Showing posts with label homebrew. Show all posts
Showing posts with label homebrew. Show all posts

Wednesday, November 11, 2026

Antarctica Adventure Jam Region 3 - Lands of the Congress

 ### 309-541 Sick Man Wandering

A lone man can be seen following the river. If he is pursued, he tries to hide in some bushes but can be spotted without a check. He is Othol of Ewchipa F1, and he is dazed and sick. He is a merchant by trade and was ambushed in 301-539 by a mob when he said his name. He doesn’t remember how he escaped or got here. He is heading to 311-542 and can provide the codeword for the gates there.

### 310-541 Palace of the Quell

An elaborate garden and palace blends hedges, earthworks and stone walls into a tasteful defensive system surrounding the main house. In here live the Quell family, 25 Were-Rats and who all have known the Third Lock for generations. The family were among the oldest shaman families and they led the charge into the Farlands when the Congress sort to dominate the river networks.

Having achieved the first great conquest, they decamped to their new estates and only return to the 315-548 when politics and social functions demand.

Third Lock Salo is patriarch and heavily invested in supressing the rebellions in the Farlands. Only then can they have the numbers to conquer the March. Rivals accuse him of cowardice, noting the Quell rarely serve.

The servants are from 311-542, 310-539 and 312-542, they hate the stuck-up and dismissive landlords but they pay.

Their treasure exists mostly in land and the respect from paying taxes promptly, but in their strongbox:

1,000sp

Gem worth: 10gp, 50gp, 100gp and 500gp

Shield + 2

Spell scroll (ventriloquism, web, floating disc, water breathing, locate object)

### 314-541 Lair of the Walking Stones

From anywhere in the hex, five black dolmens can be seen standing in a rough circle on a mound. Common knowledge to Congress people is the stones fell from the sky one day after the time Before and were raised in worship. Only a few people visit now though. It is said the stones come alive at night or winter or at noon, whenever thematic to the story told. Approaching within 100 yards of the stones makes Lawful magical items hum and sing if they can.

Each dolmen is melted smooth, but with large seams running up and around, marring the rock. The dolmens are warm to the touch and have been decorated with gems and bear faint carvings in the centre. A shelter has a portable wooden sundial with a painted bone gnomon.

Each stone is a chaotic Meteor Spirit (Stats as Balrog), who has fallen from the heavens for trying to defy the space-age sciences. They judge anyone who enters their circle and if they find them unworthy (wrong alignment, attempts to steal treasure or uses magic on them) they attack. Unfurling their low-orbit bodies from their casings with wings of electric fire. They return to their grievance-filled slumber once all foes are slain.

Carved into the centre of three stones/chests in the language of the higher spheres are the Spell Scrolls:

(Infravision)

(Water Breathing, Locate Object, Protection/Normal Missiles, Reincarnation, Massmorph, Water Breathing, Reincarnation)

(Protection/Normal Missiles, Hold Person, Protection/Evil)

Adorning them are gems worth:

3 x 10gp, 2 x 50gp, 7 x 100gp, 4 x 500gp and 3 x 1000gp each.

The two without Spell Scrolls are adorned with pieces of jewellery worth: 2 x 2000gp and 7000gp.

The gnomon (unweathered) is a Wand of Fear

### 308-542 Lair of the Glowing Ones

Where the river emerges from the porous rock of the spring is near where the underground tunnels below the highlands breach the surface.

30 glowing Fire Bettles emerge once it is dark enough to feed of the abundant surface.

### 311-542 Town of Maertsllih

600 live in cyclical boredom, as the day to day live of agriculture, pastoralism and foothill hunting is interrupted by periodic recruitment by the Quell family. Lately the demands of the March have fallen on the Guilds, causing a dearth of apprentices, as those who didn’t have connections were swept into the support columns. The ill-feeling is being managed with success by First Lock Fra. He has a secret hospitality codeword for smugglers of the Secret Guild to avoid paying Merchant Guild fees.

