CITY

that. They don’t want to give it up.up


3 A small splinter group of the 6 Sometimes, the people of the
4 The inn at the Holy City made a reaso-
reaso People have abandoned the idea Holy City discover that their tar-
nable amount of money, but the treasure of righteous killing and chosen get is just the right kind of evil
isn’t gold. It’s a sacred text, the Historia to work as professional assas- – willing to do terrible harm, but
Carnificis. This grisly codex explains how to sins. A discreet payment buried not cruel or completely without
use cannibalism to become immortal. Most beneath a house in the Holy City conscience. When that happens,
of the Folk used an imperfect version of itself, together with the name the target may simply disappear
the ritual, resulting in their transformation of the target, will buy their rather than being gruesomely
into pallid ghouls. But their missing leader services. If the others found out, cannibalised, as is the usual fate
seems to have succeeded.
succeeded they would be furious. of the People’s quarry.

SIGNS OF THE HOLY CITY


Overgrown with moss and ivy, these painted wooden placards lined the main road through the Holy City,
advertising the cult’s doctrines to travellers passing through.
1. “Your proof of your great love for any one person can only be proven by first proving your great love for all
people. Otherwise your love is fake love.”
2. “Do not let Anger fill you, get Wisdom in its place. Holy City is the only place on earth to secure Wisdom.”
3. “Look into the mirror and for sure you will see God dreaming.”
4. “When you are dead you are plumb dead and only humanity lives on and only the HOLY CITY can prove this
statement. Only purified minds and bodies go to HEAVEN.”

HOOKS
Holy City-style cannibalistic murders start happening in a large city. Have the People moved their operation,
or is this a splinter faction? If it is, how will the People respond?
A remote location like the Holy City might seem like an ideal place to hole up for bandits or monsters who
don’t know the local folklore. Adventurers sent in to deal with them will discover an additional layer of complica-
tion – or a possible temporary ally.

Captured by the People and about to be killed, a silver-tongued demagogue persuades them that he is in fact
their new Great Consoler. He sets about using his new agents in a campaign that supposedly punishes the wicked
but is actually intended to enrich him.
▸ From Bigorre, France ◇ by Eric Nieuidan
◆ Pronounce ee-ZAH-bee

A titanic reptile, large enough


to coil itself around mountain peaks.

Serp
Weapons are of little use against

ent
it as it seems to have endless reserves

The of life force. It feeds by sucking


in cattle and other animals.

is
One summer
day when I was
a lad, my grand-
of
father brought me to
Hruodland’s Breach. That’s where
Charlemagne’s famous paladin was said aby
to have failed to break his divine sword Deu-
randal as he lay dying, for fear of it falling into
elders
age of gods and won-
ders, the beast used to
warm itself coiled around
mountain peaks above the
town of Argelèrs de Gasòst
in the Lavedan valleys. Some
of the time would insist it was
the very serpent the princess Pirena, whom
inhuman Basque hands. As I already knew our great mountains are named after, gave
the story of the battle at Roncesvalles in and birth to after an encounter with the demigod
out, my grandfather pointed at the church Eracles.
of the village we were passing through, and The serpent would sleep most of the year,
said it was once roofed with a giant serpent’s sometimes a score of years at a time. It would
skin. I of course asked how that had happened then awake and feed. But when mountain
and he proceeded to tell me the story of the goats weren’t enough to satiate its stomach,
serpent of Isaby. I was young then and my the serpent would wait above pastures,
memory of the story is more than dim. I have its grey and brown scales blending in with the
done my best to piece it together from the rocky slopes. When an unsuspecting herd
sources that are now available to me. passed by, the monster would open its gigan-
In the high valleys of Bigòrra, there was tic mouth, breathe in with its gigantic lungs,
once a gigantic serpent. A survivor from an and inhale beasts, dogs, and shepherds alike.

77
No one in the valleys below knew how to Soon, the serpent was spotted sunning on
deal with such a beast. Arrows, crossbow the slopes of Hautacam, right on the path the
bolts, and even bullets bounced of the slate- herds would soon take on their way to their
like scales of the serpent, who didn’t even summer slopes. The eight friends went to
acknowledge the attacks. It was thought work. They forged a seven-cubit long bar of
that perhaps a blessed lance or sorcerer’s rod iron and kept it on the coals until it glowed
would make the monster flinch, but no one white like Lugarn the morning star on a
wanted to be the one to verify the theory. winter morning. Then, Ferranda carried it
Word that the town was in dire need of help up the slopes with her longest pair of tongs,
was sent far and wide. It even reached good walking without fear towards the serpent.
Countess Alix in Montfort and the abbot of And the hungry beast did what she expected.
Sant Chuan de la Penya whose chalice was ru- It breathed in, swallowing the white-hot
moured to have contained the blood of a holy iron bar, but not the tongs nor Ferranda, for
prophet. But not a single troop of men-at- the clever blacksmith had chained herself
arms, not one errant knight, not even a drunk to her anvil. She was soon free to run away
demon-fighting beggar monk came from as the burning iron did what she intended:
either side of the mountains to challenge the it set fire to the monster’s entrails! But the
serpent. serpent was clever and instead of rolling and
Back then like nowadays, the valleys of coiling and dying a painful death, it dipped
Lavedan weren’t affluent, and neither were its great mouth in a nearby lake (there were
their folk. They hadn’t much to offer to a many lakes on those slopes in that time)
beast slaying hero, and no young maiden or and swallowed enough water to quench the
lad volunteered to be the prize on offer. So the fire. It belched a huge amount of steam and
THE SERPENT OF ISABY

beast kept preying on the creatures of the retreated into the bowels of the earth to sleep
valleys, be they four or two-legged. off the pain.
One autumn day, after a grazing season But a week later, the serpent came back to
where the serpent had taken a lot from the lie in wait for its food to pass by. Ferranda and
folk, a young woman from the village of one of the lads, a shepherd called Guiscard
Arboish decided enough was enough. d’Estaing, went up to meet the beast, each
Perhaps she was in love with one of the carrying a white-hot iron bar seven cubits
shepherds who were swallowed that year. long. Again, the beast swallowed them, for
Perhaps she just wanted glory. Ferranda, if it was clever, it was also really hungry. It
for that was her name, was an apprentice also swallowed Guiscard, who had thought it
blacksmith. With seven other youths from below himself to be chained to an anvil like a
her valley, she came up with a plan. They woman. Again, the serpent’s guts caught fire.
would build a forge high up in the mountains, And again, it doused the flames with great
close to where the beast would lay in wait for gulps of water from a mountain lake and
its meals to pass by. All winter they toiled in went to sleep, for two weeks this time. Then,
secret, carrying tools and anvils and ingots it came back, hungry as ever, to wait for a
on their backs, cutting trees and making well deserved dinner of sheep, dogs, and
charcoal, assembling the workshop from shepherds.
wood and stone and slate. In late spring they This kept going for a while. Three, then four,
had set up a very respectable forge in a cave then five, then six bars were swallowed by the
at the bottom of a crevice. They hadn’t told monstrous snake, starting increasingly
a soul, as anyone with an ounce of common painful fires in its innards. But all were
sense would have told them to cease this extinguished by increasing amounts of water,
hare-brained monster slaying scheme and producing ever bigger clouds of steam. And
thank the Heavens for the life they were most of the mountain lakes around were
allowed to keep. drained, leaving only the largest one, which

78
we call Isaby. Summer was over by then, and THE SERPENT OF ISABY
the sheep back to safety, but the serpent A dark grey reptile of titanic proportions (30 ft
hadn’t had any food except for a couple of great wide, 400 ft long), with scales as hard as rock and
vultures who had flown too close. After six the ability to swallow its victims from a distance.
weeks recovery from swallowing six iron rods, It is possibly of divine origin, and no one has ever
it came down the slopes of Hautacam, crawling heard of another.
close to the village of Arbouish with its sheep,
its cows, its horses, its dogs, and its people. AC 0 [19], HD 60* (300hp), Att 1 x bite (3d10) or
But Ferranda and her six remaining friends breathe in (see below), THAC0 5 [+14], MV 90’ (30’),
were ready with seven white-hot bars, seven SV D2 W3 P4 B3 S6, ML 10, AL Neutral, XP 30 000,
pairs of tongs, and seven lengths of chains NA 1, TT H
tied to seven anvils. As they expected, the
serpent swallowed all seven bars trying to ◆ CAMOUFLAGED SCALES
When immobile in a rocky environment, the serpent
inhale the seven youths, setting another fire
of Isaby is invisible from more than 300 feet yards
inside its belly. In more pain than ever before, away. When closer, it has a 3-in-6 chance to surprise its
the beast slithered to the lake of Isaby. It drank victims.
and drank and drank, and the lake, swollen by ◆ BREATHE IN
the autumnal rains, had just enough water to Cone 90ft long. Creatures up to the size of a horse
relieve the pain. But the steam produced by must save vs breath with a -2 penalty to avoid being
seven iron bars seven cubits long proved too sucked into the serpent’s mouth and swallowed. The
much, and the serpent swelled and swelled victims take 4d10 damage from digestive acids each
round. Short weapons may be used to attack from
until it exploded. Its skin came off its skeleton
inside (AC 5 [14]).
all in one piece and already cured. The bones
themselves were bleached by the heat, and the
◆ NOT THAT CLEVER
The serpent of Isaby has the cleverness of a very old
cooked serpent meat drew vultures from their beast that learns very slowly. Confronted with novel
lofty nests for several weeks. As poor as they tactics or traps, it will repeatedly make the same
were in those times, the good, God-fearing mistakes.
Bigòrrans would never even taste the meat of ◆ SWALLOWED HOARD
the beast. They were practical people though, The serpent’s treasure lies in its bowels in the form
and so they found a use for the serpent’s skin. of all the riches its victims carried with them. Only
They cut it in pieces and used it to roof their metal items and gems can be found, as the rest was
dissolved millennia ago.
leaky churches. ◇

THE CURSED CHURCHES OF LAVEDAN


One would think life would have become easier for the valleys of Lavedan after the monster’s demise. One would be
wrong. Fate likes to pile donkey droppings onto poor people’s plates. The remains of the beast of Isaby have been
put to good use: the scaly skin was on the roof of each and every church nearby, and a handful more had been built
using the ribs and vertebrae. Only the skull, judged too devilish looking, had been disposed of, and the valleys were
now festooned with remains of the serpent.
Whether the sight of such evil body parts angered the gods, or their mere presence attracted playful demons, it
is not known. The fact is, bad luck started striking the common folk more and more often. The weather went as
sour as the milk given by their cows. Farm animals became vicious, and wild beasts bold and aggressive. Even the
people started fighting over the smallest things. And worse even, the holy miracles performed by priests turned
out wrong half the time.
Anyone passing through the cursed valleys after the serpent was killed must make a saving throw versus spells
every sunset or fall prey to the curse. Cursed individuals behave like their worst selves until the next nightfall, when
they must save again. The obvious remedy to this curse is to destroy all remains of the serpent, burning down the
churches and erecting new ones in their stead. Unless a pious individual could undertake a quest to placate the
Angels and see the curse lifted?

79
EVENTS IN CURSED BIGÒRRA
1 A passing
i gbasajaun
b j (see( pageg 6) has
) h bought
b ghthehserpent’s skull,
’ k hoping
ll h itogimpress
i a young
y washerwoman
g h with i h
it. A cadre of laminak, the gnomes of the deep is prodding the twenty-one oxen needed to drag the skull up the
steep road to Urbasa.
2 An unseasonablebl hailstorm
h il catches
h travellers
ll unaware. Theyhmust
y seek cover
k or say goodbye to hats, helms,
y g dby h h l ,
and possibly small familiars.
3 The
h nearbybyslopes
l to the
h village
ill g of Peirosa
f i haveh been
b covered with d pea
i h soup like fog
lik for
f gweeks.
f Several
k flocks
l fl k
THE SERPENT OF ISABY

have come back without their shepherds. The villagers fear they fell down a crevice or were taken by devils.
ISAB

4 The
h great
g vultures
l have
h come down
d fromf theirh peaks
i to
k circlei over
l isolated
i l farms.
d f They have
h y htaken away
k some y e
lambs and one toddler. Someone must quickly brave the icy slopes of Nèubielhe, the mountain of the old snow, to
bring the child back.
5 Crusaderd Audilia
dili offthe
h Bleeding
l di gHandsdhas
h risen
i from
f herhgrave
g in the i monastery
h of Sent-Savin.
y f She
i leads
h la d a
host of righteous monks, errant knights, and plain angry villagers in a rampage that will burn the cursed villages
down.
6 The
h farmers
f offOrdins
di have
h turned to d black
bl magic
k gito protect theirhvillage
i ill from
g f wild beasts
ild b and even
d wilder ild r
neighbours. They must sacrifice a human every new moon, or the Devil will come and take all their souls.

THE FELLOWSHIP OF THE FORGE


Ferranda and her friends knew in talents.
t l He will gladly guide such mers, or tower shields and plate
their hearts their victory over the people to the forge to meet with mail. Their weapons do not have any
monster was a sign from the King the Holy Hammer (as Ferranda has modifiers, but they are considered
of Heaven. They swore an oath taken to call herself). magical for the purpose of hitting
to keep their underground forge Trouble is, their isolation has creatures unaffected by mundane
a secret, and to work so Bigòrra made this bunch of blacksmiths weapons. Their armour grants a
would be forever safe from the somewhat weird. They see a sign +1 bonus to saving throws against
spawn of evil. Over decades, they from the Angels in every passing spells and magical effects from
have armed many a questing monk partridge and the mark of the Chaotic beings.
with miraculous fighting sticks, Beast in every tattoo. Who knows

*Outright stolen, the Basque would say.


and made axe and spear-heads for what they will make of the typical
monster slaying knights. Finding adventuring party? If they can be THE FELLOWSHIP’S
the forge in the maze of gullies and swayed however, they will make FIGHTING STICK
crevices of Hautacam requires piety fine weapons and sturdy armour Inspired by the Basque makila*, this
as well as perseverance, unless one in record time – they never sleep 4-foot, iron shod walking stick hides
has met Zavièr Abbadia. An hono- once a job has started, finding their a vicious blade inside its removable
rary Fellow of the Forge, Zavièr is sustenance in prayer and blessed top handle. It can be used as a
a young peddler who stays at inns fortified wine. quarterstaff or short spear. When
and travellers’ camps, all the while The Fellows lack the training or consecrated by the Holy Hammer,
looking for people whose righteous expertise to craft soldier or knightly it is a weapon +1, +2 vs all types of
cause would need the Fellowship’s gear such as swords and war ham- fiends.

HOOKS
Th valley
The ètj has
ll offVarètja b
h become h
a haunted d t l No
t wasteland. one
one
d No is pasturing
is pasturing cattle
cattle as as
there
there every single
every person
person
single
and
a b
d beast who l summer
th last
h went uppthere t never came down. C ald
d Could spawn h
p of thef serpent h d
h t somehow,
phavehhatched h
h yet another
or has
o d il g led
ippi cult
h devil-worshipping h ph astray
d hshepherds
l l the d d the
y sold
t and h
ld cattle for dl
k money?
f blcandle
l black y?

Grandfather Gonçau’s prize sheep need to cross the mountains in time for the spring fair at Boltanya, but it is
too late to take the long way around the Lavedan. The party has been hired to escort the flock and told to look our
for giant snakes hiding in the rocks.
The great necromancer Pym the Gnome has heard the tale of the Serpent of Isaby. She would like to add
its skeleton to her dancing ossuary and will pay handsomely for the location of all its bones so she can send her
undead collectors to fetch them.
It may be counterintuitive to think of the serpent of Isaby as a repository of knowledge, but the Great Isolde
(a former apprentice and lover of Zaratazarat the Mage and now his bitter rival) believes the most ancient magical
items are hidden inside the bowels of the serpent of Isaby, who collected them from their digested owners. She
needs adventurers to deliver her Enchantment of Excruciating Exoneration, a laxative spell that should help the
beast cast out these priceless artefacts. The spell must be cast on a living creature, so the party will have to find a
way to feed Gripik, an uncooperative goat-headed goblin, to the great beast.
▸ From Germany ◇ by Alexandre Kobayashi ◆ Pronounce hoellen-VAH-ghen

Testimony of a city guard, related to the horns, the dragon wings! Three more were
events at the solstice festival, as recorded by trying to shove a screaming man into the wagon.
Sister Odilia Hackeborn of the All-Seeing Eye A woman was trying to stop them. I knew them,
Well Sister, I’ve never seen anything like that the man was Gustav Aldinger, the brewer, and
and let me tell you I’ve seen all sorts of weird the woman was Jutta Kloos, an architect. One
shit: I was the one who gave the torch to your of the demons pushed her aside while the two
abbess when she destroyed that vampire nest others were shoving Gustav inside the wagon.
two years ago. We first had stories coming We ran toward them, shouting holy prayers in
from merchants: people disappearing while on case it would help. The coachman demon just
their way to the city. We’d been having trouble laughed. Josef was the fastest; he tried to skewer
with a band of thieves, so we didn’t pay much one with his pike, and the demon cut him in
attention. That was for the baron’s troops to half. The coachman cracked his whip and the
deal with, city guards don’t patrol the roads, wagon bolted past us. At the end of the street…

Höllenwagen
yeah? We have enough crap to deal with here. I swear sister, it was a gate to Hell! Hundreds of
demons were looking at me, laughing! The wagon

In eastern French villages, in the hazy streets of German


towns, and in the Netherlands’ countryside, everyone feared to hear the
wheels of the Höllenwagen. Preying on those lost on the road or in city
streets, this devilish chariot was said to kidnap them and bring them to Hell.
Can I have some wine please? So, as I was
saying, people disappearing, it finally happened disappeared into it. There’s nothing we could
here: runaway kids, ale fiends, one of those have done.
adventurer types from out of town, so we didn’t
pay much attention. Then a poet disappeared, Sister Odilia Hackeborn’s report
that gods-damned heretical piece of trash This was the eighth and last appearance of
the mayor loved so much. So we had to double what the populace now calls the Höllenwagen.
our patrols, that’s when... The witness asked Another plague sent by the gods, like last year’s
for more wine at this point, I told him to wait, drought or this winter’s blizzards. Compiling
wine dulls memories as well as the pain. Make reports from other convents paints a different
sure our novices keep in mind that our role is picture though, a picture which seem to have
to record testimonies, not to comfort witnesses. eluded local authorities, the fact that some dis-
So, uh, yeah, we were patrolling near the appearances allowed a third party to gain power:
merchant quarter when we heard the cries, as a merchant was rid of a competitor, a noble
we turned the street corner we saw the damn family of an unsuitable suitor and, as much as it
thing: a black wagon, surrounded by red mist pains me to write it, the clergy of an outspoken
that engulfed the street. The horses looked like poet. In the Würtachsen county, a cabal of eight
ghosts, made of mist and fire and the coachman families was uncovered as they were about to
was a demon... On my soul, Sister! The goat summon a demon. A list of eight names, written

82
in blood, was found at the premises. During their HÖLLENWAGEN
interrogation the prisoners confessed trying The Höllenwagen is a carriage manned by demons
to summon an unknown demon. Our methods coming from another dimension (sometimes called
again proved to be more effective than the Hell by the illiterate). Its appearance varies according
cruder ones of the Inquisition. The Order of to the culture of the place it is summoned in, as does
the All-Seeing Eye found out that the families the look of its demonic crew. One thing never changes
though: the shroud of red mist that always seems to
learned of the ritual from a yet unidentified
surround it and the ghostly appearance of the horses
sorcerer. The rules were clear: the Höllenwagen pulling it.
must have eight unrelated targets and each To avoid unnecessary headaches consider the Höllen-
target must be named by eight unrelated wagen as a single monster, each demon being one of
parties. The search for this sorcerer should be its ‘appendages’, all acting at the same time. To make
considered a priority for our Order. things clearer, the referee can describe a tendril of red
mist linking the demons to the wagon.
Stopping the Höllenwagen seems difficult
but not impossible. Compiling different
THE CREW
testimonies allowed us to learn the following:
AC 7 [12], HD 3 (12 hp), Att 1 x mean looking weapon
the wagon is restricted to roads, the demons
(1d6), THAC0 17 [+2], MV 60’ (20’),
manning it never seem to have the same
SV D12 W13 P14 B15 S16, ML 12,
appearance but are vulnerable to blessed
AL Chaotic, XP 25, NA 5, TT -
weapons. On one occasion, the wagon
HÖLLENWAGEN

disappeared once all the demons were


killed, leaving the victim behind. They were THE HÖLLENWAGEN
unfortunately kidnapped on the following AC 9 [10], HD 12+3 (57hp), Att 1 x ram (1d6),
night. Destroying the original target list THAC0 15 [+4], MV 120’ (40’), SV D6 W7 P8 B8 S10,
might be enough to stop the Höllenwagen’s ML 12, AL Chaotic, XP 1 100, NA 1, TT -
rampage, a theory which remains to be
proven however. ◇ ◆ CREW
The crew’s statistics do not change with their appea-
rance, as they’re just extensions of the Höllenwagen.
WHAT DOES THE WAGON LOOK LIKE? They’re immune to non-magical weapons. If killed, the
1. A peasant’s wagon 2. A war-wagon with lots of Höllenwagen reverts to a mundane wagon, its unwil-
protruding spikes and blades 3. A royal-looking ling passengers still inside.
coach 4 . A stage coach 5. A two-tiered carriage
6. A black stone mounted on four wheels ◆ GHOST HORSE
Cannot attack or take damage. Regular horses unjustly
sent to hell; might cooperate with someone able to
WHO RIDES THE WAGON? help them.
1. Demons 1. Goblins 3. Orcs dressed as postal ◆ THE HÖLLENWAGEN
officers 4. Skeletons 5. Undead peasants The wagon itself can only be damaged by blessed
6. Ghosts 7. Berserkers 8. Mummies weapons and holy water. If destroyed, the Höllenwa-
9. Neanderthals 10. Pirates 1.1 Gnolls 12. Chaos dwarves gen disappears, leaving its passengers behind.

WHO’S INSIDE THE WAGON?


1. A mad prince 2. A tired assassin 3. A runaway monk 4. A mercenary captain 5. A tax collector 6. A duke elector
7. A wanted witch 8. A band of dwarves 9. A famous cook 10. An inquisitor 11. The county’s best armourer 12. An
unpopular queen 13. A fellow adventurer 14. A band of dungeon delvers 15. A banned scientist 16. A successful poet
17. A defrocked priest 18. A washed-out crusader 19. An unconventional astronomer 20. An amnesiac angel

HOOKS
Two hooks are pretty obvious: the characters become the target of the Höllenwagen, or they are led to it when
investigating missing people. Classic and effective for sure, but let’s consider the following options:
One of the party’s former enemies puts one of them on a list meant for the Höllenwagen. The characters learn of this
at dawn and have until sunset to find the list and destroy it.
The Höllenwagen’s crew ask the party to help them capture an escapee demon posing as a mercenary captain.
As a reward for helping a demon, the characters can ride the Höllenwagen for one night: they have until sunrise to bring
eight targets (of their choice) back to Hell.

Dead characters are given a Höllenwagen: if they capture enough souls they will come back to life.
▸ From Pays de Loire, France ◇ by Nobboc
◆ Pronounce La VEUH-lüe.

I
n the market town of La Ferté, in the reeds to spy on people for inscrutable
there was a young blacksmith na- purposes. The fact she abducted young Célerin
med Célerin. He was a lovely young proved that she went as far as La Ferté.
man: strong and handsome, polite Whether la Velue had also fallen in love with
and witty, brave and hard working, the lad, or whether she only wished to deprive
pious and respectful, kind and his admirers out of pure malice, she took him
generous. He had everything going to her lair. Within the hour, the best folk of La
for him and all the girls (and some boys) were Ferté had formed into a rescue party. They
enamoured with him. But Célerin was pure of had just reached the entrance to la Velue’s
heart, looking for true love and he remained cave, when half of them were turned to ashes
resolutely single. One day at dawn, while he by her firey breath. Then the fell beast raised
was on his way to the workshop, a monstrous the waters of the river, drowning the other
beast came out of the river, grabbed him with half and flooding the surrounding fields, for
hooked claws and took him away into the wa- the water spirits obeyed her out of fear. The
ter. According to the horrified witnesses, this few survivors died quickly after that, pierced
beast was none other than the infamous Velue, through by the spikes on la Velue’s back, for
the Shaggy Beast. she could project them with deadly precision
The beast was well known by the elders, who from several dozen cubits.
said she had been around since before the Following this debacle, the good citizens of
Flood. After a life of murder and massacre, she La Ferté decided to leave the blacksmith to his
had decided many years ago to settle in a cave fate. But Adette, the cobbler’s daughter, did not
under a bridge on the Huisne river, a few days’ want to forget Célerin. She was also secretly
journey further west. She was a horrid beast: a in love with the young blacksmith, but being
reptilian head with a barbed crest at the end of too shy and discreet, she had never managed to
a caparisoned neck, an egg-shaped body as big make herself noticed by him. So she decided to
as a house and covered with spikes like a por- go to his rescue, armed only with her father’s

la
cupine (except on her snake-like tail) all of it old sword.
an unhealthy, bright shade of green. For years, She set off early in the morning, and a few
la Velue had been wreaking havoc throughout hours down the road, she met a kabouter (see
the region, destroying farms, scattering p.14) who was very annoyed because his right
cattle, devouring travellers. In the end, the boot had a hole in it, making him walk with a

Velue
area had been declared forbidden by the king’s limp.
men. Some believed the monster sometimes
swam up the river, lurking

At the dawn of time,


la Velue was already a
deeply malicious beast.
So much so that Noah
himself refused to take
her aboard his ark. Well,
the wingless dragon survived the Flood. She is probably the last of her
kind, and this doesn’t do anything to lighten her mood.

