Monster Overhaul Preview

Download as pdf or txt
Download as pdf or txt
You are on page 1of 18

Sa

m
pl
e
fil
e
1d20 Chapter pg. 1d20 Popular Monsters HD (HP) pg.
1 People 8 1 Goblin 0 (2 HP) 44
2 Dungeon 40 2 Kobold 0 (3 HP) 75
3 Dragon 64 3 Skeleton 1 (4 HP) 61
4 Thinking Beasts 82 4 Orc 1 (6 HP) 59
5 Heraldic Beasts 98 5 Monstrous Vermin 2 (9 HP) 54
6 Primeval 110 6 Zombie 2 (9 HP) 173
7 Elemental 122 7 Wolf 3 (12 HP) 247
8 Divine 136 8 Giant Spider 4 (18 HP) 43
9 Dark and Malign 156 9 Ogre 4 (18 HP) 166
10 A Wizard Did It 174 10 Owlbear 5 (22 HP) 107

e
11 Spring 194 11 Bear 6 (27) 239
12 Summer 204 12 Minotaur 7 (32 HP) 91
13 Fall 216 13 Troll 7 (32 HP) 245
14 Winter 226 14 Vampire 8 (36 HP) 167

fil
15 Hostile Forests 236 15 Mind Eater 9 (41 HP) 190
16 Hot Plains 248 16 Tunnel Hulk 9 (41 HP) 214
17 Mysterious Mountains 258 17 Eye Tyrant 15 (69 HP) 183
18 Stormy Seas 268 18 Lich 15 (68 HP) 49
19 Strange Water 280 19 Froghemoth 16 (72 HP) 209
20 Science Fiction 294 20 Ancient Dragon 30 (135 HP) 67

Reaction Roll
2d6 Feral General e Grandiose Unusual
2 Frenzied Attack Immediate Hostility Ultimatum Annihilation
3-5 Puffs Up Cautious Aggression Denunciation Probing Attack
6-8 Alarm Calls Hesitation / Confusion Banter / Analysis Form Shift
9-11 Plays Dead Retreat Monologue Reverberating Tones
pl
12 Trust Signals Instant Friendship / Panic Proposal / Flattery Implosion / Explosion
Reasons For An Encounter
1d6 Bestial Intelligent Scheming Outsider
1 Hunger Extortion Preemptive Strike Meteoric Fall
2 Territorial Display Revenge Insult Delivery Violent Dissection
3 Habitat Loss Offer of Alliance Testing Prowess Unstable Portal
4 Startled Mistaken Identity Idle Curiosity Accidental Summons
m

5 In the Way Interrogation Deliberate Misdirection Assassin / Patrol


6 Plea for Assistance Overconfidence Swirling Madness Omen / Warning
1d6 Situation Impediment Twist Formation
1 Ambush Badly Wounded / Dying Reinforcements Column / Line
2 Pursuit / Flight Blind / Limping Disguised / Misidentified Pincer
3 Cautious Circling Entangled Watched From Afar Wedge
Sa

4 Separated Group Hopelessly Lost Betrayal / Schism Echelon


5 Standoff Drunk / Addled Clear Hierarchy Scattered Fireteams
6 General Brawl Compelled Weather / Terrain Shift Confused Mass
1d10 Where They Find You (Indoors) Where They Find You (Out Of Doors) Weather
1 Barn. Highly flammable. Muddy field. Sliding, stumbling. Soft dappled sunshine.
2 Cave mouth. Damp, treacherous. Road, blocked by an uprooted tree. Grey, flat, low clouds.
3 Scaffolding. Rickety platform layers. Cliff edge. Deceptive grass, updraft. Persistent drizzle.
4 Ladder. Splintered rungs. Bridge. Thundering torrent. Blazing noon heat.
5 Interrupted feast. Turnspit, hearth. Hilltop ruin. Pillars, mossy slabs. Thick, heavy fog.
6 Forge. Hammers, sparks, coals. Nest. Tangle of twigs and clay. Thumping waves of rain.
7 Arena. Tiered seats, flags, sand. Crowd. Carts, barrels, stands, shoving. Cold, sharp breeze.
8 Temple. Suspended bell, ropes. Stream. Reeds, slippery stones. Dark boiling clouds.
9 Mine. Rails, columns, hidden pits. Courtyard. Gates, towers, windows. Crunching sleet.
10 Throne room. Braziers, drapes, stairs. Overgrown statue. Outstretched limbs. Lightning fans and darts.
1d8 Element Vice Virtue 1d20 Chapter pg.
1 Acid Envy Courage 1 People 8
2 Air Gluttony Diligence 2 Dungeon 40
3 Fire Greed Humility 3 Dragon 64
4 Ice Hatred Justice 4 Thinking Beasts 82
5 Lightning Lust Kindness 5 Heraldic Beasts 98
6 Stone Pride Patience 6 Primeval 110
7 Void (Sonic) Sloth Prudence 7 Elemental 122
8 Water Wrath Temperance 8 Divine 136
9 Dark and Malign 156
1d10 Local Attitude Valued For Its… 10 A Wizard Did It 174

e
1 Weary indifference. Meat. 11 Spring 194
2 Partial domestication. Milk / blood / fluids. 12 Summer 204
3 Impotent loathing. Eggs / offspring. 13 Fall 216
4 Sincere worship. Horns / teeth. 14 Winter 226

fil
5 Dismissed as a myth. Deadly reputation. 15 Hostile Forests 236
6 Pampered symbol. Hide / scales / hair. 16 Hot Plains 248
7 Unlucky or ill-fated. Song / noises. 17 Mysterious Mountains 258
8 Hunted for sport. Pleasing shape. 18 Stormy Seas 268
9 Cause for debate. Alleged wisdom. 19 Strange Water 280
10 Ruthlessly abominated. Curious strength. 20 Science Fiction 294

1d6 Unique Feature Texture 1d6 Horrible Aesthetic Enigmatic Variant


1 Thick scar. Dazzling stripes.
e 1 Skinless, bleeding. Crown of branches.
2 Pale / shaded / tinted. Translucent. 2 Lubricous sludge. Opalescent spirals.
3 Burning eyes. Mottled camouflage. 3 Surgically fused. Benevolent clay mask.
4 Phosphorescent dots. Vivid warning bands. 4 Gloaming nightmare. Double limbs.
5 Golden armour plates. Countershaded. 5 Sleek mockery. Rainbow patches.
pl
6 Legendary size / age. Greasy, shaggy. 6 Eternally rotting. Lightless flames.