30 light foot (LNC Mv12 6AC 1HD 1d6)

20 archers (LNC Mv12 7AC 1HD 1d6)

10 light cavalry (LNC Mv24 6AC 1HD 1d6)

#### Fra

M N F3 HP:8 AC:2

Scroll of Protection: Elementals

F L F1 HP:2 AC:3

M L F2 HP:10 AC:-1

Shield +2

F C F3 HP:8 AC:2

F L F2 HP:5 AC:2

F N F4 HP:14 AC:3

### 312-542 Town of Egedetserof

100 people live in pastoral decay. A decade ago, the recruiters came through for campaigns in the Farlands but the conscription were extended by another two years to the March. Few came back and many families left for Maertsllih. Amid the abandoned farms and closed Guildhall, locals turn a blind eye to smuggling, so long as they receive what their silence is worth. They have no member of the First Lock, he went boldly forth and died in the March, he was missed. Greater than local decisions are made by Secret Guildmember and last member of the Forester Guild, Asol T4.

10 light foot (LNC Mv12 6AC 1HD 1d6)

### 314-542 Etismoorhsum

82 people work all day and into the night at their far-flung purpose. The Guild of Spices has paid families to move to this riverside wood to gather the Doom Mushroom, a vital ingredient in magic and cooking alike. Every week a caravan of 30 rifle-tottering heavy foot and 10 medium cavalry arrive from 315-548 to transport the fungal gold for exclusive distribution based on need and favour.

Guildsman Nxte of the Second Lock and her assistants Guildsmen Tow and Tset of the First Lock administer and guard the community with their lives. 5 militia can be raised to assist in defence and theft prevention.

5 archers (LNC Mv12 7AC 1HD 1d6)

#### Nxte

F N F7 S:7 I:12 W:10 C:14 D:14 X:9 HP:32 AC:1

Shieldcusher, Lawful Sword +1, Locating Objects Ability

#### Tow

M N F5 S:8 I:10 W:11 C:11 D:12 X:8 HP:23 AC:1

Armor +1

#### Tset

F L F3 S:9 I:13 W:4 C:16 D:14 X:10 HP:14 AC:0

Shield +1

### 316-542 City of Revirtilps

2000 live for the night. Here is the staging ground for departures into the March. A steady trickle of new columns march in and the wounded survivors march out. All these people need supplies, healing, repairs and above all entertainment. The Music Guild virtually runs the civilian parts of the city silently with the Secret Guild. Many forms of vice and entertainment are available here, and justice only comes from petitions to and from Guild members. The garrison turns a blind eye so long as violence does not seriously injure their own.

A rotating and interchangeable set of Second Locks manage the mundane city. Recalled every two years to stem corruption. Hree Libbies is the commander and leads 10 Second Locks (all F4 and armed with Radium Pistols) and 20 First Locks (all F2). Raed the Many-fingered is head of the Secret Guild here and lives openly in a fortified compound, he is also an unbound magic-user and pays in assistance for the privilege.

Tihng manages the Music Guild and so controls every aspect of the entertainment industry except the drugs. Which are brought in by Raed to circumvent the Spice Guild.

20 light foot (Mv12 6AC 1HD 1d6) – Milita used as police in lieu of taxation

40 heavy foot with Oiligan Battle Rifles (Mv12 4AC 1HD 1d10) see AAJ Appendices p.16

50 heavy foot (Mv12 4AC 1HD 1d6)

50 crossbowmen (Mv12 7AC 1HD 1d6)

20 light cavalry (Mv24 6AC 1HD 1d6)

20 medium cavalry (Mv18 4AC 1HD 1d6)

#### Hree Libbies

F L F7 HP:27 AC:1

Shield +1

#### Raed the Many-fingered

M L M5 HP:10 AC:9

Staff of Healing

spellbook: Charm Person, Light, Read Languages, Sleep

Continual Light, Phantasmal Forces

Hold Person

#### Tihng

M N T7 D:14 HP:16 AC:6

Ring of Water Walking

Hawkthorn, Neutral Sword +2, Charm Person Ability

              Int: 11 Ego: 3, Speaks 1

              Read Magic

              Detect Magic

              Detect Sloping Passages

              See Invisible Objects Shield +1

### 309-545 Old Meeting Grounds

Here is the raised clearing where the spirit society of the Rat Totem made the first step towards becoming a political entity. They conceptualised the three Locks to divide the thought process of accension when previous spiritualists wandered the path of their teacher and themselves. Enfranchising themselves as a Guild as well as a spirit society. Allowing chosen allies to develop their souls and connections.