85
Adette was of course wary of gnomes, as you all decent folk, Adette was wary of witches.
never know what to expect with faeries. But her charitable nature took over and she
But her generous nature took over and she gave the old woman half of her bread. The
took the time to fix the kabouter’s boot. witch thanked her warmly, then spat a green,
The gnome thanked her warmly, and from sticky substance into her hands and offered it
his bag produced a magic shield, saying: “It is to her, saying: “Coat yourself with this spittle
dangerous to go alone. Take this. It will protect and your skin will become tougher than the
you from the beast’s flames.” Without a toughest armour”. Without a question, Adette
question, Adette took the magic shield. did as she was told.
On the evening of the first day, as she pre- The next day, Adette arrived at the
pared to sleep in a ditch, she heard a whining entrance of la Velue’s cave. The monster
behind the hedge. It was a giant beaver, its leg was puzzled to see Adette moving forward
caught in a steel trap. Adette was of course despite the water level. La Velue sneered and
wary of beavers; they divert waterways and blew out her fiery breath. Sheltered behind
damage trees. But her empathetic nature took her shield, Adette kept advancing. Angered,
over and she set the beast free. To her amaze- la Velue shot one, then two, then three of her
ment, the beaver thanked her warmly and said, spikes at the woman, but they all bounced off
“Take three long hairs from my fur and fashion her as if her skin were made of iron. Suddenly
a crown for yourself. It will let you walk on wa- afraid for her life, the beast turned around
ter so floods aren’t a concern to you.” Without a to take refuge in her cave. Adette leapt onto
question, Adette made herself a crown. her back, found the base of la Velue’s tail, and
The next day, the young woman reached the sliced it off with a single stroke of her sword!
flooded area and got on easily thanks to the The monster screamed in pain. Losing a
beaver’s crown. She saw a snake who had taken stream of blood, she plunged into the waters
refuge on top of a bush as it was afraid to jump and disappeared. She was never seen again in
into the water. Adette was wary of snakes, as the region.
sometimes they are the Devil in disguise. But Adette went into the cave and freed Célerin.
her helpful nature took over and she carefully She took him back to the village, and as expec-
grabbed it and carried it to dry land. To her ted, Célerin who knew he had finally found
LA VELUE

amazement, the snake thanked her warmly true love (or rather, that true love had found
and said: “There are no scales at the base of the him), asked her to marry him. But Adette had
beast’s tail. It is even more fragile than mine something else in mind: she had found her
when struck there. Remember this!” Without true vocation. The next day, she left with a
a question, Adette took the snake’s advice. band of good-for-nothing adventurers who
At noon on the third day, Adette lit a small were passing through La Ferté.
fire to bake her bread. An old woman, who she Last she was heard of, she was still plun-
knew to be a swamp witch, walked to her. Like dering dungeons and killing dragons. ◇

HOOKS
Célerin, the old bachelor blacksmith of La Ferté, is still in love with Adette who saved him in his youth. Last
night he saw her in a dream: she had been captured by la Velue, who had returned and was now preparing to tor-
ture and devour her in revenge. Célerin would give everything he owns to those who rescue Adette!
Zaratazarat the Mage thinks he knows la Velue’s weak spot: a narrow area at the base of her neck. He gives this
information and the location of her lair to the adventurers who will bring him an old grimoire that he knows is in
the beast’s hoard. Everything else they can keep.

Traces left by a forgotten civilisation are said to be deep into this cave by the river. Bring some proof
to Borotoboros the Wizard, he will reward you greatly.
The legendary Adie Dragonslayer is opening a school to pass on her knowledge of monster hunting. She sends
the adventurers to capture a young dragon so she can train her students. Unfortunately, this information is a trap
set by La Velue; it leads to the lair of a much older dragon whose only egg was recently stolen. La Velue will be
monitoring the encounter from the river, and will most probably be angry not to see Adie here.

86
lair of the shaggy beast
Due to her size, la Velue can not enter the light red areas. If la Velue uses her power of water
control, the areas surrounded by hatches are completely immersed.
La Velue is present in the lair on 3-in-6. If she’s here, 1-in-6 chance to meet her in every accessible
room, or in 7 if not met before. If absent, 2-in-6 chance per hour she‘s back home, entering by 1 or 4.

1 PEBBLE BEACH BY A RIVER 5 THE PATH OF THE DEAD


9 • Pestilent smell coming from inside the cave. • Countless niches containing skele-
• A raven with white eyes and a snake’s tongue standing on a tons with ovoid skulls and three eye
rock: “She’ll give me your eyes!” it croaks before flying off. sockets. Feelings of being watched.
2 STINKY CAVERN Each turn spent searching:
2-in 6 chance to find 1d4 x 100 gp
• Moss covered boulders everywhere.
in ancient gold trinkets (max:
• Rotting carcasses of people and animals. Each turn
1,200gp). With every find, 1-in-6
spent searching, 2-in 6 chance to find (d4): 1. a suit of
chance of eerie moaning and
chain mail +1 2. 32 gold teeth 3. the spellbook of Mad
chattering teeth: the dead delight
Madeleine, a 3rd level wizard 4. a cursed ring (-2 to AC).
in a share of the character’s vital
• Ancient, barely visible cave paintings on the north wall
energy (lose 1d4 x100xp).
depicting divine beings descending from flying ships.
• In one of the narrow cracks to the south: the invisible
6 OLD TOMB
8 dead body of a gnome burglar (33gp, ring of invisi-
• Blade trap at the entrance (trig-
bility).
gers on 2-in-6, 3d8 damage).
3 FOGGY CAVE • 3 stone coffins. Each containing
the embalmed body of a three-eyed
• Knee-high mist hiding a 15 ft deep pit with a
alien, 800gp in ancient jewellery,
trapped, hungry troll. The mist emanates from a
and a sharp crown made of a very
hot spring at the bottom of the pit.
hard, unknown metal. The body
in the middle coffin also holds a
LA VELUE

4 TURBULENT UNDERGROUND RIVER


scimitar +2 (blade of blue, glowing
• Fast current might sweep away careless
glass). Touching it causes a wraith
adventurers.
to appear and 4d6 skeletons to
• Reaches the outer river if characters can
animate in room 5.
hold their breath for 3 minutes.
7 LA VELUE’S DEN
• Sickly green light emanates from a
green crystal protruding out of the
rock in the middle of the cave. Any

7
5
5

88
LA VELUE, The shaggy Beast
An ancient, wicked creature, she’s a clever, amphibious, wingless
female dragon with giant green spikes covering her entire body,
except for her long, serpentine tail. Certainly the only member of her
species. She prefers to live in a cave by a river.
river

AC 1 [18], HD 8** (31 hp), Att 2 x claws (1d6), 1 x bite (3d6), 1 x tail (special)
non-chaotic creature touching or breath or spikes, THAC0 12 [+7], MV 90’ (30’) / 120’ (40’) Swimming,
the crystal, or staying in the cave
S12, ML 8, AL Chaotic
SV D8 W9 P10 B10 S12 Chaotic, XP 1 750, NA 1, TT H
for an hour, must save vs death or
permanently lose 1 CON.
• 2 boulders block access ◆ BREATH WEAPON
to 8 (1 full turn and a total STR of 90’ long cone of fire. All caught in the area suffer damage equal
22 to move one). to la Velue’s current hit points (save vs breath for half).
• Piles of treasure in the east part:
25,000gp in different coins, gems, ◆ LANGUAGES
jewellery, trinkets, gewgaws, Draconic, Common, Aramaean.
silverware, baubles, etc; Drums of
panic and Helm of alignment chan- ◆ WATER MAGIC
ging; grimoire in ancient Greek Once a week, la Velue can call for the waters of a river to flood
titled Necronomicon. the surrounding area (about one mile radius). The waters rise
And a 3-foot high egg la Velue enough to risk drowning creatures and prevent movement by land.
stole from a green dragon nesting
a few days upriver (will hatch in ◆ SPIKES
1d4 weeks). - As a ranged attack, la Velue can throw 3 spikes per round.
Damage 1d8 + poison. Range: as crossbow. Poison: save or die.
8 FUNGUS CAVE - Each failed melee attack against la Velue deals 1d6 damage
• A gnome called Evaramia, wea- to the attacker.
ring a gas mask and casting light
with a lantern, is looking for her ◆ TAIL
cousin Wilhelm (see room 2). - La Velue can attack anyone behind her with a tail whip.
• Clusters of mushrooms of all Damage 1d8.
sizes and colours. Walk slowly and - The base of her tail is unprotected. This is known to very few
carefully or 3-in-6 chance to create people, but to anyone who knows it and attacks from behind,
a cloud of toxic spores (d6: 1-2 her AC is 9 [10].
Cause Fear, 3-4 Sleep, 5-6 Cloudkill).
◆ SLEEPING
9 PASSAGE UNDER THE OAK 30% of the time.
• Between the roots of a large oak
tree, home to a harpy called Aris-
tomakhia (present on 2-in-6).
• Aristomakhia loves music more
than she loves eating people.
She can be bribed with songs or
instruments.

89
ratt
▸ From Estonia ◇ by Kobayashi

K In Estonian folklore, the kratt was described as


a construct made mostly of old household
implements. It was usually used to steal various items for its owner but
became dangerous when left without work, often turning against its creator.
Testimony from the Detelgen village Official warning issued by the King,
trials records. to be read in all villages
Of course your Honour, I remember that Hear ye! Hear ye! Beware the kratt! By
woman’s words as if it were yesterday: “Tired of royal decree, the construction and use
working the fields? Rightly so, they’re not even of the infernal contraption known as
yours! But you can have what your master has. kratt is now forbidden! Possession or
With only three drops of your blood I can build use of a kratt will be punished by a fine
you a creature that will bring you all the riches it of one hundred gold crowns or serfdom
finds. It will always work and will never ask for for those unable to pay. Kratt building
food or money. Take back your life and take what will be punished by death!
is rightfully yours with your very own kratt!”.
What was supposed to say your Honour? I have
worked in the fields since I was 12 years old. My KRATT
back is broken. My hands are sometimes so Kratts are constructs made of disparate objects and
materials. They are usually dog sized, bugt don’t have a
swollen I can’t feel my children’s faces. Of course
specific humanoid or animal form.
I said yes. We all said yes!
AC 6 [13], HD 1* (4 hp), Att 1 x whatever pointy things
Excerpt from infamous wizard Carla Cofkin’s protrude from the kratt (3d4), THAC0 18 [+1],
grimoire Kratts: An Alchemist’s Handbook
MV 60’ (20’)/120’ (40’) flying, SV D14 W15 P16 B17 S18,
The material used in the making of a kratt has,
ML 12, AL Chaotic, XP 19 NA 1d3, TT -
of course, an influence on its durability. There’s
a catch though, the sturdier the material, the ◆ FLIGHT.
more blood is needed to make it work. Your Kratt’s appendages can move at great speed, allowing it
average peasant is more than happy to pay the to fly up to 30 feet above ground.
usual “three drops” of blood but if you go beyond ◆ IMMUNITY.
that, they’ll soon run to the local priest. Once Unharmed by gas; unaffected by charm, hold, and sleep
the kratt is ready, you can warn them about the spells.
spells
fact that the construct needs to work: they have THE KRATT IS MADE OF
to give it things to do. If they don’t, just remind 1. Farming tools 2 . Bladed weapons 3. Blunt
them of the saying: “demons and devils always weapons 4. Music instruments 5. Black powder
find work for idle kratts”, These bumpkins seem weapons 6. Bones of various origins
to be receptive to that type of argument. I was
WHO COMMISSIONED THE KRATT?
contacted not long ago by a rival of our lamented
1. A disgruntled farmer 2. A group of children
duke who made me quite the offer to build 3. The village council 4. A bored noble 5. A vengeful
kratts for the duke’s peasants. The chaos that widow 6. A jealous lover 7. An exiled prince
ensued allowed her to make her move and annex 8. A defrocked priest 9. A local magistrate
the duchy. This anecodate is not proferred to 10. A political prisoner 11. A burned-out pit fighter
blow my own horn, of course. I just want to 12. A sorcerer’s apprentice
emphasise how more and more people know
THE KRATT JUST STOLE
about the kratts — smart people already found a
1. A kid from a nearby village 2. A sacred calf
way to use them. You should find one as a patron 3. A murder weapon 4. A magic-user’s spellbook or
as this will give you a modicum of protection focus 5. A beer recipe 6. Battle plans 7. A wedding
against those damn priests (though some of ring 8. Heretical texts 9. A family heirloom
them see the interest of using kratts against 10. A relic kept nearby 11. A treasure map
rival cults, and then pin the whole thing on some 12. The weapon of a local hero
random peasant). ◇
HOOKS
Villagers offer a kratt to the characters as payment for a job well done.
A demented sorcerer builds a giant kratt that they plan to use to raid a rival’s tower. Guess who’s inside that
tower when it happens?
After a kratt killed a whole family, the party must find its maker, the infamous Carla Cofkin, before the
Inquisition does.
The PCs are given access to a whole army of kratts, capable of leveling a town. What will they do with it? 91
92
jiu
wei
huThe jiu wei hu are powerful
fox spirits with the ability to
shapeshift. They like to visit
Chinese villages disguised
as beautiful young people in
order to devour the victims
they seduce.

▸ From Tang Dynasty China


◇ by Jonathan Wyrmblood
◆ Pronounce joo WAY hoo.

93
I
n an age long past, there was a town JIU WEI HU
located in the outskirts of China. In
The jiu wei hu is a silver fox spirit, half as tall
that town, there was an old, rich man as a man, with nine long tails behind it. However,
who owned much of the surrounding the Jiu wei hu are often encountered in the form
land. He was known as Mister Zhou. of a beautiful human or demihuman in their search
His vast wealth, gained through hard work and of unsuspecting victims to lure and devour. While
parsimoniousness, was known throughout they can act benevolently, they are known as
tricksters, and more often will act in their own best
the village, to the point that families would
interests.
send their daughters to marry him for the
opportunity to inherit all of Mister Zhou’s land AC 5 [14] (9 [10] in human form), HD 4* (18hp), Att 1x
and gold.
bite (1d6) or 1 x weapon (in human form; as weapon +
Mister Zhou knew that this was the reason
poison), THAC0 15 [+4], MV 150’ (50’), SV D10 W11 P12
those women came, so he refused all of them.
B13 S14 , ML 7, AL Neutral, XP 425, NA 1, TT -
Eventually, all of the villagers had been refused,
and people stopped coming to his door, including ◆ SEDUCING PRESENCE
the families of the women, who were resentful The jiu wei hu can charm (as per charm person) an
that they could not acquire Mister Zhou’s individual who would be attracted to their physical
wealth. Mister Zhou soon became very lonely, form. If the saving throw vs spells is failed, the victim
falls desperately in love with the jiu wei hu. This effect
and stayed in his home all day, only leaving to buy
lasts until the victim or jiu wei hu dies, or if it is cast on
his food, as he refused to pay servants to do work someone else.
he could very well do himself.
◆ POISONER
On one rainy night, Mister Zhou heard a Jiu wei hu aren’t fighters, but they excel at poison
knock on his door. Upon opening the door, he brewing. They often carry daggers, throwing blades,
found a woman more beautiful than all the and blowgun darts laced with various poisons (see
other women in the village combined, even sidebar). If they expect dangerous company, they set
after being drenched completely in water. up poisoned traps.
Mister Zhou swiftly invited her in, offering her ◆ SMALL AND SILENT
food and clothes to warm her up. Enthralled A jiu wei hu who doesn’t want to be found is hard to
track. In natural environments, they are unnoticed
by the woman’s beauty, Mister Zhou decided
IU WEI HU

75% of the time as long as they aren’t moving.


that this woman would be the one he would
marry. He asked her the next morning and the ◆ SURPRISE
Because they are so quiet, jiu wei hu gain surprise on
JIU

beautiful woman, taking a moment to ponder a 1-4.


upon the decision, agreed.
The two lived peacefully for a while, enjoying entered the bedroom, they were stunned by
each other’s comfort, and Mister Zhou’s love for the horrifying sight in front of them. Covered
the beautiful woman grew stronger and stronger. in blood and gore, the beautiful woman was
After a couple of weeks had passed, Mister Zhou gorging upon the corpse. Noticing the intruders,
suddenly became ill. Despite his protestations the woman transformed into a nine-tailed fox
about unnecessary expenses, snake oil peddlers, and dashed out of the doorway before anyone
and crooked surgeons, a doctor was brought in. could stop her. The men followed after her,
The doctor tried all the medicines at his disposal shouting for help as they chased her out of the
but could not cure Mister Zhou’s illness. Some village. As they were chasing after the devilish
people in the town told Mister Zhou that the fox, they felt their memory slowly fogging up,
woman must have poisoned him, but Mister until they stopped, wondering what they were
Zhou thought they just wanted to get rid of his doing standing in the middle of the road to the
fiancée so that they could marry their daughters nearby forest.
off to him and get his money when he died. So, the A funeral was held for Mister Zhou, and
beautiful woman stayed by his side until he drew the village went on with their days, none of
his last breath. them remembering a beautiful woman or a
A few days later, the time came for the body nine-tailed fox. The story doesn’t say who
to be removed. As Mister Zhou’s neighbours inherited Mister Zhou’s fortune. ◇

94
THE NINE TAILS: POISONS
THE LIFE CYCLE OF A JIU WEI HU OF THE JIU WEI HU
- Huli jing (2 HD): A jiu wei hu does not begin its life All poison effects are avoided with a
as a true nine-tailed fox, but rather, as a huli jing, a successful saving throw. Antidotes exist,
single-tailed fox spirit. As they grow older, the huli jing but they are either rare, obscure, or terribly
grows new tails until they have nine. A huli jing doesn’t expensive.
have the ability to shapeshift. Once they reach fifty years Black cherry smoke. A love potion in
1
of age, the huli jing acquire the ability to shapeshift into incense form.
f If fiti isi breathed
b for
h d f 10 0
women, becoming a jiu wei hu. minutes, the victim falls in love with the
- Hundred year-old jiu wei hu (6 HD): At the age of a hun- first person they see. The effect lasts until
dred, a jiu wei hu is able to take the form of a young girl, a the next new moon.
wise elder of any gender, or a handsome man. 2 Marble brew. A blade poison that
slowly paralyses muscles. The victim takes a
- Celestial fox (8 HD): The few jiu wei hu who reach a
cumulative -1 to all rolls every minute for 10
thousand years are able to communicate with Heaven
minutes, at which time they are paralysed
and, if judged worthy, ascend into celestial foxes. They
for another hour.
become golden-furred servants of the gods, and their
3 Serpent-bloom petal. A deadly poison
alignment changes to Lawful.
tthat kills
kill ini 1d4
d minutes
i once itienters theh
bloodstream.
WHAT IS THE JIU WEI HU’S 4 Silvertongue. A contact poison cos-
METHOD OF KILLING? metic, it makes the victim susceptible to
1 A knife to the throat 2 A magical, incurable poison suggestion (when asked to do something
3 Drowning 4 Possessing the body through black magic they wouldn’t do, save to resist convincing)
for 1d4 hours.
5 Siphoning life force 6 Strangulation
5 Prodigality potion. A sweet syrup that
kills
k withouti h mercyyallllfinancial
fi i sense
l in ithehe
WHO IS THE JIU WEI HU’S CURRENT TARGET? victim for a week.
1 A greedy merchant who sells an assortment of silks and 6 Wine of avarice. A bitter drink which
tapestries 2 A young peasant with a tragic backstory makes it almost impossible to spend more
than a handful of coppers at a time for a
3 A local bureaucrat that no one trusts 4 A successful wheat
week.
farmer with seven children, none with the same mother
7 Sting of illusory conjuring. A needle
5 A powerful aristocrat, perhaps the illegitimate daughter of an poison,
p ,it
i makes
k the h victim
i i create hallucina-
h ll i
emperor 6 A travelling glee-man from a faraway land tions of desirable things and people.
7 A skilful blacksmith, renowned for his magical weaponry 8 Weakening willow. A poison that, if
touched to the skin, makes the victim’s
8 A retired soldier, just looking to end her days in peace metabolism susceptible to other poisons (-4
to saving throws) for a day.
NOT ALL JIU WEI HU ARE EVIL 9 Curse of slow isolation. A blade poison
While many jiu wei hu enjoy eating human flesh and that
t destroys
d y one of fthe h victim’s
i i ’senses (d6: (d
seducing people, some act as village guardians and are revered 1. sight, 2. hearing, 3. smell, 4. touch, 5-6.
for it. These creatures are referred to as holy jiu wei hu. They taste) permanently. Saves after the first
live under the rule of refraining from harming humans, unless one get a cumulative +1 bonus, roll again if
someone needs to be taught a lesson. you get a sense that was destroyed already.

HOOKS
During their travels, the adventuring party encounters a beautiful woman who seems to hold a great fondness
for one of the characters in particular. Perhaps the woman is a hungry jiu wei hu looking for her next victim, or she
could just be a normal person trying to escape from a marriage by finding a lover who will defend her from the
mercenaries on her trail. Hope for the latter?
Golden Flower is hiring adventurers to get her vengeance upon the jiu wei hu who murdered her husband in his
sleep. The last sighting of the fox spirit was deep in the woods, and she will gladly guide the party as long as she is
given the opportunity to deal the killing blow.
The emperor is fixated on marrying a jiu wei hu he first noticed while she was escaping the palace after killing
his top magistrate. He will give a large sum of gold to whoever can find her and bring her back to him. Most impe-
rial officials would rather the nine-tailed fox was discreetly eliminated.
The characters encounter a jiu wei hu in a magical foothold trap laid by a renowned monster slayer. In ex-
change for saving her, the jiu wei hu could offer to kill anyone of their choice within a fortnight. She would much
rather get saved without having to promise anything, of course.

95
▸ From the Pacific coast of North America
◇ by James Holloway

Gumberoo
A solitary beast sometimes mistaken for
a brown bear, the gumberoo is known
for its rubbery, almost invulnerable,
hide and its tendency to explode when
exposed to fire.
T
he lumber trade is a lonely I got close to it and ran off. Haven’t seen it
business, and a dangerous one since.
at that. Out in the woods, miles Of course, when we talked about it back at
from any town, working all day, camp we got bawled out. Boss said Bill was
and nothing to do at night but tell drunk and fooling around with his gun; shot
stories. No one could blame a lumberjack for Henk by accident. And after a while, folks
starting to imagine things. But the gumberoo even started to believe it. Even Henk and Bill.
isn’t one of those things – it’s real. You can But I know what I saw.
believe me, for I’ve seen it with my own eyes!
We’d been almost four weeks in camp The Gumberoo is a large territorial omni-
and we were starting to get a little rowdy. vore found in dense woodland habitats. An
The boss was making life hard, so me and adult gumberoo is roughly the size of an adult
two other fellows – Henk Lenkman was one brown bear. Because of its dark coloration,
of ‘em, and Bullseye Bill Brayman t’other it is sometimes mistaken for a bear at a
– snuck out of camp and went off to a spot distance or in the dark, but closer inspection
Henk knew next to a stream to have some reveals many differences. For instance, the
drinks in peace and quiet. We were about gumberoo is hairless except for some long,
three drinks in, or maybe three and a half, straggling beardlike hairs on the chin and
when we heard this rustling in the bushes and large, bushy eyebrows. Gumberoos nest in
crackling in the branches, and then we heard the hollow bases of burned trees and emerge
something wheezing and snuffling. only to look for food. During these foraging
We thought it might be a bear, and Bill got expeditions, they eat as much as they can
out his musket – carried that thing with him before returning to their lairs to digest.
everywhere, he did – and peered into the dark, The gumberoo’s body is swathed in a layer of
but all we could see was a big shadow. Well, smooth, rubbery hide that provides excellent
it got closer, and as soon as it came into the protection against attacks. This thick hide is
firelight Bill took his shot. so elastic that it can even reflect projectiles
Never was a better marksman than Bull- or attacks launched at the creature. One
seye Bill, even four and a half drinks in, and theory advanced for this unique ability is that
he hit that creature right in the neck, or at the gumberoo’s diet or habitat includes the
least where its neck should be, for it wasn’t resinous sap of a species similar to the rubber
a bear after all, but a huge sort of oval thing, tree. Metabolizing this rubbery substance
all smooth, but with a head like a shaved bear. gives the creature its springy blubber.
When the bullet hit it, it didn’t go through the One downside of this diet is that the gum-
skin, but just bounced off as fast as it came. beroo’s layer of springy armour is highly
Bounced right off and hit Henk in the leg. He flammable. Gumberoos avoid fire, but when
fell over, hollering up a storm, and the crea- caught by a forest fire or lightning strike
ture came crashing toward us. I jumped back, they have been known to explode, often
but I tripped over the log I’d been sitting on taking nearby creatures with them. This may
and fell right in our campfire. Set my trouser explain the animal’s solitary lifestyle, since a
leg on fire, and the tail of my shirt too. family group of gumberoos would be extre-
Well, monster or no monster, I did what mely vulnerable to chain reactions.
anyone who was on fire would do: I leapt to The people of the lumberwoods believe
my feet and ran around screaming. I was sure wholeheartedly in the gumberoo’s invulnera-
I was dead, between the creature on the one bility. In fact, it is still possible to hit the crea-
hand and the fire on the other, but a peculiar ture in vulnerable spots such as the mouth or
thing happened. The beast reared up when eyes; it’s just very difficult. ◇

97
GUMBEROO
A bear-like beast whose brown, rubbery skin is �difficult
to pierce, but also very flammable.
LAVINIA MORTSAFE
GUMBEROO

The daughter of a wealthy industrialist from Back East, AC 2 [17], HD 5 (22hp), Att 1 x headbutt (1d6) or 1 x
Lavinia Mortsafe has grown up on thrilling tales of the
trample (2d6), THAC0 15 [+4], MV 120’ (40’), SV D12 W13
lumberwoods and the creatures that dwell in them.
Naturally, this has turned into a desire to hunt and kill (2) ML 7, AL Neutral, XP 300
P14 B15 S16 (2), 300, NA 1, TT U
them. Despite having heard of the many risks, she is
convinced that the folk of the region have simply not ◆ RUBBERY HIDE
been shooting at the gumberoo with large enough guns. An unsuccessful melee attack against the gumberoo
Lavinia is far too optimistic about her chances of hunting rebounds against the attacker. Make a new attack roll
the gumberoo, but she is willing to pay well for guides using the attack value of a 1 HD monster. A missile
and helpers on her expedition. She is cheerful, friendly, attack that misses the gumberoo but would have hit a
and keen to learn everything about the lumberwoods target with AC 7 [12] rebounds against a random target
and their culture. The only downside is that she’s within range. As with a melee attack, make a new attack
completely wrong about her ability to harm the beast; roll using the attack value of a 1 HD monster.
the Lumberwoods Magnum Express will bounce its ◆ HIGHLY FLAMMABLE
rounds harmlessly off the gumberoo’s hide. Every time a gumberoo takes damage from fire, it has
◆ The Lumberwoods Magnum Express 1-in-6 chance of exploding. The explosion kills the animal
This massive hunting rifle combines a powerful powder and causes 3d6 damage in a 10ft radius around it (save
charge and a heavy ball to bring down even the biggest vs paralysation for half damage).
targets, or at least that’s what Lavinia Mortsafe thinks.
GUMBER-LUMBER RESIN
Damage 1d10, Missile (5’-80’, 81’-160’, 161-240’), Reload,
This sticky sap comes from a tree found deep in the
Slow, Two-handed
lumberwoods and is a favorite food of the gumberoo.
The Magnum Express is a temperamental instrument. If In its natural form, it is a thick, sticky resin that can be
it gets damp or is jostled or struck, roll 1d6 the next time patiently spread with a stick or knife blade. If gently
it is inspected or fired. warmed, it becomes easier to work with and can be
1 The gun is damaged and will not fire until the user applied to a 10 x 10 foot area within one turn (requiring 10
performs 1d3 hours of maintenance. pounds of resin).After another turn, the substance cures
2 The gun is damaged and will suffer a -1 to hit until and becomes a thick, rubbery layer that bounces dropped
the user performs 1d3 hours of maintenance. objects or even creatures back upward with almost equal
3-6 The gun is unharmed. force. Lumberjacks sometimes use it to create comfor-
The Lumberwoods Magnum Express uses custom-made table mattresses for their tents, while adventurers use it
high-calibre ammunition. A box of 30 bullets costs 15gp. to make pits or other dangerous areas safe.