1d20 Generic Creature Upgrades


1 Dire / Elite. +2 HD (+9 HP). Slightly more cunning.
2 Winged. Fly normal. If already flying, double number of wings and fly speed.
3 Two-Headed. Gain an additional bite attack. Immune to mind-altering effects.
4 Venemous. Bite attack deals +1d6 poison damage.
m

5 Regenerating. Regenerates 3 HP per round. Acid, fire, or very strong magic prevents regeneration.
Elemental. Immune to [element] damage. Once per day, can breathe a 40cone of [element]. 2d6 damage,
6
Save for half.
Armoured. Increase armour by one level (none, leather, chain, plate, plate+shield). If armour is already
7
plate+shield, reduce all incoming non-magical damage by 2.
8 Fizzing. Adjacent creatures take 1d4 [element] damage at the start of each round.
Vampiric. Bite attack heals the creature for damage dealt. If it doesn’t have a bite attack, it gains one,
9
Sa

dealing 1d6 damage.


10 Aquatic. Swim normal. If already swimming, streamline, double swim speed.
11 Tunneling. Burrow normal. Claw attacks deal +1 damage.
12 Stone Construct. Immune to slashing and piercing damage and mind-altering effects.
13 Undead. Halve movement speed. Morale 12. Reduce all incoming damage by 1.
Ghost. Immune to non-magical damage, cold, lightning, and mind-altering effects. Can pass through solid
14
objects. Melee attacks deal cold damage and ignore armour.
15 Phasing. If dealt more than HD damage in a single hit, teleports up to 30' in any direction.
Shapeshifting. Can spend 3 rounds transforming into the form of a creature of equal or lower HD (see pp.
16
313-318). Gains all the stats, attacks, and abilities of its new form. HD and current HP remain the same.
17 Parasitized. When killed, 1d6 rounds later, a creature of lower HD (see HD(NA) pp. 313-318) bursts out.
18 Celestial. If uninjured, other creatures must Save to attack. Casts light as a torch.
19 Infernal. Immune to fire and cold damage. Attacks deal +1 fire damage.
Prodigy. +1 HD (+4 HP). Vastly more intelligent. Highly conversational, fluent in most languages, full of
20
guile and secrets. Has several backup plans in place.
Published 2023
The Monster Overhaul
Written by Skerples ◊ coinsandscrolls.blogspot.com
Editing and Layout by Dai Shugars ◊ daishugars.com
Feedback and Commentary by Dan D. and Arnold Kemp.
Epigram advice by Joseph Manola and David Tuchman.

INTERIOR ART
1: People & 4: Thinking Beasts 12: Summer & 19: Strange Water

e
Lucas Roussel ◊ artstation.com/volgoutlh Naf ◊ twitter.com/y_naf
2: Dungeon & 10: A Wizard Did It 13: Fall & 17: Mysterious Mountains
Robin Carpenter ◊ twitter.com/Robinobandito Luka Rejec ◊ lukarejec.com
3: Dragon & 5: Heraldic Beasts 14: Winter

fil
Iguanamouth ◊ iguanamouth.tumblr.com Erin Kubo ◊ erinkubo.com
6: Primeval & 16: Hot Plains 18: Stormy Seas
Logan Stahl ◊ lil-tachyon.tumblr.com Conor Nolan ◊ conornolan.com
7: Elemental & 11: Spring 20: Sci-Fi
Ash Rudoph ◊ ashrudolph.carrd.co Frenden ◊ frenden.tumblr.com
8: Divine & 15: Hostile Forests Generic Insect Hive & Generic Whale Maps
Nadhir Nor ◊ nadhirnor.com Scott Wegener ◊ twitter.com/scott_wegna
9: Dark and Malign
Crim_Reaper ◊ instagram.com/crim.reaper
e
ADDITIONAL THANKS TO
All Other Maps
Dyson Logos ◊ dysonlogos.blog
pl
A Book of Creatures ◊ abookofcreatures.com
Anne Hunter ◊ diyanddragons.blogspot.com
Arnold Kemp ◊ goblinpunch.blogspot.com
Barnaby Walters ◊ waterpigs.co.uk
Bogleech ◊ bogleech.com
Chris McDowall ◊ bastionland.com
Dan D. ◊ throneofsalt.blogspot.com
m

Daniel Dean ◊ basicredrpg.blogspot.com


David Tuchman ◊ omgwtfbible.com
Gavin Norman ◊ necroticgnome.com
Gus L. ◊ alldeadgenerations.blogspot.com
Jack Guignol ◊ talesofthegrotesqueanddungeonesque.blogspot.com
Janelle Shane ◊ aiweirdness.com
Joseph Manola ◊ udan-adan.blogspot.com
Sa

Keith Hann ◊ osrsimulacrum.blogspot.com


Michael Mornard ◊ wmusswtwbf.wordpress.com
Patrick Stuart ◊ falsemachine.blogspot.com
Richard G. ◊ lurkerablog.wordpress.com
Scrap Princess ◊ monstermanualsewnfrompants.blogspot.com
Zachary Cox ◊ soulmuppet.co.uk

The following creatures were adapted with permission from their original creators. Chaos Frog, Droggin, &
Sandwalker were created by Arnold Kemp. Tortoise Tsar was created by Daniel Dean and Arnold Kemp.
Many other creatures in this book owe some touch, detail, or twist to one of Arnold’s articles. This book would not
exist without his inspirational work and useful feedback.
The Generic Locations in this book would also not exist without Dyson Logos’ library of maps.
Thank you to all the playtesters, proofreaders, and supporters.
Thank you to the Patrons for your support.
Keep on being weird.
Table of Contents
INTRODUCTION
MECHANICAL JARGON 2 RANDOM ENCOUNTERS 5

e
MONSTER STATISTICS 3 TACTICS 6
EFFECTS 4 WHAT IS A MONSTER? 7

fil
THE MONSTER OVERHAUL
1: PEOPLE 8 11: SPRING 194
2: DUNGEON 40 12: SUMMER 204
3: DRAGONS e64 13: FALL 216
4: THINKING BEASTS 82 14: WINTER 226
5: HERALDIC BEASTS 98 15: HOSTILE FORESTS 236
pl
6: PRIMEVAL 110 16: HOT PLAINS 248
7: ELEMENTAL 122 17: MYSTERIOUS MOUNTAINS 258
8: DIVINE 136 18: STORMY SEAS 268
9: DARK AND MALIGN 156 19: STRANGE WATER 280
m