As the first sitting of the Congress, outsiders are forbidden here but no one comes to check.

### 312-545 Armed Wanderer

An armed woman makes a way along a trail. She demands travellers identify themselves if small than 10 people, otherwise she hides. Goldeneye (she has brown eyes) is a veteran from the March trying to get home via Coldwater lands. But only to get a ship across the Inner Sea to her true home. She made up the Sureshot Technique up to not have to pay Nevre Kangeru in 316-538 the crossing bribe. The Sureshot Technique is just spending a round aiming to double the To Hit modifier.

#### Goldeneye

F C F5 S:17 I:12 W:10 C:9 D:14 X:15 HP:23 AC:1 Radium pistol (2d6)

### 315-545 Village of Dnebrevir

37 people are happier than they can ever remember. The village is too small to have soldiers be recruited from it, safely nestled in Congressional lands and on a river trade route. But most importantly, the sickness that had haunted the settlement for decades lifted years ago and people still enjoy that. Villagers would slowly waste away from what sounds like anaemia or tuberculosis. The problem moved north to Vichipa 297-536.

They decide things by council and can muster 2 light foot (Mv12 6AC 1HD 1d6), a crossbowman (Mv12 7AC 1HD 1d6) and a boy to deal with issues.

### 309-546 Stinking Woods

The first think that is noticed is the smell, of human bodies and waste filtering through the oil of the trees. Then the signs, small trees and bushes uprooted to build shelters, disused at first. Here lair 17 exiled members of the First and Second Lock, grown huge and halfway rodent by ingesting foreign pills (Ogres).

It used to be common to send underperforming members of Congress to 310-548 to keep them working but out of the way. Repalce decided to make them shape up when he arrived and accidently prompted a wave of chemical enhancement. They were told to get lost but not before they robbed the treasury and a passing Congressional pay caravan (10,200gp). They would be open to getting revenge.

### 314-547 Town of Dleifwen

400 people live in debt and hope. An outer suburb of 315-548, the town switched from supplying familiar grains to more far-flung Antarctic or extraterrestrial crops for the more refined palates of Congress and sometimes just for hardiness and calorie-efficiency. Most of the locals have run up debts to the Spice Guild for seeds and the education to grow them. This requires the Spice Guild to maintain a property here, a tower rising from the farmland to better conserve space around the surrounding fields and observe for blight. All welcome but the administrator is not.

Moer Bylbi knows the Second Lock but is a stuffy addict who trades on the reputation of his distant relations in Vichipa. His wife Ffie Lolkaa is just as stuffy back in 315-548 according to rumour, which is why he took the post. He is prone to gambling his allowances and bribes. Paying back his addictions only when he wins big against the merchants, he sells the drugs to. He never gambles with the farmers. As a last resort he will gamble with the debts the locals owe him but only if he’s cleared out. On a bad reaction roll he’ll have the gambler arrested rather than pay.

40 members of the militia defend the fields under four First Locks; two local and Moer’s embarrassed two warrior children. Lehlo and Erh.

20 light foot (Mv12 6AC 1HD 1d6)

20 crossbowmen (Mv12 7AC 1HD 1d6)

#### Erh

F C F4 S:8 I:10 W:7 C:9 D:16 X:18 HP:19 AC:-1

Shield +1

#### Lehlo

M L F4 S:6 I:12 W:12 C:14 D:11 X:12 HP:17 AC:2

#### M N F3 W:6 C:16 CHA:14 HP:16 AC:1

Shield +1

#### M L F2 HP:6 AC:2 

Some 200 Bandits and their leaders reside here, fresh from tax-collecting and raiding the Coldwater lands and around Tipsdnal 313-550. This is because the normal process for Congress control has been failing for years from lack of people to enforce it. They consist of 12 members of the Congress, 11 of them of the Second Lock and one of the First, she is working up to it.