GUMBEROO-HIDE ARMOUR
◆ The springy hide of the gumberoo is effective against all kinds of attacks. A suit of leather armour made from gum-
beroo hide counts as a suit of leather armour +1, although it is not magical. In addition, any attack made against the
wearer rebounds against a randomly-selected creature if the attacker rolls a 1 or 2. In the case of a melee attack, the
blow bounces toward a random adjacent creature, while a projectile ricochets toward a random creature in approxi-
mately the same direction as the shooter (ie the projectile will not bounce off and hit someone on the other side of the
target). Make a new attack roll against the new target, using the attack value of a 1 hit die monster.
◆ The resin soaked into the hide makes gumberoo-hide armour flammable. A character wearing this armour takes
an extra point of damage from all fire-based attacks. If the armour is exposed to fire for a prolonged period (1d4+1
rounds), the resin will combust, doing 1d6 damage to the wearer per round until extinguished (up to a maximum of 10
rounds). Once extinguished, it will have lost its armour bonus and elastic properties.

HOOKS
Lumberjacks adopt adorable woodland creatures and take them home to their families, unaware that they
are lost infant gumberoos. Guess where the party is spending the night when Ma Gumberoo comes looking
for her pups?
A legendary lost tome is said to be hidden in the lumberwoods. Unfortunately, its resting place is the den of a
gumberoo. To make matters worse, angry locals are preparing to hunt the creature and blow it up.
As settlements encroach on the lumberwoods, the loss of habitat sends curious gumberoos into newly-built
towns, where they can explore in an environment every bit as flammable as – and with many more sources of flame
than – their native forests.
Ze Great Zinker, a goblin warlord, learns to tame (approximately, anyway) gumberoos, mounting
howdahs on their backs and turning them into arrow—bouncing steeds for elite goblin raiders.
▸ From Italian and Flemish baroque art
◇ by Nicolas Dessaux

Angelhead
Angelic children heads with small feathered wings attached
to them. Flutter in chuckling swarms. Friendly and moody as three-year-
olds, and nasty when angered. Often summoned to protect baroque temples
and romantic scenes.

I
n the inns and taverns of this grey back, even to reclaim their lost fi ngers. This
suburb, she’s known among the made me want to know more about Lady
cutpurses and pilferers as Lady Angel. She has those tiny scars on her hands
Angel. She dresses in what was and face that seem to have her in a lot of pain.
once a fancy purple coat, the stink The incredible amounts of beer she drinks
of cold tobacco and rancid ale following her dulls it, I think.
everywhere she goes. Her broken silhouette, I was still young then, but I was also
her nickname, her contorted smile, all ambitious, looking for something bigger, a
were familiar to me. She was often heard glorious job to show them all what I could
rambling about angels and baby faces, as if do. There was this church, Our Lady of All
she was seeing them around her. Had she Seven Splendours, which is still renowned
been an angel-faced actress, fallen from among rubes for its gorgeous décor, and in
grace after a love story with some aristocrat our profession for never having been broken
went sour? Unless she’s an “angel maker”, into. I spent some time there, taking account
helping unfortunates ladies with unwanted of the golden altars, bejewelled cups, and
pregnancies? masterpiece paintings. It wasn’t the oldest
She knows a lot of secrets about this city, temple in the city, but it was built at a time
invaluable stuff for people like me. But after when the architectural fad for showing off
a few minutes of business talk, her dreamy wealth was at its peak. Every inch of wood or
smile comes back and so do the baby angels. stone was carved and painted with intricate,
I found it frustrating at the time. Like unexpected details.
something prevented her to give advice While I was casing, I recorded everything
about a possible burglary. about the floor plan, the windows, the
I was puzzled by the respect she enjoyed doors, the halberdiers on duty, the dates
among the elders. Obviously, they knew and hours of ceremonies... But I didn’t really
something I ignored. Once, stupid young take note of the angels. They were funny,
foreigners annoyed her; they never came rococo fi gures, these little winged heads,

99
showing up in paintings and bas relief. I
ANGELHEAD
never thought there could be a link with old
Cherub heads with wings behind their ears. They are
Lady Angel.
tasked with guarding holy sites and works of art.
The laws of the trade dictate that a plan
must be put forward to an elder before the AC 5 [14], HD ½ (2hp), Att 1 x bite (1d4), THAC0 19
job. So, I met with Giuliano Gilded-Tips, a [0], MV 120’ (40’), SV D14 W15 P16 B17 S18, ML 7, AL
man I trusted and respected. But the day
Chaotic, XP 5, NA 3d6 (6d10), TT -
before I was to meet him, he showed up at
the tavern I used to spend my evenings at. ◆ LIGHT
“I know what you’re planning, son, and I Angelheads may generate light as will, as per the spell.
can’t really stop you from doing something
stupid. Just let me tell you someone tried
VARIANTS
before you, and she failed.” He glanced at
BATS: small bat wings and vampire fangs. Wounds
Lady Angel, half asleep on a stool in front of 1
can only be healed by magic.
her empty glass of ale. “It was years before CATS: cute kitten faces. A swarm can use
you were born. She was the best of us. She 2
a charm person spell once a day.
inspired us to dare things we wouldn’t have SKULLS: grey feathers and skull faces.
3
even been thinking about. She planned On maximum damage, they drain one level.
it well, she knew details we’d never have RAINBOW: coloured feathers and rainbow
4
thought about. But she forgot to research light spell effect.
the angels…” He never fi nished his sentence, SNAKE: cute medusa heads. On a hit, save against
5
exactly like Lady Angel does. He just went to petrification or be turned to salt.
her and touched her hand, as old lovers do, FAUN: baby faun head with horns.
6
and walked away. ◇ Makes underpants jokes.

ONE WITH THE ANGELS: THE WATCHER


Decades after the story above, Lady Angel still haunts the smoky taverns where the staff knows better than to
deny her credit for her daily pints. You see, her encounter with the angelheads didn’t only break her reason. It
ANGELHEAD

turned her into an angel watcher, a mostly undead creature whose role is to liaise with the world of the living.
Only truly holy mortals can communicate and direct angelheads (meaning most priests have no contact with
them). When the angelheads are instructed by their divine hierarchy to share a message or announcement with
people at the temple they protect, there is rarely is anyone to receive it. This is why clever or powerful victims of
the cherubs are turned into watchers.
A watcher keeps all their statistics, but loses any magical powers and spells that aren’t divine in origin. They
become undead for all intents and purposes other than turning; they can be turned by Chaotic clerics but never
commanded. A watcher always sees an angel or other divine being, even if it is invisible or in disguise.

HOOKS
Lady Goedenbrooken, a rich burgher from a merchant family, complains her beautiful religious painting has
been stolen shortly after she bought it. No clue can be found, it is as if the painting flew away; a drunkard testifies
he saw it flying on many little wings as he was resting on a bench in the middle of the night. It appears the painting
was first stolen from a temple, sold to an art dealer, and then to the lady. Angelheads came to reclaim it because a
character in the paintings is in love with another character from another painting in the church they protect.
In a beautiful but half-ruined cathedral, the sculpted grave of a countess from a fallen dynasty is surrounded
by carved roses and stone angel heads. During an eclipse, the grave turns into a bed, the countess wakes as a
mummy, and the sneaky little angelheads fly out to avenge her and help her descendants rise back to power.

A young novice called Clothilda has been tasked by her dying aunt (and the abbess of her convent) to bring a
family heirloom back to their native village across the mountains. It is a silver statue of Saint Oophale adorned
with many tiny, golden cherubs. Clothilda is escorted by Oldri, a warrior-nun, but she has a little gold to hire a few
more bodyguards. Unknown to her, the angelheads in the relic do not want it to leave the hands of a holy person.
They will relentlessly plague everyone involved until a fitting new owner is found. Clothilda could be it, if only she
renounced her impossible (yet reciprocated) love for Oldri.

100
▸ From county Kilkenny, Ireland ◇ by Eric Nieudan
◆ Pronounce oss-OR-ee

The folk known as the wolves of Ossory were skin-walkers, able to turn into wolves
or possibly manifest their wolf-selves while their human bodies slept. Contrary to
what priests will tell you, their abilities didn’t come from the Devil..

wolf -walk
The
of Osraige ers might be denying a dying woman entrance into
the Kingdom of God. When the wolves asked

T
“Are not the people of Rome, where your Church
here was once a holy monk who rules from, descended from men who fed from
travelled through the deep forests the teat of a wolf?” he relented. He followed the
of Hibernia. Back then, the island beasts deep into the forest and into a clearing.
was a wilderness the knights of King There, he found found a white she-wolf lain on
John had only started taming. It was a bed of moss. She whispered her thanks as he
a place of gods and magic from before the time of gave her the last rites.
humans, a place of talking beasts, peopled by wild But the holy monk had to know the source
folk whose humanity hadn’t been ascertained of this wolf-walking curse. The dying beast
yet. The monk feared not for his life – he knew grinned in ominous wolf fashion. “The curse has
a violent death at the hand of pagan monsters been in our blood since the time of our old king
would be rewarded by his One God. His worry was Laignech Fàelad, who was part man and part
that his time on this mortal plane would be ended wolf. But the magic wore off. When I was a lass it
early, while there was so much to do for the glory was but stories, that and the habit of howling to
of Heaven. frighten our enemies. But not long ago, the curse
The monk had gotten lost on his way to Troim was revived...”
from Ard Machae, and had found himself in the “By whom? Who was the vicious hag who
forest kingdom of Osraige. Ahead and by the side cursed your God-fearing people to live as stalk-
of the road, he noticed two furtive silhouettes. ing beasts of the woods?”
Their shaggy outlines were no good omen, so the There was a racking cough, a trickle of blood,
monk took his silver-studded mace in hand and and the old wolf died without answering,
silently recited a magical prayer of protection. turning back into the shape of a tattooed, white-
“Stay your silvered hand, monk, we mean you haired woman. The monk vowed to discover the
no harm” came a raspy voice as two shaggy, red- truth and punish the guilty, or to punish their
eyed wolves stalked out of the shadow. “We need heirs should they have been dragged to Hell
your help. Our mother is dying, and she wants to already. It is not said if he ever found out the ori-
confess her sins.” gin of the affliction of Osraige. We do know he
The holy monk was not fooled by this sort of became an archdeacon and a respected scholar,
devilry. He first tried to ignore the monstrous and it is from his writings we know this story.
beasts, confident his prayer would protect him, at He told it before kings and queen, and even the
least long enough for them to renounce and leave. Pope himself. It was often repeated abroad to
The wolves did not block his way, but they fol- warn the brave souls heading for the Hibernian
lowed him. They said they were followers of the colonies.
Sacrificed Prophet like him, cursed to walk the The truth, I will tell it to you, and you will
earth as wolves for years at a time. The monk kept understand why I believe the holy man simply
walking, but he was increasingly worried that he omitted the ending of his tale. Maybe a hundred

102
years before his time, a missionary cleric had people a lesson. If they wanted to behave like
visited Osraige. He wanted to warn its folk beasts of the woods, then they would become
away from witchcraft and devil-worshipping, wolves for a day and a night!
and turn them to his One God. He had been Had he bothered to ask about the kingdom he
received with curiosity, but also mockery. was in, he would have realised his temporary
Hibernians are well known for never reacting spell would instead give the people of Osraige
seriously to the most dire of truths. I believe their wolf-walking powers back for at least
it is their way of dealing with the harshness another dozen generations. This ill-informed
of life. But the cleric did not get to know these missionary, the originator of the wolf-walking
folk before preaching at them. Grinning like curse, was a Welshman priest called Pátraic.
wolves, they had started to howl at the cleric, The man who became famous as Saint Pa-
who of course took umbrage at this welcome. tricius. But that part would not fit the story,
He called on his divine power to teach these right? ◇

103
WOLF-WALKER
WOLF-WALKERS
Wolf-walkers are humans who periodically turn to large,
blue-grey wolves. They live in close-knit clans, hunting,
gathering, or wolfing (raiding their neighbours). They
are usually taken by their curse at the same time, at
which point they leave their forest villages and live as
wolves,
wolves rarely speaking to humanoids.
humanoids
OD
WOLFSBANE AND MONKSHOOD
The purple flower known as wolfsbane in most
AC 6 [13] (9 [10] in human form), HD 3+1* (14hp),
realms is a well known way to protect oneself
against werewolves. But the wolf-walking curse isn’t Att 1 × bite (1d6) or 1 x weapon, THAC0 16[+3],
lycanthropy. Hibernian wolf-folk aren’t frightened MV 180’ (60’) / 120’ (40’) in human form,
by the poisonous herb, it is just more dangerous to SV D10 W11 P12 B13 S14, ML 9, AL Neutral,
them. Any creature consuming wolfsbane receives (4d6), TT B
XP 75, NA 1d20 (4d6)
2d6 damage unless they save vs poison. A wolf-walker
takes an extra 2d6 damage regardless of the save. ◆ LANGUAGES
Monkshood is a related plant with a darker, sometimes Wolf-walkers speak both the common tongue and
WOLF WALKERS

black flower. It is said to be a holy bloom, and is used the language of wolves and other canines regardless
by wolf-walker witches to fashion charms against of their form.
magic. When harvested on the morning of the solstice
and dried under a full moon, it can be put in a pouch,
◆ FRIENDS TO WOLVES
When encountered, there is a 3-in-6 chance a pack of 2d6
typically carried around one’s neck.. The wearer
regular wolves is close by, ready to help in 1d6 rounds.
receives +1 to their saving throws against magic, +2 if
it is of divine nature. After every new moon, the charm ◆ WOLFSBANE SUCEPTIBILITY
has 1-in-6 chance of losing its potency. Take double damage when ingesting the herb – see
sidebar – but are not repelled by it.
WOLF-CLOAKS AND THE WOLFSPELL
If one knows the blood ritual to prevent a wolf-walker’s body from reverting to its humanoid form after death, they
can skin it to fashion a magical cloak. Carefully cured and inscribed in ogham runes, the cloak grants the power to
cast the wolfspell once per week. Laying onto the ground with the cloak on top of them, they free their spirit from
their body and send it to fill the wolf’s skin, in essence becoming a wolf (with the stats and abilities of a wolf-walker)
for an indefinite time.
Their humanoid body is left behind in a state of suspended animation, needing no food, water, or even air, and
protected from the effects of time. Any damage received by the humanoid or lupine body, is also taken by the other. If
either form drops to zero hit points, the character dies. Note that the wolf character doesn’t have any kind of link
to their body. If it is taken away and hidden, the character can potentially be trapped in their wolf-form for all eternity.

HOOKS
The party spots The monk from the story, Geyran the Learned, Auz the Red, a former
a human toddler now an affluent archdeacon, a traveller and naturalist sea-raider, has contracted
riding on the back of has heard about hellish wol- of no small reputation, lycanthropy from a devillish
a gigantic wolf. The ves terrorising the country- and a friend of Zaratazarat shark. He has travelled to
pack cannot take side. He offers a bounty in the Mage, has read about the land of wolf-walkers
care of its uncursed gold for each tattooed left the beast-men of the to learn from them how to
daughter and begs hand brought back to him. deep forest. She would tame the fish-beast inside
the adventurers Despite the presence of a clan like to meet wolf-walkers him, but something has
to escort her to of wolf-walkers in the forest, and ask them all sorts of gone horribly wrong. He
relatives in a distant the beasts harassing the land uncomfortable questions. slaughtered most of the
forest. They neglect are actually a group of bandits Perhaps also borrow a little clan he was staying with.
to warn them about led by Túathal Whitemane, a blood and submit them to Now a near invincible wolf-
the ghostly hunters master rogue and wolf- a few simple experiments. shark-pirate abomination,
tracking them. What warrior, along with a large She pays handsomely to be he roams the woods in
does the immortal pack of dire wolves under guided across the forest. search of prey. Only the
warrior-queen his control. When he learns She expects the party to surviving wolf-folk know
Medb want with an about the bounty, he help convince the wolf-folk, in what passage tomb the
uncursed wolf-walk- conceives of a plan to abduct and deal with any sanguine moonstone idol that can
er child? the archdeacon. Who will the reactions to her scientific cure Auz can be found.
characters side with? inquiries.

104
THE CURSE CYCLE
Depending on its ancestry and history, each clan of wolf-walkers is affected by the curse differently. Roll 2d6:
2 Mostly live as wolves. They can become humans at will but rarely chose to do so. 3-5 Become wolves for a
whole year every seven years. 6-8 Turn into wolves every midwinter for 28 days. 9-11 Become wolves on the
dawn of holy days for 1d6 days. 12 Only turn into wolves briefly (1d3 hours) when angered.

NEW
CHARACTER
CLASS THE WOLF-WARRIOR
Wolf-warriors, or luchthonn (wolf-skins) in the Hibernian language, are those wolf-walkers who
learn to master their curse with rigorous self discipline and ancestral blood magic.
Requirements: Minimum CON 9 • ANATHEMA TO THE DIVINE • AFTER REACHING 6TH LEVEL
Prime requisite: STR and WIS When targeted by a spell cast by a A successful wolf-walker can build
Hit dice: 1d8 cleric (or other non-druidic divine a great hunting lodge in a secluded,
Maximum level: 14 caster), the wolf-warrior must save wwooded area. 3d6 wolf-walkers of
Armour: Leather, shields vs spells or be cast out of their body. tthe same clan come to live
Weapons: Any Their spirit can immediately inhabit wwith them, half of which
Language: Alignment, Common, a wolf pelt as per the wolfspell bbeing 1st level wolf-warriors.
the tongue of all wolves (see opposite) if there is one AAll expect to be led on
nearby. Otherwise, they become a hhunts, wolfing raids, or
wandering soul for 1d20 hours, at gglorious wars against
• COMBAT the end of which they re-enter their nneighbours, both humanoid
Wolf Warrior can use all weapons body (or pass into the afterlife if the aand monstrous.
and leather armour and shields. body was destroyed or put behind
magical wards).
• LUPINE SENSES If the saving throw is successful,
Wolf-warriors have better senses the character resists any harmful
than humanoids. They see in the effects (even if the spell doesn’t
dark (not as well as with infravi- allow for one).
sion), hear noises on 2-in-6, and can
track prey by its scent (4-in-6 chance
if the trail is fresh, dropping to 1-in-6
in the worst possible conditions).
Level XP HD THACO D W P B S
1 0 1d8 19 [0] 12 13 14 15 16
• WOLFSPELL 2 2,250 2d8 19 [0] 12 13 14 15 16
Wolf-warriors can cast the wolfspell
(see opposite) using a regular wolf
3 4,500 3d8 19 [0] 12 13 14 15 16
pelt. If they acquire a magical wolf- 4 10,000 4d8 17 [+2] 10 11 12 13 14
cloak however, their lupine form 5 20,000 5d8 17 [+2] 10 11 12 13 14
has the stats of a dire wolf. When
6 40,000 6d8 17 [+2] 10 11 12 13 14
they return to their body, they must
sleep for a full day. 7 90,000 7d8 14 [+5] 8 9 10 10 12
8 150,000 8d8 14 [+5] 8 9 10 10 12
• CALL OF THE WILD
9 300,000 9d8 14 [+5] 8 9 10 10 12
Once per day, a wolf-warrior can
call on their wolf siblings for help (if 10 425,000 9d8+2* 12 [+7] 6 7 8 8 10
there are any in the area). A number 11 550,000 9d8+4* 12 [+7] 6 7 8 8 10
of wolves equal to the character’s
12 675,000 9d8+6* 12 [+7] 6 7 8 8 10
level arrive in 1d6 turns; they follow
the rules for hirelings, returning to 13 800,000 9d8+8* 10 [+9] 4 5 6 5 8
the wild at dawn. 14 925,000 9d8+10* 10 [+9] 4 5 6 5 8

105
▸ From Bigorre, France ◇ by Eric Nieudan
◆ Pronounce JOH-ahn-deuh-lorz

Joan Joan de l’Ors, or Jehan of the Bear as


they would soon call him in the King’s
capital when recounting his adventures,
was soon as tall and as hairy as a grown

l’Ors
man. His phenomenal strength brought
great renown to him and his family, but
it also brought them woe and shame,

de
for he could not always control it. His
mother told him he should go seek his
fortune after what transpired on the
day of his first communion. Having
inherited his father’s allergy to the new
From my native Pyrenees comes a legend religion, Joan had choked on the holy
known by many peoples around the world: the host. Running around in a panic as he
youth with the attributes of the Bear-God. couldn’t dislodge it, he broke several
If it is so common, it has to be true, right? pillars, collapsing half the church’s roof
on the other children.
Joan grew up in a cave with a woman called Margòt
So it was that Joan, barely a man
and a bear for a father. The bear was nothing like the
yet already a giant, started on his
beasts you have seen dance at the end of a chain at
adventures. It was a time of wonders
the town market. He was an ancient sky spirit of the
then, and he met other youth with
peak of Ardiden who, when local priests were busy
prodigious strength who decided to join
preaching elsewhere, was called upon by the people of
him. There was Vire-Palet, who liked
the surrounding valleys who needed better weather,
to hurl millstones like she had seen an
better luck, or better children.
ancient statue hurling a discus. There
When he got old enough to understand, Joan’s
was Tord-Chêne, who enjoyed bending
mother sat him down and told him she’d never
every oak tree he saw in two. And there
consented to this life in the wilderness, and all she
was Porte-Canon, who carried on her
wanted was to go back to her family in the village of
shoulder the four-pounder cannon
Aranhoet. The bear suspected this, which was why he
she’d picked up when escaping from an
rolled a boulder to seal the cave whenever he left his
English frigate.
family to forage. Joan was only seven then, but he had
These four, sometimes with others
inherited his father’s strength. He pushed the boulder
whose names didn’t make it to us, went
out and down the mountain, where it fell in a riverbed
on to have many adventures together.
and created a new lake. Margòt and her son fled, and
Their last one is the most famous. It
the bear never came after them.

106
involves a castle hidden in a deep cave, a JOAN DE L’ORS
trio of princely siblings, and the Devil (or Joan de l’Ors is a wandering demigod of almost
perhaps just an evil warlock, no one can impossible strength and comparatively little
restraint. He will happily fight alongside anyone who
agree on this part). The four friends had
convinces him of the worthiness of their cause,
been invited to stay the night, but Joan had solving.
possibly creating more problems than he is solving
inherited his father’s nose for maleficent
magic and understood who their host AC 6 [13], HD 6+6** (30hp), Att 2 x fists (2d6)
was, so he trapped the fiend in his own or 1x weapon (4d8, breaks on a 1), THAC0 13 [+6],
latrines. Being adventurers, the four friends MV 120’ (40’), SV D10 W11 P12 B13 S14, ML 9,
proceeded to explore the castle. They found AL Neutral, XP 950, NA 1, TT T
no treasure there, but they uncovered a
deep well leading into the Underworld. ◆ BLUNDERS OF STRENGTH
Anything a mortal can attempt, Joan achieves on 5-in-6.
With the huge amount of rope adventurers
Impossible feats only succeed on a 1-in-6. If a 6 is rolled,
always carry with them, down into the or a natural 1 on a mêlée attack, Joan breaks something,
Underworld they went. or hits the wrong target.
I can tell you’re not the type of person who ◆ IMMUNITY TO PAIN
would be interested in the whole story of Joan doesn’t flinch when strips of his own flesh are
this week-long crawl in chaotic caves and taken away. Once per round, he ignores damage from
lost dungeons. I’ll just say that the four one source.
friends explored many, many dangerous
places and fought many, many monsters.
One by one, Joan’s friends became too summon a flying mount for him. Joan had
exhausted, too frightened, or too wounded inherited his father’s trusting nature, and so
to carry on. And one by one, they retraced he accepted. Soon, he was flying through the
their steps to the well, the rope, and the caves of the Underworld, clinging to the neck
Devil’s castle. Not Joan however, for he feathers of a white eagle the size of a pack
had inherited his father’s stamina and horse. But the hag’s present was of course a
OAN DE L’ORS

determination. So it is that on his own he trap. The white eagle needed to be fed meat
L’OR

rescued three royal siblings who’d been kept to fly all the way to another entrance to the
in an Underworld gaol by an old hag who Underworld or it would devour its passenger. As
JOAN

said she was the Devil’s wife (but maybe the beast carried him through the bowels of the
she was deluded and just had a thing for evil Earth, Joan rationed the cured hams he carried
warlocks). as snacks, but he ran out just as he could see an
Joan decided it was time to go back, so he opening towards the surface, at the other end
brought the princes and princesses back of a lake of lava. The white eagle needed more
to the well and sent them up the rope to meat to cross it, or he would certainly eat the
the castle, where Vire-Palet, Tord-Chêne, young man. And Joan couldn’t just jump into
and Porte-Canon had been waiting. What the lava. Having inherited his father’s practical
happened up there isn’t known for sure. frame of mind, he thought of a solution. With
Most believe the three friends and the his folding knife, he cut out strips of his legs and
three rescued siblings immediately fell in fed them to the white eagle until they were out
love and, realising Joan de l’Ors would feel of the volcano and in the open air. And then he
left out, decided to leave him down in the broke its neck and used its feathers to cushion
Underworld. So when they had pulled up all his fall.
the treasure Joan had gathered for them, It is said Joan has been looking for his friends
they didn’t send the rope back down. ever since. No one knows if he will forgive
Joan was pondering what to do when the them their betrayal, or exact bloody revenge
old hag who thought she was the Devil’s on them. If you ever meet him on your travels,
wife caught up with him. She cackled at make sure you know what he is up to before you
his misfortune, and then she offered to ask him to join your party! ◇

108
MUSCLEBOUND WANDERERS
Strong youths like Joan de l’Ors and his friends are Hiring a musclebound wanderer as a retainer
often found in folklore, so they should be found in is not impossible, as long as the sum of the player
our game worlds too. These characters are usually character’s level and Charisma score is 21 or more.
young and careless, relying on their brawn to carry (You can decide to add +1 to their total for each
them through adventures. Oftentimes, they are on memorable feat the party is known for).
the road in the hope of bringing enough riches back
home to start a new life or win the affection of a
paramour. NAMES: Steely Uriel, Lily Jawbreaker, Gaietan of the
Giant-Feet, Little Artus, Suseta Strong, Alberta Lob-Rock,
AC 8 [11], HD 3+3* (15hp), Att 2 x fists (1d6) Anselm the Ox, Beñat Brisefer, Zefirina Leatherskin,
or 1x weapon (1d12), THAC0 16[+3], MV 120’ (40’), Cannonball Clara.