10: A WIZARD DID IT 174 20: SCIENCE FICTION 294

INDEXES
Sa

HEIGHT CHART 310 INDEX OF 319


MONSTER UTILITY
CELESTIAL INDEX OF
BENEVOLENT KNOWLEDGE 311 GENERIC MEGADUNGEON 321
HD(NA) CHART 312 ALPHABETICAL INDEX
OF ALL MONSTERS 323
Table of Contents
1 People pg. 5 Heraldic Beasts pg. 9 Dark and Malign pg.
1 Adventurer 12 1 Basilisk 101 1 Ghost 159
2 Barbarian 17 2 Catoblepas 102 2 Ghoul 161
3 Cultist 19 3 Chimera 103 3 Necromancer 163
4 Knight 21 4 Cockatrice 104 4 Night Hag 164

e
5 Mercenary 24 5 Griffon 105 5 Nightmare Beast 165
6 Merchant 27 6 Hydra 106 6 Ogre 166
7 Pilgrim 29 7 Owlbear 107 7 Vampire 167
8 Peasant 30 8 Questing Beast 108 8 Werewolf 171
9 Townsfolk 33 9 Strong Toad 108 9 Wight 172

fil
10 Wizard 35 10 Wurm 109 10 Zombie 173
2 Dungeon 6 Primeval 10 A Wizard Did It
1 Giant Spider 43 1 Flying Lizard 113 1 Anguileth 177
2 Goblin 44 2 Herd Lizard 113 2 Animated Item 179
3 Lich 49 3 Swift Lizard 114 3 Elsewhere Creature 180
4 Mimic 53 4 Thunder Lizard 114 4 Eye Tyrant 183
5 Monstrous Vermin 54 5 Tyrant Lizard 115 5 Golem 187
6 Mummy 54 6 Cave Person
e 117 6 Homunculus 189
7 Myconid 55 7 Colossal Ape 118 7 Mind Eater 190
8 Ooze 57 8 Ground Sloth 119 8 Mutant 191
9 Orc 59 9 Predatory Plant 119 9 Rust Monster 192
10 Skeleton 61 10 Troglodyte 120 10 Shivered Beast 193
pl
3 Dragon 7 Elemental 11 Spring
1 Ancient Dragon 67 1 Elemental 125 1 Centaur 197
2 Dracospawn 71 2 Elemental Spirit 127 2 Druid 198
3 Drake 72 3 Elemental Tyrant 128 3 Flower Nymph 199
4 Droggin 73 4 Firebat 129 4 Hatchthing 200
5 Ethereal Dragon 74 5 Gargoyle 129 5 Hateful Goose 200
6 Kobold 75 6 Grue 130 6 Raincloud 201
m

7 Pseudodragon 78 7 Living Gem 130 7 Satyr 201


8 Wyvern 78 8 Sandwalker 131 8 Shambler 202
9 Young Dragon 79 9 Spitling 131 9 Sigbin 202
10 Zombie Dragon 81 10 Will-o’-the-Wisp 132 10 Wicker Walker 203
4 Thinking Beasts 8 Divine 12 Summer
1 Harpy 85 1 Angel 139 1 Chaos Frog 207
2 Kappa 86 2 Beast of Creation 143 2 Firebird 209
Sa

3 Lamassu 87 3 Cherub 145 3 Froghemoth 209


4 Lamia 88 4 Demigod 146 4 Mandrake 210
5 Manticore 89 5 Devil 149 5 Pyromancer 211
6 Medusa 90 6 Dybuk 152 6 Raijū 212
7 Minotaur 91 7 Hell Hound 152 7 Skeeter 212
8 Naga 93 8 Imp 153 8 Sun Dog 213
9 Peryton 94 9 Scapegoat 153 9 Thriae 213
10 Sphinx 95 10 Visionary 154 10 Tunnel Hulk 214
Table of Contents
13 Fall pg. 17 Mysterious Mountains pg. Generic pg.
1 Dark Fair 219 1 Alicanto 261 Village 11
2 Dullahan 220 2 Alpine Spectre 261 Inn 11
3 Harvest Avatar 221 3 Ape 262 World Map 16
4 Iron Fulmination 222 4 Couatl 262 Cult Lair 20

e
5 Leafling 222 5 Giant 263 Castle 23
6 Murderous Crows 223 6 Noble Giant 264 Wizard Tower 39
7 Polevik 223 7 Kirin 265 Lich Lair 52
8 Scarecrow 224 8 Panther 266 Hoard 70
9 Shofar Ram 224 9 Roperite 266 Dragon Lair 77

fil
10 Tempest Hag 225 10 Telluric Goat 267 Labyrinth 92
14 Winter 18 Stormy Seas Temple Ruin 121
1 Biscuit Golem 229 1 Giant Crab 271 Cave 121
2 Blizzard Eel 230 2 Kraken 271 Hollow Peak 126
3 Grey Horse 230 3 Merfolk 272 Cosmology 142
4 Ice Hag 231 4 Pirate 273 Haunted House 162
5 Kamaitachi 232 5 Remora 275 Gothic Manor 170
6 Nuckelavee 232 6 Sea Serpent
e 275 Grotto 178
7 Remorhaz 233 7 Sea Hag 276 Laboratory 182
8 Snow Fungus 233 8 Seal 277 Eye Tyrant Lair 186
9 Snow Golem 234 9 Shark 277 Swamp 215
10 Tortoise Tsar 235 10 Whale 278 Troll Pit 246
pl
15 Hostile Forests 19 Strange Water Insect Hive 254
1 Bear 239 1 Abyssal Fish 283 Shipwreck 279
2 Boar 240 2 Ancient Arthropod 285 Whale Guts 279
3 Dryad 240 3 Leech of Paradise 287 Sea Depth Chart 284
4 Fairy 241 4 Mantis Shrimp 287 Arthropod 286
5 Giant Snake 243 5 Marine Worm 288 Life Cycle 293
6 Tiger 243 6 Predatory Snail 289 Space Wreck 306
m

7 Treant 244 7 Rotifer 290 Control Panel 307


8 Troll 245 8 Sea Slug 290 Vault 308
9 Unicorn 247 9 Sea Star 291 Megadungeon 321
10 Wolf 247 10 Tardigrade 292
16 Hot Plains 20 Sci-Fi Useful Sidebars pg.
1 Baboon 251 1 Alien Invader 297 Adventurer - Drive A Rivalry 12
2 Crocodile 251 2 Alien Vistor 297 Mimic - Paranoid Paralysis 53
Sa