They are immensely prideful and greedy, as they have free reign to do as they wish so long as they do not interfere with the business of the Congress.

They will soon return and after that, their days of fun are over. They and their troops will be sent into the March to do or die. The bandits know this and many will make failed attempts at desertion until the second round of executions.

The prisoners were taken from 303-548 and cannot promise anything but the blessing of the spirits and the knowledge of which tent the treasure is kept in (belongs to F9).

80 light foot (Mv12 6AC 1HD 1d6)

60 archers (Mv12 7AC 1HD 1d6)

40 light cavalry (Mv24 6AC 1HD 1d6)

20 medium cavalry (Mv18 4AC 1HD 1d6)

#### F N F4 HP:12 AC:2

Shield +1

#### F N F4 HP:12 AC:2

Glorycusher, Lawful Sword -2 (Cursed Sword)

              Int: 10 Ego: 7, Speaks 5

              Note Shifting Walls & Rooms

              Detect Magic

              Detect Sloping Passages

#### M N F4 HP:6 AC:1

Shield +1

#### F N F4 HP:14 AC:1

Shield +1

#### F N F4 HP:13 AC:3

#### M N F4 HP:16 AC:2

Shield +2

#### M N F5 HP:10 AC:3

Starhammer, Lawful Sword +1, +3 vs. Dragons

              Int: 9 Ego: 1, Empathy

              See Invisible Objects

              Locate Secret Doors

              Note Shifting Walls & Rooms

#### M N F5 HP:16 AC:2

Axehammer, Lawful Sword +1, +2 vs. Magic-Users and Enchanted Monsters

              Int: 7 Ego: 4, Empathy

              Note Shifting Walls & Rooms

#### M N F5 HP:18 AC:1

Armor +1

##### M N F6 HP:18 AC:0

Armor +2

Shield +1

Aelfcutter, Chaotic Sword -2 (Cursed Sword)

#### M N F9 HP:49 AC:-1

Armor +1

Shield +1

#### M N F8 HP:22 AC:2

Shield +1

Helmcutter, Lawful Sword +1

              Int: 12 Ego: 12, Telepathy and speaks 3

              Special Purpose: Slay Fighting-Men, paralyzes Chaotic opponents

              Read Magic

              Detect Meal & What Kind

              Note Shifting Walls & Rooms

              Detect Traps

              Telepathy

Gems worth: 6 x 10gp, 50gp, 8 x 100gp, 3 x 500gp and 7 x 1000gp

Pieces of jewelry worth: 900gp, 2 x 1000gp, 1200gp, 1300gp, 2 x 2000gp, 3000gp, 2 x 4000gp, 3 x 5000gp, 6000gp and 7000gp

10 prisoners

### 313-548 The Hollow House

Rising above the plains is an enormous series of yellow brick domes and cylinders. Below it plunges to the now silent earthpower crevasses. Clogged pipes lead into the river, and great wheels lie on their side. By some quirk of the cosmos, this vast Before facility was spared the reordering of the world by the Titians.

It did not survive the ravages of greed. The Congress have stripped the complex down to the shell and traded every piece of technology and item of interest to traders from the more developed parts of Antarctica. In return they got luxuries for their leaders, medical supplies, those vital pellets and firearms to control their domain.

Nothing uses it as a home.

### 315-548 City 6000 Capital of the Congress

6000 people live in what they think is the greatest city in Antarctica. Latipac overflows with extravagant villas, guildhalls and the Congressional Building. The internal compounds of those who have progressed to the Third Lock as were-rat are more subdued, but they are cozy even during the winter. Much of this is made possible with foreign technology, imported at great expense and trade. There is around 600 First Locks, 120 Second Locks and 30 Third Locks at any one time.

Defence is carried out by the Police Subcommittee of the War and Peace Committee Chatoic Libbies. She and the Head of the overall War and Peace Committee, Nevre Vombat command an officer corps of 5 x F6, 10 x F4, 5 x F3, 5 x F2 and 5 x F1.