SV D12 W13 P14 B15 S16, ML 10, AL any, XP 75,


NA 1, TT S

HOOKS
Joan de l’Ors wants to join the characters in their
MOTIVATION current quest. He suspects one of his former friends
Choose or roll for one of the goals below: is to be found where they are going, or possibly asso-
They
Love. Th i p
y want to impress l
p i someone
a special e ciated with the villain they are opposing.
1 d d dmonster. .
q i hiingga dreaded
by vanquish An aged Porte-Canon is the last survivor
Gold. They need a lot of it for a complicated among Joan’s friends, and she is afraid for her
2 plan that requires they pass themselves as family. She asks the characters to help her and her
an aristocrat. extended family (about twenty people) discreetly
ily. T
Family. i parents were convicted
Their i as pi s
d spies
3 cross the country to a port town where they can
andd sent to the i figh
h pirate-fig g ll
galleys.
i g
hting .
book passage to the New World. But is Joan de l’Ors
Debt. Their eldest brother lost the family’s the real danger?
4
vineyard playing cards.
Station.. Th
Statio They y
y want to marryya young h iand d
heir The Bear-God is dying. It has been too long
can only f their
lyaskkfor k igh d
h dififknighted
h i hand for th ir
f their since anyone has called on him, and without belie-
5
ess.
prowess.
p vers he cannot sustain his immortality. Someone
Power. They were told they would become the needs to take care of his magical demesne,
6 greatest wizard in the land if they could find the however. Will the characters agree to tend to
right wand. the sky-goats, grow the apples, and defend the
g .A p
Revenge.
R bb tookktheir
f labbot
powerful f ily’s
h ifamily’s mountain from the laminak, the dark gnomes of
7 b ntas
asburnt witch.
asaawitch. the forest? Or will they look for the god’s long gone
after their
land afte mothe was
h irmother
Amusement. They just like to tell sad stories to descendants, the Delors clan, who are said to have
8 inspire sympathy (roll again). settled the plains of Briva-la-Galharda?

FAVOURITE TRICK Joan has heard the stories about of the suppose-
Choose or roll for one of the abilities below: dly divine archer called Hou Yi (see page 118). He asks
the characters to find that liar, and bring proof that
1 Hurler. Can throw
th boulders
b or other
th heavy
h y he is an impostor. If found, the archer will not take it
objects
bj uppto 150’
50’for
f 2d8 damage. g . kindly and demand an apology from the
2 Breaker. Any non magical object (including
half-bear savage.
walls, pillars, boats...) is destroyed on 3-in-6.
3 Flexer. Whenh displayin
di pl yi g their
h i muscles,
l they h ygain
g in
+22 to reaction
re ionrolls.
rolls.
4 Sinew armour. Tough skin gives them an
AC of 3 [16].
5 Muscle wizard.
i a d. Th
They y can castt1d3+1
1d3 1random 1st t
llevellspellsl but
b tonlylyififtheyypunch
p the
h th target. .
6 Huge weapon. Fashioned especially for them,
it deals 3d8 damage.
7 Leaps anddbounds.
b d Once
. per
p explorati
pl ion turn, ,
they
h can jump j puppto theirh imovement distance.
i .
8 Unassuming. They may be strong as an ogre,
they aren’t bigger than my great auntie.

109
▸ From England ◇ by Steve Dempsey

Queen The

of the Fallow Field


The Queen is a nature spirit who inhabits the only uncultivated field of a
village, giving boons and banes to any who encounter her.

I
n the Barony the rivers are fished, the Magic), and aconite (for the Moon). The dress
hills grazed, and the land is ploughed. is white linen with scraps of lace at the hem,
In the forests and woods, the rights all that the peasants can afford. It is so very
of pannage (grazing pigs), estover old and is cleaned and mended each year ready
(collecting firewood), agistment for the next. The child leads a parade into the
(grazing livestock) and turbary (cutting turf) field and sits on the last bale of straw from the
are strictly controlled. Crop rotation is used harvest as their throne. The Queen speaks
to ensure that the soil is replenished, leaving through the child and tells people what has
fields fallow one year in three. Hardly a leaf or pleased and displeased her, and what services
tiny mushroom escapes people’s control of she expects during the next year. How the
nature. Queen speaks is influenced by the child, and
Little Gissing is a hamlet on the edge of the the Queen is always fond of this person –
Baron’s lands and here there is a special field unless subsequently disappointed by them, in
left fallow every year. A low dry stone wall which case she hates them.
separates the small field from the ploughed This is the only time anyone is allowed freely
lands on the village side, the only other into the field. Anything that falls into the field
boundary is the shadowy tree line of the Wild during the year is property of the Queen and
Forest that borders the Baron’s demesne. she will return it in exchange for a service.
Every spring there is a festival to thank the Anyone who dares enter the field during the
Queen of the Fallow Field for her bounty. One year is sure to annoy the Queen and will only
of the children from the village is dressed how be released if they promise to serve for a year
the peasants might see a queen. They place and a day.
a circlet on their head, intertwined with wild I went to Little Gissing – mushrooming in
flowers, crocuses (for Love), hellebore (for the woods with my brother. We found some

110
lovely turkey tails, they make a tea which QUEEN OF THE FALLOW FIELD
strengthens the lungs, and in a clearing at A powerful nature spirit who capriciously rules the
the edge of the woods, the biggest puff balls last remaining untamed plot in the land. The Queen
we had ever seen. We threw pebbles at them appears in her field as a translucent and often an-
noyed figure.
and squealed with delight as they exploded
in clouds of purple smoke. But once our sport AC 4 [15], HD 6 (27hp), Att 1 x touch of winter (1d8),
was finished, we went to pick up the pieces. THAC0 14 [+5], MV 240’ (60’) flying, SV D10 W11 P12 B13
They make a lovely treat dipped in egg and S14, ML 9, AL Neutral, XP 1 400, NA 1, TT -
breadcrumbs and fried. As we bent down to
pick up the mushrooms, the lady appeared ◆ SPIRIT
in front of us – in daylight, but transparent Immune to non-magical attacks, poison, and mind
affecting spells.
like a ghost. We tried to run away but every
time we left the field we found ourselves ◆ CHARM ANIMALS
Any animal within the field is automatically charmed to
running back into it. And then my brother,
do the Queen’s bidding. Animals who serve another get
who is younger than me, started to cry for our a saving throw vs spells to avoid this effect.
mother. So I scolded the lady. I didn’t care for
◆ REGENERATION
her smile or her manner. As long as the field exists, the Queen regenerates 3 hp
“Let us go, you witch. We need to get home per round.
for our tea!” ◆ TELEPORT
“I will not let you go. And moreover, The Queen can appear anywhere she likes in her field,
I will teach you some manners, common and teleport at will, once per round as part of her
QUEEN OF THE FALLOW FIELD

child.” movement.
I really didn’t know what she meant by ◆ ILLUSIONS
this. “I might not be uncommon, but I’m not Inside the field the Queen may cast phantasmal force
common.” three times a day.
She laughed. “As ill-schooled as you are ill- ◆ TIED TO HER FIELD
bred. I will teach you respect and your mother If the fallow field is destroyed, through fire or other
disaster, the Queen retreats to the last living plant in the
will thank me!”
field. When this happens, crops in the area start to fail
“Please lady,” said my brother, “We didn’t and the land slowly becomes unusable for agriculture. If
mean no harm. Let us go home to mother. the plant is kept alive and replanted, the crops will thrive
We’re very sorry, I’m sure.” again.
“Ah, you child,” she said, pointing at my ◆ KEEP PROMISES
brother, “require less instruction – sing me As a spirit, the Queen cannot break promises and it is
one of your peasant ditties and you may be on possible to trick her by clever interpretation of what she
your way.” says. If she finds out she was tricked, her mood moves
one step toward hates (see opposite).
“Ditty?” said my brother. “She means a
song,” and I nudged him. So he sang the one
about the Queen, which ends “She gave me a REASON WHY YOU ENDED UP
IN THE FALLOW FIELD:
diamond as big as my shoe.” The lady laughed 1 – You found half a skeleton surrounded by gold coins
in delight and clapped her hands. at the edge of the forest and started to pick them up –
“Off you go child, back to mother.” He turned unaware that you had entered the field.
and left but I could not move. 2 – Your horse was frightened by something and threw
“And you, you miserable brat,” and she you into the field.
3 – A nymph whose stream you defiled, accidentally or
looked right at me, “You will make your
not, made you deliver a fish for the Queen’s pond.
mother proud and fetch me a diamond as big 4 – On the way back from the inn, you needed a
as a shoe.” So that’s what I’m doing now. And birthday present for your sweetheart and saw some
I’ve only got three weeks left to find it. And strawberries in the field.
if I don’t, I’ll be in real trouble. But I’ve got an 5 – You were practicing spells and accidentally
idea, and I just need for it to freeze tonight, so cast teleport.
6 – The rest of your adventuring group threw you over
we get those nice big icicles. ◇
the wall for a prank / because they’d had enough of you
/ because you’d drunk too much again / because your
worst enemy paid them to.
112
ENCOUNTERING THE QUEEN JOBS TABLE
The Queen’s appearance varies depending on her
mood. She is usually female and might appear as old Roll Job
and regal, young and capricious, or mature and bored. 1-5 easy – to be done in a day
A special reaction roll determines how she takes to 1 Milk the goat that lives in the fallow field.
the characters. Charisma modifiers only apply for You have to catch it first.
elves and other fae related characters. 2 Stop a deer eating the flowers – but don’t hurt it.
3 Dredge the pond for things which have fallen in.
MOOD ROLL
4 Sing an entertaining song or tell a good story.
2d6 Result
5 Return toys which have fallen into the field to
2-3 Hates the right children.
4-6 Dislikes
6-10 moderate – to be done in a week
7-10 Neutral
6 Get new lace for the Queen’s dress.
11+ Likes
7 Make a new gate for the field – it had better
If a service is performed for the Queen, make a new not squeak.
reaction roll, with a modifier based on how well the 8 Persuade a good bard to come entertain the
service was performed. Consult the following table Queen and stay with her.
and add 1 for every like, subtract 1 for every dislike. 9 The Queen would like to see some bear cubs in
A clever servant might consult others who have en- the field. Fetch some pretty ones. Now.
countered the Queen to divine her reactions. 10 Squirrels keep burying their nuts in the field.
If the trees grow, the field will shrink.
LIKES DISLIKES
Do something about this.
Surprises ◇ ◇ Disappointment
11-15 challenging – to be done in a month
Respect ◇ ◇ Rudeness
11 Change all the yellow flowers to blue.
Some cheekiness ◇ ◇ Toadying 12 Install a new magical standing stone in the field,
Novelty ◇ ◇ Repetition to replace the one stolen by bandits.
Obedience ◇ ◇ Shirking 13 Find the druids who tricked the Queen and
Promptness ◇ ◇ Tardiness stole her badger. Return the badger and punish
the thieves.
Cleverness ◇ ◇ Showing off 14 Stop the three-headed troll from coming into
Gifts (max +2) ◇ ◇ Being stolen from the field.
Repairs to domain ◇ (-2 per infraction) 15 Get a real golden crown for the Queen.
◇ Damage to her domain 16-20 impossible – to be done in a year and a day
(At least -2, more if 16 Empty the pond with a sieve.
damage is extensive) 17 Count the blades of grass in the field.
18 Spin the straw bale into gold.
19 Make bread from gemstones.
SERVICES TO PERFORM, DEPENDING ON 20 Catch the moon – it would make a nice ornament
HOW MUCH THE QUEEN LIKES YOU: for the gate.
Reaction Dice to roll on Jobs table As with all faerie endeavours, there is usually a way to
Likes 1d6 complete an impossible task by adhering to the letter
Neutral 1d6+5 rather than the intent of the task. For example, one might
Dislikes 1d6+9 catch the reflection of the moon in a bucket of water or
Hates 1d6+14 state that there will be no blades of grass in the field if it
should catch fire. But let the players figure that out!

HOOKS
The characters have been charged with finding Zirbaya the Minstrel Mistress who ended up in the field (see table
opposite). They must conceive of a way to extract them from the Queen’s presence as they are needed back home.
A player character ends up in the field (see table opposite) and the rest of the party must help them perform
their tasks.
The Queen is captured in a spirit bottle by an evil cleric and forced into service. Her fallow field decays and the
local farmers are powerless to stop the crops from failing. Adventurers are needed to find and return the Queen
before it is too late.
The Queen’s previous home has long since become a desolate wasteland, haunted by undead and twisted
monsters. The player characters find a tiny terrarium containing the mosses which are her last refuge. Or perhaps
one of them was one of the children who spoke for the Queen and the moss is their heirloom. Is the party the
people to replant the moss and protect it from attacks long enough for the land to be reborn? Even in this reduced
state, the Queen retains some of her powers in proximity to the bottle. 113
Cuca
▸ From Brazil, inspired by Portuguese tales ◇ by Diogo Nogueira
◆ Pronounce KOO-cah

An ancient being who resembles a humanoid alligator with stringy


grey hair, and sometimes takes the form of an old crone. Her sorcerous
powers require the blood of the young.

W
hen the night comes, and to be young again. He brought the head of his
the bell tolls, it’s time for youngest son, unprompted.
children to sleep, or Cuca Whether Cuca needs these offerings to
will devour even their toes. perform her spells and prepare her potions
Appearing as an old crone is unknown. Nevertheless she never does
with leathery skin and long unkempt grey anything for anyone without asking for these
hair, or as a bipedal crocodile with the same “exotic ingredients”. And everyone knows she
old woman’s hair, Cuca always makes an always delivers what she promises, although
impact on those who cross her path. Where sometimes with some unfortunate side
she came from, no one knows or remembers. effects.
And, from time to time, they forget she exists The queen got her beautiful voice, but only
until a child goes missing, or someone needs while singing. She sounded like a screaming
sorcery no mortal sorcerer can master. Then, duck the rest of the time, so avoided talking for
they seek Cuca out, some wanting to bargain the rest of her life.
with her, some wanting to banish her once The warrior got his strength back, but
and for all, and a few seeking her to learn her couldn’t control it and killed his lover in an
arcane secrets. unfortunate embrace.
For Cuca is also a powerful sorceress, capable And the horrible father who murdered his
of casting ancient spells and brewing potent own son to become young again? Well, he really
concoctions. In fact, many seek her exactly found his twenties back. But every day he woke
because of that, seeking to subvert reality to up a day younger, becoming a youth after a
their desires. But Cuca always charges a price few years, then just a boy, and then a baby. He
for her services. A steep one. ultimately disappeared into thin air.
A queen once asked for a beautiful voice, and So beware Cuca and her powers. She may
had to bring the tongue of a young singer who promise miracles, but she often delivers curses.
was just starting their career in the royal court. And warn your children, and your friends’
An ageing warrior wanted to have his children, for the envy of their vain elders might
strength back, and was asked for the arms of a spell their doom.
young soldier who wanted to prove her worth. And their new home will be inside the belly of
And there was that dreadful man who wanted the old crone. ◇

114
What does Cuca want?
Cuca is a mysterious being, and her objectives are not CUCA
always clear to us mere mortals. Roll on the table below if Appears as a large bipedial alligator with long
you want to make her a player in your campaign’s faction grey hair (her fae form), or as a crone with
game. leathery skin wearing local fokloric garments.
She is amassing a collection of organs and parts to craft
herself a new body. She is only missing 1d3 parts (1d4: AC 1 [18], HD 8* (38hp), Att 2 x claw (1d6),
1 1. the head of a dreamer, 2. the heart of a brave, 3. the 1 x bite (3d8), THAC0 12 [+7],
hands of an artist, 4. the legs of a dancer). MV 180’ (60’) swimming, SV D8 W9 P10 B10 S12,
She delights in corrupting vain mortals and wants to ML 9, AL Chaotic, XP 2 300, NA 1, TT F
break apart the strongest relationships she can find.
2 She approaches people with emptiness in their hearts ◆ LANGUAGES
and promises them whatever they think they need… as Knows common, Chaotic, and has 50% chance of
long they do this small little thing. knowing any language.
Cuca wants to become a goddess, so she is gathering a ◆ SPELLS
cult around her. More and more people join as 3 × 1st level, 3 × 2nd level, 2 × 3rd level, 2 x 4th level
she gives them her concoctions. The brews start (can choose from both arcane and divine spell lists).
desperate souls get
3 weak, just samples, but as these ◆ CHANGE FORM
a taste of their deepest wishes, they will do anything At will, takes 1 turn. As a crone, Cuca cannot use
to get more. Now, higher powers are noticing Cuca’s her bite attack, and her AC is 5 [14]. Her movement
machinations. becomes 120’ (40’).
Cuca wants revenge against the powers who restricted ◆ SWALLOW WHOLE
her shapechanging to an old crone and a giant alligator. On a bite attack roll of 4 or more than the target’s
powerful
4 She needs individuals to help her bind other AC, it is swallowed (unless larger than a human).
supernatural beings to silly animal forms. Payment will Inside Cuca’s belly, they suffer 2d6 damage per
be in powerful magical gifts stolen from these spirits. round; they may attack with sharp weapons at -4
Someone cut Cuca’s hair while she slept and now she to hit; a body is digested in 6 turns after death.
is powerless and stuck in her alligator form. She seeks ◆ MAGICAL CONCOCTIONS
have her powers
5 people to recover her hair so she can Brews magical concoctions that generally relate
and knowledge back. She offers her invaluable concoc- to one’s health or youth. However, Cuca often
tions in exchange. requires ingredients that will cost a young person’s
Cuca is planning a grand ball to impress her alligator life, and the person seeking her services usually has
friends and rivals. She needs competent staff, not to help obtain these. If that wasn’t enough,
(food, guest
6 only to make sure everything is in order the potion’s benefits often come with a side
list, entertainment, etc.), but that no uninvited guests effect as well (see below).
interrupt her party.

1. ELIXIR OF YOUTHFUL VITALITY: Rejuvenates the drinker 5d6 years. Requires the still beating heart
of a young relative or loved one. If faulty, the drinker becomes younger by 1d6 years every year until
Cuca is a skilled alchemist able to prepare potions unlike
any other. However, there’s always a chance something
does not go exactly as planned (10% chance of a faulty

they disappear.
2. POTION OF ENDEARING VOICE: Anyone listening to the drinker sing must save vs spells or be mes-
merized as long as the song lasts. Requires the freshly amputated tongue of a child related to or loved
by the drinker. If faulty, the drinker becomes incapable of speaking without singing.
CUCA’S CONCOCTIONS

3. BALM OF SPRY STRENGTH: Gives the drinker a Strength score of 18. Requires the consumption of the
muscular tissue from the arms of a young relative or loved one. A faulty balm make the user unable to
control their strength, harming anyone who even has a handshake with them for 1d4 damage.
concoction).

4. DROPLETS OF CHILDLIKE IMAGINATION: Provides the drinker with the creativity of a child while
retaining all the knowledge and wisdom they acquired over the years. Each use lasts 2d6 hours,
enough to create at least one masterpiece. Requires the brain juices of a young child. Faulty droplets
cannot discern reality from their imagination, becoming trapped in their own stories.
5. DRAUGHT OF TODDLER ENERGY: The drinker has the vitality and enthusiasm of a three-year old.
In game terms, the drinker does not need to rest or sleep for 1d3+1 days. Requires a gallon of toddler
blood. Faulty draughts make the drinkers unable to sleep for 1d6 weeks afterwards, which makes
recovering hit points and spell slots difficult, if at all possible.
6. POULTICE OF MEMORY: The drinker can remember conversation, text, facts, etc. they have expe-
rienced while under the effect of this poultice (one use lasts for 3d6 hours). Requires the still juicy
eyes of a young person. A faulty concoction also brings back the nightmares the drinker had as a child
(-2 to all saving throws until the magic is dispelled).
RIVE
R
CUCA’S LAIR
Cuca’s lair is located in a swampy area near a large town where some elderly
sages may still know of her. To all others, she’s a legend whispered in the night.
It consists of a small cave with access to water by an underground river she 7
uses to escape in case undesired guests insist on staying.

ENTRANCE: Decorated with the skulls of young humans and animals, as well
as discarded alligator skins. It’s not uncommon (3-in-6) for 2d4 alligators (as
1 large crocodiles) to sun near the entrance.
They only attack if provoked.
ROOM OF WORDS: A spacious cave where Cuca has set up cushions, furs, and
other comforts to make guests more at home. Most of these are dirty, ragged, 6
2 or just plain old. People can sometimes be found here, waiting for an audience.
They most probably feel uncomfortable sharing what they are doing here.
ROOM OF MEALS: The smell of rotten flesh is strong here. A smaller cave with 5
a large blood-stained stone table and 4 crudely made stone chairs. Clay bowls,
plates, and stone utensils are scattered around the table and on the floor. 4
3 Chains are affixed to each corner of the table, and under it are stacked tools (saws,
knives, axes...). On the walls, notes of different recipes to accommodate human
organs. Cuca may be found here feeding (2-in-6 chance); she does not like to be
interrupted. 2
3
ROOM OF GIFTS: A dusty room where Cuca stores the presents she received from po-
tential patrons. Her monetary treasure is also kept here. Magic items and other objects
4 Cuca uses are normally in area 7. This cave has also become the lair of a giant spider (a
black widow), who has webs between piles of objects, hoping the mess in the room will
help it catch prey. 1
ROOM OF PREPARATIONS: This is the largest cave in Cuca’s lair. It is filled with crude shelves,
tables, cauldrons, pots, bowls, and all sorts of utensils Cuca made herself to brew and store her
5 concoctions and exotic ingredients. Anyone examining these objects realises what they are: a
save vs death is needed to avoid a sense of dread (-2 to all attacks and saves in Cuca’s lair – can be
PS
negated by a bless spell). SWAM
ROOM OF MEDITATION: A large but strangely empty room with symbols inscribed in blood on the walls. Cuca uses this
room to commune with the entities who provide her powers, and to contact other supernatural beings with complex
6 rituals. There’s a 1-in-6 chance Cuca is in this room performing a ritual; interrupting her ends the communion, which
makes her displeased. Characters making a saving throw to resist a spell cast by Cuca in this room need to roll the d20
twice and take the lower result.
THE RESTING POOL: If not met already somewhere else, Cuca is in this large cave with a stone beach and pool
linked to the outside through an underwater tunnel. She usually stays here relaxing with her alligator friends and
7 lovers. At any time, even when she is not here, the pool has visitors (1d4: 1. a giant crocodile, 2. 2d6 large crocodiles,
3. 2d20 crocodiles, 4. a black hag).

HOOKS
Henrique the merchant is dying, but he refuses to hand it all down to his “lazy vagabond of a son.” He seeks the
services of Cuca, who requires the heart of his offspring as the main ingredient of the spell to cure him. All he needs
to do is deliver the 14 year-old boy to her. Being too ill to do so, the merchant hires a group of adventurers to escort
his son to a “diplomatic appointment” in a ruined manor, which appears as the luxurious summer home of a strange
baroness (Cuca in disguise).
A beloved relative of one of the characters is dying. Knowing about the capabilities of their adventuring
friends, they ask for help. The party must seek Cuca and obtain one of those miraculous elixirs of life only she can
brew. But will they be willing to pay the price?
A town is experiencing frequent child disappearances and people whisper tales of Cuca in the cold night.
However, Cuca has become a vegetarian and hasn’t eaten a child in over five years. She needs the help of open-
minded adventurers to figure out who or what is behind this before the townsfolk decide to hunt her down.
As the party are passing through a forested area, an eight year-old kid comes running out of the woods
screaming for help. They say a giant alligator witch wants to eat them. And then an old lady wearing ragged old
clothes shows up, calling the kid’s name, explaining her grandchild has had bad mushrooms. She is actually Cuca,
just trying to have her lunch.

117
▸ From Shang Dynasty China
◇ by Jonathan Wyrmblood
◆ Pronounce HOE - ee

HouY
A legendary archer known throughout China, his divine strength and accu-
racy allows him to hit any target, even if that target is in the heavens.

Testimony from a local farmer: From the memoirs of Emperor Yao:


“It started out as a normal day. I was riding “On that day when ten suns shone in the
my wagon into the city to sell my wares, when sky, I pleaded to the gods, asking for a saviour,
it suddenly became incredibly hot, like really and that was when Hou Yi arrived. I knew
hot. I was sweating buckets. It was so bad, of his exploits, of the many monsters he’d
my mule collapsed from the heat. I was about slain already. Seeing this as a sign, I tasked
to curse the heavens for such weather and, him with stopping the suns. I did not want
looking up into the sky... I couldn’t believe him to kill them all, as I told him, but I knew
it: there were ten suns in the sky. Ten! Why that if he was unable to reason with the suns,
were there so many? It’s absurd! Anyways, he was fully capable of dealing with them. I
the heat was starting to get to me, and the and those who could still stand followed him
world was growing dark, which is strange out of the city and watched as he climbed
because there were ten suns in the sky. But up a tall hill. For some time, Hou Yi tried to
as I was blacking out, I saw a man on a hill speak to the suns, but they did not respond.
ahead of me, aiming his bow towards the When Hou Yi had enough of their silence,
heavens. I don’t know what he thought he was he grabbed an arrow, nocked it onto this
going to do, shoot the suns out of the sky? I beautiful bow of his, and fired. The sun he
passed out before I saw what happened, but had aimed for turned into a bird made of fire
when I woke up, there was only one sun in the and fell from the sky. The suns went into a
sky. I thought it must have been a dream, a frenzy, but Hou Yi continued firing, until only
hallucination, a curse maybe? But everyone one sun was remaining in the sky. As he was
I’ve talked to also remembers the day of the grabbing another arrow to kill the last sun, I
ten suns. That’s all I know, now can you please pleaded with him: ‘Please, Lord Archer! Spare
let me go? I finally saved enough to buy a new the last sun so that it may continue bringing
mule.” light to this world!’ The hero yielded, and with
the situation resolved, we returned to the
palace where we held a grand feast in Hou Yi’s
honour.”