3 Elephant 252 3 Alpha Mind 298 Orc - The Problem of Evil 60


4 Flightless Bird 252 4 Colossal Insect 299 Sphinx - Riddle Me This 95
5 Hive Insect 253 5 Doppelganger 299 Visionary - True Prophecies 154
6 Hippopotamus 255 6 Robot Hound 300 Ghoul - Paralysis Alternatives 161
7 Hyena 255 7 Robot Servant 301 Dark Fair - Temptation 219
8 Jinnī 256 8 Robot Titan 303 Bear - Just Use Bears 239
9 Lion 257 9 Perfect Predator 305 Jinnī - Cursed Wishes 256
10 Rhinoceros 257 10 Veggie-Mite 309 Giant - Giant Scale 263
Introduction
READ THIS FIRST WRITE IN THIS BOOK
I know that there is a strong temptation to skip ahead This book is designed to be used. Write in the margins.
to the monsters and illustrations, but if you spend a Edit abilities, circle names, and summarize infamous
few minutes reading this section, the rest of the book encounters for future reference. Add page markers
will make a lot more sense. and sticky notes. If you want a pretty object to put on

e
your shelf, buy a second copy.
PURPOSE
This book is designed for at-table utility. Monsters RANDOM TABLES
are presented alongside useful tools. Background Rolling on any table is not mandatory. Pick a result,

fil
information is minimal, optional, or entirely absent. adjust a rolled result, or make something up. Tables
are a convenient way to densely pack information.
The 200+ monsters in this book are designed to be
thematically and mechanically unique. The entries To save time, a GM can ask a player to roll dice and
are a mix of classic staples and new creatures, read out the result while the GM is reading other
designed to cover as much ground as possible. information or turning pages.
In the middle of a game, a GM doesn’t need to In some tables, results are listed from least weird to
be told that Bears live in caves or that Ghosts haunt most weird. You can roll on a d10 table using a d4,
graveyards. They know that. What they need are a d6, or a d8 to exclude some results.
interesting prompts or things that are difficult to e Tables are placed where I feel they are most useful,
invent under pressure; names, details, motivations, but that doesn’t mean they cannot be used elsewhere.
secrets, riddles, maps, etc.
The “Generic” label applied to tables and locations MONSTER MENU-ALL
is faintly ironic (just like the ludicrous ambition of the Some creatures have a Menu listed. Eating monsters
pl
Alphabetical Index of All Monsters). They are generic to gain strange powers is a time-honoured tradition.
enough to give an enterprising GM themes on which It is not necessarily wise or even survivable.
to improvise, and interesting enough to help an
exhausted GM. •A rat-sized creature provides a meal for 1 person.
•A human-sized creature provides meals for 30 people.
Treat The Monster Overhaul as a toolkit. Some tools •A cow-sized creature provides meals for 300 people.
are generally useful, some tools are specialized,
and some are obscure. This book is not designed In doubt, a creature provides meals equal to its HD×20.
m

to tell you what to think. This book is designed to


give you space to think. BALANCE
The random encounters in this book are not designed
FORMAT to produce a series of “fair” mechanically challenging
The Monster Overhaul is divided into 20 chapters of fights. Balance requires assumptions about system,
10 monsters. To pick an entry at random, roll 1d20 playstyle, group numbers, and PC abilities that this
book cannot feasibly support.
Sa

for the chapter number and 1d10 for the creature.


The first two pages of each chapter are devoted to In a game where both the monsters and PCs have
random encounter tables and other useful tools. goals, balanced encounters are meaningless. Faced
Wherever possible, cross-reference page numbers with a stronger foe, the weaker side can (and probably
are provided. should) run, negotiate, bribe, bluff, seek common
Chapters are designed to be combined to create ground, surrender, or, if all else fails, fight.
settings. Want to run a Gothic horror game? If players are used to game styles where balanced
Mix chapters 1, 9, 13, and occasionally 8. combat is the goal (and not merely means to an end),
A lost world wilderness? 6, 16, and possibly 20 the GM may want to gently directly remind them that
buried in a mountainside. options other than fighting exist.
To rapidly locate any monster by name, see the
Alphabetical Index of All Monsters (pg. 323).

1
Mechanical Jargon
GM stands for Game Master, the person who runs the ROLLING DICE
game, knows some of the rules, and can make up the
rest as needed. Dice rolls are listed as “d#”. If you need to roll 1 six-
sided die, that’s d6. If you need to roll 3 ten-sided
PC stands for Player Character, an imaginary person dice and add the results together, that’s 3d10. If you
run by a player (and usually run into danger). need to roll 1 eight-sided die and add +2 to the result,

e
NPC stands for Non-Player Character, an imaginary that’s 1d8+2.
person run by the GM.
In some systems, a Critical Hit is a result of 20 on a
XP stands for Experience Points, the traditional d20 used in an attack roll. A Critical Failure is a
measure of a character’s progress. XP milestones result of 1 on a d20.

fil
are called levels.
In the text, People or Person refers to a creature DISTANCES AND AREAS
that is intelligent enough to wear clothes and pay Assume one human-sized combatant occupies
(or avoid) taxes. Goblins are borderline; snails definitely one 5' square.
do not qualify. The terms Monster and Creature are
used interchangeably. If a line does not have a width specified, assume
it is a beam or ray, and only strikes targets directly
Living creatures are biologically active. Stone golems, along its path.
zombies, ghosts are not living creatures.
e For RPG purposes, a cone’s width at any given
Magical damage includes damage from spells, length is equal to the distance from its point of origin.
enchanted weapons, or sufficiently magical creatures. A 50' cone is 50' wide at its widest point, and 30'
Elemental damage may also count as magical. wide 30' away from its point of origin.
Some effects specify a Target. This refers to a specific Some effects specify volume in 10' cubes. This is
pl
creature, object, or point the creature creating the a visualization and mapping aid, not a literal
effect can see (or sense), unless otherwise noted. description of cube-shaped blocks of fog or poison
Some effects may call for a Save. The exact gas. It’s not poetic or evocative, but it does help
mechanics will vary based on the system in use. adjudicate odd situations.
Enough information should be provided for a GM to Most of the time, precise measurements, areas,
make a judgement call. Only roll a Save if it makes and distances aren’t relevant. Grids and maps can
sense; a PC cannot possibly Save to dodge if there is be helpful, but players often only need to know
m

no room to dodge. relational information. Can I attack the creature?


Effects or abilities may refer to a PC’s Stats, Can it see me? Can it hit both of us at once? If it
numerical values which a system assigns to facets of breathes fire, is there space to dodge?
a character. This book references the classic list of
Strength, Dexterity, Constitution, Intelligence,
Wisdom, and Charisma, though results should be
easily adaptable to any number of systems.
Sa

A Round is one cycle of action in combat, lasting


approximately six seconds. Once every participant
has acted on their Turn, a round is over and a new
round begins.