No less extravagant is the All Souls Temple. Worship of the spirits is careful taught to those who have the old spontaneity. Unlike the self-improvement of the Locks, the acolytes here become the only Clerics in the Congress and so the only source of magical healing. There is one Head Acolyte, Elft Posseem, 4 x C6 and 5 x C3, 5 x C2 and 5 x C1. Revealed foreign clerics are driven out under guild laws.

Corruption runs deep and the Secret Guild has been suborned by the Second Lock. Tow Tongbet rules directly over a mass of drug peddlers, extortionists, racketeers and thugs. With control across the lands ruled by Congress. Two deputies are Thief 7, 3 x T5, 6 x T4, 12 x T3, 24 x T2 and 42 x T1. He also controls three magic-users which have escaped notice thanks to his generosity; MU6, MU4 and MU2.

The Congress proper is comprised of all the Second and Third Locks who turn up to vote, with Third Locks having two votes per member. The big hourglass is for scheduled speakers, and spontaneous ones get the smaller one. The only Third Lock who has a free schedule for meetings is Tihng Videl because no one wants to listen to his crazy plans.

He’s willing to listen to anyone and champion any pacifist cause, if the players undertake a quest for him afterwards. He is head of the Merchant Guild Foreign Committee dreams of building a railway that links to the Trans-Tundra Express. He's willing to pay 10,000gp now and 90,000gp more on completion out of Congressional funds. The party would have to scout and map a viable route from Latipac to the rail line. Avoiding as many turns, rivers and hills as possible at a reasonable 1,000gp deduction from the remaining 90,000gp. Building it will pay out in shares worth "millions" with work and business opportunities in addition.

In the treasury vaults there is three lots of Type A Land treasure at any one time and at least 3 magic items. The rest having been doled out to various members as favour and need demands.

40 light foot (Mv12 6AC 1HD 1d6)

60 heavy foot with Oiligan Battle Rifles (Mv12 4AC 1HD 1d10) see AAJ Appendices p.16

30 crossbowmen (Mv12 7AC 1HD 1d6)

20 medium cavalry (Mv18 4AC 1HD 1d6)

#### Head Acolyte Elft Posseem

M L C8 I:17 HP:16 AC:1

Armor +1

Staff of Healing

spellbook: Cure Light Wounds, Purify Food & Water

Find Traps, Speak with Animals

Cure Disease, Remove Curse

Create Water, Cure Serious Wounds

Create Food, Dispell Evil

#### Head of the War and Peace Committee Nevre Vombat

M C D:17 HP:51 AC:-1

Shield +1

#### Head of the Police Subcommittee Chatoic Libbies

F N F7 D:15 HP:19 AC:1

Shield +1

#### Head of the Secret Guild Tow Tongbet

M N T10 SHP:17 AC:4

Leather Armor +2

### 313-549 Lair of the Night Terrors

80 Giant Geckos rest among scattered stands of temperate trees and rocky outcroppings carved by the sea wind and waves. They do not leave their resting spots until nightfall to hunt anything that strays below, sometimes literally to fall upon them. But it's always a tempting shortcut between 315-548 and 313-550.

Locals try to avoid the place and even young warriors of the Congress have perished here.

From such victims 10sp and 70gp can be gathered among the leaf litter and grass in about an hour.

### 312-550 Village of Tsaochtron

52 people are polite yet standoffish, with many larger than normal fishing boats in the harbour. They are all involved in piratical activities, having discovered there is lucrative business in smuggling and fencing cargo from the Outer Sea.

They have a -2 to all reaction rolls as they fear outsiders who cannot prove they are from the Secret Guild with the subtle signs. The answer to all the ships is that since the Congress expanded, they can fish further and longer into the strait and Outer Sea.

Siblings Erh and Eh run the village, investing all the ill-gotten gains into more ships and port infrastructure, wealth that is hidden in plain sight to them. They have two retired pirate sub-captains to keep order.

#### Erh

F L T8 S:17 I:15 HP:27 AC:8

Ring of Protection, 5' r.