118
HOU YI
An entry from Hou Yi’s personal Hou Yi looks like any other man, but behind his ordinary
journal: appearance lies inhuman strength and unmatched archery
“I do not know why I entered the palace skills. He is often tasked by world leaders and the divine to
that day, but I am glad I did. After the hunt down massive and dangerous monsters.
banquet, I was returning to my home AC 0 [19], HD 21** (95hp), Att 1 x weapon (2d6), or
when a bright golden light appeared
3 x sunset bow (2d8, see below), THAC0 5 [+14],
before me. From the light, From the light,
MV 120’ (40’), SV D2 W2 P2 B2 S2, ML 10, AL Lawful,
a voice thanked me for stopping the suns
XP 8 500 NA 1 TT -
and told me that I would receive a gift
from the gods for my actions. A small jade ◆ NEVER MISSES
vial appeared before me, and when I asked A missed roll with a range attack means a glancing hit, dealing
the voice what it was, the light told me 1d4 damage.
that it was an elixir of immortality so that ◆ FATE’S GRACE
I could ascend to the heavens and become Hou Yi’s armour class is always 0 [19] through a combina-
a god. Then, as suddenly as the light had tion of armour, use of cover, artful dodging, and enormous
amounts of luck. In situations where luck plays a factor, there
appeared, it disappeared, leaving me with
is always at least a 2-in-6 chance things will turn in Hou Yi’s
the elixir. As I am writing this, I still do not favour.
know what to do with it as I still believe
◆ STRONG AS TEN OXEN
that there are more monsters to hunt and Hou Yi is capable of legendary feats of strength. He succeeds
loved ones to protect. For the time being, at anything a mortal could attempt, while dead lifting a whole
I will hide it, until the day comes that I castle would work on 1-in-6. Be creative with what he can do,
know what I will do with it.” ◇ and also with the catastrophic consequences of his failures.

LUO RI GONG,
THE SUNSET BOW
The legendary bow that shot down the
extranumerous suns. The limbs are made of tiger
tig r
HOU YI

bones and only arrows made of dragon tendon


tend are e
sturdy enough for it (it comes with 2d6 arrows).
).
Its damage is always 2d8.
The archer must have a Strength
Streng of 21
to use it. Two persons with a combined
com
Strength of 28 or more can work in
i
tandem to shoot Luo Ri Gong if it is
propped up against a protruding
rock or strong tree.
Luo Ri Gong always has enough
enoug
range to hit anything the archer
can see, regardless of the actual
distance.
A skilled archer can attempt all
a sorts
of myth-level trick shots with the Sunset Bow:
pin a giant to a mountain while keeping
ke them
alive, shoot enough arrows fast enough
e to
blot out the sun, let agile friends surf
s on an
arrow, etc. Assign reasonable penalties
pen or ask
for extra rolls, but remember that legendary
feats are possible when wielding a
legendary weapon.

120
WHAT MONSTER IS HOU YI HUNTING? WHY IS HOU YI ON THE HUNT?
1. Lou Carcohl (see p.31) 1. Heaven has ordered so. Or so believes Hou Yi,
2. XXXIV, the undead tartaro (see p. 18) because he has actually been deceived by an evil
3. A celestial Fox (see p. 92) sorcerer.
4. The Boitatá (see p. 50) 2. A body part of the creature is needed for
5. Jack-in-Irons (see p. 62) the potion that could heal Hou Yi’s ailing
6. The serpent of Isaby (see p. 77) grandmother.
7. A mapinguari (see p. 150) 3. Hou Yi is retiring, but he wants to hunt down
8. The perelesnyk impersonating the Emperor (see p. 25) one last monster before he bestows his bow to
someone worthy and starts a quiet (yet epic) life.
4. The monster killed one of Hou Yi’s childhood
friends. Now all he wants is vengeance,
WHERE DOES HOU YI HIDE HIS ELIXIR
regardless of how many innocents are put
OF IMMORTALITY?
into harm’s way.
1. Underneath the bed of a maid who’s in love
5. The bounty set on the creature is enough
with him.
to build a school in his village. Unknown to him,
2. Behind a grand tapestry in a guest room of the promised gold was stolen from a priest who
the imperial palace. wanted to fund a new orphanage two valleys
3. Amongst a collection of magical phials stored over.
by a local alchemist. 6. The death of the creature is one of many
4. Inside an ornate vase that was a gift from monsters that Hou Yi must kill in order to obtain
his beloved, late mother. unimaginable power from a god of darkness.

THE ELIXIR OF IMMORTALITY


This potion only works on heroes of renown chosen by the Jade Emperor of Heaven. For anyone else, roll 1d6:
1. They disappear in a flash of golden light. Whether they have been turned into a god or merely transported
to another plane is anyone’s guess.
2. Their flesh melts away and they become a living, talking skeleton. They will, in theory, never die.
3. They turn to purple jade. Their statuesque new form is worth 10,000gp.
4. Their ageing process is reversed. Once they become a newborn again, they start growing normally again
until they reach the precise age at which they took the elixir, at which time the rejuvenating process
starts again. And again, for all eternity.
5. They are now immortal and impervious to death. They also become unable to kill anything or anyone
directly, as no agent of death wants to deal with them.
6. Their ageing process is quickened. Every day, they age another year until eventually they die naturally, in a
sort of unnatural way.

HOOKS
A great monster is terrorizing the nearby towns, and anyone sent to kill it has never made it back alive. It has been
rumoured that the legendary archer Hou Yi has taken residence in the nearby area but is currently mourning a lost
friend. Someone needs to motivate him so he can stop the monster.
Hou Yi’s inhuman strength has become too much for his bow, snapping it into two. As most bows are too
fragile for Hou Yi to use, he has commissioned Bad Patxi (see p. 38) to craft him a new one. Payment is covered,
but a legendary weapon will require legendary materials, which the characters must acquire for him.
The party has been tasked to hunt down a legendary beast, but as they set out the renowned archer enters.
Hou Yi may offer to join the party (and try to take it over), or perhaps create a rival group to seek out the beast
himself.
Rumours have spread that Hou Yi has obtained an elixir of immortality. Zaratazarat the Mage will grant a wish
to whomever brings it to him. Of course, all his enemies and rivals will attempt to stop that from happening.

121
▸ From Point Pleasant, West Virginia, USA
◇ by Steve Dempsey

Mothman The Mothman, a chimera part man and part giant moth,
is a flying harbinger of doom that feeds on the misery it portends.

J
enk Hole is a quiet farming village on Elbanth was shaken but she retrieved her
the edge of the grasslands, near the net and sculled damply back to the village.
Arnetta Forest. It is named for the It turned out she was not the only one
lake which provides a ready source to have seen the creature. After the
of catfi sh and eels to the villagers. mist had cleared, a meeting was called at
Early one morning in the autumnal mist (a the Eel’s Foot Inn and it was decided to
sign summer was truly gone) Elbanth was consult the hermit in the forest. They had
out on the lake, casting her nets. Ducks recognised the signs of barley rust three
could be heard paddling and clucking out years ago and taught the villagers how to
in the gloom. The godwits calling from the invoke Robigus to gain protection for the
rushes, “No-you-don’t”, “No-you-don’t”, crop. This time the hermit performed an
went suddenly silent. Even the slap of the augury by chickens pecking at corn kernels
lake against the coracle seemed muted. distributed round a circle of strange letters.
Two large eyes, fiery like lanterns swooped They confidently predicted that the “World
down at her. Elbanth screamed in fear and will be turned upside-down.” And when
dropped her net into the water. Surely not asked when, and what this meant, they said,
a dragon this side of the Barrier Peaks! “You will know it when you see it.”
Whatever it was glided by in silence. It wasn’t much help but the villagers

122
decided to move everyone to the MOTHMAN
hills, just as the ground started to Embodied spirit, harbinger of doom. Mothman has fo-
shake. On the far side of the lake a reknowledge of disasters. He feeds on the fear that his pre-
whole cliff collapsed. The waves did sence creates. Mothman tactics are to scare lone villagers,
wash into the village but worse was and to pick up and drop anyone threatening. He doesn’t aim
to come. Great bubbles of greenish to kill, preferring to injure and scare. He prefers not to land
as he’s not so mobile on foot.
gas came out of the lake and rolled
across the village. What livestock AC 6 [13] in flight 4 [15], HD 4+4*** (22hp), Att 2 x claws (1d3)
hadn’t been moved slumped over and or returned missile (by weapon), THAC0 15 [+4],
died. Birds fell. All the insects went MV 60’ (20’) / 240’ (80’) flying, SV D10 W11 P12 B13 S14,
quiet. High above the catastrophe,
ML 8, AL Chaotic, XP 500, NA 1, TT H
the swooping silhouette of Mothman
drank it all in, and then it too was ◆ MOTH SENSES
overcome and died. Mothman has excellent night vision and hearing. He is not
But even after the gas had gone and attracted to bright lights.
people returned to Jenk Hole and got ◆ DROP
on with their lives, Elbanth couldn’t If a victim is hit by both claws in the same round, the Moth-
man grabs them, flies up and drops them for falling damage.
get the image of Mothman out of
her mind. Each night she dreamed of ◆ FEAR AURA
People Mothman swoops by must save vs spell or suffer the
a dark caterpillar in the forest, and
effects of cause fear. They become aware that some unknown
then of a shining chrysalis in a cave. doom is impending and the Mothman gains 5 temporary hit
She talked to her family but they just points for each person affected. These fade after a night has
became scared of her. ◇ passed.
◆ RETURN TO SENDER
The Mothman is very agile in flight, dodging spells and
catching missiles fired at him. He can throw missiles back the
next round.
MOTHMAN’S DREAM LARVAE ◆ DREAM LARVAE
When the terror is over, or the Mothman The Mothman reproduces by infecting the dreams of one of
MOTHMAN

killed, one of the people who failed their save the victims of his fear aura (see sidebar).
against fear starts to dream of an egg, then
a caterpillar, and finally a chrysalis. Anyone Random disaster table
who has the Mothman eggs in them suffers a
1d8 Disaster (1d10)
-2 to reaction rolls as people sense something
wrong about them. When the next disaster 1 Tornado. Tornado. 1-4. land, 5-8. sea, 9. rain of fish,
is looming, they start to dream about what is 10. whisked off to another plane
going to happen. At first quite cryptically but 2 Flood. 1-2. spring thaw, 3-7. massive rains,
then in more and more graphic detail. They 8-9. tsunami, 10. elemental plane of water leaking
become fatigued through loss of sleep and
3 Heat. 1-4. drought, 5-8. fires, 9. comet,
eventually when the disaster is only a few days
10. demonic inferno
away, the chrysalis hatches, the host grows
wings and becomes the Mothman, ready to 4 Plague. 1-2. insects, 3-5. swamp fever, 6. rats,
begin the cycle again. It might take a month 7-8. undead hordes, 9. minor demons,
or years between disasters, but during an 10. contagious curse
ongoing situation it takes only three nights. 5 Volcano. 1-6. land, 7-8. sea or lake, 9. pyroclastic flow,
The night blossom of the Morpheus vine 10. outgassing
allows dreams to be shared by those inhaling
6 Earthquake. 1-3. collapsing buildings, 4-6. landslides,
the properly prepared incense of the same
7-9. sinkholes, 10. invasion of the molefolk
blossom.
Anyone with Mothman eggs in their dreams 7 War. 1-2. invasion, 3-4. civil war, 5-6. religious,
should roll on this table whenever they visit a new 7-8. independence, 9. guerrilla, 10. gorilla (giant)
place. This is the disaster the Mothman will hatch 8 Creatures. 1. giant ants, 2. bugbears, 3. dragon,
out of their body for. Decide how soon it will hap- 4. tarrasque, 5. Mothman, 6. arragousets (p. 22),
pen according to your campaign’s calendar. 7. fiery serpents (p. 25), 8-10. choose your own

124
Adventure

ELBANTH’ S DREAM
The characters are standing back-to-back in the middle of a deserted village. The houses are
in disrepair and beyond them the lake is covered in a thick mist. The other sides of the village
lead on to grasslands to the east and a forest to the west. From the light, it is morning. But
the sky is dark and they can see stars, but not the ones they expect. The smell of musty old
books, lavender, and a faint tang of liquorice hangs in the air.
And then they remember. They’re here to help Elbanth. Elbanth sought out cunning man
Darmshan to help rid herself of the Mothman’s curse. Damshan has burnt the blossoms of
Morpheus vine and sent the party into Elbanth’s dreams. They are all currently asleep in the
backroom of Darmshan’s abode, the scent of the blossoms heavy in the air.

Darmshan told them what he knows: Encounters


The Mothman is now in chrysalis form, hidden somewhere in a dark 1. Despairs (as 2d6 shadows) looking
place inside Elbanth’s dream. It is never light there, so it is likely to be for victims to infect
underground and there is the sound of water not very far away. 2. Floating whale (as sperm whale,
but flying) in danger on getting
They must first find Elbanth and protect her. She understands more of
o
beached on a passing strand of mist
the dream than them and should be able to guide them. If there are things
3. Memory hounds (as 1d3 blink dogs
they need, Elbanth might know where to find them.
with human faces) wailing their past
Then, they must find the chrysalis and destroy it. fears
They should not destroy things wantonly in the dream because they 4. Landsharks (as 1d4 bulettes)
may cause permanent damage to Elbanth and themselves. hungry for flesh
Once the curse is broken, the dream will end. 5. Machine nightmare (a bronze
golem), looking to devour land and
Into the Dream
vegetation
The land is supposed to be much like the waking world, but something is
6. Dream form Mothman
wrong. The village is deserted and Elbanth is nowhere to be found.
(see overleaf) on the hunt
Everything has been reversed. The lake is poisonous, the village is haunt-
ed, the ocean is raging and terrible. The forest threatens, the hills are dark
and creepy, the mountains move. The stream is flowing up from the sea to
the lake, the road is quicksand, the plains are predatory.
Hope is caught in the cave to be the first meal of the hatching
Mothman. Sleep and Cure wounds spells have their descriptions
and effects swapped in the dream world.
Village
Shadows of the people who once lived
here, Elbanth’s house contains a doll
which always points towards Elbanth
(who is running scared on the plains—
see below). There are some boats on
the lake shore.
Plains
Elbanth is out on the plains being
chased by several land sharks
(bulettes). She knows following the riv-
er to its source will lead to the Mothman.
Lake
The water is poisonous (1 damage
per turn spent in it), fish are
swimming in the mist.
Aggressive, floating giant bass

125
attempt to knock people into the water. MOTHMAN (DREAM FORM)
There is a very slight current which can be
An amorphous ooze with caterpillar and moth limbs
followed to the stream which rushes up into
partially dissolved or formed. The ooze just lashes out at
the woods.
whatever is near it.
it
Waterfall
Going up in a boat requires Strength AC 4 [15] in flight 2 [17], HD 4+4** (22hp), Att claws (1d6),
checks for 2 rowers and 1 tiller person bite (1d4 + poison), wing buffet (1d4 + knockback 1d6 x 5’),
to avoid overturning, at least 2 must
THAC0 15 [+4], MV 30’ (10’), SV D10 W11 P12 B13 S14, ML 12,
succeed. Otherwise, Dexterity checks are
needed to stay in the stream (1d4 damage AL Chaotic, XP 425, NA 1, TT H
from rocks) instead of being thrown out
into the pool below (save vs paralysis to
◆ IMMUNITIES
Immune to mind control, charm, and sleep. Invigorated by
stay conscious).
lightning (regains hit points equal to the damage).
The cave is behind the waterfall near the
top, and more easily reached from above, ◆ MULTI-LIMBED
but clumsy characters risk 1 to 3d6 dam- The ooze can attack 1d6 times per round with one of its
age depending on where they fall. three attacks chosen at random.
Cave ◆ POISONOUS BITE
A fluttering of wings and a beating noise. Save versus poison or suffer one of the following conditions
A chrysalis hangs from the ceiling. Chitin permanently:
juts out at strange angles. If attacked, Roll (1d6) Condition
it cracks and Mothman’s dream form 1 ar)
Mottephobia: Afraid of moths (as cause fear
appears. If left alone, it starts to hatch as
2 Mottemorphism: Start to become a moth,
Elbanth transforms into a new Mothman.
growing fur, enlarged eyes, and wing stubs
Whimpering in a corner at the back of the
cave is a small child – the infant Elbanth! If 3 Mothivore: Can only gain sustenance from
given Elbanth’s doll, the child is invigorat- eating a bag of moths every day
ed and screams at the chrysalis, confusing 4 Mottephilia: Love being near moths (save vs spells
it and preventing 2 attacks per round, to resist collecting any they see)
MOTHMAN

even down to zero. 5 suffer


Scary dreams (save vs spells after sleep or suffer
-1 to d20 rolls for a day)
6 Alignment shifts slowly towards the darkest
end of Chaotic
◆ REGENERATION
HOOKS The mutagenic enzymes heal 5hp per round.
The Mothman has been sighted over the
◆ BURNS WELL
city of Phelaket and tensions are running high.
The ooze is flammable and is completely consumed within
Many people have fled, and others have taken
two rounds. It tears itself apart and flings flaming parts at
advantage of the situation to loot empty
1d6 targets, setting fire to them too (1d6 damage per round
houses. The Prince needs to know what the
until extinguished). Any burns cause permanent psychic
disaster is and would have the adventurers
damage imparting a fear of moths and a permanent penalty
visit the blind seers in the mountains. It’s
on saves against fear equal to the number of dice offire
a dangerous journey, but perhaps there’s
damage taken.
something else going on.

On the way to the village of Steelmire, a


dark and fearsome shape swoops down at the Elbanth has beco- Zaratazarat the Mage has come up with
party – perhaps frightening a few. When they me a hermit to avoid a genius plan! Through judicious scrying
arrive in the village the locals shun them as any disasters as she and careful demon bribing, he has learned
bringers of bad news. When they finally talk has learned what fate which upcoming catastrophe will attract the
to the party, and find out they were swooped awaits her. It has been Mothman. He requires adventurers to show
at by something, the villagers maintain that said that the antennae up there, let the disaster happen, localise the
this was over the parish line in Saltwood so it’s of a Mothman can person infected with dream eggs using the
not Steelmire’s problem – but could the party be used to detect reactive salve he designed, and bring them
leave anyway? If pressed they will say that disasters and that it back before the larvae hatch. They could just
the party was cursed by the Dark Swooper. is possible to recover capture the Mothman instead, but Zarataza-
What’s going on? Is a village in danger and if so them from inside the rat doesn’t trust ragged wanderers to do so
which one, and what from? And what of these dream of someone without killing it, and he needs a living subject
strange dreams one character is having? cursed by the for his experiments in humanoid flight.
Mothman.
126
▸ From Gascogne, France ◇ by Eric Nieudan
◆ Pronounce REY-dar-tuess

Re y The immortal, damned


hunter Rey d’Artus was
once a king who offended

d’Artus
the gods. At the head of
a host of dead trackers and
flying hounds, he now
hunts on stormy nights,
happy to leave the trail of

the BlAck King


his ever elusive
prey to chase after
lost travellers.

From an appendix to the travelogues of Athanase Flöpp de Vance, ubiquitous wayfarer and
Chair of Multimetaversology at the Dungeonville University of Planar Studies.

M
any mountainous realms His throne was far away, on an island covered
seem to be haunted by some in mists where game was good but cuisine
sort of ghost hunt: from wasn’t something people would concern
cowboy wraiths to Har- themselves with. So king Artus had a palace
elquin’s mesnie to the faerie built in the marches of his empire: on the
cavalcade. I can only assume that a lot of gods sun-kissed slopes of the Pyrenees, were the
like to curse the mortals who cross them in beasts were just as fierce and the cooks much
the same manner. Or that people around the more skilled. He spent as much time there
multiverse like to tell the same stories… as he could, hunting from dusk till dawn. He
After all I didn’t stay long in most of these hunted so much that he started neglecting
places to attest to their truthfulness. The his duties, and nothing his queen or faith-
story of Rey d’Artus however, I can confi- ful knights could say made him change his
dently tell to you, my dear reader. Because mind. But a higher authority took umbrage
I very nearly lost this life at the hands and of this neglect: he was repeatedly told by the
jaws of the Black King’s followers! palace’s priest that even a king could not miss
But let me start at the beginning. Long ago morning mass as often as he did. Unaware of
in the wilds you would now call southern Heaven’s growing resentment, he had other
France, there was a king who loved hunt-ing. warlords and monarchs join him in his wild

127
hunts, pulling them away from their own accompanied by his servants: veneurs, pages,
affairs of state. trackers, falconers, valets, cooks, and the
And one day, Artus went too far. At the like. I could not ascertain if any of the king’s
dawn of Maryam, Queen of Heaven’s magical and spiritual entourage have been
coronation day, one of the most sacred damned along with him. Some authors
days of the year, he was too busy chasing propose that many a hunter whose soul was
after a boar to listen to the church bells, or claimed by Hell is forced to follow Rey d’Artus
even make the sign of the cross. And so the by night, their day time torture made worse
angels had enough of Artus’ disrespect. by this time spent on Earth.
The king was taken away from his life yet Secondly, the hunt is never successful.
condemned never to die. To forever be a Every animal it tracks, chases, and shoots at
hunter, chasing across fields, forests, and escapes somehow. Rey d’Artus has learned
skies after prey he could never catch. that the fiercest of beasts sometimes do
And so the legend of the Black King was damage to his followers before getting away.
born. The story was far from my mind that He himself wears scars from confronting
summer night when I got lost on the way bird-headed bears and thunder lizards. The
to Sent Pèr de Bigòrra. Dark clouds were only beast the king can catch or kill is the
gather-ing above, and I was more concerned humblest of them all (and some say an agent
with finding a roof before one of those of chthonian demons): the fly. But as proven
torrential downpours the region is known by my own misadventure, Rey d’Artus has
for. But what caught me was much worse found a way around his punishment. When
than rain and thunder. I heard horns calling afforded the opportunity to, he will gladly
in the distance. I heard dogs barking and hunt – and kill! – people, the only animal the
hooves thumping. One doesn’t survive so gods did not intend to be eaten. This is why
much travelling in so many worlds without the good mountain folk of Gascogne warn
a very acute sense of impeding danger. If I strangers against walking alone on stormy
didn’t want to be the quarry for this hunt, I nights. The hunt always favours isolated prey
had to run faster than I ever had. A pack of over groups, but there are stories of travellers
REY D’ARTUS

baying hounds was hot on my trail, and soon whose coach broke a wheel and who were
arrows and crossbow bolts were flying right chased off the road by flying hounds. I would
by my head. It is when I heard gunshots that not risk wandering those roads at night again,
I decided to use an expensive charge of my even with a well-armed escort of crusader
verse-hopping device. What’s a thousand clerics.
gold in components when your life is in the Thirdly, the hounds. Some sources say they
balance? With a sonorous zzzap! I left Rey are fire-breathing horrors who crawled their
d’Artus to hunt someone younger. way out of Tartarus to join the chase. Others
say the pack commanded by the Black King’s
The rest of this story I pieced together veneurs numbers a thousand and six hun-
from the safety of the library of my es- dred. I have read about greyhounds, alaunts,
teemed friend Zaratazarat the mage. (To mastiffs, and some of these able to leap great
those who wonder how I was afforded distances, and run across water. They… Wait,
access to a notoriously private collection is this barking I hear outside? Was this a
of grimoires and anthologies, I will answer horn calling?
that I have naught to do with Zaratazarat’s I fear they have found my scent yet again. I
disappearance.) I now present to you the leave these lines here as a warning, and as a
facts I have gathered about the hunt of the plea for help. If you know how one can be rid
Black King Rey d’Artus: of this curse, please write to the university
Firstly, Rey d’Artus is never alone on
Firstly who will forward to whatever pocket dimen-
his hunts. Along with his hounds, of which sion I am hiding in, catching up on grading
I’ll say more later, the undying king is papers. ◇

128
More damned hunters
The myth of a wild hunt led by a sinning noble is widespread in the Pyrenees and beyond. What if Rey d’Artus
were only one of many territorial hunters, doomed to share the night sky with each other?

MASTER HUNTERS
1. Robert le Diable, a duke originally from far Normandia. The closest neighbour to Rey d’Artus, preying upon
the Varossa valley. In recent decades, Robert has been disputing the village of Peirosa to Artus.
2. The barbarian king Alariks, sacker of Rome, who rides a six-legged horse that breathes disease.
3. The Castillan nun only known as the Red Abbess. She rides a camel and leads dead crusaders,
one of them her lover.
4. Esteban de Garibay, a Basque priest and a natural philosopher. He has but one follower, his friend Father
Mattin. Both have deadly shooting skills with their hunting muskets.
5. Xalamun, a giant sorcerer-king from a distant land. His hunt is comprised of demons driving hell hounds
before them.
6. Sultana Shajar, who drove Christian armies out of her adopted land of Egypt. Her retinue is mostly women,
expert with the sword and javelin, and painted wolves (wild dogs) clad in studded leather armour.

RELATIONSHIPS BETWEEN HUNTERS


1. Stark hatred. Do battle regularly and seek ways to destroy each other.
2. Cordial relations. Visit each other once a year and trade hunting techniques.
3. Lovers. Platonically or otherwise. They would defy the gods for each other.
4. Bitter rivals. Compete on trophies and number of successful hunts.
5. Allies. They share a common goal but will betray each other when it is close.
6. False friends. One is sincere in their friendship, the other isn’t.

SINS AND WAYS TO ATONE FOR THEM


1. Left Easter Mass to go after their hounds who had sniffed a hare. Must capture all the hares in the land.
2. Had a secret tunnel built to the nearby convent to visit its abbesses. Must find all their descendants and
convince them to take the veil.
REY D’ARTUS

3. Embraced the Cathar heresy. Must destroy all remaining knowledge of it, written or oral.
4. Refused hospitality to Jesus when he travelled incognito. Must find another prophet and serve them
for a year and a day.
5. Boasted they could hunt seven days a week. Must ride seven times around the world, taking under
seven years each time.
6. Made a pact with the Devil so they could write the most comprehensive treatise on the art of the hunt.
Must burn all existing copies of it.