2
Monster Statistics
The rules in this book are guidelines, written down Morale is a number from 2 to 12 that represents
to save the GM the trouble of inventing them on the a creature or group’s willingness to continue an
spot. An overly literal or combative reading of numbers unfavourable fight. Morale values can supplement,
and abilities misses the point of this book. but cannot replace, a GM’s judgement and sense
of a creature’s goals.
Values are calibrated towards old-school principles,

e
where a goblin with a knife remains a threat even at Roll 2d6 and compare it to a creature’s Morale
higher levels and 9d6 damage is a worrying figure. score after:
For systems with a higher power curve, use the •A side’s first death in combat.
numbers from that system’s book of monsters, •Half of the monsters are incapacitated.
supplemented by details, names, and abilities

fil
•A spectacular event or shift in circumstance.
from this book.
If the result is equal to or under the creature’s Morale
Rules text is printed with a line to the left. Additional value, it continues to fight. If it is over the creature’s
less critical information is listed after the rules text. Morale value, it will flee, surrender, negotiate, or
# Appearing is broad suggestion of how many otherwise seek to end the fight.
creatures might be expected to turn up at once. A creature with a Morale value of 12 will fight with
HD stands for Hit Dice, the number of d8s that are near-mindless intensity. A creature with Morale of 2
rolled and summed to determine a creature’s HP. will flee combat at the first opportunity.
HD are often roughly equivalent to a creature’s Damage is the type or types of attacks a creature
danger level in combat.
HP stands for Hit Points, an abstract combination
of physical health and ability to avoid damage. For
convenience, HD values in this book are followed by
e makes, and how much HP a target loses on a
successful hit. The type of attack (claw, bite, sword,
etc.) gives the GM range, damage type, and
descriptive information. Non-lethal damage reduces
pl
an average HP value (usually HD multiplied by 4.5). HP but cannot kill a creature.
Appearance, Voice, Wants, Morality, and Intelligence Multiple attacks are separated by a slash. “1d6 claw
are descriptive categories. If a creature has unusual / 1d6 claw” means the creature makes two claw
modes of perception, they are usually listed here. attacks each round, with each attack dealing 1d6
damage on a successful hit.
Armour is given as None, Leather, Chain, Plate,
or Plate+Shield. Damage reduction and immunites Special abilities, unusual effects, and other notes
m

are typically listed here. are included below the main monster statistics.
In some cases, it’s not stated if a special ability
The table below is provided for reference purposes
can be used instead of attacking or in addition
only. If you don’t understand the values or abbreviations,
to attacking. The GM should use their judgement.
don’t worry. Any GM running a system will have a fairly
good idea of what “armour as leather” means in that
system, and when to adjust a creature’s armour.
NOT INCLUDED IN THIS BOOK
Monsters do not have skills listed. These rules are a
AC AC AC AC
Sa

Armour framework and a set of prompts; they should not feel


(V. Old) (Old) (Adv.) (Ascending)
restrictive or exhaustive. The GM can safely assume a
None 1 9 10 10
monster is an expert in their domain. Rolling to find
Leather 2 7 8 12 out how well a Bear catches salmon or a Lich distills
Chain 5 5 4 14 potions seems irrelevant. The GM should also add
Plate 7 3 2 18 appropriate minor effects or thematic details. An
Plate+Shield 8 2 0 20 Angel’s presence evaporates illusions. A Hag can
Move is how quickly a creatures moves, and by what speak with toads. Dryads are disgusted by names.
methods. “Move normal” is “move as fast as a
person,” “Climb 2x normal” is “climb twice as fast as TREASURE
a person,” etc. The values are provided to aid GMs in Monsters have a treasure listed in gp (gold pieces).
chases and pursuits. Values should be comparable to the average treasure
Creatures can employ alternative movement modes types for old-school games, but may be biased low.
if it makes sense (people can swim, birds can hop), For calibration purposes, a decent meal cost 1gp,
but rarely effectively or for any length of time. new sword costs 10gp, and a good horse costs 75gp.

3
Effects
The most common status effects are listed below. LEVEL DRAIN AND XP DEBT
System-specific definitions take precedence.
Some monsters traditionally remove levels of
•Immobilized: Cannot move. Automatically hit. experience from PCs. This powerful effect is a
•Insubstantial: Cannot affect the world or be nightmare from a bookkeeping perspective, and is
affected by it. Can move through solid objects. more frustrating than terrifying.

e
•Paralyzed: Cannot move or speak. Automatically hit. In this book, these creatures instead inflict XP debt,
increasing the amount of XP needed to reach the PC’s
•Prone: Can either crawl or spend an entire round next level. Instead of draining a PC’s current abilities,
standing up. Automatically hit by melee attacks. they drain hope and confidence.

fil
•Regenerates: Heal a set amount each round, up to XP debt is not insurmountable, but a PC saddled with
but not beyond the creature’s maximum HP. several levels of XP debt may consider a somber
•Stunned: Can either move or attack, but cannot do retirement instead of further adventures.
both. Automatically fail all Saves to dodge.
FEAR
DURATION AND DETAILS A GM is free to tell a player that their PC has died, lost
An effect with a random duration or hidden aspects a limb, become a Vampire, collapsed from fatigue, or
can be difficult for a GM to manage. remembered a detail about a rare herb, but telling a
e player that their PC is experiencing an emotional state
One option is to not tell the player. This is the fun
is something most GMs avoid. Supernatural spell-like
and confusing approach, but it can be frustrating
fear is permissible; regular emotional fear never
for players who feel tricked or misinformed.
occurs unless a player decides it occurs.
GM: “You develop an itchy green rash in the
This approach is both odd and limiting. The GM can,
pl
shape of a skull.”
with caution, suggest emotional effects.
Player: “Augh! I’m doomed! Retreat! Get me a
Telling a player, after a failed Save against fear, “Your
doctor! A priest! A really good lawyer!”
PC is afraid. What do they do?” leads to interesting
The other option is to tell the player. This is the results. PCs can often act like heroic automatons;
convenient and sensible approach. It reduces the fear reminds the player that their character is both
GM’s workload, but can break immersion and make mortal and imperfect.
some effects feel pointless.
m

Fear is especially useful for new players, who may not


GM: “You develop an itchy green rash in the realize that running away is a viable strategic option
shape of a skull. It is harmless and will fade and not an admission of failure.
in 1 hour.”
A GM should, as always, listen to appropriate counter-
Player: “Neat. Let’s continue exploring.” arguments. The player knows their PC best; there
Mixing both approaches is probably best. If a PC might be a perfectly logical reason why they wouldn’t
could know the approximate nature and duration feel fear under a given situation.
Sa

of an effect, or if secretly tracking the effect would


be too much trouble, the GM should tell the player. AGING
If the GM thinks interesting choices might result, Some monsters can age a creature, representing
they should reveal only visible information. folkloric life drain and general withering. This effect
cannot instantly turn an infant into an adult (unless
the GM says otherwise).

CHARM
Some effects specify that a creature treats another
creature “as a good friend” for a specified duration.
You’d lend a good friend money and try to avoid
harming them, but you might not help them embark
on a murderous rampage or remain friends after a
sudden betrayal.

