Showing posts with label treasure. Show all posts
Showing posts with label treasure. Show all posts

Friday, February 3, 2023

[ToM] Winter Room

This room's floor is coated in a thick layer of snow and sleet. The walls are thicker and the doors heavy, with metal bands. It was designed to once house the guests of the Mozz who were from the arctic regions of the world; or who were more comfortable in a place as cold as the grave.

It's also been a very long time, and since the previous ice-age of the world, this room is very out of tune for the winters of today. Whenever you enter this room, roll a 1d6 to see how cold it is. For each point above 3, take a point of temporary Maximum HP damage until you can warm up.

In one corner of the room, a sheet of permafrost covers the corpse of a few would-be explorers, clutching something shiny in their hands. It would take either a powerful fire spell or several hours with ice-picks to break it open. Inside is a sack of golden marbles worth about 400 gp.

Tuesday, January 17, 2023

[ToM] Gem Chamber

Underneath Eggeater's Shrine is a direct connection to the primordial earth- and its spoils. This is Eggeater's treasure room, dug up from the deepest parts of the world where no surface-dweller has ever trod.

The chamber has shallow earthen walls and was clearly dug by the great snake itself- it cared little for its appearances. There is a divot in the center of the chamber where the snake could once have dug to the center of the world to bring back its spoils. Now, the earth has closed back around it. You can see sparkling things in the snady pit- gemstones left behind from its previous trips below. Each turn you dig, you found gemstones of every color and type, mostly fancy and semi-precious with a few truly rare ones there too, varying in size from as large a a baby's fist to jewels that fill your pocket like an apple.

The first turn you dig, you find 10,000 gp worth of gems. Every turn after, you find 1000 less. If Eggeater still lives, you have a 1 in 6 chance of him returning and attacking you for trespassing in his lair.

Saturday, May 7, 2022

Dimension of White Castles & Black Forests


This world has no color. Everything you see is black, white, or a shade of gray. This is the people and the places. The people here know what color is; they can see it, though they can't easily describe it. The animals react very strongly to color- sneaking is almost impossible for any being not monochrome, or at least dressed in very muted tones- even the soft pinks and browns of human flesh is like a ultra-saturated glowing neon to the beings so used to the colorless expanse.

The sky is always overcast during the day, though at night it gets very black. Shadows are long. The clouds and mists are white. This land is an endless array of forests and hills, mountains which can be climbed and over it; yet another forest and more hills.

To enter this world requires magic, or to find a time and place in your world where the sky and earth are so gray, so washed out and the fog is so thick there appears to be no separation of any. If you walk on without thought of where you are going, you will arrive here on a 1 in 6 chance. Getting back is much more difficult.

Everything here grows like a plant- including the people. The only civilization in this place are the great walled fortresses, which grow from small stone huts or single standing towers, mushroom out, and grow organically to fit new spinnerets and chambers over hundreds of years. The residents of these fortresses bud from them spontaneously; also growing the same way. They begin as tiny gnomes or pixies; a librarian as big as your thumb in the newly grown library ward, born into their job and position- no childhood or marriages make these people who they are, they just are as they were made. Eventually, they grow to a near human size, but will always be distinct from their black and white features and alien personas. Near the end of their lives, the people grow huge and gnarled like an old tree; a giant philosopher-king sitting on his throne, knees taking up most of the space in the great hall. The woodsman on the hunt for the big bad wolf, white bearded, his head peaking over the endless pine. Eventually, when they die, they will fuse back into the earth, once again returned to the cycle of the Strange and Eternal.

The White Woads
These are the tended, game-filled wood around the castles. They are their own simple ecosystem- all white deer and all black wolves, little gray riding hood walks through the trees to pick flowers while a big gray wolfman watches from the bushes. All white fish promise you knowledge if you put them back when you hook them out of a river filled with black stones.

Occasionally, the nobles and huntsmen of the white castles go out into these woods. They hunt gray foxes that dart through the underbrush under the snapping jowls of dogs- every color of the monochrome rainbow. Whenever you explore these lands, you are bound to run into somebody or something mildly friendly, but unmovable from their task. These places are mostly safe; perhaps even safer then inside the organic walls of the great growing castle.

The weather switches between bright summer day (white) and stormy (gray)- to finally night (very black). There are no seasons, though the people of this realm will babble on about how its a good season for their crops- when there are no seasons and there are no crops. "Everyone knows the fisher boy goes by the river during a nice summer's day!" meanwhile, everyone is still wearing their cloaks and coats.

The people here only live in stone places; and only stone places are civilization. If you were to chop down some trees and build a house, they wouldn't recognize it. They would think of it is a very strange tree. Even the witch on the outskirts of the castles who knows spells and lures children to be eaten still lives in a little stone house.

All the animals here can talk. Farm animals tell rumors, birds curse you if you disturb their nests, and wolves will let you go if you give them something bright red- inherently attracted to the color of blood despite the blood of everything here being a slick silver. The most dangerous are probably the wolves. Occasionally, you might find a stone bridge that gives birth to a big troll who demands payment to cross; but he's pretty easy to trick.

Gray Witch (3+2 HD, +1 AC, 1d4+1 gnarled cane, casts Spells)
Morale- 8
Numbers- One or Two (Sisters)

Magical old woman. Relatively friendly, but primarily eats children to survive. Will settle for a gnome or halfling- even a dwarf if its a lean season. She'll invite you into her home if you have a positive or neutral reaction check- and there will be a 1 in 3 chance she's got a kid in a cage waiting to be tonight's supper. Any implication that you disagree with this or will try to free the child and the spells will start flying. It's nothing personal, that's just her role.

When killed, the speckled witch will have a collection of runes and odd trinkets that could teach a magic user a random Black or White spell; rolled below.

Black & White Spells
Roll 1d3 for a Black Spell
Roll 1d3+3 for a White Spell
Roll 1d2+2 for a Gray Spell
Roll 1d6 for a totally random colorless Spell.

[1] Great Black Beast
Summons forth a great riding beast- the size of an elephant. Its woolly body is pitch black and is moves almost noiselessly. There is no better transport for moving over huge distances in the dead of the night. Whoever rides the beast may bid it to march or charge- this creature has no tusks or trunk but can be a formidable siege weapon. It takes 1 damage per candle size light source every round that is nearby it- and it dies instantly in the sunlight. Even starlight will make it weak and eventually cause it to collapse 1d3 hours after it is produced. Only during an eclipse or in the pitch black night will this monster survive longer.

[2] Panther Straps
Dark leather straps burst from the object in question and fashion strongly to whoever wields it next. They are fit so tightly that any object bound with these is immune to being disarmed or knocked off even from the effects of a Loose spell or other magical effect. They cannot be stolen free by imps or other little thievish creatures. Poorly fitting armor is strapped well; granting up to +1 AC from the armor if their body could not make full use of it before.

This straps can be cut by metal over the course of an exploration turn, but are otherwise permanent. If used on an object that is burning hot or lined with spikes, makes an effective trap that is a pain to remove. Add an exploration turn to the time to doff any armor equipped by use of this spell.

[3] Beetleskin
Gives any object a shield of shiny, dark gray carapace. The carapace-shield levitates just an inch off of the object; absorbing all attacks coming from a single direction decided when the spell is cast. The carapace has 14 AC and caster level in hit points before it is destroyed.

[4] Powdered Silver
Conjures a light handful of light silvery metal powder. This dust has the same properties as silver does; weapons given a coat of it harm werewolves, for example. Circles drawn of the silver will be antimagical in nature. Cursed items shriek when dusted by this; and it can be used as a holy symbol of a pinch is thrown at an undead creature or vampire.

The dust is very lightweight, and as such blows away easily in the air. It has a 1 in 10 chance of being blown away every round when outdoors; with an instant loss if the weather is bad. Indoors it can remain more stable, but will blow away if a door is opened nearby or if the party moves past at anything but a snails pace in walking speed.

[5] Healer's Smock
Garbs the caster and up to two others in white aprons, masks, and gloves. These clean pieces of clothing are barriers to disease and sickness; and miasma breaks upon their touch. While performing first aid or healing, you restore +2 more hit points per healing item or procedure used. Diseases are beaten back by one extra day's worth of progression. While this provides no help at curing or ending curses; anyone dressed in such clean and pure garments will be immune to catching them themselves, even if the disease is highly transmutable.

Every time you use this smock or heal someone, it becomes slightly less pure, slowly changing its color from white, to off white, to silver, to gray. After healing or defending oneself against disease 5 times, the protection of these clean garments are lost and they will rapidly degrade into black matted rags.

[6] Angel Switch
This spell must be cast on an all white twig. Common in this Dimension, hard to get anywhere else. The twig is imbued with holy energy, dealing 1d4+1 damage to undead and being able to be used as a holy symbol. The switch remains sanctified in this manner until the switch is stained with blood- or in other words, you strike a living thing too hard.

The switch has a second property. If used to spank an intelligent being, the switch causes them great pain and forces them to make a save or tell the truth on one question being asked. The switch snaps and has no power against someone who is already aligned with Good or Order.


The Living Castles
The castles here are alive. These fortresses grow on their own and spit out civilization, like spores, or perhaps a defense mechanism. It is an upright dungeon. They are also played like dungeons.

Despite being the "civilization" of this world, they are by no means any safer then the gentle wilderness outside- far from it. Interior chambers of the castle sometimes trap beings or rooms that are meant to be connected to the outside- a giant princess wishing so badly to see the outside world again- her towers windows encased in the stone of the rest of the castle- she will lash out at anyone who dares enter this chamber. Not all of the people in this place are friendly; while there are those formed as the King and Wizard, some are created in the guise of the Executioner or Highwayman. The newly borns may be small; a tiny rat-sized hooded man with a proportionally "giant axe"- deals 1d2 damage, but eventually they will grow up and become huge, their minds more twisted with age as they yearn to be returned to the soil.