HOOKS
Catarina d’Artémon (or a noble Rey d’Artus’ palace, in The chevalier The sword of Rey
or hunter the party know) has died the forest above the town d’Urrutie, a famed d’Artus, the legendary
and been mistakenly condemned of Mirmande, has been hunter, suffered a fate Caliburnus, is still in
to serve in the hunt of Rey d’Artus. avoided by locals for gene- similar to Rey d’Artus, his possession. His old
Her family wants her released. It rations. Recently though, except he was thrown realm is being invaded,
so happens the witches of Iraty music and song were heard down a pit that leads and the prophecy says
own a xylophone made with the drifting down at night. Is to a gate of Hell. Night it will be saved by a hero
bones of witch-hunting queen the ruined palace a new after night, he fights wielding Caliburnus.
Jeanne d’Albret that will make all ground for the faerie fair, off devils coming out Can it be taken from the
damned flee when played. The or is the Black King back to to take him. Down Black King long enough
plan is simple: play it, chase the take revenge on the pious from his prison, he to save the land, or
fleeing hunters, and capture Cat- villagers who disapproved calls on the party to should one find a way to
arina before exorcising her. The of his ways? In either case, find another damned free him from his curse
question is, how can one convince adventurers are required hunter to swap his so he can do the work
the witches to loan their relic? to investigate. place with. himself?

130
REY D’ARR TUS
Rey d’Artus appears as a hollow cheeked
nobleman riding a foaming steed, a gyrfalcon
on his gauntleted fist. His beautiful attire is
worn out by lifetimes spent chasing prey, and
even the crown on his head has grown dull.
He is followed by a host of dead hunters
and hawkers, along with a pack of hovering
hounds.

AC 2 [17], HD 7** (31hp), Att 1 × boar spear or


longsword (1d8+1), THAC0 12 [+7], MV 240’ (80’), SV
D8 W9 P10 B10 S12, ML 10, AL C, XP 1 650, NA 1 (1), TT V

◆ IMMORTAL
While not undead, Rey d’Artus is incapable of finding
rest. If killed, his body vanishes in smoke, leaving his
possessions behind, and the hunt disperses. The Black
King and his following appear again at the site of their
demise on the next stormy night.
◆ MAGIC WEAPONS
Rey d’Artus has +1 weapons (including a sword,
hunting knife, and returning spear) and plate armour,
which stay behind when he dies. He will come looking
for them, wherever they are.
◆ DIVINE CURSE
A Lawful cleric can attempt to turn Rey d’Artus (as a THE CALL OF ICE AND STONE
vampire) and his hunters (as zombies), but not his Those who sin against the gods aren’t always
hounds. The animals can enter holy ground (such as
condemned to become immortal hunters. Most
churches, temples or graveyards), while the rest of the
hunt cannot. of them are turned into large stones or, more

◆ DAMNED HUNTERS rarely, glaciers. Once or twice, an entire village


At any time, the Black King is followed by 2d6 dead was drowned under a lake for its lack of faith or
hunters from all periods of history. Treat them as zom- failure to show hospitality to a travelling god-
bies with no initiative penalty and missile weapons dess. As one of the oldest damned, Rey d’Artus
(from longbows to muskets) which they shoot with
has acquired the power to wake these sinners
deadly accuracy (+2 to hit).
from their eternal sleep. He can do so once a year
◆ NEAR INFINITE HOUNDS
Rey d’Artus can call upon 1,600 hounds and hunting by addressing the stones. The most monstrous
dogs of various types, lean runners, beefy attack dogs, of them, the hydras and the harpies, take an even
swift terriers the size of a weasel, etc. Treat them as fiercer version of their original forms. Those who
wolves who can fly at half their normal speed. The were mortals animate their stone or ice bodies,
hunt has 3d6 hounds at any time. The Black King can
lurching after their new master (treat them as
blow his horn to call 3d6 more, who will show up in
1d12 rounds. golems). Killing these monsters returns them to
stone or ice, and they cannot be called upon for
◆ CALL OF ICE AND STONE a century.
In his hunting territory, Rey d’Artus has the power to
animate the stones and ice blocks that were once Friend referee, this is your chance to unleash
mortals or monsters. The ritual takes a whole turn (see giants or dinosaurs onto some defenceless village.
sidebar).
Your party will need to look for Rey d’Artus, the
◆ SCENT
only one who can turn them back to stone. Some-
Rey d’Artus and his followers will always find their
quarry, whatever the distance, across seas and realms, thing he will only do when the village has made up
and even planes. The only difference is the time it will for the slight, real or perceived, that triggered the
take them to track it down (1d3 to 1d100 days). Black King’s ire in the first place.

131
▸ From: uncertain, first published in
the Book of Wonder by Lord Dunsany
◇ by Paolo Greco
◇ pronounce: NOH-lz

Gnole
Silent and reclusive hunters, tentacled and
tuber-shaped, hiding in a remote woodland,
hoarding emeralds the size of your head.
C
lose to the edge of the world there about the reclusive Gnoles? Because of
is a woodland, eerily silent. In this their gem eyes, which definitely demand a
woodland, where not even the most respectable price on the market? No, not
desperate faerie poacher dares to worth it. Their multiple sets of gemstone eyes
tread anymore, there is a narrow are their most precious possession, in part
and lofty house. There is only one house in the organ, heritage, pride, and memento. Taking
woods: you cannot mistake it as the closest them away would be the worst offense for a
buildings are in a village just outside of the Gnole (from what we gather, as they cannot
forest, its homes not even daring to have any speak). Rather than stealing their ruby eyes,
window or door facing toward the sickly trees, if you find yourself in the vertical, cramped
its residents living in fear. Even if there were house of the Gnoles you should go for the
other houses in the woods (there are not), rest of the gem hoard. Because their homes
you’d easily identify the lean, high house: Swiss have gems of many sizes scattered about as
chalets inspired by the Victorian Gothic style ornaments, from the tiny ones we usually
are far between, and I guess there is only one mount in jewellery, to emeralds the size of
that is ten floors tall. Still, in case you were your head.
uncertain, the green shutters and the flaking The trick we learnt from the best burglar
white paint job of the walls will definitely be is, as always, go in unnoticed, make no noise
enough to dispel any doubt. But I digress. whatsoever, take the single smallest emerald
What makes these woods unique are the you see, and leave. The smallest you see, as
curious inhabitants: the lumpy Gnoles. First- No king would feel bad should you ransom
hand descriptions of their physical aspects are them with even the smallest emerald from
few, and even those are scant: about 2 metres that towering, slim house. Gnoles may lack
tall and grotesquely human-shaped, with a ears, but they can hear a vole moving a blade
body like a lumpy tuber, Gnoles have red eyes of grass. And if they hear you they will chase
faceted like perfectly cut rubies, and a long you down, latch onto you with their unyielding
ribbony tongue coming from a mouth filled tentacles. Even if you are silent as snow falling
with too many fangs, and a whole lot of very, at night, they will probaly have noticed you
very strong tentacles. Despite lacking ears already, peering out of their sick trees, their
the Gnoles are sensitive to the faintest sound, scraggliness and malaise caused simply by
allowing them to track prey throughout their being hollowed out by hungry Gnoles silently
wood of sick trees in order to satisfy their waiting for their quarry. And the quarry will
voracious appetite for fresh meat. make the only noise in the woods, screaming
But of all the monsters and horrors and as they are dragged toward the fattening pens
gripplis of Creation, why do we even bother in the basement. ◇

THE TEN FLOORS OF THE GNOLES HOUSE


6d6 gnoles live in the house:
The floors of the House are linked by simple staircases. Usually
1d6 seniors, 2d6 adults, 3d6 young.
Ninth Floor, Veranda: big windows, small tables, and easy chairs.
older gnoles come to rest.
Eighth Floor, Senior Gnoles Room: somewhat austere, this is where
into separate chamber s by removab le panels.
Seventh Floor, Adult Gnoles Room: split
Young Gnoles Room: Many bunk beds for young gnoles, and many wooden toys.
Sixth Floor,
pillows on the floor, and many blankets.
Fifth Floor, Lounge: windows seats, musical instruments, big
Floor, Dining Room: a big commun al table, chairs, and much rope.
Fourth
inside the pot?
Third Floor, Kitchen. There is a cauldron with a locked lid. Who’s
a real workshop, the benches are
Second Floor, Workshop: more a room to dump random stuff than
heavy with junk.
come back or leave the house.
First Floor, Foyer: for light social activity and organisation as gnoles
floor, Vestibule : In this room, for every gnole in the house, there is a jacket hook. If the gnole is
Ground
a pair of shoes under the hook. If the gnole is
in the house the hook will sport a green jacket, and there will be
outside there will be a pair of slippers, but no jacket.
Basement, Fattening Pens: do you want to know?
Sub-Basement, Root Cellar: for edible tubers only. 133
GNOLE
A tuber-shaped lumpy creature, vaguely humanoid, two
EMERALDS AND OTHER TREASURES meters tall. Its head sports two ruby-red faceted eyes,
The House of the Gnoles is full of ornaments, a mouth with too many sharp teeth and a long, ribbony
and they are all gems, and a few of those gems tongue, and no ears. Where arms should be there are
are of disproportionate size. There are in order: many, many tentacles.
● Sets of Auxiliary Gnole’s Eyes: A pair of red
gems kept by a Gnole’s bed or in the lounge. AC 4 [15], HD 4+2** (20hp), Att 1 x tentacles (1d8), 1 x bite
These are their most treasured and sacred (1d8), THAC0 15 [+4], MV 60’ (20’), SV D10 W11 P12 B13 S14,
property. Touching them is guaranteed to make ML 9, AL Neutral, XP 375, NA 1d6, TT Emeralds
gnoles go completely ballistic. One set per
gnole. 100gp. ◆ PROWLER
● Big Emeralds, but Not of Unreasonable Size: Gnoles always move without making noise and, despite
the best and possibly biggest emeralds you having no ears, have perfect hearing. In their silent woods
have ever seen before stepping in the House. they notice the softest noises within 100 metres. They
1d8 per 10 gnoles in the house. Roll on the Gem surprise on 4-in-6 and are never surprised.
table (page reference), and multiply by 5. ◆ A MESS OF TENTACLES
● Giant Emeralds: As big as your head. Imagine once a tentacle attack hits, the gnole latches onto the
a watermelon, but it’s a gem. Inestimable, but prey with a whole lot of tentacles, and deals tentacle and
maybe 100,000d3 pgold pieces. It will not yield bite damage automatically every round. On their turn,
XP until sold. the victim can save vs paralysis: if they succeed they can
attack normally, but cannot escape the grasp of the gnole.
GREED REIGNS ETERNAL: Succeeding on three saving throws in a row tires the
gnole, who retreats from combat. Failing three times in
THE CURSE OF THE GIANT EMERALDS
a row means that the gnole has the victim fully tentacled
So they managed to escape from the House of the
up, completely unable to escape or move, and ready to be
Gnoles with one (or more!) giant emeralds. What
dragged to the fattening pens.
now? No one will give upwards of 100,000 gold
in hard currency, and nobody has soluble assets
worth as much.
In addition, as soon as the word gets around friends, family, acquaintances, creditors, debtors, henchmen,
come knocking . Being fabulously wealthy will do wonders for the party’s social life!
1 The local thieves guild definitely wants it, and will send (possibly in this order) collectors, burglars, and
cutthroats. At some point other thieves guilds will get wind of it, and do the same. This might lead to guild wars,
with the characters in the crossfire.
2 The local tax authority wants it. Or at least wants to profit incredibly from it. As a matter of fact, unless your
characters are crowned heads, sumptuary laws forbid them from obtaining and detaining this kind of wealth!
Expect the local taxmen and bailiffs, and in due time also the taxmen and bailiffs from a higher authority (for
example the Emperor or the Pope). This might cause a political stushie or two.
3 Somehow the agents of a neighbouring king found out about the gem, and are literally sending raiders to
get it, with the help of a court diviner to find their whereabouts. Of course the characters have no idea the army
is coming for you, so that might be a bit of a surprise. The local ruler might also be a bit miffed that an army just
invaded.
4 Effin’ wizards, maaan! A few wizards (1d4+1) are each about to visit, as giant emeralds are great for giant
magical experiments. In turn they will ask, first kindly, then less so, for the gem, and they will likely bear a grudge
if it ends up with their not-so-esteemed colleagues. Of course, putting several cantankerous wizards in the
same place with their respective overgrown egos is bound to cause a small catastrophe or five.

HOOKS
Yes, these refer to gnolls, the familiar hyena-headed monsters. That’s because no one knows about the gnoles yet...
The party heard someone say the gnolls living in the woods have a big emerald. They said big as an apple, but to be
honest an emerald would make their day regardless of its size.
During a very-much-not-sober social occasion in a weird little village someone challenged the adventurers to walk
into the House of the Gnolls. Nobody believed they’d be up for it, and were aghast when they said they’d do it. The
party still have no idea why this is such a big deal.
The Rope makers Guild wants people to investigate the disappearance of Mortensen, a rope trader. Apparently he
went into some sort-of-nearby woods seeking business, and never made it back.
▸ From Flanders, Belgium ◇ by Nicolas Dessaux
◆ Pronounce GAH-yan

Gayant
In the northern marshlands, city states field giants along with their regular troops.
In times of peace, keeping them happy is a not easy, but the work and expenses pay
for themselves when war comes. And war always comes in the North.

Your Grace,
As you asked, I travelled to the rebel cities of the northern marhslands,
in order to inform you about their strengths and weakness. I am sorry,
Madam, to say the rumours are true: they have giants. More precisely,
they have official city giants they call gayants in their coarse, degenerate
language.
These gayants are treated as city mascots. Small towns, even sometimes
city borroughs can own one. Families of gayants are not unheard of: to
strenghten alliances within their league, towns sometimes marry their
gayants or send their cubs as gifts. I have heard that the large cities who lack
a gayant family send adventurers into giant abodes to capture babies.
During a fair, I had the opportunity to approach a gayant. She was tall
as two or three women, with a belly broad as a workhorse, dressed as the
burghers do for the feast of Saint Cuthbert, in the colours of the city’s
arms. Some people spoke to her and she answered with a powerful voice,
or laughed like a braying donkey. Most ignored her as she was peacefully
walking among the fair tents.
Suddenly, trumpets sounded at the city gate. A full company of burgher
militia in their ornate armour was arriving from a nearby town. Hundreds
of crossbowmen and women, halberdiers, and even cavaliers; along with
them was another gayant, holding under each arm a gigantic barrel of beer.
The fairs in these parts sometimes attract companies from several of the
surrounding towns.
It was obvious the gayants had already met several times, as they
embraced and conversed in their crude dialect. Then they pierced one of
the barrels and started drinking together. Some city officials, who often
work as giant-tamers, started to worry, but the gayants rejected all talk of
moderation.
My attention was caught by other aspects of the city, like the number of
knightly urban castles, the size of the inner walls, the canals and any detail
who could help your plans, Madam, so I am not quite sure how the brawl
started. It transpires that the gayants had a complaint about the rudeness

135
of some foreigner and decided to chastise him in their own way. The crowd
started trampling as one gayant was swiping tents and stalls with a cart
she used as a weapon, while the other was throwing huge balls of cloth – and
even, at one time. Some live sheep on the guards who attempted to calm
them down.
It seems that large amounts of beer under the sun is the gayants’
weakness. Finally, a city official, they call them rewart or peacekeepers,
spoke to the gayants from the balcony of the city hall (the breteche, used to
proclaim laws, prices, or calls to war). He had to dodge a few sacks of grain,
but his speech about peace, friendship, and the moral values of citizenship
had a mesmerising effect on the gigantic brawlers who finally ceased their
rampage.
It is fortunate I had the opportunity to see how strong these creatures
are, and also how obedient they can be when addressed by city leaders. Your
Grace, I hope the above constitutes useful information.
In closing, I will add a small detail: it was my cart the giantess used a
GAYANT

weapon. So, Madam, I dare ask of you the kindness of passing the attached
invoice to your treasury so a poor yet patriotic merchant can reestablish
his lost business.
Your humble servant,
Beatrys Plettinck

GAYANT
Officially sanctioned city giant (15’ tall), used as a mascot during fairs and tournaments. Cities makes
alliances by breeding their gayants or gifting them as cubs. Citizens take pride in their gayants and care for
them, feeding them and keeping them in luxurious abodes. Sometimes, drunk gayants get into a facetious
mood or devastating frenzy. During war times, they are used as living battle engines.

AC 14 [15], HD 10 (45hp), Att 1 giant-sized weapon (4d6), THAC0 11 [+8], MV 120’ (40’), SV D6 W7 P8 B8 S10,
ML 9, AL Lawful, XP 1 600, NA 1d2 (0), TT E

◆ CITY MASCOT +2 to morale when fighting within or for the city they were raised in.
◆ HERITAGE Cold, fire, and electricity do half damage, or no damage with a successful saving throw.
◆ BATTLE GEAR When fully equipped for battle, use a repeating ballista as a crossbow (damage 4d6, range
5’–160’ / 161’–240’ / 241’–480’) and gain +2 to their AC due to their armour.

HOOKS
The city is in a pickle. A group of gayants, A gayant Gregoria Ghyrmostoft’s
The prince’s daughter is friends from different due to fight in a gayant farm has lost all its cubs
coming to inspect their units, have deserted in war between the and is hiring help recapturing
troops, and the gayants the middle of the night. city-states of Kiert them. Gregoria suspects one of
refuse to leave the They fled to the southern and Ousdebeigh her farmhands, young Mithildia,
barracks until the barrels marches, far enough to begs the party for to has been paid off by a compe-
of genever that were avoid pursuit and close help. He has been titor to arrange the escape.
promised to them after enough to a high road that courting someone But soon, the region is plagued
the last border skirmish they can try their hand at in the enemy town by groups of playful, angry
are delivered. The this banditry business. for two years and children the size of ogres. Could
problem is, no one on Behind the relative a the betrothal was this whole affair be an unfair
this side of the border nonymity of leather masks, to take place next competitive practice, perhaps a
is distilling genever they politely, almost week. What if cover for some ambitious
anymore. apologetically rob instead they have robbery or espionage attempt?
merchants and travellers. to kill each other on
the battlefield?

136
THE SAD STORY OF
ORLANDO THE GAYANT FARMER
A DOZEN
D GAYANTS When Orlando Da Silva came to the northern marches
TO MEET ON THE ROAD he was a foreigner who had chanced on a good deal. Not
Godelieve. She’s a peaceful older gayant, many people wanted to have anything to do with him.
1 mainly employed to carry cannons and load Gathering all the gold he had managed to smuggle from
trebuchets. his war-torn country, he had acquired a good breeding
Jaak Ten-Arms. A prize fighter who wins pair of gayants and he intended to sell the cubs and start
tournaments every autumn. His nickname on a farm.
2 A score years later, Orlando has a giant farm, but not
comes from how quick his halberd jabs
can be. the kind of giant farm you would expect in these parts.
It is ‘giant’ due to its enormous size, reclaimed from pre-
Katelijn the Purple. This fashion conscious
viously unowned marshland, and because of the people
gayant will never be caught dead in last
3 who work it. Despite high demand, senhor Orlando has
year’s outfit. Even her war hammer gets a
never sold not a single gayant. He grew too attached to
new coat every season.
them, and so did his wife Ottilie and their eight children.
Lady Lienjte. The matriarch of a large family,
family The thirteen gayants have been able to reclaim huge
all in the employ of the magical city of tracts of land and their prodigious strength was key in
4
Breug. Some say she often weighs in on making them bear fruit. Gayants and humans form a big,
local politics. hard-working family. They farm for most of what they
Old Ludolf. This veteran isn’t that old, but a need and sell the surplus at the market in the town of
wound to the back has forced them to go Ursele. It is far from the life Orlando imagined when he
5 set out. It has less profit than expected and much more
around in a war chariot pulled by three
dozen oxen. toil. But he is happy.
Happy is not how the Weaponmakers Guild is feeling
Stofel II. This handsome, moustachioed
these days. They consider the Da Silva farm to be setting
lad is the star of the Stofel Standard
6 a bad example for the people of the Marches, as the
mercenary company. Clients pay extra
gayants are valuable military assets that should not
to have him lead the charge.
be wasted on harvesting cabbages. They have lobbied
GAYANT

Little Luitgard. At only 9 feet tall, they are a the aldermen to make the use of gayants for civilian
7 dwarf among gayants. They make up for it purposes illegal. They intend to arrest the criminals,
in cleverness and ambition, though. seize the merchandise, and attempt to get a deed for the
Seppe the Pious. Dubbed a knight like his land as well.
8 father and grandfather before him, he rides Fortunately, the Da Silvas have friends at the town
a behemoth into battle. hall, and they have heard about the new law a few days
before it is to be voted on. They are going to fight it, but
Vaast the Younger and Waast the Elder.
they want to plan for a possible failure. This is where they
Twins born minutes apart, they are rivals in
9 need adventurers. Depending on the timing, and also on
everything and their bets are known to
the skills the party advertises, they can ask them to:
escalate quickly and devastatingly.
Help convince the town’s aldermen that gayants
Balte Van Der Kil. Clad in black brocade should not be automatically employed for war
and spiked leather, she fancies herself an
Delay the new law from coming into effect
10 assassin, a shadow, a ghost. No one is brave
enough to tell her she’s as subtle as a Stop the soldiers and their gayants from raiding
minotaur in a fairy mound. the farm
Hide the thirteen gayants on riverboats and
Golden Ghysebrecht. The luckiest
smuggle them out of the country
11
of all gayants: never hit by a stray arrow,
never stepping in manure, always Start a revolution
counting on their guiding star. Of course, the characters do not have to worry about
Koert. Unnoticeable among a group of any expenses. They are welcome to stay at the farm for
gayants, this clever fellow has taught as long as they need, even after this whole business is
12
himself some magic while he was in the settled.
retinue of Zharat Azarat De Magiër.

138
▸ From Dordogne, France ◇ by Steve Dempsey
◆ Pronounce loo PAY-tah-ssoo

Lou Petassou
Lou Pétassou is a raggedy spirit who carries in his tatters all the cares of the past
year. The ritual of his capture and death allows communities to start the new year
with a clean slate.

I
n the village of La Petite Renaudie, in payment the old woman would take was a
the kingdom of France, an old wise new broom.
woman created a mannikin using In the less fortunate village of Mensignac, a
clay from the river and dust from the somewhat less cunning man also summoned
graveyard. Every time someone from lou Pétassou into being. The village baker
the village expressed dissatisfaction at their had been arguing with the innkeeper about
lot, she took a scrap of cloth she had collected the price of wine and the price of bread.
from the tip (a pétas, in the local dialect), and The graveyard was in disrepair and the wall
by candlelight whispered the complaint to fell down spilling bones into the road. The
the tatter before sewing onto the mannikin. cunning man had assumed that the villagers
As the complaints grew, so did the doll, with would band together to put things in order
its humped back and cruel twisted face, full before the dead took offence, or the Devil
of the petty hates and cares of the villagers. showed up (or worse… the local Bishop) but he
Having no time for idleness, the wise woman was sadly mistaken. The innkeeper burned
gave lou Pétassou a broom to sweep her down the bakery, and the baker threw a
house. At the new year, she cast the fully dead crow in the inn’s well. The children of
grown creature out into the woods, but it the master builder played with the bones
wouldn’t leave without her broom. The wise in the street, showing scant respect of the
woman approached the mayor of the village ancestors and the priest unleashed his two
and explained that she knew a way to start mastiffs which chased the children up and
the new year afresh, with none of the cares of down the street, and then ran off and ate the
the old one. The bravest of the villagers must bones. Misery piled on misery, viciousness
go into the woods and capture the Pétassou, on spitefulness, and soon there was no
bring him back and the others must try him community at all. Just enemies hiding out
for his many crimes. She explained that you in their houses, hoping they wouldn’t be set
can hear him whispering the ills, even if his alight next. Of course, lou Pétassou lapped
lips don’t move. So this the villagers did, and this up and grew fat on the juicy rancour. It
afterwards, on a bare patch of ground behind wasn’t long, even though it wasn’t yet spring,
the inn, they burned the creature. Then that everyone who could upped sticks and
everyone went into the inn for some roast left the sorry place. Now everyone avoids
duck and walnut brandy. And it’s true they Mensignac, never even mentioning the name,
did all feel better, less burdened by the past and the roads no longer go there. Not such a
and closer to their neighbours. And the only cunning old man, was he? ◇

139
LOU PETASSOU against neighbour, mother against daughter, priest
against parishioner. If held in a group of 10 or more and
Embodied spirit of shame and hatred. Lou Pétassou
not gagged, one random fight per round breaks out
feeds on petty squabbles and turns this back on the
between 1d3 of the group. In smaller groups, everyone
community.
community
must save vs spells or suffer the effect of a confusion
AC 5 [14], HD 4*** (18hp), 2 x fists (1d3 + 2) or spell with the following behaviour table. Reroll every
round unless you previously got a 2 or 12 result.
1 x broom (1d6+2), THAC0 16 [+3], MV 150’ (50’),
2d6 Behaviour
SV D10 W11 P12 B13 S14, ML 8, AL Chaotic, XP 275,
Go off and sulk until you feel better
NA 1, TT none 2
in 1d10 rounds
◆ IMMUNITIES
IMMUNITIES. Lou Pétassou is immune to damage 3-5 Attack someone you have a beef with
from fire and magic unless he is tried first. He is also 6-8 Shout insults at someone
immune to mind controlling spells such as charm 9-11 Attack someone who has a beef with you
person.
Suddenly realise how stupid this all is
◆ INFRAVISON 120’. Pétassou can also see who has 12 and snap out of it. Immune to Mayhem
the most shame in a group (ask your players!). for the rest of the day.
◆ TACTICS- Avoids large groups of people and seeks ◆ REGENERATION. Unless tried and burned, regene-
out isolated homesteads. He can sense vulnerability
rates 2hp per round. Even if reduced to dust, he will pop
and is only surprised on a 1-in-6.
up somewhere else in the community.
◆ SPEAK THE TRUTH. Pétassou knows what you did ◆ SHAME IS MY SUSTENANCE. For every villager who
and isn’t afraid to say so. He will call out your sins and
dies or leaves the village as a result of Pétassou’s ac-
cause you great embarrassment. Even gagged, his
tions, he gains power. Each time this happens, do one
LOU PETASSOU

stare penetrates your soul and reveals your weakness


of the following:
to yourself. Save vs spells or suffer the effect of the
decrease [increase] AC by 1
cause fear spell. If a character fails a save, their player
reduce THAC0 [increase attack bonus] by 1
should describe their shame.
increase HD by 1
◆ MAYHEM. Pétassou also knows the petty enmities increase fist damage by 2
of a community. If he isn’t gagged, he’ll set neighbour reduce any saving throw by 1

HOOKS
Travelling through the woods late one night the characters find a deserted village. Seemingly the inhabitants
just upped and left, some in the middle of supper. There is evidence of fighting inside the houses and the innkeeper
can be found stuffed inside a vat of beer with “Filanderer!” scrawled in blood on the barrel. A single child has ma-
naged to hide and stay safe from the Pétassou, but they know he is after them. The only way to defeat the monster
is to capture it and have the child declare it guilty. Give the monster a suitable number of ‘shame improvements’ for
the party level.
The hamlet of Pouvezey has been destroyed by the Pétassou. This is terrible news as there is no longer any way
of preventing its rampages. The party is charged by a nearby lord to find a person from Pouvezey and persuade
them to sit in judgement of the beast. This may involve necromancy. And then of course, they also need to catch it.
Give the Pétassou an unreasonable number of ‘shame improvements’ that the party need to mostly avoid it and be
very clever. The last remaining villager, of course, is sure to attract the creature. The houses in Pouvezey have been
ruined by the stalking Pétassou as it searched for victims. The livestock is all dead and rotting in the barns, fields,
and down wells. Some of the dead are restless and hate the living for having abandoned them. At night they roam
the area as zombies or more powerful undead, waylaying travellers. They ignore Pétassou, as he does them.
In the city of Bellegarde, the dockers are unhappy. Trade has been affected by the war, business is slow, and
piecework wages are down. A book of grievances has been collated and was going to be presented to the Lord – but
it has been stolen. What would be the point of that? Well, it could be used to summon lou Pétassou! With only a few
days to the new year, time is short to find the culprit and stop chaos being unleashed in the city.
At a dwarven mining outpost in the Garrigues mountains, production has fallen drastically. Miners are often
sullen but this lot won’t even begrudge each other with a cursory “Hope you die in your sleep” when they clock
off work. If only they would talk about their problems, then cunning old Kiggilda Irongrinder could summon the
Pétassou and clear the air. Also, instead of just returning to their cells each night, they might drink a bit more in
Kiggilda’s Kavern, the local tavern.She’s willing to pay, in gold, anyone who helps collect grievances.