4
Random Encounters
The first two pages of every chapter are devoted to THEORY
random encounter tables and other useful tools. The
first random encounter table, the “Cross-Reference” A game consisting entirely of randomly generated
table, lists ten monsters from other chapters that are locations, plots, and monsters will feel thin and
thematically related to monsters in the current meaningless. Random generation can supplement
chapter. On the next page, the first table lists the ten a GM’s plans, and provide a source of surprise and

e
monsters in the chapter, in alphabetical order. The wonder, but it cannot entirely replace planning.
second table lists a “Combined” encounter with two The most boring use of a random encounter is
or more monsters from the current chapter, with a resource depletion, ritualistically filling time between
weighted 2d6 column on the right-hand side for planned events. The PCs travel between a safe place

fil
added utility. The GM can read the first monster listed and an interesting destination. The GM rolls a few
as the weighted result (7 being the most common, 12 dice, consults a table, introduces 1d6 Wolves. The
the least). Wolves attack immediately and fight to the death. The
If the PCs are moving cautiously, they may receive an PCs, unless they make some truly appalling mistakes,
Omen before an encounter, giving them time to hide, do not risk death or even serious inconvenience. The
prepare an ambush, retreat, bluff, draw weapons, only interesting choice is whether to use limited spells
conceal weapons, or come up with a cunning plan. or abilities now, or save them for a later encounter.
If there is no later encounter, the choice is meaningless.
Omens and encounters should not be read verbatim. The game, or at least what the players consider the
They are prompts for an improvised and naturally e game, is paused for the duration.
integrated description. They should be ammended,
altered, or replaced on the fly. Alternatively, the GM rolls an Ancient Red Dragon,
who casually vaporizes the party and flies away
The “Where They Find You” tables list interesting without any interaction.
locations for an encounter or other details a GM can
pl
use to improve a scene. Encounters in a featureless BETTER USES
plain move along one axis: closer or further. Adding
extra dimensions (above or below, hidden or visible), Time vs. Stealth
impediments (a muddy stream, a ledge), or kinetic Random encounters can introduce time pressure.
elements (dangling ropes, swaying platforms) can Don’t tarry on the roads, and don’t spend too long
turn a simple encounter into an interesting and searching this dungeon vault, or the horrible things
memorable challenge. Make the environment an gathering in the darkness will spring and devour you.
m

active participant. Moving cautiously is slower, but gives the PCs a


chance to react to an encounter’s Omen. Moving
THE REACTION ROLL quickly means fewer encounters, and more chance
A GM should choose a monster’s reaction to fit the of both sides being surprised, but less control over
situation. If there is no clear choice, consider rolling what the PCs encounter and how they can react to it.
on the table below, or see the inside front cover.
Information
Sa

2d6 General Random encounters can convey details about a


2 Immediate Hostility setting that would be instantly forgotten
3-5 Cautious Aggression if presented via a GM monologue. What sort of world
6-8 Hesitation / Confusion is this? Who lives here? What do they do?
9-11 Retreat Reframing Current Events
12 Instant Friendship / Panic A random encounter can provide allies or unexpected
tools to solve other problems. If the PCs encounter
signs of a Medusa, they might return later to bargain
for the Medusa’s aid.
Players also like to speculate. “Could that Dragon be
the mastermind behind the caravan ambush?”
“Possibly,” says the GM, adding a note.

5
Tactics
A fair fight is a fight you’ve already lost. Predators MISINTERPRETED SIGNALS
don’t fight fair. Even if the prey knows it is being
hunted, the killing blow tends to be sudden; a To a goat, a human stands in a two-legged head-
snapped neck, a torn throat, a smashed skull. A long smashing fight posture, ready for a brawl at any
combat gives an opponent a chance to act. moment. Cats and owls wiggle their heads to lock
onto prey; stick insects wiggle to imitate a leaf blown

e
Large herbivores, who can afford missing a few meals by the wind; humans wiggle for joy. Exposed teeth and
and rarely need to sprint, are far more willing to throw eye contact can be signs of aggression, confusion, or
their full weight at a comparatively fragile threat. submission. Intuition may lead to disastrous results.
Most conventional creatures won’t attack humans
THE GLORY OF NATURE

fil
unless the creature is:
•Very Hungry. Humans are usually too much trouble Visit zoos. Watch unedited wildlife videos. Touch
to eat. They have sharp parts, fight in groups, and grass. Stare at the side of a fish. Flip over rocks. Dig
return to seek revenge. your fingers into the soil. Get a cheap microscope.
Practice describing the texture of the world. Not the
•Trapped or Startled. If escape doesn’t appear to be cartoon version, not the silhouette, not the narrative
an option, even the most placid creatures may turn constructed by a documentary crew.
and fight.
•Supremely Confident. From ignorance, experience, THE ACTION ECONOMY
or size, the creature is fairly certain it can eat that
strange pink wobbly thing and get away without
injury.
•Impaired. Anything that affects judgement: rabies,
pain, alcohol, age, etc.
e A group has a significant advantage over a lone
creature. Each round, the lone creature can do one
thing; its opponents can do many things and can
coordinate their actions. This imbalance in the action
economy can lead to brief and unsatisfying combat.
pl
Ways to manipulate the action economy include:
RIVALRY AND DISPLAY
•Multiple attacks. Most powerful creatures make two
Intraspecies fights to the death are relatively rare in or more attacks per round.
nature. The risk of permanent injury and a Pyrrhic
victory is too high. For most species, non-predatory •Overwhelming deadliness.
combat escalates as follows: •High HP, armour, or damage reduction to make
m

•Warning. Calls, marking territory. attacks less effective.

•Display. Roaring, posturing, circling. Try to convince •Movement and positioning. Require enemies to
the other side a fight will be dangerously expensive. constantly realign and adjust their plans. Evade
their attacks entirely.
•Brief combat. A few swats, a collision, a chase and
counter-chase. •Interrupt actions. Some creatures can break the
normal turn sequence to attack, or perform actions
•Focused combat. Until one side retreats.
Sa

in response to attacks.
SOCIAL CREATURES •Minions. Force enemies to split their attention.

Intelligent creatures with human-like minds can be •Additional pressures. A lit fuse. A ritual nearing
convinced to risk death in service of a higher purpose. completion. Rising water, falling ceilings, spreading
While an abstract cause might be enough to assemble flames, or imperiled hostages.
a military force, the only two motivations which •Conditional immunity. Cannot be harmed in
consistently matter in life-or-death situations are darkness, while the obelisks stand, or while the
shame and fear; shame of failing fellow combatants spellcaster in the background continues to cast.
or family (often the same people), and fear of what
might happen if they are not protected. GMs should feel free to tweak how some monsters
interact with the action economy.
Fighting is an excellent way to achieve some goals,
but it is not a universal solution.