Everyone in the castle is a medieval stereotype. Think of fairy tales, or Shrek, and that's generally what the people there should follow. They don't have names- only titles. The thought of needing that much differentiation between two individuals is pointless; after all, people only are what they do. Kings are noble, Queens are pretty but schemers. Princesses are naive and lovely in all way, Princes are charming and adventurous. To give one of them a name is received as a secret treasure- held close their chest. "This is my name? Just for me?" They cannot think of or even imagine names, only the intruders from other worlds and realms have that power. Some will trade their goods or services for a strong name. Others will call the guards on you for trying to cast a witchcraft on them.

The people and places here are intentionally anachronistic. The castles feel more like Hollywood movie sets, or a Disney film, then an actual medieval castle. They are always made of undressed stone with some tapestries hung around. There may be a garden in a courtyard or a tiny plot of cabbages outside the front gate, and peasants leading around donkeys with ropes, but there's no farming economy. It's nowhere near enough food to support this population; the castle provides for these people. Storerooms that open in its interior are already full of food. There are no hovels and villages for the serfs; they just sleep on the stone floor of the great hall or in a side passage. "Where else would peasants sleep?"

The castles reproduce via budding. They always begin as a small structure of a different purpose- a lonely wizard tower, a stone circle or monument for fairytale creatures to congregate, or a tiny gatehouse. They are always made of stone though- the forests here are untouched. The treasure trove of white and black lumber is only of interest to a single "character" that these castles spawn- the Woodsman or Lumberjack. He's the one that is most "awake" to reality, the one most distant and aware of the world outside of the fairy tale fiction of the castle- he's the one who knows most about the forest and its creatures. Only by his axe is the forest held back from consuming the great white castles. He is a part of this process too- he is the clear cutter that opens up space for the castle to grow. He's an evolutionary measure- he destroys the competition and opens up the ground for this kind of arcane "flora" to expand- but he's most aware of his place in the cycle.

The Black Forests
Far away from the growing castles are the wastelands- the Black Forests. The trees here are darker, with deeper shadows and shade. You will need a torch to wander these woodlands- even during a dreary overcast day. Wood from your world burns red and yellow, wood from here burns a very pure titanium white. Both attract the eyes from the lurkers in the dark places.

The Black Forests are more cruel then the White Woads. There is still a fairytale logic, but this is where the rules are more Grimm. Human wanderers, monochrome as they are, are replaced with little men with unpronounceable names and weird hybrids of various animals. This is the other side of this realm's ecological coin. The landscape itself is more chaotic; drawn from a primordial state of being. And in the darkest forests you can find the ruins of what was once a White Castle- a Black Ruin.

The Black Ruin was once a shining White Castle- still organic in shape, but now decayed. Just as a classic dungeon, it crawls with monsters, traps, and strange beings. The stone itself has changed color- it is not merely a trick of shadow, but the dead castle stones literally turn black when dead for so long, creating a shadowy spot of darkness in the world. The old bones of the residents of one of the white castles remain here- wishing only the castle remain strong.

The only people who live around these are criminals, vagrants- negative stereotypes. Even the witches of the White Woads go by a series of logical steps- they can be tricked by clever young boys and impressed by brave little girls. In a Black Ruin, there are thieves and tomb robbers, monochrome black and gray, who have never actually stolen anything, but yet rely on it as their career of "choice". You can hire some of these to be your retainers if you wish; though their loyalty and personalities will remain as thin as the shadows on the wall.

Black Knight (7+1 HD, +6 AC from Armor, +4 To-Hit, 1d8+2 Midnight Broadsword, Magic Shield, Unyielding Strength)
Morale- 13
Number- Just One

Honor bound black knight. Always fighting for some promise- nobody shall cross this bridge, or nobody will touch the sacred tree's treasure, and so on. Upon the final hit that would kill the knight- the Knight gets one final attack in revenge to anyone in melee which deals +2 To-Hit and Damage. This Black Knight will always be carrying or guarding an Achromatic Treasure- roll 1d4+4 on the table below.

Treasure Table
Roll a 1d4 for treasures found in the White Woads
Roll a 1d8 for treasures found in a White Castle
Roll a 1d4+8 for treasures found in a Black Ruin
Roll a 1d12 for a treasure found in a Black Forest OR for a totally random Treasure.

[1] Silver mushroom. Cures blindness.
[2] Chalk dew. Can be drank to recover +1 Hit Point or be used as paint thinner.
[3] Little Fairy, trapped in a jar. If you let her out she'll cast a 1st level magic spell for you.
[4] Milk Spiderweb. If you sew this into a garment you can repair it as per the spell Mending, or you can spin it into a bowstring which will make the bow +1.
[5] Mesa Dust. Can be sprinkled over a horse or donkey and it will find its way back home.
[6] Little Eagle Carving. Worth sentimental value to a villager living in a castle; equal to a favor.
[7] Black and White Portrait of a Noble. Worth novel value to someone outside of this realm. If the paint is removed, the parchment it is otherworldly bright white (Spectralon)
[8] Vantablack Handkerchief. Wizard can use this to cast Darkness, once per day, or you can burn it to cast a bright-white flash which blinds creatures with Darkvision for 1d4 rounds.
[9] Fortress Enchantment. Magical force in the air that rolls for a random encounter if you speak above a whisper in this area. Its just a sullen wooden plaque that says "Quiet Please!"
[10] Ashen Ring of Might. Grants +1 to your Strength score each day you wear it. After four days, it becomes stuck on your finger and would need to be amputated. If you reach 23 Strength with this, your heart bursts in your chest and you die.
[11] Pale Ring of Wisdom. Grants +1 to your Intelligence, Wisdom, or Charisma each day, until all three are at least at a +1 Modifier. If you take off the ring, you instantly lose these stats.
[12] Silvered Golden Cache. Chest of off-white metal that is this realm's gold. Worth quite a lot to a scholar, worth quite a lot more to a banker. Like 30,000c worth.

Saturday, September 4, 2021

Dimension of Candle Canyons

Light a candle and hold it to your breast. Go into the mountain pass, turn past the silent stones and look not where you go. Before you know it- now you're here. Endless sky above and crag below; where you are you shall not know.


The Candle Canyons
This is an alternate dimension. To arrive here requires a magical portal, or for one to arrive through a small ritual as described in the poem above. The land is craggy and mountainous, becoming incredibly steep and impossible to proceed upwards; mostly you will pass through canyons which, much like a natural labyrinth, seem to extend outwards infinitely in all directions. While you will never see the sun or source of light in the sky; there is both day and night here.

However, even during the darkest nights light is abundant in the form of the candles. The candles are everywhere in this realm. They float in the air; appearing as traditional, generic beeswax candles, but made by unseen hands. All of them are lit, and gently float over the passes and rocks of the canyons you are in, always providing a gentle light with which to see. It seems as though the candles are less numerous in the day, with more and more of them appearing at dusk, being strung along by invisible, undetectable winds. This has given rise to the belief that somewhere in this realm is a great candle-maker, who makes these candles by day and lets them fly at night to light all corners of this realm.

If you manage to reach up or shoot down a candle, you will find it as it is- a wax candle. You can carry it around or use it to light fires or whatever. It's just a candle. Once a candle has been knocked from the air, it will not fly on its own power again.

The land and stones of the Canyon are very uniform. The air is dry and arid, with a hint of warm desert breezes just above the canyon you are in, floating on the sky. The air here is strange, charged with the magics of air and fire, making it difficult to float or fly any higher then a few feet- going high enough to scan the entire range seems nearly impossible- though the few who have only report seeing an endlessly stretched mountain range in all directions. The rocks are a light brown, with deeper reds and oranges in the underground and the soils on the ground. There are plants here, occasionally, but all of them are shrubs, small patches of wild grasses, and a very rare collection of mountain flowers on slightly more open areas. Without trees, finding firewood is near impossible- but thankfully the candles eliminate the need for light for camping and the rocks absorb the heat from the day beautifully, making the days and nights both pleasant and comfortable. However, you will have to rely on magical fire or simply get used to dry and cold rations for eating if you spend a long time here.

As for the wildlife; shrubs and grasses are most common. Small streams of water sometimes pool from the rocks and spill down the canyon basins, creating small green ravines in little creeks, but then the water will just disappear into a crack of under a heavy stone and be gone again- the water here is too uncommon and unpredictable to act as a landmark or guide- there are no rivers branching to form a great ocean. The most common creatures here are the rock lizards, who come out during the daylight hours to eat the occasional rust-red gnat or wasp. Small bee hives are sometimes built in a crevice, complete with lazy bees seeking mountain flowers and making golden honey.

The only other natural animal that seems to exist here are wild mountain goats. They are only about the size of a domestic goat, are always a ruddy rust color, and are always found alone. They are incredibly skittish, despite having no natural predators, and seem to almost purposefully avoid leading tracks on soft sands- despite predators using scent more often, almost as if they are avoiding intelligent trackers who may try to find them. Their droppings are also the color of the rocks here, which ends up making their leavings look like little pebbles, and the goats are said to lick the stones at some places to give their digestive tract their unique coloration. These goats are rare, and hunting one with anything but a very skilled tracker is impossible. Some believe that this indicates they are going extinct and the remainders have evolved to avoid capture, while others think they are just this wily as a consequence of being created to live in this realm.

Stone Etchings
All around the canyons are etchings in the stone. These primitive drawings vary in style and subject, but all seem very old. The etchings usually depict humanoid creatures with long limbs, drawn with white circles on the head to depict wisdom or, in some interpretations, magical ability. It is unknown if these drawings were made by the many-limbed witches of the candle canyons, or if it was survivors, or a yet unknown dead culture who made them.