140
Adventure

HARD TIMES IN HOMBURG


Passing through the village of Homburg, the characters find the villagers at loggerheads. Petty squab-
bles have spoiled everything and there is seemingly no hope for peace. Travellers now mostly avoid the
village. A woman, Bragna, approaches the adventurers and asks them to organise a hunt for the
Pétassou, to save the village. He is hiding out in the woods, near an abandoned (and haunted) house.

Homburg is a small village inhabited by ten families and their servants.


They are all zero level folk unless specified. You may choose any race for them.

HOMBURG FAMILIES
1. Bernini: Extended family of 10, tenant farmers for dirty and ill-kept but the prices are fair and they are
the Pfaff. They are struggling. well supplied with a range of goods for farmers and
2. Baujot: Family of 6, tenant farmers for the Pfaff. fisherfolk. They are comfortable.
They are struggling. 6. Oberhofner: Extended family of 12, tenant
3. Dapper: Cuncipert and their two kids Emme and farmers for a neighbouring noble. They are poor.
Urtune. They run the Goat’s Fool, a declining inn due 7. Pavenic: Tobar and Tobar and their six children
LOU PETASSOU

to Cuncipert’s unctuous and off-putting manner, and Juna, Beleniss, Fleur, Hilith, Artyo, and Stallo are pig
the weak beer. They are struggling and only the poor herders. Every morning they take their sounder out
come here. to the forest and return every night. With that and the
4. Casetto: Engelbert and his son Valbergur are the sausage making there’s plenty of work for the whole
local herbalists. They are from the big city and have family. They are poor. They have seen light in the old
airs. They maintain the local shrine to the Goddess of Pfaff mansion and think it is will o’ the wisps. They also
Plenty. They are comfortable. Engelbert is a low level know there are badgers in the forest, big ones.
cleric. 8. Issorat: Karipos and Bragna, an elderly couple
5. Zingre: Philea and Wybur and their daughter young who have returned to Bragna’s childhood village to
Wybur. They own the town trading post. It might be run a tavern, the Frowning Warg. The service is a bit
slow but they get the passing trade from the coastal
road. Bragna’s sister Gisla previously ran the tavern.
They are comfortable. They have three servants, the
Ansotegi family, Gudytha who serves, Anhaern who
cooks, and their child Gargrom who runs the stables.
1 Bragna is a wise woman, knowledgeable in cures and
hedge magic. She made the Pétassou to calm the
village down.
2
9. Kollias: Family of 4, tenant farmers. They are poor.
H
O 10 10. Pfaff: Belanor and Kaylessa are the head family
M and make decisions which affect the whole village.
BU
RG 3 They have not yet been blessed by children. Belanor
inherited the job from his uncle Max. They are major
9 land owners and have several families of tenant
4
farmers. They are rich and not well liked. They have a
5 bevy of servants as well as a steward, Hiram Stemar.
They have several outbuildings including a small
8
6
lockup (for three people).

142
WHAT BRAGNA TELLS THE PARTY
• Tensions have been running high for some time so she made the Pétassou as a way of dispelling all the grievance.
• However, she couldn’t get anyone to agree to hunt the Pétassou and now things are getting out of control.
• Several fights have broken out and the next one might be fatal.
• The Pétassou is hiding out in the woods somewhere. Possibly in the old abandoned house.
• The house is the ancestral home of the Pfaff family but they abandoned it to live in the village.
There are rumours that it is haunted.
• No one goes in the forest now, except the Pavenics for pannage (releasing pigs in the forest to forage for food).

RANDOM EVENT TABLE RANDOM REASON FOR ARGUMENT TABLE


d6 Events d6 Reason for argument (d4)
1 A fight breaks out, roll for protagonists 1 Wealth: 1. undeserving poor 2. unearned richeshes
(1d10 opposite) and reason (right) 3. cheapskate 4. thieving
2 The Pétassou stirs up trouble—roll for 2 Land: 1. an inheritance 2. blocking access
target family 3. stealing water 4. untended pastures
3 Some travellers arrive at the inn (3) 3 Love: 1. spurned 2. infidelity 3. jealousy
4 A building is on fire, roll for target and 4. fear of commitment
arsonist (1d10 opposite) , and reason (right). 4 Overindulgence: 1. drink 2. drugs 3. food 4. work
Unless the fire is stopped quickly, 1d4-1 5 Unkindness:
i 1. racist
i 2. sexist
i 3. cruel
people die in the flames. Any remaining 4. rumour monger
family members prepare to leave. 6 Miscellaneous: 1. loudness 2. oath breaker
5 Someone
S takes
t k exceptionpti tot the
th PCs
PCand d 3. religion 4. aggression
their family attacks!
6 Mayor Pfaff forms a posse to arrest
troublemakers

AT RULES
CHATTEL SYSTEM™, PEASANT-LEVEL MASS COMB
rules to quickly determine the outcome.
If a fight breaks out between NPCs, use these
the characters intervene, you may go to your more usual and detailed system.
If

ents: Examp
E plle::
Roll a d6 for each side with the following adjustm defendthe faffs
thePfaffs
Hi a Stemar leads
Hiram serva ts
l ad 4 servan tsto defend
+1 per comba tant, +1 for poor, +2 for comfortable,
an i
invasio i n by
by 8 membe rs of f
the h B
Bernini i i
ag i
against
+3 for well off, +4 for rich, +1 for defending a th the h put up the
f ff have
h Pfaffs p thrent. .
f ily, angryythat
family,
location, +2 for magical aid. g 1d6+10
gets d6 , ,rolling 1 2, Berniniis get
lli g2+10=1 i g t
up Hiram
Hi
Give NPC groups +1 to +3 in bonuses if they pick 6 8 4..
nd rolls 6+8=14
1d6 8 and
1d6+8
any loot or weapons. i fli three
inflicts i j i on the
th injuries h Bernini i si andd
Hiram
Hi
forces
fo themout
them outof ofthe hous .
hehouse.
Result Outcome* b l i
ll ion
dcollect
Th Bernini
The t lweapons, ,a beloved
i is steal
1-3 Inflict one injury il i j and
i fli one injury
spoons, ,inflict d b down
y burn d n
of silver
4-6 Pick two from injury, treasure a outhou
an se. This
house. d esn’tseem
Thi doesn’t se like e doffthe
theend
likethe he
7-10 Pick three from injury, treasure, b perhap
ff i but
affair b hsides
h ps both id mightighneed to d trallylly
11-14 Pick four from injury, treasure, territory some
s allies first.
first
15+ Pick five from injury, treasure, territory,
magic (counts for two picks)
* you can pick the same result more than once Instead of standard morale ratings, use the values
below, based on wealth:
An NPC who takes two wounds is unable to fight. Wealth Morale
ns,
Three wounds kill them. A treasure is food, weapo Struggling 8 (nothing to lose)
, taking
or produce. Territory is forcing back the enemy Poor 7
part of a building, or destroying it. Comfortable 6
other
Magic is gaining some special treasure from the Well off 7
m (roll
side: healing herbs, their shrine, a family heirloo Rich 8 (entitled)
This
on your favourite random magical item table).
won’t always be available.
143
OUTSIDE THE VILLAGE

Lou Pétassou has no lair. He has no need of sleep but wanders about, stirring up spite where he can.
He is less keen on the buccaneers however, because they have another problem – a ghost.
And even Pétassou is wary of the netherworld.
ENCOUNTER TABLES
Grasslands Woods (1d6, 1d6+1 in badger area)
1 Wary
1. W ytravellers
t ll ((2d4),
d ),worried
i dabout
b buccaneer
b er 1 Pigs (1d4), lost in the forest, happy if left to root forfor
root
attacks but scared to stay in Homburg food but angry if disturbed (as boars)
2. Irate peasants (2d6), tenant farmers from 2 The Pavenics (1d6 + 1), looking for lost pigs,
Homburg, reaction roll at -1 reaction roll at -1
messenger,, carrying
3. Worried messenger yi gmaili to 3-4 Lou Pétassou, skulking about, surprises on a 1-31-3
the Pfaffs about their business affairs
5 Buccaneer scout, surprises on a 1-4 and runs back to
but scared of everything
the mansion. Knows to avoid badger tunnels
4. Buccaneer scout, checking out
6 Giant badger ((as a burrowing
b i gblack
bl bear),
b willill
), retreat t
likely targets. Will not hang around
LOU PETASSOU

if not in its territory (see The Sett b


below)
l )
5. River boat coming down from the city
7 Badger tunnels. Characters have 1-in-6 chance
to the coast (carrying ironware and
of falling through the tunnels (1d4 fall damage).
cheap tin-trays, 1d3+1 crew)
2-in-6 chance of attracting 1d3 giant badgers
6. Lou Pétassou in the distance, scouting (as burrowing black bears).
for victims (he doesn’t stay and fight)

North

1/4 mile
2 1

3
4

Grassland, dark Woods, light undergrowth, 1. Homeburg. 2. Bridge. 3. Dead bridegroom


thickets, ponds, then heavy and dark 4 . Red house: Haunted mansion,
farm land. further in. half ruined and home to buccaneers

The road leads from the city River. A few boats use this route, Giant badger
to the north, down to the although fewer with the buc- sett area
coast in the south caneers becoming a problem.

THE SETT
Over the years the giant badgers have dug an extensive series of tunnels under the forest. Indeed, the poor
Franco fell down one of these while walking in the house gardens to compose his wedding speech.
Anyone who enters the hex marqued 3 falls down the same hole as Franco and finds his remains. Dexterity
check to avoid a sprained ankle (half move until rested). The groom’s fine evening dress has rotted away, the
shoes have been taken by badgers but his skull remains and clenched in his teeth is an expensive platinum
wedding ring (400gp) for Frances. The tunnels are large enough that they can be walked down by a crouching
human but every other turn, there is a 2-in-6 chance of encountering 1d3 giant badgers (as burrowing black
bears). And there are plenty of badgers. They will defend their territory but are not interested in pursuit.
HAUNTED HOUSE

This is the former Pfaff mansion. Now abandoned, it hangs with weeds and mould. It is damp and
would be slow to burn. A group of 6 buccaneers and their leader Frances (2nd level fighter), live here.
They have coracles for raiding boats on the river.

The family was chased out of here A black X indicates blocked off entrances. Windows have
many years ago by the ghost of been boarded up too. Much of the upper floor is in ruins.
Frances Pfaff. Her husband to be,
Franco Bevons, disappeared on 3 2 6
the eve of their wedding whilst out
walking in the grounds, never to be 5
seen again – he was taken by giant 8
badgers (see The Sett). She pined 1
away and now her spirit eternally 9
4 7
awaits to dance at a ball with her
husband, or in fact anyone clean – 11
none of the buccaneers who now 10
call this home will do. The ghost has
possessed the buccaneer leader, also Ground floor
named Frances, who now acts like
a lovelorn 19 year old much of the
a donation of 1gp gets +2 to saving There are some rabbits, the odd
time. She may act coquettishly or
throws for the rest of the day. pig, whatever nuts and berries
nobly to any presentable character,
4. Library. In a mess but there are they have scrounged and an almost
depending on the reaction roll. If
still some precious volumes (history empty hogshead of brandy.
Frances is threatened with death
and ecology of the area, 150gp to a 11. Entrance porch. Very solid big
the ghost will plead for her life. If
collector, heavy —1 000 coins — and door, can be barred from the inside.
her pleas go unheard and her host is
easily damaged). Two random scrolls Itt won’t burn.
killed, she will curse the killer with
are hidden behind a bookcase, which 12. Balcony. Overlooks the great
being forever unlucky in love. The
iss slightly askew. There is a stack of hall. There is usually a lookout here.
ghost has no other powers.
coracles, ropes and hooks in a corner Rotten chandelier above the hall,
The ghost can be charmed if anyone
that the buccaneers use to attack possibly still swingable from.
Frances
clean and polite dances with Frances,
boats. 13. The leader’s bedroom. Clearly
and laid to rest if the ring is put on
5. Booty room. 2,500sp and 5,000cp the room of a young woman but in
her finger. The ring is currently in the
and miscellaneous wares taken from an advanced state of decay. Frances
badger sett. Frances knows roughly
boats – many spoons, 40 iron ingots can often be found here brushing
where Franco was last seen (in hex 3). 3)
(worth 5 gp each, weigh 10 coins), and her hair at the broken mirror.
decorative mouldings for furniture 14 . Bathroom. Enormous metal
1. Great Hall. Overlooked by the
(worth 500gp, weighing ten times bath and a pump for fetching hot
balcony at 12. Decorated with
that). water from the kitchen. All there is
garlands and candles. This is where
6. Servants’ staircase. Leads up to n the bath now is some pondweed
in
most of the buccaneers sleep. Two
the first floor and down to the cellar. and a few frogs.
paintings remain on the wall. A
7. Music room. A harp with missing 15. Previously the Red Room. the
large one of a young woman and a
strings. Frances sometimes plays it, roof has caved in and it is inhabited
small one of a young man which has
badly. by 3d10 bats, might warn the
been moved next to it (Frances and
8. Kitchen. Where the buccaneers nhabitants if disturbed.
inhabitants
Franco). A broken harpsichord stand
stands
cook, but don’t do the dishes. 16. Tower. Trapdoor in the floor
in one corner and the centre of the
9. Tower. A well at this level with a down to 9 and rungs leading up to a
room has been cleared and swept for
wooden cover. Rungs lead up via a vantage point in the highest room
dancing.
trapdoor in the ceiling to 16. n the building. An owl roosts here
in
2. Main staircase. Cluttered with
10. Pantry. Where the buccaneers and hoots loudly if disturbed during
broken boards and pigeon droppings
droppings.
keep their food and hang their meat. the day.
Leads up to a lookout to the west.
3. Chapel. Dilapidated but still 6
consecrated. Small statue of the
God of Wealth in a niche above the 2 16
13
altar. Anyone stealing this will be 1
cursed with bad luck (whenever
15
something happens to a random 14
player character, it happens to them) 12
until they return it. Anyone making First floor
145
▸ From a medieval manuscript, The Wonders of the East.
◇ by James Holloway

Donestre
Rumoured to live on an island in the Red Sea, the donestre are
psychic humanoids whose need for human flesh and great empathy
are difficult to reconcile.

We were more than two weeks from Jeddah, - But I... the thing is…
just the start of a long trip to India, and we - Yes?
found there was a problem with the stores. - Please go on.
Some swine of a merchant had sold us stuff As I was saying, they were very strange-
that was already going bad, and if we were going looking, but they spoke to us politely, and even
to make the voyage we needed to resupply. So called us by name. They told us about relatives
we stopped at one of those little islands. I don’t and friends of ours they had met on other
know the name of it, but it wasn’t far from voyages. They knew about our supply troubles
Black Assarca. and they offered us a meal. The captain was
We filled water jars at a stream running down a little unsure at first, but they whispered
from the beach and went looking for someone something to him and he seemed a little more
who would sell us food – or at least for some convinced. While the crew was resupplying the
fruit we could pick. We hadn’t gone far when ship, they took the captain and me and a few
some men approached, or perhaps I should say others up the hill to where they had a house. It
creatures. They had legs and feet like men and was like a little hermitage up there, and they
they were a good height, but from their waists had us sit down and made us dinner.
up they had the appearance of soothsayers. As we chatted, they told us about our futures
- Wait, soothsayers? and our pasts: they told me that I would have
- I know! How strange, yes? a promotion in my work, which was nice. They
- Cousin Judah, what do you think a sooth- drank wine, and of course the captain had none,
sayer looks like? but I had a little. After a while we laid down to
- Oh, you know: long, pointed muzzle, sharp sleep.
teeth, bright eyes. I woke in the night to relieve myself, and saw
- You mean a dog? that the fire had burned down to embers and
- Not a dog, idiot! I know what a dog looks like! that most of the soothsayers were snoring
I’m telling you they looked like soothsayers! quietly. But from nearby I could hear weeping.

146
It was the most sorrowful sound I ever heard. I DONESTRE
was curious, so I went closer, moving quietly so The Donestre are part-human, part-beast creatures who
as not to wake anyone else up. But when I got to inhabit an island in the Red Sea. They require the flesh
the area outside the cave, I saw a horrible sight. of sentient beings to survive, but their highly-developed
The leader of the soothsayers was crouching psychic capabilities make this a tragic experience for
down, and the sand all around him was black them.
them
with blood in the moonlight. A short distance AC 7 [12], HD 3 (13hp), Att 1 × weapon (by weapon)
away from him, all covered in blood, was the or 1 x bite (1d4), THAC0 17 [+2], MV 120’ (40’),
captain’s body, arms and legs ripped off and
SV D12 W13 P14 B15 S16, ML 8, AL Chaotic, XP 50,
the rest all torn to pieces. On the sand in front
NA 1d4 (3d4), TT B
of the soothsayer was the captain’s head, eyes
staring vacantly. The leader was hunched over ◆ SOOTHSAYER
him, just crying, his tears bathing the poor Donestre can see the future (albeit imperfectly) and, as
murdered head. And when he looked around a result, are surprised only on a roll of 1. They use their
knowledge of characters’ futures to lull them into a
and saw me, he looked so regretful.
false sense of security, and may offer information about
I ran for my life, of course, yelling my head off, other threats the characters face to do so.
and I was halfway down the mountain before
◆ TELEPATHIC POLYGLOT
the others were fully awake. I screamed at the Donestre can speak all human and humanoid languages.
crew to cast off and we got away from the shore
◆ TERRIBLE REMORSE
just as they started to run out on the beach. Donestre can sense the severing of potential futures
We had scanty meals for the next leg of our every time they kill someone, and so they weep uncon-
voyage, but we got there alive. trollably in the aftermath of a killing. During this time,
And I did get that promotion, I suppose! ◇ their Morale drops to 6 and they suffer a -1 penalty on all
to-hit rolls.

THE JEWEL TREE


According to the early medieval Old English text known as the Marvels of the East (or Wonders of the East), the
donestre live on an island in the Red Sea. This sea falls under the rule of the people of Babylon, a “decent” people
DONESTRE

whose great wealth springs from the abundant supply of precious gems that grow in their jewel trees.

The donestre care nothing for the wealth of their will probably just steal it if they realise what it is).
victims: they kill for food, out of necessity, and in What the business partners do not realise is that the
any event they have no shops where they could seed itself was stolen. The rulers of Babylon, eager
spend money. They do need to hide their victims’ to protect their monopoly, maintain strict control
belongings, though, in order to avoid arousing sus- of the orchards and give out seeds only as a sign of
picion. Some of these things they burn, but others immense favour. The theft has provoked them into
they bury in hidden spots around the island. sending out a team of agents to track down the
When the donestre killed a merchant on his way perpetrator, bring them to justice, and recover the
from Babylon to India, they did not know that he stolen seed.
was carrying with him a priceless treasure: the ma- The gem tree itself is similar to a pomegranate tree,
ture seed of a gem tree. Taking it for a normal jewel, about 20 feet tall with wide, spreading branches.
they buried it in the ground. Over time, it began to Clusters of pearls and precious stones hang from its
sprout. branches, tinkling gently when the breeze blows.
In the meantime, the merchant’s business partners Responsibly harvesting the tree once a month
in India began to become anxious. When their produces d6 rolls on your random gems table;
associate did not appear, they wondered whether picking too much will produce 2d6 rolls, but the
something had happened to him or if he had stolen tree will not produce ripe gems for 1d3 months. The
the gem seed. They offer a reward to anyone who specimen on the isle of the Donestre is immature
can find him and bring the “gems” he was carrying and will not produce another seed for years. Even
back to them (they prefer not to reveal the seed’s a mature tree has only a 1% chance of producing a
nature, since they think that anyone they might hire new seed each month.

148
ORACULAR HEAD
The donestre dismember their victims before
devouring them, but they save the head and never
eat it. Instead, they weep remorsefully over it,
HELPFUL PROPHECIES
bathing it in tears. A place that donestre have
It can be hard to predict what player characters will do
inhabited for a long period will accumulate a large
in the future. If you don’t have any specific prophecies in
collection of these heads, ranging from fresh to
store, roll on this table. The benefits in parentheses apply
mummified.
if the character acts upon the prediction.
Anointed with the tears of the donestre and
exposed to the psychic waves of their divinatory
A reckless foe will strike at you, but the blow will reveal
powers, these heads gradually acquire their own
1 an opening just about… here. (+1 to next to-hit roll
prophetic abilities. They are much prized by wiz-
against an enemy who has won initiative)
ards for their ability to tell the future. The heads
speak in cryptic utterances, but there is wisdom You will find a great feast hidden in the shadow of a
to be found for the diligent sorcerer. 2 stone, where the waters meet. (automatically succeed
A magic-user with the correct knowledge can on the next foraging or hunting roll)
anoint such a head with arcane unguents and When lost, cast grass upon the wind and follow it. The
asperge it with alchemical preparations, making 3 breeze will lead you to what you seek. (reroll one failed
it possible to ask the head for predictions of losing direction roll)
the future. These ritual preparations require
You will encounter one who seems a foe; speak fair
ingredients costing 2d4 × 1,000gp. Once the
4 words to them and they may give you aid unlooked-for.
correct rites have been performed, the head
(+1 to the next monster reaction roll)
opens its eyes and converses with the ritualist. Its
predictions of the future should be accurate but An illness from an unknown source threatens; boil
shrouded in obscurity and allusion. Alternatively, 5 yarrow stalk in wine and drink it twice daily. It will help
allow the head to answer 1d3 yes-or-no questions protect you. (+1 to the next save vs poison)
about the future, similarly to a Commune spell. You will find great riches inside a chest that has no
This ritual requires certain celestial conditions 6 lock. (roll twice on the next treasure table and take the
(such as a new moon), meaning that it can only be better result)
conducted once per month.
Someone you wish to hire wants friendship as much as
Depending on the length of time that the head has
7 gold. Buy them a drink and laugh at their jokes to win
been exposed to the donestre’s oracular power, it
their loyalty. (+2 to the next retainer hiring reaction roll)
will have absorbed a greater or lesser amount of
psychic energy. When the head is removed from Someone you care about is tempted to betray you.
the donestre lair, roll 1d6 and record the result 8 Comfort or threaten them now to win their loyalty
without telling the players. This is the number of back. (+1 to the next loyalty roll)
times the head can be used in the ritual before its You will face a foe with a hidden weakness. Anoint your
energy is depleted. If players specify that they are 9 arrowheads with the juice of the rowan berry. (+1 on the
looking for an older cranium, roll twice and use next damage roll using a missile weapon)
the higher result. When the energy from the head
You face a threat from magic; say a prayer to the moon
is exhausted, it crumbles to dust. 10
god to avert the evil. (+1 to the next save vs spells)

HOOKS
Hearing of the donestre’s miraculous abilities, the caliph demands one for his menagerie. The reward is great,
but getting a creature that can see the future onto a ship could be tricky. The caliph doesn’t know about the
people-eating thing yet, either.
One of the donestre claims that their anthropophagic diet is the result of an ancient curse, placed on them by
long-forgotten gods as the price of their second sight. She proposes a pilgrimage to a ruined temple to placate
the deity and break the curse.
When the player characters arrive on the isle of the donestre, the creatures become fascinated by the fact
that they cannot see their collective or individual futures. What could be causing this strange gap? The donestre
don’t care, because it’s just so relaxing to be around someone whose fate you don’t know.
The donestre are supposed to accept the futures they see with resignation. But when one foretells his own
murder, he offers some of the island’s gems to adventurers if they remove the threat to his life. But does stopping
a foretold killer mean interfering with the workings of destiny?

149
▸ From Brazil (various traditions) ◇ by Diogo Nogueira
◆ Pronounce MAH-pin-gwa-ree

Mapinguari
A towering humanoid with a single giant eye in its head and an enormous
mouth filled with hundreds of sharp teeth on its belly. Its muscular body
is covered in ragged red fur, and it has giant strong hands instead of feet.