6
What Is A Monster?
Mythology was not written for RPG purposes. TYPES OF MONSTERS
Creatures have always been created and adapted for
specific reasons, but until very recently those reasons Monsters of Warning
did not include, “What happens if some imaginary Goblins, Lamia, and other night terrors say “Don’t go
people in a collective story framework bolted to a out at night, child, or you’ll be eaten.” The Minotaur,
random number generator encounter this monster?” the Ghoul, and other unnatural creatures say “Don’t

e
break these taboos.” A surprising number of monsters
The entries in this book try to balance tradition,
say “Be polite.”
interest, utility at the table, and page space.
Mechanically similar creatures are lumped together. Monsters of Unease
Complex or contradictory tales are distilled to a clear What does this culture fear? What is it ashamed to

fil
and immediately accessible set of rules and prompts. desire? What defect in the world requires correction?
Some monsters are gendered by tradition, but this
can safely be ignored by a GM. Monsters of Explanation
What are those strange lights in the bog? Why are
No bestiary can contain an “authentic” version of a trees shredded by the wind? Why do drowned corpses
creature because no such version exists. Elephants look like that?
exist; anything humans have to say about elephants
is a pale and distorted reflection of reality, told at a Monsters of Translation
particular time for a particular reason. The version Many classic monsters are victims of enthusiastic
created during an RPG session is as authentic and as
e translation. An obscure word in one text becomes
meaningful as any other version. Don’t be afraid to something entirely new in a later collection. Idioms
change or invert elements. You are participating in an mutate, figurative expressions become literal, and
ancient tradition. adjacent creatures blur together. In keeping with this
tradition, the entries in the Primeval and Strange
THE SCALE OF THE WORLD
pl
Water chapters are likely to send paleontologists
howling for their pitchforks.
Consider making some monsters unique: a Medusa
vs. the Medusa. This might be it; the only one, the Monsters of Allegory
legendary example, the creature that spawns the This temple is protected by a mighty guardian:
original tale. Or consider generating monsters in the head of the wisest creature (a human), the body
pairs; the monster the players encounter, and their of the strongest creature (bull), and the wings of the
unseen rival, ally, spouse, or progenitor. swiftest creature (hawk).
m

Common creatures should have an influence on the Monsters of Exaggeration


local area, and be influenced by it. They should feel A creature so deadly its venom kills instantly. No,
like part of the world. PCs and NPCs should possess even its breath can kill. No, merely the sight of it kills.
practical knowledge, countermeasures and fragments No, it is so deadly that the sight of it turns its victims
of plausible legends. to stone; a superlative form of death.
NAMES HAVE POWER NUMBERS NOT REQUIRED
Sa

When describing creatures, especially unusual or Creatures that cannot feasibly challenge a PC in
unnatural ones, consider avoiding the use of familiar combat or create an interesting encounter are not
names. An Ogre or a Goblin, laden with other included in this book. In the battle of sword vs. sheep,
associations, might be trite or even boring. Describe the sheep rarely wins. Small venemous snakes,
glimpses, impressions, and visceral details. One well- shrieking mushrooms, and toxic maggots are best
turned phrase can do more to plant an image in the treated as traps, not creatures. If stats are absolutely
minds of players than a folio of illustrations. Let their required, see Flightless Bird (pg. 252) for something
imagination fill in the gaps. Wonder and terror are two cattle-sized and Murderous Crows (pg. 223) for a
sides of the same coin. swarm of smaller creatures.

7
Sa
m
pl
e
fil

8
e
RPG settings should feel complex and inhabited.
Out of every hundred people
The world is larger than the narrow view of the PCs;
those who always know better:
their story is just one among many. Not all encounters
fifty-two.
will be relevant, but chance meetings can alter the
course of an entire campaign. The background
Unsure of every step:
bustles. Nothing occurs in isolation.
almost all the rest.
People can provide information about the world in
a natural and subtle way. A single vivid detail can Ready to help,
summon more imagery than pages of tedious if it doesn’t take long:
background text read aloud by an indifferent GM forty-nine.
to a half-listening group.

e
Creating completely neutral setting-less entries for Always good,
this chapter proved impossible. I choose a generic because they cannot be otherwise:
medieval base, with some standard western fantasy four—well, maybe five.
twists and exceptions. The results should be broadly —Wislawa Szymborska, A Word on Statistics

fil
adaptable to many settings, but should not be treated
as the optimal or only choice.

1d10 Cross-Reference Omen Cross-Reference Encounter


e 2d6
Burbling barks and yelps, clattering 1 Questing Beast (pg. 108) pursued by 1d6 Knights (pg.
1 2-3
hooves, trumpets, shouts. 21) on horseback.
Mumbling, insults, lists of obscure 1 Homunculus (pg. 189) listens to the incoherent orders of
2 4
herbs, sparks of magic. 1 Wizard (pg. 35). Should be taking notes.
Avian shrieks, feathers, torn ropes, 1 Griffon (pg. 105) surrounded by 10×1d10 Barbarians
pl
3 5
cautious shouts. (pg. 17), hoping to capture and tame it.
Fragments of analogies, thunderous 1 Visionary (pg. 154) preaches to 1d10×1d10 Pilgrims
4 6
declamations, chanted responses. (pg. 29). PCs quietly invited to join.
Glimpses of scales and robes, 1 Giant Snake (pg. 243) followed at a safe distance by
5 7
incense, hissing. 3d6 Cultists (pg. 19). Testing its divine nature.
Clanging swords, accusations, curses, 1d6 Pirates (pg. 273) and 1d4 Adventurers (pg. 12)
6 8
fresh blood and soil. squabble over a freshly excavated treasure chest.
m

Waft of vegetable rot, singing, swirling 1 Harvest Avatar (pg. 221) meanders, preceded by 3d6
7 9
breezes, twitching vines. Peasants (pg. 30). Requests reasonable offerings.
Screams, snipped limbs, discarded 1 Giant Crab (pg. 271) scuttles after 3×1d10 Mercenaries
8 10
baggage, crushed plants. (pg. 24). May rally around a confident leader.
Piping song, insincere wails of 1 Grey Horse (pg. 230) berates 2d6 Townsfolk (pg. 33) for
9 11
contrition, clacking teeth. their lack of talent. Desperate for a distraction.
Ankle-deep purple fog, embers, 1 Jinnī (pg. 256) waits for 2d6 Merchants (pg. 27) to state
Sa

10 12
furious whispers. their one wish. Willing to accept any shouted wish.