The stone etchings are also not on the surface; they lead inwards. The canyons are sunk into the endless stone and mountains of this realm; but even then there are inlets. Cavities grown in the rocks and stones, these caves are thankfully shallow- and always lit with candles, who float inside to keep the darkness away. The etchings are most common in these places, shelters for whoever created the scratchings. Here the subject matter varies; some will draw the goats that inhabit this realm, where as others draw landmarks or arrows to guide whoever reads them long after. Sometimes, these stone etchings will lead to treasure caches hidden between the crags of a stone- but they won't always warn of what lies inside those cracks.

While nobody is sure who made the etchings, everyone is sure of what they used to make them. The occasional dark gray colored stone found in these chambers or among the stones of the canyons is not of the same material as the rest of this world. Instead; these dark stones contain ore for a dark heavy metal- a stone of this material with a sharp tip can easily scratch the red dusty stones in this place.

Spiderwitches
The biggest threat that exists in this realm to outside explorers is, by far, the spiderwitches. These many-limbed witches appear as old crones with extra arms and legs, often stretched to exaggerated lengths. They can crawl over the stones- and while they move silently, their distorted shadows over the rocks, backlit by a floating candle, or their occasional mumbling in an ancient language, can give you a warning that they are coming. Spiderwitches are incredibly solitary; but seem to exist in a hierarchy, with ever larger and more powerful witches calling upon a handful of smaller ones if you offend her.

The Spiderwitches are predators. They attack on sight, except during the night- they would prefer to retreat. It seems they are more audacious during the day, as though the lack the candles around encourages their behavior, while the flying candles repel them. Beyond being dangerous foes in a close range fight, with sharp claws and wild flailing arms and legs; they are also skilled with magic and curses, and are known to be very territorial and aggressive.

The Spiderwitches seem live on the top of the mountain peaks- a few shallow crags and stones for shelter during the night, hiding away from the light of the candles that float down into the valleys and crags of this rocky realm. Whenever you see a dark peak in the distance, untouched by the candlelight, you can assume a Spiderwitch is up there. Worse yet, she is watching you.

Finally; the dangerous witches do have some amount of treasure. It's never in gold or jewels, nor the rotting bone charms and unspeakable substances smeared on their skin, but in the biological anomalies that lie within and on their bodies. Some think that the spiderwitches were never born, living in this realm since time began as nigh-immortals, and are all incredibly old- old enough for some very interesting things to grow from their ancient dusted flesh. If you slay a spiderwitch, you will find something interesting in her flesh- roll on the table below.

Spiderwitch Anomaly Table - Roll 1d10 for Regular Spiderwitch, 2d12 for an Ancient Spiderwitch
[1] Knot of Hair. Found in their filthy, matted hair. This gray ball of hairs seems harder then it should be- blades break before it is untangled. If smashed with hammers and fed into a forge the blade made with it will be magic, granting +1 to hit and damage and being immune to most magic spells. Whatever metal the blade is made with will also turn a dark gray-black and have no shine.

[2] Armpit Mushrooms. Found in the crook of the arm, filthily humid. These tiny black mushrooms seem to squiggle around in your grasp and live on past the death of their host. If cut into pieces and dried; act as a potion reagent that cures insanity and demonic possession. If you're dumb enough to cook and eat them the food will taste absolutely delicious. They are also highly addictive- causing a levels worth of drain if you go a month without a meal laced with them.

[3] Squiggling Thing. Found in the folds of a sagging stomach- or an unexpected marsupial pouch on this witch. Appears like a tiny pink embryo of some nameless mammalian creature. If you bury it in the earth you will be relieved of one disease or curse that ails you. If you eat it live you will gain +1d6 Hit Points and +1 permanent Strength, but will be reviled by all sentient creatures for a year and a day. It will die in three days once removed from the "mother".

[4] Flesh Roach. Found in an open wound- it obviously lived under that skin before the cut. It's a large black roach with a foul attitude- need a pair of metal calipers to pull it out, it will bite your fingers off (2 damage) if you try to pull it out with your hands. The roach is a parasite and will burrow into any living flesh it's placed on, granting whoever is implanted with it +1 AC and the ability to climb walls like a spider, at the cost of aging at double the rate.

[5] Scarified Skin. Found on (several) excess hands, from the palm to the elbow. These hands have been scratched with ominous bloody patterns, long since scabbed over and healed. They also have arcane formula inscribed on them; and could act as a form of mobile spellbook. Magic users could inspect these and study them to find a new spell, but have a 1 in 6 chance of activating a curse that reanimates all the severed hands in an attempt to strangle the one stealing their secrets.

[6] Venom Gland. Found in the mouth. Spiderwitches are not known to bite- but perhaps this one may already show you what her venom does. It's a tiny black-gray sac which contains a potent venom. Anyone struck by a weapon coated in this venom must save or take 2d6 damage each day for the next five days. Each day, they also shrink about 10% of their height, which does not come back, as their body crushes down on their innards. If you trick someone to drink this there is no save, but the venom tastes so bitter and horrible that its taste is almost impossible to mask. The gland contains 2d4 doses.

[7] Great Seed. Found in the stomach. It is a small tan seed that has somehow resisted being digested for who knows how long it laid in her acidic stomach. The seed will grow into a massive tree- though it will take many centuries to fully grow- which reaches to the first heaven above. Strangely, the seed doesn't seem native to the Candle Canyons dimension, and the soil here is too arid and poor to cause the seed to germinate at all.

[8] Witch Roe. Found clinging to the inside of the thighs. Tiny green "eggs". If you eat some, god forbid, you are wracked with terrible nightmares and maniac episodes for about a year. In exchange, you also learn a new random 1st level spell which you can cast once per day, permanently. If you are not a magic user, scale this spell as though you are a magic user of 1/2 your level.

[9] Frosty Cataract. Found in one gray eye. This tiny hard disc of witch-material grants a certain degree of stealth. People around you seem to pay you no mind- they can perceive you, they just choose not to interact or think about it too much. Wearing an object incorporated with this cataract grants +3 to stealth checks or lets you slip up once without degrading to a lower stealth level. If you snap the cataract its magic is permanently lost but for the next 3 days everyone in the world forgets you exist and forget anything you said or did the moment you are out of their sight.

[10] Little Red Mouse. Found under the witch's tongue, trembling. These mice are impossible to find; if any even exist in the wild in the canyons. You can only find obedient, pet mice in the mouths of slain witches. Their relationship with the witches is unknown, but they probably eat whatever the witch eats. These mice can crawl up to an whisper in your ear- their whiskers hinting at ways to turn situations to your advantage- granting +1 to reaction checks or +1 in 6 chance for any role involving diplomacy or law/debate. If you open your mouth, it will crawl under your tongue and accept you as its new owner.

[11] Stone Arrowhead. Found a few inches from the heart. Made of the same unusual dark gray stone found in a few of the etching caves- this arrowhead narrowly missed its mark inside one of these fearsome witches and remained in her body afterwards. If you affix it to an arrow and fire it true- getting either an 18 or higher on your attack roll against a spiderwitch, it instantly slays her. Whenever this happens, you will find the witch's heart has turned to stone with the arrow still connected to it, meaning it can only be used once.

[12] Beast Core. Found in the chest, between the lungs, pulsing with energy. This core is normally only found in the hearts of powerful monsters- used by Xianxia cultivators for their endless quest for immortality. Anyone who eats the core de-ages towards their physical prime by 1d20 years and gain +2 to all saving throws permanently, but each year has a 1 in 6 chance to turn into a Random Animal. They will change into an animal for that year, acting as that animal would, until they return to their normal form with that time missing from their memory. They will always retain a small quirk of appearance or personality from this animal form.


Sunken Cisterns
Deep beneath the canyons, and in the safer caverns which are marked with the etchings of some ancient people or explorers from before, there lay hidden ways deeper within. Though hidden in the rocks, small "buttons" made of carved stones or cracks too smooth or straight to have formed naturally are incorporated into these etchings. If one is to press or pull on these subtle clues, they will be rewarded with a passageway opening up to them.

Within these carved passages are large underground cisterns; huge pools made of the rock of the canyons themselves, carved smoothly into massive cisterns and aqueducts. Water lays undisturbed here- the water here in this darkness is clean and fresh as any mountain spring, contrary to as it may appear and how long it is remained here. Some claim that there is a hidden network of wind traps and dew-creating etchings in the stone above them that catch moisture from the air outside; but no droplets seem to come down nor new water flowing into the cisterns. Neither is the water in the cistern at risk of spoiling or becoming dusty or fetid- the water is as clean as though it had just rained down that very day. The cisterns themselves contain small lakes worth of water; you could sink in one and not be able to reach the bottom in a single breath, and the great stone reservoirs are filled to the absolute brim- any breaking of the surface tension causes it to spill down onto the floor below.

Between cistern-systems are rocky tunnels similar to sewers, but clean and only present to move water. Many passages remain bone dry; overfill systems in the event the cisterns overflow one day. Unlike the caverns above, there are no scratches or artworks adorning the walls, besides the occasional sculpture garden. Perhaps the people above are ancestors, or descendants, locked away from these stone cities.

Dwellings are also down here, their inhabitants long gone. Carved into the walls of large square "courtyards" which are built around central stone fire pits. The places are studiously clean, the only hint of dirt or use by anyone are the piled up ashes inside the central firepits. The dwellings are like facades; rarely ever more then one room deep, always with a window or door facing the central pit. Off from these central "town squares" are small chambers; often heavily ceremonial but lacking in any utility or outside connections, as though they are only there to provide a private place to speak. Small stone firepits are central in these rooms as well; but small enough to produce light that is more intimate, unlike the bonfires of the great chambers.

The most perplexing thing about these ancient cisterns and the adjoining places around them, perhaps, is the total lack of remains or artifacts. No skeletons of ancient peoples, no long since rotted foodstuffs or rusting weapons of the ruling class. Almost nothing is down here. Water is plentiful, though light and food is not, and the chambers themselves seem almost bereft of living things. Even the spiderwitches don't come down here. The only real threat here is the size; the pure scale of things puts the upper world of endless peaks and canyons into perspective. In any direction you roam you will find stairs leading deeper and hallways in all directions. Identical smooth hallways stretching onwards into nigh-infinity. One could spend entire lifetimes walking the halls here and finding nothing except for the living places, the chambers, pools of clean water, and the statues which hold tiny carvings of ancient and forgotten words. The longer one roams the more one must consider the absurdity of this place; was this once the living space of an ancient civilization, who vacated or died off? Or was it being built for one, prepared and pristine, but never entered?