Smokebeater, Lawful Sword +1

              Int: 8 Ego: 3, Empathy

              See Invisible Objects

              Detect Gems (# and Size)

#### Eh

M C F6 HP:17 AC:0

Shield +1

#### F N F3 HP:13 AC:2

Armor +2

#### M C F3 W:16 HP:11 AC:1

Shield +1

### 313-550 City of Tipsdnal

2000 people live in a thriving city where death awaits on every corner. Trade with the Coldwater lands and with Uldore have enriched the city since before it became part of Congress. However, taxation was never a strong suit of the city, as even the Third Locks tended towards relationship-based collections. So, when the Young Bloods arrived with warrants to collect; half the garrison defected to the band, the Third Locks were sent to 315-548 in disgrace and a general shakedown insured.

To be in debt to someone is now to be paying their taxes. To have a verbal agreement with someone is to kill them and have their property seized and not yours. The guilds ave drained their coffers to pay their member’s claims and now look to topple each to steal the debts of others. The new leader is the unprepared Lehlo Vobmat, who knows the Second Lock. He’ll sign up anyone he thinks is trustworthy enough to clamp down on the guilds and prominent families at a 10% cut. He could go as high as 25%; the object is regaining control of the panic.

Barely assisting him are two other Second Locks (T4 and F5) and five First Locks from the garrison (F4 x 2, F3 x 2 F2).

5 light cavalry (Mv24 6AC 1HD 1d6)

10 light foot (Mv12 6AC 1HD 1d6)

10 archers (LNC Mv12 7AC 1HD 1d6)

#### Lehlo Vobmat

M N T6 HP:15 AC:6

Leather Armor +1

Mace +2

#### M L T4 I:15 D:14 HP:8 AC:6

#### M L F5 HP:19 AC:1

Shield +1

Redsplitter, Lawful Sword -2 (Cursed Sword)

              Int: 9 Ego: 9, Empathy

              Detect Gems (# and Size)

              Note Shifting Walls & Rooms at 120'

#### F L F4 HP:20 AC:1

#### F C F4 HP:13 AC:2

#### M N F3 I:15 HP:13 AC:2

Crowsplitter, Neutral Sword +1, +2 vs. Magic-Users and Enchanted Monsters

#### M L F3 SHP:9 AC:3

#### M L F2 C:14 HP:12 AC:3

### 313-551 Town of Pityab

The entrance to the Small Sea (bay) is guarded by the lighthouse and the 400 people who tend to it amid the earth windbreaks and driftwood fences.

The people are part of the Congress and view it favourably, though they have not seen a member of the Third Lock for years, as they live in Tipsdnal 313-550. However, the depredation of the Young Bloods encamped in 312-548 has raised anger among them. Their First Lock leader Elft was shoved to the ground when he intervened in a shakedown and he is writing an angry letter of appeal to Lehlo. Lehlo won't do anything because no one died, it was sanctioned and the bandits will probably be dying in the March sooner than later.

Otherwise, they make their money from the land, sea and resupplying merchants to 315-548 on the cheap. They are fond of their lighthouse, an imported stone tower and keeper Asol, a rival First Lock.

20 light foot (Mv12 6AC 1HD 1d6)

20 crossbows (Mv12 7AC 1HD 1d6)

First Lock Elft M N T4 HP:20 AC:7

Ring of Delusion

M L F2 HP:5 AC:3

F L F1 HP:4 AC:1

F N F1 HP:3 AC:1

M C F1 HP:4 AC:0

Thursday, November 5, 2026

5.5E to Cyberpunk RED Species Part 3 - World of Warcraft 2003-2006 and Extras

Now the World of Warcraft book for 5.5E is out, it seems like it would be amiss to not extend what I was doing with my Cyberpunk Waterdeep game to it as well. As well as a couple of species I missed before. This post covers Classic/Vanilla and Burning Crusade, but the various subtypes include more modern expansion. Overall, I would say there is a lot of reskinning here. As whole lineages that would be in Warcraft are lifted and only slightly remixed.

Draenei

Man’ari are just the Infernal Tieflings lineage pasted on the Draenei species.

Over 7 feet tall

Change Darkvision. You have Darkvision with a range of 20 yards/metres.

Change Eredar Lineage. You gain the LUCK 2 benefit of your chosen lineage. At LUCK 6 and LUCK 8, you learn the spell listed for your lineage. You always have it prepared and can cast it once per Long Rest.