Monsters Hit Dice 1d10 Reasons for Conflict Obscure Motives


Cultist 0 1 Economic disparity. Treasure division.
Peasant 0 2 Religious antipathy. Academic bickering.
Barbarian 1 3 Local hostility. Legal requirement.
Mercenary 1 4 Simmering rivalry. Death ritual.
Pilgrim 1 5 Societal collapse. Artistic disagreement.
Townsfolk 1 6 Slow revenge. Landscape upheaval.
Merchant 2 7 Wild overconfidence. Hasty sacred oath.
Knight 3 8 Drunk or addled. Fleeing something.
Adventurer 4 9 Outside influence. Brain parasites.
Wizard 2, 4, or 6 10 General confusion. Divine command.

9
People
Random Encounters
1d10 Omen Encounter
1 Bickering, singing, and clanking. 1d4 Adventurers (pg. 12) confident and proud.

e
2 Hooves, shouting, dust, musk. Warband of 10×1d10 Barbarians (pg. 17).
3 Rustle of robes, glint of steel. 1 Cultist (pg. 19) cautiously monitors the PCs.
4 Clanking, whistling. A challenge. 1 Knight (pg. 21) on a quest. Probably gets in the way.
5 Marching, shouting, waving banners. Roving band of 3×1d6 Mercenaries (pg. 24). Avaricious, volatile.

fil
6 Crunch of cart wheels, crying wares. 1 Merchant (pg. 27), cart, and pack animals. Friendly but cautious.
7 Low musical chanting, marching. Procession of 1d10×1d10 Pilgrims (pg. 29).
8 Shuffling, pervasive odour. Cluster of 3d6 Peasants (pg. 30). Working, traveling, or gawking?
9 Shouting, flickering torches. Mob of 2d6 Townsfolk (pg. 33). Just curious or hostile?
10 Ozone, muttering, faint glow. 1 Wizard (pg. 35) on a mission. Already late, no patience.

1d10 Combined Omen Combined Encounter


e 2d6
Conversation, sweat, clank and rustle, 1d4 Adventurers (pg. 12) lead 3×1d6 Mercenaries (pg.
1 2-3
belligerent demands and apologies. 24) and 1d6 Peasant (pg. 30) hirelings.
Stealthy tread, muffled cries, odd 3d10 Cultists (pg. 19) drag 2d6 Peasants (pg. 30) to their
2 4
clouds, croaking birds. cult lair. Their time is nigh!
Deep chanting, clank of armour, Procession of 1d10×1d10 zealous Pilgrims (pg. 29) lead
pl
3 5
fluttering banner, glint of gold. by 1 Knight (pg. 21).
Screaming, horses, smoke from a Horde of 50×1d10 Barbarians (pg. 17) pursues 2d6
4 6
burning town, whistling arrows. terrified Townsfolk (pg. 33).
Slow and irritated speech, gathering 3d6 Peasants (pg. 30) try to negotiate with 3d6
5 7
crowd, stamping horses. Barbarians (pg. 17). A neutral party would be welcome.
Panicked shouting, torches, running, 2d6 enraged Townsfolk (pg. 33) chase 1 desperate Cultist
6 8
cries for help. (pg. 19). Surely the source of the town’s woes.
m

Huge dust cloud, scouts, horses, Vast army of 50×1d4×1d10 Mercenaries (pg. 24) and 1d4
7 9
trumpets, songs, stale beer. Wizards (pg. 35). Might have missions for travellers.
Music, high-stepping horses, 1d4 Knights (pg. 21) accompanied by 1d6 long-suffering
8 10
imperious commands. squires (as Peasants, pg. 30). Bold and dangerous.
Creak of cart wheels, clang of swords, 1 Merchant (pg. 27) with 1d6 assistants (as Peasants, pg.
9 11
quiet conversation. 30) and 3×1d6 guards (as Mercenaries, pg. 24).
Glow of threatening magic, crashing 1 Wizard (pg. 35) argues with 1 Barbarian (pg. 17) while
Sa

10 12
branches, raised voices, spitting. 1d4 associated Adventurers (pg. 12) watch.

1d10 Where They Find You (Indoors) Where They Find You (Out Of Doors) Minor Creatures
1 House. Low ceiling, hearth, peasants. Barnyard. Animals, mud, low fences. Flock of sparrows.
2 Thicket. Bramble walls, dense thorns. Grove. Maze-like bands of trees. Old horse without a rider.
3 Gatehouse. Iron bars, thick walls. Crossroads. Muddy fields on all sides. Small wild dog.
4 Old tower. Moss, precarious stairs. Hilltop. Small ruins, deceptive pits. Sheep in a field.
5 Stables. Horses, flammable hay. Bridge. Over a swift but narrow river. Hare sitting very still.
6 Windmill. Wooden gears, flour dust. Watermill. Wheels, channels, ponds. Tethered goats.
7 Mine. Pumps, tunnels, heat. Quarry. Dust, sharp drops, scaffolding. Pigs in a sty.
8 Camp. Tents, fires, mud lanes. Switchbacks. Steep shortcuts. Cattle in a pasture.
9 Church. Glass, relics, pews. Battlefield. Corpses, ravens, flies. Ox in a shed.
10 Bathhouse. Steam, wood tubs, tiles. Field. Tall grain, stone fences, cattle. Hawk circling overhead.

10
Generic Village
1. Manor House
•Large farmstead, stone walls.
•Where the local authority rests.
1 2. Woods
•Deadfall cleared, trees pruned.
2 •Still a good place to hide.

e
3. Mill
•Waterwheel, sacks of grain.
•Constant accusations of fraud.

fil
4. Village Square
•Well, apple tree, notice board.
•If trouble starts, gather here.
5. Inn
•Smoky fire lit day and night.
3 5 •Rates mostly non-negotiable.
4 6. Reeking Sty
6 e •Animals, compost, and mud.
•Where bodies tend to turn up.

7 7. Bridge
•Angled deck. Disputed maintenance.
8. Outer Fields
pl
8 •Carefully marked with sticks.

Generic Inn
1. Hostile Hall
m

1d10 Trouble at the Inn


•Entrance. Long walk to fire. 1 Privy Ooze (pg. 57).
•Preferred by the paranoid. 2 Attic Ghost (pg. 159).
2. Cosy Kitchen 3 Night Hag (pg. 164).
1 •Meats, cheeses, salt. 4 Dullahan (pg. 220).
•Variety of ales and wines. 5 Hive Insects (pg. 253).
6 Masked Fairy (pg. 241).
3. Happy Hearth
Sa

7 Drunk Pirates (pg. 273).


•Old trophies on mantle.
8 Doppelgangers (pg. 299).
2 •Sleep under a bench.
9 Drinking contest!
4. Private Chambers Hallucinogenic ergot
•Innkeeper and family. 10
poisoning. Oh no.
•Locked but comfortable.

3 4

See Peasant (pg. 30)


for additional details.

11

You might also like