Sunday, May 9, 2021

Luigi's Mansion 3 - A Masterclass of Treasure Troves + 30 Treasure Trove Ideas

©Nintendo (obviously)

Have you played Luigi's Mansion 3? It's quite good. Maybe a little "soft" like most modern Nintendo works, but it has a lot of unique idea, charm, high production values and polish, and some amazing creativity and variety. My favorite thing about the game is how much "unique" stuff is in it. Like unique floors and rooms, unique props, and most of all- unique treasure troves.

I don't think any other game out there give a similar feeling of being able to explore pretty much everywhere and find some random hidden treasure trove. But I'm not just making this blogpost to talk about this video game, I actually wanted to draw attention to how good some of these treasure troves are in the context of a dungeon crawling environment.

Now in this context, I'm using the term "treasure trove" to refer to small, optional bits of 'treasure' hidden away in props or side areas. Since trove might sound a bit more like a LARGE amount of treasure like a treasure hoard, you could also replace this with treasure caches or small little stashes of treasure.

The reason why I like Luigi's Mansion 3 in this so much is because, much like OSR/DIY dungeon crawlers, the focus on the game is on exploration. In Luigi's Mansion 3 it's moreso to find keys or other items, solve puzzles, and eventually defeat the boss on each floor, where as in a dungeon crawler it's moreso about getting the treasure. But Luigi's Mansion 3 just oozes creativity when it comes to hiding treasures just out of plain sight.

To some this may sound obvious; but the idea of filling a dungeon with lots of small, miss-able treasures every which way is a great way to ensure that your players will find at least some of the treasure. In games I've run, the "large" treasure troves (if they are significantly hidden in any way), tend to not be found, where as the more small ones based on simpler interactions are. Therefore, you need to make sure there is ENOUGH treasure around that the party can actually get some XP and level up if they don't find every nook and cranny, and cramming treasure everywhere in small amounts makes sense for this. While "balance" is a bit of a controversial word, I think balancing out a dungeon's play experience so that most groups will get a moderately useful amount out of it without having to stumble upon one secret wall or door is very important and an important element of good design.

Also, after the first time it happens, you bet the players will be investigating nearly everything. To those who already have long running groups playing OSR games, this will be expected, but if you grab some random players who have never played tabletop, or come from a more structured gaming background such as 4e or 5e D&D, they will be less likely to randomly pull a mounted boar head's tusk down to reveal a hidden cache of silver coins that spew out if its mouth. As such, Luigi's Mansion 3 acts as excellent fodder for ideas to steal for your own dungeons. Here's 30 ideas for where to hide treasures, stolen or sourced from Luigi's Mansion 3.


30 Treasure Troves & How they are Hidden / How to Open Them
[1]
Stagnant, rank bathtub filled w/ black water. Drain to reveal the coins at the bottom.
[2] Small artificial palm trees on a diorama of a pirate bay have paper money for leaves.
[3] Statue of a naked lady. Nipples are actually coins.
[4] Rack for clothes in the ancient barracks. The hanger-bar is hollow, filled with rolls of money.
[5] The kitchen. Underneath the oven is a big conductive copper plate- unintentional treasure!
[6] False brick in wall, hiding treasure. Eyes of evil overlord portrait look right at it.
[7] Book has paper money stuffed in the pages. Book has to have a fitting name, like "Payday".
[8] Maypole. If you spin it around enough, gold nuggets rain from the archimedes screw inside!
[9] Mounted lion's head with a braided mane. Pull it, mouth opens, silver plate inside.
[10] Mural on a wall shows chest; chest bricked into wall. Stolen from Goblin Punch.
[11] Ancient Temple. Face rotating bull statues away from each other; treasure comes up.
[12] Ancient catacomb. Four color-coded tombs. Place color-coded skulls for secret room.
[13] Obvious trap doors for a pit trap puzzle. One doesn't open. Within is treasure-chest.
[14] Poem on a wall, missing word like "gold" or "wealth". Trace word with finger to open it.
[15] Room with multiple wind-fans. If you get them all spinning at once; treasure is revealed.
[16] Fountains on edge of room, transfer to dry central bowl, delicate silver boats float up.
[18] Archery range w/ arrows stuck in target. Hit bullseye to flip it over; coins glued on base.
[19] Four sitting chairs; pressure plates under cushions. Hold them down to reveal treasure chest.
[20] Piano in a room. Certain combination of keys = top opens to reveal golden strings inside.
[21] Chicken coop. Pressure plate under the empty nest; place eggs to reveal white jade egg.
[22] Standard nobleman's portrait with golden rays of sunshine behind him. Really gold leaf.
[23] Decorative cannons on display. Deep in the barrel are gold balls. Tip or "fire" to loose.
[24] Elevator. Ride on top of the elevator, not in, to go to a secret jewel room.
[25] Banners or curtains covering a niche filled with gold.
[26] Flaming torches on a hall. Some aren't lit. The classic- light them for a secret room.
[27] Room with sandlot. Have to dig deep; treasure chest inside.
[28] Armory with spears. Rusty, shitty spear is actually a lever connected to a trapdoor.
[29] Ancient throne room. You have to be really fat like the old king. Throne sinks into floor, pulling down the pillars around the throne with it vertically to reveal niches stuffed with ransom.
[30] Pendulum blade swings back and forth over walkway. Stand on blade itself with daring leap, it goes through the wall with a wide enough crack for you. There is a secret room there.

Monday, August 10, 2020

Treasure Map Generator

Who's Selling the Map? - 1d6
[1] Big fat man with a purple belly-button sticking out his too-small shirt.
[2] Three goblins in a trenchcoat.
[3] Giant frog. He sits on the map, which is written on a leaf- no idea how he wrote it. Waterproof.
[4] Shady looking dude with one eye.
[5] Orc. Offers you the map in exchange for letting him go or as a reward for arm wrestling him.
[6] Strange white-haired lady with a red cloak and wearing nothing underneath. Only after you get the offer do you realize she is 100% a fairy and not a human.

What's the Cost? - 1d4
[1] Fair. Surprisingly.
[2] Nothing, but it's shady. You're probably being lead into a trap or it steals your soul or something.
[3] One quarter of the expected haul of the treasure in advance. Roll 1d6x10,000 for the price.
[4] Nothing now, but you're expected to share half the haul. 25% chance they can actually back up their threat with muscle and have a hand in the assassins guild.

What's the Quality like? - 1d4
[1] Faded, degraded, barely legible. It sucks. Hope you got a discount.
[2] Old, but mostly well maintained. One corner is torn off, half a landmark drawing is missing.
[3] It's put on cloth or leather, as its tough and mostly waterproof.
[4] Extremely well made. Has colored illustrations, or red text to indicate important bits.

How Large is the Scale or Distance? - 1d6
[1] All local landmarks, or half a village is drawn out to show what house and hut is of interest.
[2] Less then a day's travel. Mostly natural landmarks, distances aren't measured beyond hours.
[3] Somewhere in the local land. Roads and villages are named to help with navigation.
[4] On the same continent, or on a small island just off of it. Capital cities are named.
[5] In a different land, map might be written in another language. Instructions are broad.
[6] It's in another plane of reality, which is only referenced to by the border illustrations.

What's the Treasure? - 1d10
[1] Huge cache of pirate gold. Enough to fill a whole cargo hold.
[2] Fire's Eye. Giant ruby of unimaginable luster. Expect a dwarf crusade if you don't sell to them.
[3] Demigod sperm. It's in a little vial, remains fluid and potent eternally.
[4] Rain Umbrella. Magic umbrella that calls the rains when opened. Priceless in the desert.
[5] Taxidermy of a huge spirit crow. Size of an elephant.
[6] Amulet of the Jaguar. Grants incredible strength, speed, and madness of the jungle when worn.
[7] Flask of Amber Medicine. Turns water within into healing elixir over three days. Unlimited.
[8] Invisible Tablets of Wisdom. Must be washed with special inks to appear. Holds untold secrets.
[9] Silver Ring of Elvish Eternity. Anyone who presents it to the Elf Princess will be wed to here regardless of species or gender. This will make you the ruler of all Elves; first in millennia.
[10] Sixteen immortal Fishers. The animals are in cages, and horribly starved. They are feral and insane, but can talk if well fed with quality fish for a time. They can talk and are very knowledgeable about the secret ways of the forest and rivers- and their pelts sell for ten thousand gold each.

Monday, July 27, 2020

Brigand Woods Encounters

Brigand Woods Encounters
For DIY Adventurers

[1] The forgotten graveyard. Built centuries ago; its headstones are faded but the magic remains. The holy men of the past buried their faithful dead here, and it has become hallowed ground. The Undead cannot enter this place, and Clerics treat their spells as though they were two levels higher while within the graveyard.

[2] While crossing between two trees, you feel as though something is watching you. There is a Hide Behind that follows you from now until the next dawn. The Hide Behind is not aggressive and is not dangerous unless you are alone. It looks like a shaggy black dog on its hind legs that peeks out from between trees, and disappears the moment you look at it.

If the character is ever separated from their party, they take an attack that deals 1d12 damage from a bite to the back of the head. The creature will make one bite, then disappear. If the character dies, then the Hide Behind will return to haunt the second character who went through the two trees, and so on.

[3] Bandit Ambush. There are many gangs and groups of merry-men in these woods; roll on the Random Gang Table at the end of this document to determine which one attacks.

This group prefers not to fight and will shoot warning shots with a bow for intimidation only; then they will offer a chance to surrender half of your gold in exchange for being allowed to pass on. They hide in the trees just off the road on both sides. An elf can detect them on a 2 in 6 chance.