D
eep within the jungles of this rows of teeth, each one as sharp as a dagger and
world, you will find the most as strong as steel. With a single bite, mapinguari
dangerous predators ever known. slices a person in twelve parts, and soon nothing
Serpents that could swallow an is left buta mass of flesh and bones.
entire elephant at once. Panthers But if you are lucky, and you somehow avoid the
so agile and strong they could stalk and pounce hundreds of teeth and manage to plunge directly
on even the most attentive of knights. But none into the beast’s stomach, you might still see the
of them is as deadly and adept at devouring its light of day. For the belly of the mapinguari isn’t
prey as the mapinguari. like the belly of any other beast. It’s almost like
This creature is a primordial predator, born another world.
when the first jungle of the world was still Over a huge precipice you will fall after you dodge
growing. It towers above any man or woman. It the barbed tongues of the mapinguari. Falling
is stronger than a gorilla. It is faster than any for what will seem like minutes, you will end up
jaguar. And it hungers more than the largest stuck in the monster’s esophagus. And then the
alligator. crushing will start. Bone turns to mush, flesh
Its fur is as thick as that of a woolly mammoth. turns to paste. But if you manage to slip by, you
Its arms are capable of uprooting an entire will plunge into the acidic pools of the mapingua-
tree with a single push. Its eye, which changes ri’s stomach. And soon enough you will start to
colour according to its mood, is sharper than an dissolve.
eagle’s. Beware of the mapinguari when its eye If this ever happens to you, your only hope is to
is red, for it means it is only seeing the blood of carve your way out. Lucky for you, the beast’s
its prey. belly contains no small amount of weapons left
But what you will notice first, and the last by previous victims. Just act fast. Cut with all
thing you’ll see, is the maw. Right where a belly your strength, or your legs will melt and your
button would be, the enormous mouth of the journey will end.
mapinguari can swallow any living thing, no Now you know. If you are ever out there hunting,
matter its size. Some say a mapinguari swal- beware of the beast you prey upon. Or, before
lowed a dozen giant sloths once, and then ate a you know it, the prey becomes the predator, and
horse as dessert. the mapinguari won’t rest before it has you in its
The mapinguari’s jaw is garnered with twelve belly. ◇

150
MAPINGUARI
Large
arge muscular humanoid with a single large eye in its small
head.
ead. Covered in thick red fur, a huge maw in place of the
belly
elly button would be. Its nimble legs have strong hands in
place
ace of feet.
feet

C 3 [16], HD 9*** (45hp), Att 2 × claw (2d6), 1 x bite (4d8),


AC
HAC0 11 [+8], MV 150’ (50’),
THAC0
V D8 W9 P10 B10 S12, ML 10, AL Neutral,
SV
P 3 700 , NA 1 , TT A
XP

◆ SURPRISE
On
n a 1-4, due to stealth.
◆ SWALLOW AND DIGEST
A bite attack roll of 20, or 4 or more than their AC, indicates
that
hat a human-sized (or smaller) victim is swallowed.
Then,
hen, the victim goes through a series of hazards, as the
monster’s
onster’s metabolism pushes them along its digestive
track.
ack.
1st round: In the creature’s mouth, save vs breath to avoid
3d6 damage from rows of teeth.
2nd round: In the creature’s oesophagus, roll to open
doors to avoid being crushed for 2d4 damage.
3rd to 6th round: Falling into the stomach. Starting on the
THE TEETH OF THE MAPINGUARI 4th round, suffer 1d8 damage from the acid.
Mapinguari teeth are some of the sharpest objects in 7th to 9th round: Going through the intestines. Save vs
all of creation. Acquiring one of them is regarded as spell or suffer 1d6 damage to a random physical ability
a high feat. score (Str, Dex or Con).
A mapinguari always has 2d6 teeth that can be 10th round: Expelled through the creature’s rectum. Roll a
collected. Roll d20 for size: 1-12. dagger, 13-17. short d20 under Constitution or break 1d6 bones (represented as
sword, 18-19. longsword, 20. two-handed sword. the same amount of damage distributed among Str, Dex,
The teeth are sharp and serrated, granting +1 to hit and Con. It takes a week for each lost point to return).
and damage once fashioned into a weapon. ◆ LEAP
Additionally, if the damage die rolls its maximum If cornered, can leap 20’ and attack with its claws and bite.
value, it causes bleeding: on the next round, roll an
additional d6 damage. On a 6, keep rolling the round
◆ ROAR
May forego attacks to roar. Anyone within 50’ must save
after.
vs death or become shaken, incurring -2 to all attacks and
A short sword made with a mapinguari tooth is an
saves until the mapinguari is out of sight.
excellent parrying weapon because of its serrated
MAPINGUARI
MAPINGUAR

blade. The wielder receives a +1 bonus to AC against ◆ SLEEP


melee attacks. After eating 10 hit dice worth of victims, must save vs para-
Teeth the size of a longsword are sought by the lysis every turn or sleep for 2d8 hours.
most brutal warriors. When the wielder rolls a natural ◆ TREASURE IN THE BELLY
20 on their attack roll, they can roll an additional d8 The hoard of the mapinguari is stored inside its stomach.
and add it to the extra damage of the critical hit.

HOOKS
Young lord Gabriel fancies himself an expert hunter and wants to kill a mapinguari. Gabriel’s father hires the
party as ‘retainers’, insisting that he must be kept out of harm’s way without injuring his (very inflated) pride.
The local settlements are complaining about mapinguari attacks. It seems the monster has been driven out
of its usual hunting grounds, but no one knows why… The truth is, a skilled, magic-using hunter has been hired to
harvest mapinguari teeth. Lacking the firepower to kill such a beast, the hunter has lured it to a populated area,
hoping to catch it asleep after a good meal of cattle and farmers.
The great woodcutting business of the Red Kingdom has encroached on the primordial jungles where a mapinguari
lives. Now, the beast is let loose on the kingdom and, unable to kill the beast, the royal wizard seeks adventurers to
carefully lead the monster to a new habitat. Of course, no one has asked the people living there.
Zaratazarat the Mage needs the magic ring he lent to his friend Lepticole Seven-Fingers, back. But Lepticole was
eaten by a mapinguari and, according to the wizard’s crystal ball, the ring is still with the creature.
INSIDE THE BELLY OF THE BEAST
During combat, the metaphysical space inside a 3 THE VERMIN DYNASTY
mapinguari is compressed for swift digestion as A colony of parasites has been living off scraps inside the
the beast needs energy fast. However, once it is mapinguari for a while. They are resistant to acid and can
asleep, its internal organs relax into an expanded squeeze through cracks to find undigested food for their
configuration, allowing the body to absorb Queen. Once they see the characters, they consider them as
whatever the mapinguari has eaten. When this such. Luckily, the Queen herself is quite the diplomat, and
happens, the insides of the monster connect to she may allow the party to leave and even help them if they
the metaphysical dimension of myth, turning into strike up a deal (she is fond of poetry and pastries).
a kind of meaty dreamland. VERMIN SOLDIER - AC 6 [13], HD 3* (12hp), Att 1x spear
If the characters can get to the mapinguari while (1d8), or 1x bite (1d6 + blood drain), THAC0 17 [+2],
it is already asleep, they can step through its giant MV 120’ (40’), SV D12 W13 P14 B15 S16, ML 8, AL Lawful,
maw and explore the space inside it. You are free XP 50, NA 1d4+1 (2d20), TT -
to describe it any way you like, but do remember • Blood drain: Recover hit points ( half the damage dealt).
to make the party go through the stages of diges-
VERMIN QUEEN - AC 4 [15], HD 7* (25hp),
tion, turning rounds into hours, or even days – as
Att 4x tentacles (1d6 + crushing), or 1x bite (4d6),
they explore this weird fleshy world. But who will
THAC0 13 [+6], MV 90’ (30’), SV D8 W9 P10 B10 S12, ML 9,
they meet in there?
AL Lawful, XP 850, NA 1 (1), TT -
• Crushing: tentacles trap victim on a successful hit, doing
1 HUGHER THE HERMIT
1d6 automatic damage per round.w
Hidden in an unused organ that will one day
develop to allow the digestion of vegetables, an
4 THE FAECES KNIGHT
old hermit lives in contemplation. They do not like
The amount of magical things the mapinguari has
company though: They moved here to avoid those
swallowed over the years has caused some changes to its
boring conversations people insist on having.
internal organs... A magic shield once wielded by a Knight
AC 8 [11], HD 2 (8hp), Att staff (1d4), THAC0 19 [+0], of the Purple Vale has become stuck in the lower intestines.
MV 90’ (30’), SV D12 W13 P14 B15 S16 (9), And because of this a great mass of faecal matter has
ML 7, AL Neutral, XP 20, NA 1 (1), TT D accumulated. The shield’s magic has given it sentience and
• Knows the place: given enough time, can find the vague shape of a knight.
anything inside the mapinguari. But it takes 1d6
AC 4 [15], HD 5** (21hp), Att 2x slam (1d6+1 + disease),
days, as they only go out of their “cave” when it
or 1x shield bash (1d8 + force push), THAC0 14 [+5],
is safe.
MV 90’ (30’), SV D10 W11 P12 B13 S14, ML 10, AL Lawful,
XP 425, NA 1 (1), TT -
2 THE HUNGRY SWORD
• Disease: a slam has a 1-in-6 chance of infecting the target
A newly forged magic sword that was lost when
(save versus poison). The disease has a 1-in-6 chance of
its foolhardy wielder was devoured a couple of
being deadly (die in 1d6 days). Otherwise, the victim is sick
years ago. After a while, it began to absorb the
and bedridden for a month.
properties of the mapinguari’s digestive acids and
• Force push: A shield bash attack roll of 20, or 4 or more
to crave food.
than the target’s AC, indicates that a human-sized (or
The Hungry Sword: A magical +1 long sword that
smaller) victim is pushed back 1d6x10’ and suffers 2d6
has a mouth full of sharp teeth in its pommel. If
damage as they fall flat on the ground.
fed a full meal, it gains the ability to spit acid (20’
• The Purple Shield: A bloodstained kite shield with a
long, 30’ wide cone—5d6 damage, save vs breath
purple flame painted on the front. Functions as a +1 shield,
for half). The sword can eat as much as a human
but it can float for 1d6+1 rounds after the wielder says
normally can (three meals a day).
“By the Purple Flame!” Additionally, it has the Force push
ability described above, usable twice per day.

153
▸ From Brazil ◇ by Diogo Nogueira
◆ Pronounce KOOR-poo SEH-coo

Corpo-Seco Meaning “dried


corpse”, a corpo-
seco is the rotting
corpse of a person
who was so evil,
not even the lords
of the Abyss would
welcome their
soul .
Corpo-Seco
is incapable of
dying, and keeps
spreading its
malevolence
wherever it goes.
I
t had many names when it was alive. Corpo-Seco
changed its name, identity, its whole self often to
keep spreading evil unpunished. Not a single living
soul remembers their true name, appearance, or the
dreadful sound of its voice. Encounters
All that is known is that Corpo-Seco took the lives of a
hundred people, hundreds of years ago. Attempt after
attempt, Corpo-Seco’s evil intellect would outsmart any
I - THE CROSSROADS OF DEATH
• LOCATION: Corpo-Seco usually chooses
rival or pursuer, always leading its opposition into the to set this trap at a crossroads, to give the
cruelest of traps. How six heroes gave their lives to kill illusion that victims have many paths to
Corpo-Seco, no one knows for sure. But many have their escape. The more, the better, as the victims
theories. These adventurers live in legend now, and their will be able to see their companions die no
names change over time to suit the people telling the story. matter where they choose to go.
Now, some believe they had absolutely no plan, and that • What the characters see: A pile of corpses
way they could be as unpredictable as possible, preventing in the center of the crossroads. Bloody
tracks leading off on half of the other paths.
Corpo-Seco from predicting their actions.
The tracks disappear after a few yards.
Others say that only their wizard knew the real plan, that Where the tracks end is a single gold piece.
she had worked out how they all would have to die to slay • What they don’t see: Corpo-Seco is hidden
this horror. One of them had to be as evil as Corpo-Seco, among the corpses. Additionally, it laid
intentionally leading trusting friends and loved ones to their out traps to torture passers-by or those
death. The key was to outmonster the monster. Which one who came looking for the people he killed.
These can be discovered by quick thinking
of these two theories is true, we will find out soon enough…
adventurers.
You see, the monster has returned. And Corpo-Seco keeps ● Hidden crossbows: wires are connected
returning no matter how many people sacrifice themselves to 20 crossbows hidden among the corpses.
to vanquish it. That’s because every plane of the afterlife When Corpo-Seco pulls the trigger, make
refuses to receive Corpo-Seco in its domain. Its essence 20 attack rolls divided evenly between the
was rejected by paradises and hells alike. It is too much of a characters present (THAC0 16 [+3], 1d6
damage).
threat, either to the well being of the dead or to their lord’s
● Pit traps: several are hidden around the
own malevolence. Having nowhere else to go, Corpo-Seco crossroads. Every person moving more than
gladly climbs back into its rotten corpse, reanimating a 20 ft has a 1-in-6 chance of stumbling on
decaying carcass that now reflects the horror it is inside. one. They need to save vs breath to avoid
Corpo-Seco goes on, deathless, roaming this world at falling 10’ down onto spikes (1d8 damage).
random. Spreading evil any way it can. It cannot die. It ● Fire trap: as a last resort, Corpo-Seco has
poured oil all around the crossroads. If lit up,
cannot rest. Corpo-Seco can only feed the darkness that
the flames inflict 1d6 points of damage per
fuels its thoughts and actions, like a furnace that can never round to anyone in the area (allow a save
run out of wood to burn. vs breath to those who are on the outskirts
Some say it seeks a creature even fouler than it is, that and try to run away before the flames catch
could kill it and take their place as the worst creature up to them). The fire burns for 2d6 rounds
on Earth, so it can finally rest. Others say its not truly unless something is done to extinguish it.
immortal, that it can only keep doing what it does, • CORPO-SECO TACTICS: Corpo-Seco initial-
compelled to terrorize the innocent for as long as it exists. ly plays dead, waiting for the right moment
to trigger the crossbow trap. After the
What everyone knows, though, is that Corpo-Seco is never
initial shock and possibly first casualties,
tiredand never stops. It keeps walking, limping towards its it reveals itself, pushing aside the other
next foul deed. corpses in the most dramatic way possible.
So if you are out there, and you stumble upon a corpse, As people start running around, some
beware. It may not be what it looks like. Corpo-Seco is will fall into the pit traps, and Corpo-Seco
treacherous, but even though it’s the most evil being to ever will try to finish them off with whatever
weapons are nearby. Finally, or if things
exist, it is not the most wise, or the most clever. You can
don’t go well, the monster lights a torch and
maybe outsmart it. Or at least outrun it. triggers the fire trap, burning all those left
And that’s your hope. ◇ alive, including itself.

155
CORPO SECCO
II - THE BLOODY CHAPEL A dried corpse riddled with worms and diseases. The
rotten eyes shed a scarlet luminescence that betrays
• LOCATION: Corpo-Seco often seeks small temples and
the creature’s inner malevolence.
chapels rarely frequented by people nearby. Forgotten
gods, feared ones, or even forbidden and evil places of
AC 3 [16], HD 4*** (18hp), Att 2 × claw (1d4 + paralysis),
worship that are still in sight of the “good folk”. Ideally,
there are catacombs or a graveyard where Corpo-Seco can 1 × bite (1d8 + parasites), THAC0 16 [+3], MV 120’ (40’),
find corpses (otherwise it will kill a few locals). SV D10 W11 P12 B13 S14, ML 9, AL Chaotic, XP 575,
What the characters see: Flickering lights and moving 1 TT T
NA 1,
shadows. The main doors have been left ajar, while back
entrances are locked, and the keys hidden. If the charac- ◆ UNDEAD
ters are the first to arrive, they don’t see blood, just a Makes no noise, until it attacks. Immune to effects that
few hooded figures moving slowly in the chapel. affect living creatures (e.g. poison). Immune to mind-af-
What they don’t see: The hooded figures are corpses tied fecting or mind-reading spells (e.g. charm, hold, sleep).
to posts and ropes carefully arranged by Corpo-Seco, Immortal: Corpo-Seco cannot die. When it reaches 0hp
who is dressed as a priest with a wide brimmed hat. It it remains unconscious for 1d6 days and all its parts (no
makes the fake priests move like puppets, using his feet. matter how small) start to slowly crawl to make it whole
Traps have been set inside to kill its victims. again.
● Fungi infected corpses: once disturbed, they release ◆ REGENERATION
spore clouds (but only once per day). The strong smell 3 rounds after being damaged, regains 3hp per round.
of fungus is a clue that these are not normal corpses. Severed limbs reattach.
The clouds of spores cover an area of 10’ radius for 1d6
rounds. Anyone caught in one needs to make a save vs ◆ SURPRISE
poison or suffer 1d8 points of damage. There are usually On a 1-4, when pretending to be just another corpse.
2d6+2 trapped corpses spread around. ◆ CARRION STENCH
● Spear traps: Hidden near altars, shelves, tables, and Those within 10’ must save vs poison or suffer a –2
other places in which objects of interest are found. penalty to hit while in melee.
These are crude traps though, and they are visible to ◆ PARASITES
anyone who takes a closer look. The spears thrust in a Creatures hit by Corpo-Seco must save vs paralysis or
random direction (roll a d6 and pretend the object is a become infected with parasites. Infected victims suffer
hex), and attacks (THAC0 16 [+3], 1d8 damage). The tips 1d4 damage per day until they are healed with cure
are poisoned (save vs poison or become slowed, as per disease or similar magic.
the spell slow for 1d4 turns after 1d6 rounds).
● Sleep incense: in its priest disguise, Corpo-Seco walks ◆ MASTER OF THE DEAD
around carrying a censer dispensing sleeping gas. Corpo-Seco can create undead, casting animate dead as
Anyone within 20’ radius must make a save vs breath or a 10th level magic-user. He can also command undead as
fall asleep for 1d6 turns. Before that, it takes a round, a 10th level cleric.
and at least one point of damage, to wake them. Cor- ◆ THE WORST
po-Seco leaves sleeping victims to be dealt with after Whenever Corpo-Seco is about to take an important
they awake near the bodies of their fallen companions. action thar can affect the characters, the referee may
CORPO-SECO TACTICS: It stays out of the characters’ ask: “What is be the worst thing Corpo-Seco could do to
way, but does whatever it can to entice them to explore you now?” The players should give their best effort in
the location, interact with the “faithful” and to look answering the question (as long as everyone at the table
closer at the “relics”. After the action starts, it moves is comfortable with the situation - I recommend using
stealthily between the corpses, putting the survivors to the TTRPG safety toolkit found at tinyurl.com/safeTrpg).
sleep and picking off whoever is still standing. Then, the referee picks the most evil idea.

HOOKS
Baron Zegrann had his lover brutally murdered and believes it to be the work of Corpo-Seco! He wants this
monster dead, or stopped. Or something! Pay is 10,000gp and the hand of his heir in marriage.
Corpo-Seco has set up a House of Horrors in an abandoned manor. It is offering all the accumulated treasure
inside to anyone who can come in through the front door and leave through the back. No one who entered the
place has left yet.
The necromancer only known as X needs a tissue sample of Corpo-Seco for one of their unspeakable experi-
ments. They are paying 100gp per pound, 200gp if the flesh is still moving.. Where to find this subject? Well, have a
few drinks in Assassin’s Row and follow the rumours of the most gruesome murders.
Corpo-Seco seeks heroes who can finally end its eternal pain. The last time someone “killed” it, it had a vision
which seemed to indicate that the party are the ones who will finally be able to send it to rest. Is it telling the
truth? Or is this another cruel trap of Corpo-Seco’s design?
Open Game License
DESIGNATION OF PRODUCT IDENTITY used in Open Game Content shall retain all rights, title and interest in
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“Necrotic Gnome” and “Old-School Essentials” are product identity. 8. Identification: If you distribute Open Game Content You must clearly
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characters; stories, storylines, plots, thematic elements, dialogue, System Reference Document © 2000, Wizards of the Coast, Inc.; Authors
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“Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, Tynes, Andy Collins, and JD Wiker.
modify, translate and otherwise create Derivative Material of Open Castles & Crusades: Players Handbook, © 2004, Troll Lord Games;
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2. The License: This License applies to any Open Game Content that Inc.; Authors Scott Greene and Clark Peterson, based on original
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to any Open Game Content that you Use. No terms may be added to Games, Inc.; Author Scott Greene, based on original material by Gary
or subtracted from this License except as described by the License Gygax.
itself. No other terms or conditions may be applied to any Open Game Fly, Giant from the Tome of Horrors, © 2002, Necromancer Games, Inc.;
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4. Grant and Consideration: In consideration for agreeing to use this Author Scott Greene, based on original material by Nick Louth.
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free, non-exclusive license with the exact terms of this License to Use, Authors Scott Greene and Clark Peterson, based on original material
the Open Game Content. by Gary Gygax.
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original material as Open Game Content, You represent that Your B/X Essentials: Core Rules © 2017 Gavin Norman. Author Gavin Norman.
Contributions are Your original creation and/or You have sufficient B/X Essentials: Classes and Equipment © 2017 Gavin Norman. Author
rights to grant the rights conveyed by this License. Gavin Norman.
6.Notice of License Copyright: You must update the COPYRIGHT NO- B/X Essentials: Cleric and Magic-User Spells © 2017 Gavin Norman.
TICE portion of this License to include the exact text of the COPYRIGHT Author Gavin Norman.
NOTICE of any Open Game Content You are copying, modifying or B/X Essentials: Monsters © 2017 Gavin Norman. Author Gavin Norman.
distributing, and You must add the title, the copyright date, and the B/X Essentials: Adventures and Treasures © 2018 Gavin Norman. Author
copyright holder’s name to the COPYRIGHT NOTICE of any original Gavin Norman.
Open Game Content you Distribute. Old-School Essentials Core Rules © 2018 Gavin Norman.
Old-School Essentials Classic Fantasy: Genre Rules © 2018 Gavin
7. Use of Product Identity: You agree not to Use any Product Identity, Norman.
including as an indication as to compatibility, except as expressly Old-School Essentials Classic Fantasy: Cleric and Magic-User Spells ©
licensed in another, independent Agreement with the owner of each 2018 Gavin Norman.
element of that Product Identity. You agree not to indicate compati- Old-School Essentials Classic Fantasy: Monsters © 2018 Gavin Norman.
bility or co-adaptability with any Trademark or Registered Trademark Old-School Essentials Classic Fantasy: Treasures © 2018 Gavin Norman.
in conjunction with a work containing Open Game Content except as Old-School Essentials Classic Fantasy: Rules Tome © 2019 Gavin
expressly licensed in another, independent Agreement with the owner Norman.
of such Trademark or Registered Trademark. The use of any Product Old-School Essentials System Reference Document © 2019 Gavin
Identity in Open Game Content does not constitute a challenge to the Norman. Author Gavin Norman.
ownership of that Product Identity. The owner of any Product Identity A Folklore Bestiary Copyright 2022, The Merry Mushmen.
Gerfo Sarsa Wicca Karadarak
of Oyoulë of Merisca Palindromix

3rd LEVEL RANGER 3rd LEVEL MAGIC USER 3rd LEVEL DWARF

STR 11 INT 8 WIS 9 STR 5 INT 18 WIS 9 STR 15 INT 9 WIS 7


DEX 14 CON 10 CHA 14 DEX 8 CON 10 CHA 8 DEX 14 CON 9 CHA 13
AC 4 [15] AC 10 [9] AC 2 [17]
(Dex, Chain) (Dex) (Plate, Dex)
HP 16 (3d8) HP 7 (3d4) HP 11 (3d8)
THAC0 19 [0] THAC0 19 [0] THAC0 19 [0]
SV D12 W13 P14 B15 S16 SV D13 W14 P13 B16 S15 SV D8 W9 P10 B13 S12
Alignment Lawful Alignment Chaotic Alignment Lawful

Equipment Equipment Equipment


Long bow, magic arrow (casts Silver daggers (3), backpack, Battle axe, shortsword +1, +3 vs
a random 1st level divine spell rations (7), waterskin, dwarves (yells “Traitor” and sim-
when hitting the target; 1-in-6 pearl of the politician ilar insults when used against
chance of being destroyed or (on tongue piercing; charm non dwarves), plate mail of the
lost), two-handed sword, short monster 1/month) ambassador (glamoured to look
sword, chainmail, backpack, scroll of protection like fancy clothes), crossbow,
rations (7), waterskin filled with spellbook (1st: detect magic, case of 13 bolts and 5 silvered
5 doses of elfwine (no need to floating disc, magic missile, bolts, backpack, rations (3),
sleep for a day), rope (50’), grap- shield) rope (50’), cask of fine brandy,
pling hook, torches (5), tinder lantern (3 flasks of oil),
box, collection of traps for all Quirk telescopic pole (ironwood, 15’),
sorts of game, small Friend to ghosts: steel mirror, hood of discern-
sacks (3), purse (12gp and once per week, summon a ment (5-in-6 chance of detecting
some dried berries). restless, local spirit to use as a lies for 10 minutes, once a day),
familiar for 1d20 hours. Sacrifice purse (12gp, yellow emerald
Quirk the familiar to cancel all damage worth 250gp).
Spirit fletcher: taken in a single round.
after an honourable kill, can Quirk
fashion a ghost arrow using parts Unwelcome:
of the slain creature and 100gp widely known as a foe to
worth of magical ingredients. dwarfkind, reaction modifiers are
Usable once, the arrow reversed (positive with goblins,
delivers one attack from the cave trolls, etc. and negative with
dead creature (referee chooses dwarves and dwarf-friends).
which attack, special or
otherwise, when the arrow
is shot).
THIS IS NOT A MANUAL OF MONSTERS!
Straight outta the old school and via the twisted minds and
devious quills of the KNOCK! team comes this collection of folk tales,
featuring monsters who never set foot in a horrific tomb or temple
full of evil elementals.
These monsters come from a source close to all of us that
was somehow neglected by the original fantasy game (you know, the
ampersand brand?). For some inscrutable reason, the game and its
direct descendants have plundered the lands of myth and legends,
looted the multiverses of science-fiction and fantasy, and thoroughly
raided the shores of History... but they kept away from the sleepy
villages and spooky woods of our local folklores.
This book is bringing folklore creatures from three continents into
the imaginary worlds they should never have left. Along with the stories
they were borrowed from, each monster is presented with pages of
material to help you drop it into your campaign: adventures, characters,
lairs, hooks, rumours, random tables, you name it!
Within these pages, you’ll find mythic giants like Jack-in-Irons
and Joan de l’Ors, trickster faeries like the aragoussets and kabouters,
strange folk like the green children of Woolpit and the folk of the Holy
City, cryptid creatures like the dahu and mothman, undead like Corpo-
seco and the cama cruse, dragon-like beasts such as La Velue and
the serpent of Isaby, and things that defy all attempt at categorisation:
the perelesnyk, donestre, and gnole for example. Oh, and there’s a snail
you can explore like a dungeon...
Legendary monsters for legendary games!

Requires Old-School Essentials or another B/X compatible game engine.


Also available for 5E www.themerrymushmen.com

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