[4] The Campfire. The warm glow of this fire can be seen through the trees, nobody is around it and nobody will bother you if you rest here. The fire has a low pink flame and a small stone pillar with a golden ring stands in its center, as though the fire was built around it. The campfire is a local legend in the woods, it is the fire of life and protection. Those who rest around it will wake up healed 1d6 hit points. Every night the pillar-fire disappears and reappears at a new location, always in the path of wandering and wounded travelers.

You can also steal the golden ring, this will deal 1d6 fire damage as the hot metal burns your hand. If you steal the ring, the magical fire will never be found by you again, but the ring is worth 200c

[5] There is a man with a goat-head mask making loud chanting noises on the road. He offers pickeled goat testicles to anyone who walks by. There is only a 1 in 4 chance he's actually a cultist; he's almost certainly a bandit getting initiated or hazed in. Nearby, 1d4 bandits watch and giggle.

[6] Forest Ruins. Appears on an overgrown forest stream; looks like an old mill house. Old water wheel is busted, the trees and ivy had entangled the whole place making it almost invisible from a distance.

The old house could be used as cover, the babbling stream masks some noise, and is not visited often by bandits or wildlife due to its danger. Your chance of a wandering encounter here is lowered to 1 in 10 instead of 1 in 6.

The walls here grow a dangerous plant called Slumbering Snatchvine, which is a hearty green plant with blue flowers. If anyone remains slow or motionless for about exploration turn (such as when sleeping or receiving medical help), the vines will creep onto them and attempt to strangle.

Slumbering Snatchvine (4+4 HD, +2 to hit, -2 AC, three strangling attacks at 1d6+1 each, weak to fire)
Morale- N/A
Numbers- Just one

The Snatchvine is a carnivorous plant that kills creatures and places them around its roots for use as fertilizer. It only attacks things that it senses are incapacitated or things that move slowly, as it doesn't want to attack a fast creature that could rip out its leaves and vines. You can get a clue of what this creature is like by looking at the remains around the floor of the mill house- bones of sleeping people and empty tortoise shells, but rabbits and birds live around the house without issue.

Additionally; there is a hidden treasure just beneath the heavy millstone of the house. The heavy stone requires at least 6 men of average strength to lift it. Underneath is a bag contained two small gold bars worth 5000c each.

[7] Overturned carriage by the side of the road. Left over from a bandit ambush. No survivors, except one extremely pissed off black tortoise that is stomping into the woods. The party will see him if they make an immediate search of the surrounding area.

The carriage contains a few dead bodies with all their possessions taken, and has several holes punched through the sides and blade scratches in the wood from where the people and guards were cut down. Close examination will reveal a set of 60c worth of gold coins hidden underneath the seat cushion the woman of the cab died upon.

Anyone investigating the cart has a 1 in 6 chance to wander near the back of the carriage if no location I specified. There is a trap on the back of the carriage. Two pressurized pistons jab iron spikes out; deals 1d4 damage on a failed save. It was designed to stab and ward off wargs that would nip at the back of the vehicle to slow it down so they could raid it.

Finally; the black tortoise is an otherwise friendly reptile pet. It's a rare breed of inky tortoise. He's angry because he hasn't been fed in hours now, and his humans are all dead. His name is carved into his shell just above his neck; Francis.

[8] You hear a buzzing nearby you, but no bees. There is a lumpy, stark-white nest built onto a nearby tree. The nest is empty but you can hear the buzzing get louder the closer you get. Destroying the nest yields 1d2+1 jars worth of green jelly; and a test-tube vial full of larva. The buzzing follows you but once again there is no physical presence or creature next to you.

These are astral bees. They are somewhat common in this area and are heavily hunted and cultivated by the bandits. Once they are born and reach adulthood, they shed their physical bodies like a skin and exist in a separate realm. Their nests and honey exists in the physical dimension. They have no sting in the physical realm, but those who are stung by the bees swell up in the “astral” dimension. After death, their souls will remain swollen for a good two or three millennia.

Astral Bee Honey is a bright green fluid that is extremely sweet, never spoils, and is mildly addictive. The bandits here use it as a makeshift currency; each jar worth can be used to pay a toll of 200c (each jar is worth 1000c) but presenting any of this honey will lead to questions and the bandits follow the party to try and locate a new nest for themselves.

[9] There's a tiny black iron fence running along the forest floor. It only goes on for about 40 feet and can easily be stepped over by anyone human sized. It doesn't appear to be protecting anything.

If you step over the fence, you are cursed with Burden for 2d6 turns, which counts as 2 load units or 200 coins worth of weight your character is burdened with.

Additionally, if you remove one of the fence posts and reforge its shape it into a weapon, it counts as a +1 magic poker (short spear- reach as shortsword) The iron is magic and could be reforged to different weapons and lengths. All weapons made with this material are 50% heavier then normal or have +1 load units. You could dig up all the fence posts and the total value sold would be worth 3500c

[10] Demon Infection man. There is a man who seems to be afflicted with an illness, who is bumbling and coughing along the road. He'll try to warn you away by coughing and telling you not to get close or else you'll get sick.

If any party member is injured or gets within 15 ft of him, he snaps and throws off his cloak and attacks.

Demon Infection Man (2+2 HD, +2 AC, +2 to hit, 1d6+1 claws, fast speed, incredible dexterity, infectious blood, demonic)
Morale- 11

The demon infection man is suffering from a disease that turns people into monsters. Has appears as a human but has bright albino-like pink and red eyes and two small horns on top of his head. He wants to eat the flesh of intelligent beings and is struggling to resist the urges.

The demon-infection man is very fast and supernaturally agile, meaning he always wins initiative unless you perform a sneak attack or someone in the party is “fast” as well. He can also use his incredible dexterity to leap from tree to tree, swing from branches, climb fast, etc.

As a partially demonic being, he can be turned. On a successful “Turn”, he is stunned for one round. On a roll of “Destroyed”, he takes 1d6 damage and then acts as Turned. An extremely holy cleric may still be able to destroy him if they are name or max level, or if their god is particularly zealous.

Finally; the demon infection man is infected with a blood borne pathogen. If a character is heavily wounded (less then half health) and commits the finishing blow against this monster, they must make a saving throw or some of the demon blood will splash into their wounds. This does not occur if they are using blunt weapons or ranged attacks. Once the blood is introduced, the character will slowly become demon-infected and will hunger to eat human flesh while becoming larger and more powerful. This can be stopped by amputating the limb, or washing the wounds with holy water.

[11] Natural cave just off the path. It's a hideout for a gang. They aren't very good at hiding their garbage or traces of them living in there. With a successful stealth roll, you can get inside without being detected. Roll on the Random Gang Table to see which gang the hideout belongs to.

In the back of the hideout is a small treasure hoard worth 1d6x500c of various stolen goods. There is a 1 in 8 chance the bandits have an Astral Bee Queen inside a jar that looks empty in their treasure trove, which is also the most securely defended item under lock and key.

[12] Small pond covered in lilies. The air here makes you uneasy. Include this pond on any nearby rumor or gossip tables.

If you come across the lake during the day, it is as the above. No random encounters.

If you come across this lake during the night, or camp next to it over the night, you will find it changed. The lilies look more like the top of a woman's head, wearing a veil, as if just beneath the water. If disturbed in any way, the spirits rise from the water with an unearthly glow.

Veiled Pond Spirits (1+1 HD, -2 to hit, 1d4 cold on touch OR drowning pull, ghosts)
Morale- N/A
Numbers- 1d6+2

These pond spirits look like women in dirty, moldy veils. They have no visible limbs, just a long body in a tattered dress that is barely visible and spotted with pond-scum from the lake. When they move through the air slowly; on a successful hit, the ghosts deal 1d4 cold damage. If you are in the water, instead you feel a powerful weight dragging you down into the depths; save or start drowning in the cold murky water.

The spirits are still ghosts. As ghosts, they can be banished by a priest as per turn undead. You can ward your campsite or the area around the pond with magic charms, though it would take a dozen of them to cover such a wide area.

[13] Trees with big scratches. The bark here has been sliced and marred, as though by a massive set of claws too big to be a bear. If the party rolls this encounter again, or follows the scratches, they come across an aggressive giant sloth sharpening its claws against the tree bark.

Giant Sloth (3HD, +2 to hit, +2 AC, two claw attacks at 1d6, slow)
Morale- 8

The sloth always loses initiative ties and goes second, because of its slowness. It's also easy to sneak up on; you can hear its claws scratching the bark from a far distance so you can get the first attack against it. The Sloth is aggressive and will attack, but is still an animal and will likely flee the first time it is injuried.

If you kill this sloth and later encounter gang #3, (Sloth-Bone Gang), they'll be pissed at you. Roll reaction checks with them at 1d6 instead of 2d6.

[14] Pitfall trap. No save- the area of the pit is fifty feet in area; uses a complex support structure to ensure you only fall in if a full group is over it. You take 1d4 damage when you fall in.

The trap falls down into a pit with a small stone castle built in the center. It has one “gate” the size of a normal door. When you fall down the pit, the sound of a flute is heard and figures emerge from the castle gate. The creatures are skeletons that wear stuffed, woven lion-head masks over their heads. They fight to defend the castle, and will not attack anyone who leaves the pit. Crawling out of the pit however takes a turn or a skilled Rogue to accomplish the feat.

The mock castle is only two rooms; a main “chamber” and a small bedroom adjoining it. The main chamber looks big enough to fit exactly the number of skeletons that were used to defend the castle, if they all stood in total stillness. The bedroom is empty, containing a book about necromancy. The book has a dark aura and anyone can tell touching it is a bad idea. The books contains 1d4 Necromancy spells but is cursed. If you pick up the book without using a glove of bound human skin; you are struck with a dark bolt that deals 2d6 damage and take a level in drain.

Under the bed in the bedroom is a keepsake box with 600c worth of gold-painted shells and conchs. The Necromancer book itself is worth 3000c

Lion-Head Skeletons (1+1 HD, +1 AC, 1d6 rusted weapons, skeletons)
Morale- N/A
Numbers- 2d8

The skeletons are immune to arrows and take ½ damage from swords and spears. If the players use the blunt ends, considering letting them do full damage or drop the weapon damage to d4. As undead, they can be Turned as normal. Treat all turning results as deanimation- falling to bones that are reanimated again if dark powers are used on them or if the fog from [18] has struck the forest; they deanimate since they cannot run.

[15] Trader's Camp. Within the wood is a small semi-permanent camp made up of several broken down carriages, carts, lean-to structures, tents, and more. Most of these were traders who ended up losing their last wheel or fur traders finding a relatively friendly place to sell their wares in this bandit infested wood.

Within this camp, you can simply set up a tent as long as you aren't notorious or aggressive and live with them, providing safety in numbers. If you're within the camp or for the first outdoors turn you take, you only have half the normal rate of random encounters, as the camp is defended against the bandit gangs.

You can also purchase things here like a normal store. Scale of orders and very specific or exotic things won't be available. Use the price percentages below to determine how much extra you pay to buy it here or how much of a profit you could make by selling it here.

Prices
Food (animal meat), furs – 90% normal price
Weapons, armor – 80% normal price
Charms, oil, magic stuff – 110% normal price
Wine, Luxuries – 120% normal price
Hirelings – 110% normal price
Retainers, Servants – 40% normal price
Astral Bee Honey – Buy 1500c, Sell 700c

The merchants here already give anyone skilled and loyal decent wages to protect them from the bandits, and many bandits moonlight as guards themselves. As such, hiring people to leave here is difficult. For untrained people, it is very dangerous to try and reach a civilized place themselves, so they're willing to leave with any kind of competent group for very low pay.

They also sell a small stash of Astral Honey here, of which several addicts are posed around the tent and begging for a taste. They sell the Honey for 1500c at a 50% markup, due to its addictive nature and limited stock. They'll buy some for you to 700c, which is a much better rate then you'll get from the bandits asking for tolls.

[16] Toll booth. Same wooden structure on the side of the road or on one end of a rickety bridge that crosses a large chasm or stream. The toll-man say he's working for the kingdom, but it's obvious he's a bandit. Charges 5c to cross per person.

Hidden in the booth is a box of coins; small treasure hoard of 2d10x10 coins. If it matters, roll on the Random Gangs Table to determine what gang this guy is giving some of his earnings to.

[17] Two bears are fighting over a berry bush. They growl and roar, making it easy to sneak up on them and wait them out, or just sneak away. If you wait for an exploration turn, one bear will eventually kill the other bear and start eating the bush's bounty.

The berry bush is growing on a corpse. It appeared as though it sprouted from the corpse only shortly after death, as the body is not in an advanced state of decay and does not smell bad, in fact it smells very fresh over here, as though blooming new life overcame the scent of death.

The corpse is a (roll 1d6);
  1. Goblin
  2. Human Hunter
  3. Elderly Elf
  4. Another bear
  5. Deer head, wooden antlers
  6. Dumped load of fruit and bread, rotting

[18] Mysterious fog rolls in. The fog covers the forest like a blanket; making it harder to see things approaching. Your party has an increased chance of being surprised on a +1 in 6 chance. The fog lasts for 4 turns.

During this weather event, stealth is greatly boosted. Give all characters in the party +2 to stealth rolls, and Rogues may add this to their To-Hit and damage to their sneak attacks.

[19] Napping Treant. The Treant appears as a downed log unless looked at very closely, or spotted by an elf- elves tend to be better at telling the difference between trees and treants.

The treant has several loose cords of silver tied around the branches in his beard, used as a traveling currency, requires a successful stealth roll or the ability to move in total silence. The silver is worth 400c in scrap value.

If you wake up the treant, they will attack if you appear as woodcutters or trying to steal from it.

Treant (4+2 HD, +4 AC, +2 to hit, 1d10+1 tree club, made of wood, forest magic)
Morale- 11

The Treant is huge and powerful. It is afraid of fire and will take double damage from fire. If lit on fire, takes 1d6 damage per turn if it can't find a water source to extinguish itself with. The Treant is tied with the nature of the woods and can step through the treeline and disappear easily; traveling vast distances. You cannot catch the treant if it tries to run away.

If you wake up the Treant and offer it an astral bee queen so it can make a nest in his branches, the Treant will be very pleased and willing to give you his silver. Additionally, he will teach any Druids, Elves, or Nature Aligned MU in your party a 1st level spell that fits.

[20] Flying Sword Circle. It is a circle of red stones, stained with blood. Within the center of the stone circle is a sword, laying on the grass. If you enter the circle, the sword will animate and fly to attack you. It cannot leave the circle.

The sword automatically hits if your AC is 14 or less. It deals 1d8+2 damage on a hit. Otherwise it performs an acrobatic attack; having a +2 on its to hit roll. You only need to hit it once (treat AC as plate or 18) to knock it off course, but it will start flying again next round and cannot be “injured” except by destroying it.

This magic sword can only be claimed by a powerful warrior. First, you must capture the blade, and then hold it in your grip to surpress its ego with your own. Fighters can only claim this blade if they are level 7 or higher. Then, it belongs to them and the rocks around the circle crumble.

Flying Sword – Magic Falchion
Ego- 7
Stats- 1d8+2 Damage, Flight

This is a powerful magic sword. “Flying” Swords are swords which are animated by their own force, and can expertly follow instructions from a swordmaster who wields them. You can use this sword in addition to another blade, performing an extra attack per round using your own to-hit and class bonuses. The sword will fly around you or follow your hand movements. It can act as ranged attacks, or perform melee blade arts at a distance.

If you are level 10, have an advanced technique that lets you balance on anything, or have a Dexterity of +2 or better, you can also stand on this sword and literally ride it as a flying vehicle.


Wandering Monsters
Roll 1d6 for a Random Monster

(1) Black Bear (4+2 HD, +2 to hit, +2 AC, claws at 1d4 and bite at 1d6, bear hug)
Morale- 7
Numbers- 1 or 2

Black Bears are cowardly scavengers. They are smaller then regular brown (grizzly) bears and aren't as dangerous to fight. If you encounter a Black Bear while exploring with a noise policy (slapping pots and pans together, for example), the black bears will leave you alone.

Bear pelts are always valuable. You can sell them for 80c each. Trading them in to the camp at [15] will only result in a profit of 70c, as they have plenty of furtraders and there is little demand.

(2) Murder Stag (3 HD, +3 to hit, 1d4+1 horns, damage amplification, fast)
Morale- 11
Numbers- 1d4

The murder stag appear as dark brown or muddy red large male deer. They have large twisted antlers filed on the ends with sharp points. Every time they successfully hit, they deal +1 damage on the next round to the next person they hit. If they miss or if their antlers are broken off with a +1 magic club or better, they lose this bonus. They will also flee automatically if their antlers are shattered, as they have no other means of defense.

Unlike most herbivorous animals; these stags still do not eat flesh but still act with extreme aggression. They kill things to act as fertilizer in their territory. There is a 1 in 4 chance that any given stag will have a bit of cloth or skin still stuck in its antlers. If you return this cloth to [15] they will know where one of their missing persons went; rewarding a small bounty of 50c the first time you do this.

(3) Fogbreath Dragonoid (4 HD, +4 AC, 1d8 bite, smoke breath)
Morale- 12
Numbers- 1d6

These are long brown-green dragon like creatures. They are slender with long thin tails and vestigial wings. Dragonoids are not intelligent enough to speak, but are uncannily intelligent for “animals”.

They are also accused of creating the fog of [18] with their breath, but this is only a superstition. Their breath is always visible as thin white smoke, because instead of breathing fire they can only breathe smoke. They use their smoke breath to defend against missiles (+2 AC) if fired upon at range, or to give a cover to help them escape when their morale is broken.

(4) Chained Deaths (1+1 HD, +2 to hit, +1 AC, 1d3 chain whip, chain wrap, immobile, undead)
Morale- N/A
Numbers- 3d6+1 (Avg. 12)

These are undead hands that reach from the ground. When you encounter these, you feel a rumbling beneath the earth. If the entire party is off the ground (levitation, climbing trees, or standing on rocks) and doesn't move for a full turn, they pass by without incident.

The Chained Deaths poke out of the ground when agitated. They each hold a long red rusted chain, which is used like a whip to batter and hold down foes. If you are hit by at least two of the chains in one round, the character must make a save or be entangled, which prevents them from moving and gives the hands Advantage to hit them next round. The chains binding them do damage by squeezing instead.

These creatures are immobile once they come out of the ground, and have to sink back in to come back up, and they attack by detecting vibrations and the life force of living things. They are undead, and can therefore be turned.

(5) Cricket Head Witch (2+2 HD, +1 AC, Flame Rod at 1d6, Spells)
Morale- 10
Numbers- 1

Appears as a witch with a cricket head. Her long antennae fidget around and make circles and weird symbols whenever she casts a spell. She carries a short red walking cane that creates bolts of flame when swung; it's a magic rod that deals 1d6 fire damage. She can also cast spells. Select or roll three 1st level spells and one 2nd level spell, which can cast once per day each.

The Cricket Head Witch is searching for potion ingredients in the woods, and will find Astral Bee Honey to be her most favorable find. She will take it by force if necessary. She is always accompanied by her Stoneface Guards. Roll a reaction check if you run into her, and treat her reaction roll as a 12 if you give her a jar of the Astral Bee Honey.

If the Witch is killed or permanently driven from the forest, replace this wandering monster roll with the result of (6). Bandit activity increases.

Stoneface Guards (3 HD, +5 AC, +2 to hit, 1d8 iron screws, partially stone)
Morale- N/A
Numbers- 1d4+1

These Stoneface Guards appear as small, strongly built creatures. They are about 4 feet in height and are very thick, similar to a dwarf. They wield long iron spears with twisted heads that are twice as tall as they are. These creatures have square heads that look like carved stone tablets- no eyes or facial features are visible on them. They have an impressive grip strength from their mitten-like hands, and their skin is incredibly hard. Whenever they hit, they twist the screwspears inside the flesh of their enemy which complicates wounds; healing is half effective. They are partially made of stone and are affected by the same spells, weapons, or martial arts techniques that can affect living creatures as well as golems and artificial constructs.

These are magical creatures and are enchanted by the witch's magic. They will never flee unless their master commands them to. Within the “head” of each these creatures lays a small golden plate filled with several runes that animate it and give it life, protected by the stone cast. Each plate is 1 load unit of weight and worth 600c each.

Reaction Table- Roll 2d6

12+: The Witch is willing to trade, and sets her golems to at ease. They curl into balls of rock with the mask-like faces on the top, making them look like small round rocks with carvings. It takes one combat round for them to rouse to wakefulness in case she is attacked. She does this to let them rest. She will admit to being most interested in finding Astral Honey, and will give you a more fair rate (800c) for a jar of it.

11-9: The Witch approaches your group with some interest, especially if some of the party members are magic users and are dressed in robes. She'll tell you the location of [9] in exchange for any information on an Astral Bee Hives or bandit hideouts, such as [8] or [11]. If you tell her about these locations, she'll head to them in 1d2 days and clear them out in the search for Astral Honey.

8-6: Her bug-like eyes stare at you from a distance, her guards pounding their screw-spears against nearby rocks to make plenty of noise. She is uninterested in trading or communicating.

5-3: The Witch begins to loudly incant a spell. She is hoping it scares you all off. She will pick the most bombastic and damaging spell, while keeping her distance from the party. Superstitious hirelings or those without any experience against spellcasters may make a morale check to face the magic or run away.

2 or less: The Witch launches a bolt of fire and commands her minions to attack. She is ready to fight and can cast a spell in the first round in addition to making this attack; her body moves with a twitch like an insect.

(6) Bandits (1 HD, +3 AC from armor, +1 to hit, 1d6 weapons, 2 in 6 surprise chance)
Morale- 10
Numbers- 2d6

These are the generic stats for the bandits. Use 1d8 to generate hit points for more tough and Rogue-like bandits. Each bandit “gang” at the end of the document has special roles and benefits and weaknesses for each bandit patrol. Whenever you encounter bandits, you must roll a reaction check. Give yourself a +1 to this reaction check if you have more members in your party then the number of bandits.

Reaction Table- Roll 2d6

12+: The bandits awkwardly hide their gang paraphernalia and tell you they are just travelers, clearly scared of being judged and attacked by your group. If you accuse them of being bandits, they'll offer the location of [20] as a “magic sword in the woods” to let them go. They'll lie about it killing people though, and won't tell you its danger. They'll fight with a morale of 8 if you try to take them in or kill them once accused.

11-9: The bandits harass you and tell you to leave their territory, but will scatter if anyone in your party appears armed with a sword and heavy armor, as they are afraid of a skilled fighter. If you give them the location of [11] that is owned by a rival bandit gang, they'll put in a good word with their bosses and no longer collect tolls from you.

8-6: If the bandits surprise you, they'll pull out several bows and aim them at you, and demand you give up all your gold and you can be on your way. They only ask for visible coin purses, and leave other traveling packs, weapons, and armor on you as they leave. If you give up 300c per person, they'll let you go.

5-3: If the bandits surprise you, they'll sink an arrow in the least armored person first. Then, the bandits will threaten to kill you all if you don't give up all your things for them.

If you actually give into the bandits demands here; they'll only leave each of you the clothes on your back and a few rations worth of food, and a single knife split among all of you. The rest of your stuff they will take, or throw to the least convenient place if it has no value; your wooden beads and other keepsakes are thrown into the center of a nettle bush just for cruelty's sake.

2 or less: The bandits attack immediately. They also fight with +1 morale and seem a bit more desperate then normal; perhaps they are trying to prove themselves to the gang or they think you're an especially juicy target.

Random Gang Table
Roll 1d8

[1] Blood Coven Bandits
Stat Changes: +1 to hit, half bandits are female (wear no armor but wield 1d8 Naginata as a “woman's weapon”), +1 morale if fighting a magic user or witch

These bandits are semi-employed as Witch Hunters, and have a slightly better reputation among the bandits as a result. They also love the feeling of rubbing magic user blood on their skin as it grants them a mild sense of euphoria and strength. These Bandits are also slightly more attuned to their mystical senses and avoid [12] as they dislike the feeling it gives off. If you capture one of these bandits you could interrogate them by dragging them here near nightfall.

In exchange for warning them of or giving them the location of (5) (Cricket Headed Witch) any patrol or toll-booth will gladly let you pass by freely. If you capture her alive and present her to the hideout of the bandits, they will be ecstatic and grant you a jar of Astral Bee Honey.

Hideout: These bandits are hid in a wooden longhouse hidden deep in the woods. It has sliding doors and the outside is covered in paper charms to ward away hostile magic. Magic Users must make a saving throw if trying to divine this location or fail the spell and suffer a 1d4 damage mental backlash headache.

The Hideout contains:
-2 jars of Astral Bee Honey (1000c each)
-2 jars of Witch Blood (120c each),
-2d4 Magic Rods as trophies (200c each, random elements as 1d6 damage)
-5 sets of scale armor (AC 14) and Naginatas (1d8 damage as polearm) with fanged helmets (AC +1) with a paper charm on top that grants protection against some minor spells. These suits of armor are used only in raids on Witch caves.
-3d6 Bandits acting as guards and residents
-Leader (stats as 4th level Fighter, white eyes, can cancel any ongoing spell effect of 2nd level or less once per day by using a round of concentration)
-6000c in gold and silver coins in a locked chest

[2] Wolf Gang
Stat Changes: +1 to hit and damage, use d8+1 to determine hit points, all members are wolves. They can track you on 4 in 6 chance if you escape from a combat encounter with them, +1 in 6 chance to surprise, and treat their morale as 16 if you're trying to sneak past (roll d20 + stealth + dex over morale for sneak)

Once, the Brigand Woods were infested with wolves who attacked travelers constantly and feasted on the flesh of men. Through many years of eating people, as well as the realization they could keep their bellies much fuller by stealing gold over just eating people, these wolves began to stand up, wear clothes, and act as brigands themselves. All of the wolves in the wood are now professional highwaymen.

Wolves are short sided and easily swayed by food. Giving up rations of meat or even your mount(s) or livestock is a way to pay a toll, usually cheaper then the cash value. These wolves also undervalue the Astral Honey, as their sense of tasting sweet things is under developed.

The leader of the wolves is a snow white wolf with a scar over his right eye. He is not always at the hideout. You have a 1 in 8 chance of encountering him at any given patrol or when you enter the Hideout. (stats as 4th level Rogue, deals +1 damage on a hit, uses two 1d4+1 razor-sharp daggers)

Hideout: The wolves live in a cave. This is a deeper cave along a steep ridge, near the edge of the territory, and they travel far and wide; sleeping in open fields in their normal clothes during the day. There is a 1 in 6 chance the Hideout is totally unoccupied beyond the nursing mothers. It is also pitch black as the wolves don't use fire and need no light sources to navigate inside.

The Hideout contains:
-Huge pile of bones. Among the bones, 2d8 are Medicinal Bones, which a Sage can identify if they are at least 3rd level. Takes an exploration turn to sort; Medicinal Bones are worth 20c each.
-1d3 deer people in a side chamber behind a messily made barricade with a lock. They are “livestock” for later consumption. If you free them, they will tell you of a wolfsbane grove, which is poisonous to the wolves.
-Emerald encrusted bracers, sized for humans to wear. +1 AC and worth 1200c
-2d2 Nursing Wolf-Mothers and their litters of young pups. These wolves would grow to become regular wolves if not taught the ways to speak and walk as men do by these wolves. You could sell them to exotic animal breeders for 40c each or to arena coordinators that will battle them when they get old enough for 65c each
-1600c in rough cut gemstones placed on a niche in a side room. Guarded only be a sheet draped over them. The leader pisses on this sheet to mark it as his territory, so none of the wolves steal it.

[3] Sloth-Bone Gang
Stat Changes: Immune to Sleep, All members armed with slings, goes last in initiative.

Drug addicts and wastrels; the Sloth-Bone gang revel in grinding up the bones of various beasts and snorting them or including them in their camp cooking. Their favorite are the giant sloths; who have bones which cause a sense of euphoria and laziness.

The Sloth-Bone gang is lazy and performs little work, but are known to “Shepard” a small herd of Ducancurs. They look like dark colored, stumpy unicorns, but with two lump horns vertical to each other on the equine's head. They are attracted to and follow the commands of sluts, the morally duplicitous, and those of little status or willpower (making the gang's job very easy) and their horns make a minor trade good. They have an inferiority complex with actual unicorns and even bicorns- you could think of them as the donkeys of the magical horse family of creatures.

Hideout: Located in a hillside covered by several large rocks and boulders. The Hideout is very primitive and not much has been cleaned or prepared. Several half made traps and barricades strewn the place; nobody in the gang has that much dedication or work ethic.

The Hideout contains:
-1d6 Uses of Sloth-Bone Drug (No value except to addicts; could probably get them to shirk duty)
-2d8 Ducancur Horns (80c each)
-Bag of Elf Bone Dust (300c, 600c if traded back to Elves) Using a pinch when casting a spell makes enemies save at -2 vs magic
-1d6 Thunder Arrows (110c) hidden under a rock. Transforms into a lightning bolt when fired, +1 to hit and 1d12 damage.
-Leader (3rd level Mage. Uses a bow at +2 to hit, will go for the Thunder Arrows if you're tough.)
-4800c in gemstones as the gang stash. Located in a disorganized pile in a tent; guard is asleep.

[4] Mothcake Gang
Stat Changes: +2 to saving throws against spells, +1 to morale, carry one Mothcake ration each.

These reclusive mystics live in the forest and engage in violent banditry less then the other gangs. They prefer to leave their victims alive, or just steal from them when they're asleep. They're mystics who worship the spiritual presence deep in the woods, and they build paper lanterns to guide the moths to their ritual circles. They follow the cycles of life and death and do not wish to kill people unnecessarily until they understand the cycle better.

There is a 1 in 12 chance each day is a ritual day. During a ritual day, the bandits you encounter will be wearing masks. There will also be four extra bandits present at their hideout, each carrying a 1d4 ritual dagger and the ability to stun a member of your party for 1 round if they slash their wrist and deal 1d4 damage to themselves.

They also eat Mothcake, which rumors at [15] suggest is made of moths and/or is poisonous. Neither is true, it is simply a well made dry sugar cake which, if eaten in specific circumstances, soothes the spirit and restores 1d2 Wisdom points if your Wisdom is damaged. Mothcake can also be left as offerings to spirits.

Cult Women (1 HD, +2 to hit, 1d4 ritual hammers, immune to fear, ropes)
Morale- N/A
Numbers- 1d4

These women have been brainwashed and are tied to the ritual house with long ropes. They attack any intruder and will never rout. If the ropes are cut, they will kill themselves. They can revert from brainwashing if restrained and given psychiatric care by a 6th level Sage.

Hideout: Located at the coldest part of the woods; a higher elevation camp near the treeline. The camp is made of several semi-permanent tents and small huts. They lead moths down a small stone path along a creek to a ritual house which is a one room structure- the path takes one exploration turn to walk. The ritual house is considered a part of the Hideout, and is where the leader is least defended but only on a ritual day.

The Hideout contains:
-1d4 letters of people who want to escape the cult and return home to their families (could be used to blackmail individual bandits in this gang)
-Seven curved black blades- count as 1d4 spiritual daggers, can be used as magic weapons or holy symbol, but lose their power permanently if cutting the flesh of any living thing without its consent. Hung on hooks, unguarded, in the ritual house. (400c each- leader and ritual leaders carry one each; there will only be two left on ritual day)
-15 rations of Mothcake; either finished, stale, or as raw ingredients ready to cook
-Puzzle Box. 1 in 4 chance of containing a 1 HD ghost already inside. (50c- catches ghosts on successful turn undead roll if empty)
-2d6 Stationed Guards
-1d4 Cult Women guarding the Ritual House
-Leader (stats as 4th level Magician, has +3 to hit with weapons, casts extra spell by cutting his wrist and dealing 1d4 damage to himself)
-500c worth of personal cuts of the loot, located in the various tents of different gang individuals (will take two exploration turns to gather up)
-10,000c guild stash (two heavy wooden boxes of gold bullion & precious gemstones buried under floorboards in the leader's hut.)

[5] Stonecrack Rebels
Stat Changes: +2 Hit Points, +1 AC, all members are dwarves, use axes and crossbows

This is a gang of dwarves split off from a larger political movement from a nearby mountain home. Dwarves are extremely unlikely to split their societies due to tradition, so usually this is caused by a misunderstanding or direct decree of a Dwarvish God. This “rebellion” is very small as a result, only a few dwarves willing to split.

As Dwarves, they get -1 reaction checks to parties with Elves, +1 to parties with Dwarves, and are absolutely terrible at climbing. They wear heavier armor then most bandits and are a bit tougher.

Hideout: Underground, built under a sliding stone door hidden in a copse of trees. It's a small dungeon, built by the dwarves to act as their fortress and hideout. Only one way in and out, with multiple breathing holes and long food stores to withstand a siege for months.

The Hideout contains:
-One set of stolen Dwarf Full Plate (AC 18, can only be worn by dwarves, no stealth, requires oil for each day of use and maintenance of a trained smith to keep the joints working, worth 8,000c)
-Two traps (slamming walls deal 2d8, 1d6+1 blade trap over a treasure)
-Secret door leads to closet. Within is barrel of Dwarven Fireale (500c)
-Master Mason & Ironworking Tools (350c)
-20 Steel Ingots, 1 load each (120c)
-4d6 Dwarven Defenders (stats as bandits, no crossbows)
-Leader (stats as 5th level Dwarf or Fighter. If he knows a fight is coming, he wears the Dwarf Full Plate, else wears chain (AC 16))
-4000c coin stash (defended by trapped stone box, sprays poison gas, save or take 2d6 damage)

[6] Men of Six Irons
Stat Changes: +1 AC from heavier armor, they wear helmets with ear muffs built in (easier to surprise; add +1 to stealth rolls against them), patrols have a 50% chance to have a Cannon Crew with them.)

This gang has learned some secrets of alchemy and metalwork; and has purchased and stolen some items to create their own small arsenal of big guns. These cannons are powerful devices that deal 1d12 damage and can harm large creatures or those with magical shields; the cannon balls punch right through. They will also load the cannon with shrapnel to deal 1d6 damage to everyone in a cone in front of the cannon. Their gunsmiths and gun crews are quite accurate. They only have six cannons; if you manage to find or destroy all six, this bandit gang will disband.

Gunner (2 HD, +3 AC from armor, +1 to hit, +3 to hit with cannon, 1d12 cannon, 1d6 sword backup, reload speed)
Morale- 9 (one less then standard)
Numbers- 1 Gunner, Two Supports

The Gun Crew is made up of a Gunner, who has the majority of the stats, and two supports help load the charges and clean the barrel, as well as wheel and aim the device, where as the Gunner does the main aiming and shooting. The Gunner can only fire once every other round, but is a good shot with his gun.

Hideout: Located on a boat in a lake. The boat is hidden behind a few small islands and huge banks of reeds. The boat is about the size of a large houseboat, and is nearly impossible to assail unless you swam underwater or somehow got a boat into this land locked lake.

The Hideout contains:
-1d4 Cannons (sold for scrap at cities for 50c, sold on black market with instructions of use for 700c each.) Each Cannon has load of 5 and can only be lugged around if its wheels aren't broken.
-40 powder charges
-20 cannon balls
-Bag of Alchemical Salts (500c)
-Ivory Pirate Pipe (100c)
-1d6 crewmen Bandits
-Leader (Stats as 3rd level Fighter), aims a cannon with a +6 to hit and fires at incoming boats without warning or ceasefire.
-4500c in gold bullion, in the cargo hold under 24/7 guard supervision (stats as 2 Bandits)

[7] Rhial's Band
Stat Changes: +2 Morale, 1 in every 6 members is a horse man, horse men use lances and have 2 HD and +2 to hit and charge into battle.

This group of heavily dedicated militants and bandits have all left their old lives for the sake of honor and power. Leader is very motivated and wants to conquer the whole valley and become its new King. Promises land and riches to his followers, hence they are very dedicated.

Rhial's band are very conscious of their illegitimacy when it comes to politics. They will avoid attacking anyone who carries a mark of an empire or kingdom, and anyone who seems to be a lord will be treated with the usual custom, even by these lowly bandits.

Hideout: Ancient abandoned village by a river. Could be grown into a proper town if families moved here. They keep fires and equipment inside so it looks abandoned and unimportant from the river and approaching path.

The Hideout contains:
-Two Flasks of Liquid Silver (200c each)- Pour on a weapon to make it count as Silver to hurt werewolves. Can also place on dishes, coins, etc. to make them look silver. Lasts 3 turns.
-Medallion of Jylian (900c) This magic medallion is almost a foot across and made of a greenish metal. When it is knocked against wood, it reverberates and the medallion gives off the sound of a battle being fought. The medallion is held in a metal box on a stone floor so it doesn't accidentally touch wood and make a tremendous and annoying noise.
-2d6 Bandit Guards
-1d8 Honor Guard (all horse men, wearing barding armor acts as chain or AC 16, +1 morale from being experienced and loyal)
-Leader Rihal (Stat as 6th level Fighter, horse man with +1d6 hit points)
-Box of Spices (400c), will be used only to make dinner for noble guests to improve standing
-5000c in Heirlooms from a distant dynasty, of which Rihal is the last surviving heir. Made up of golden horse-head shaped buckles and the like.

[8] Circle of Cultivators
Stat Changes: +1 to damage, +2 to Hit Points, all users fight with staves or nunchucks (1d4), 1 in every 6 members knows a Blade Art.

The Circle is a group of athletes and holy men who have gone down a dark path. They train their bodies and value strength and bodily growth over the spiritual. They mostly fight with wooden poles and are unlikely to kill except those who are known to have killed their members in the past.

All members of the Circle are extremely talented athletes, and are considered to have a +1 in Strength, Dexterity, Constitution, or Wisdom. This is determined randomly for each user, but only applies if it matters; not for combat stats which are more determined by their powerful techniques.

Hideout: Small Dojo/Teahouse built into the side of a mountain. It has a false back wall that leads to a shallow cave system which hides their more sinister side. Within, the adherents sculpt their minds and bodies and constant training and simple diets.

The Hideout contains:
-Four silver-tipped warstaves (d4+1 damage, counts as magic for hitting ghosts, long reach)
-Bright Yellow Body Paint (50c)- Used to instill life energy within a person. They're almost out of it, and rarely train with it. Rubbing it on yourself while performing intense training grants a 1 in 6 chance to increase an ability score by +1
-Spirit Trap (Save or take 1 level of drain if you pull a sealing paper slip off a box; meant to keep out a negative spirit that stunts growth)
-5d6 Meditating Bandits (can be sneaked past easily, in various states of awareness)
-Leader (6th level Fighter/Monk, knows a powerful blade art that makes him a fearsome opponent)
-25,000c Temple Riches (The monks don't spend any more money then necessary, most of their treasure has just been piled up in a big hole)