INT, WILL, or EMP is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).

Draenei Lineages

Draenei

LUCK 2 - You have Resistance to Necrotic damage and know the Spare the Dying cantrip.

LUCK 6 – You also know the Healing Word spell.

LUCK 8 - You also know the Prayer of Healing spell.

Krokul

LUCK 2 - You have Resistance to Poison damage and know the Poison Spray cantrip.

LUCK 6 - You also know the Ray of Sickness spell.

LUCK 8 - You also know the Hold Person spell.

Lightforged

LUCK 2 - Resistance to Radiant damage and know the Sacred Flame cantrip.

LUCK 6 - You also know the Guiding Bolt spell.

LUCK 8 - You also know the Aid spell.

Man’ari

LUCK 2 - You have Resistance to Fire damage and know the Fire Bolt cantrip.

LUCK 6 - You also know the Hellish Rebuke spell.

LUCK 8 - You also know the Darkness spell.

Change Heroic Presence. When you cast a spell granted by your Eredar Lineage and don’t have Heroic Inspiration (immediate reroll after seeing the results of a dice roll), you gain it. Once this happens, it can’t happen again until you finish a 1-hour rest or Long Rest.


Duergar

Dwarves in WoW D&D are just normal Dwarves, not subspecies based on the four different types/clans. As the Duergar were indicated in Heroes of Faerun to be sutiable to play in 5.5E, I am including them here. They are just a lineage type for Dwarves, but their write-up in Monsters of th Multiverse is like the Eldrian in having a few traits swapped out.

Replace Stonecunning and Dwarven Toughness with Duergar Magic and Psionic Fortitude

Change Darkvision. You have Darkvision with a range of 60 yards/metres.

Change Duergar Magic. With LUCK 6, you can cast the enlarge/reduce spell on yourself with this trait, without requiring a material component. At LUCK 8, you can also cast the invisibility spell on yourself with this trait, without requiring a material component. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest.

 INT, WILL, or EMP is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the species).

Change Dwarven Resilience. You take half damage to Poison and toxin damage. You also have Advantage on rolls you make to avoid or end the Poisoned condition. 

Psionic Fortitude. You have advantage on rolls  you make to avoid or end the Charmed or Stunned condition on yourself.


Elf

Notably, High elves reuse the Player’s Handbook’s High Elf option. A bit of a cop-out, but so is Nightborne and Night Elves being 1 starting cantrip off being a Drow and Wood Elf respectively.

Elven Lineages

Blood Elf

LUCK 2 - You know the Prestidigitation cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Wizard spell list.

LUCK 6 - You also know the Detect Magic cantrip.

LUCK 8 - You also know the Arcane Vigor spell.

Night Elf

LUCK 2 - You add half your LUCK stat to Stealth. Once per turn, in addition to any actions taken this turn you can roll to hide while in Dim Light or Darkness.

LUCK 6 - You also know the Longstrider spell.

LUCK 8 - You also know the Pass Without Trace spell.

Nightborne

LUCK 2 - The range of your Darkvision increases to 40 yards/metres. You know the new Arcane Pulse cantrip.

LUCK 6 - You also know the Faerie Fire cantrip.

LUCK 8 - You also know the Darkness cantrip.

Void Elf

LUCK 2 - Your Darkvision increases to 40 yards/metres, and you know the Mind Sliver cantrip.

LUCK 6 - You also know the Entropic Embrace spell.

LUCK 8 - You also know the Misty Step spell.

Arcane Pulse (Nightborne Evocation Cantrip): As an action, you release arcane energy in a 3 yards/metres radius, originating from you that does not affect yourself. Each creature of your choice in the area makes WILL + Resist Torture/Drugs roll. On a failure, it takes 2d6 Force damage and its MOVE drops by 2 until the end of your next turn.

Entropic Embrace (Void Elf Level 1 Necromancy): You cast this as a Reaction when you roll with Advantage or Disadvantage and both dice show the same number. For 1 minute/20 turns, you’re wreathed in shadow: you automatically succeed on WILL rolls to maintain Concentration, your space is now considered to Low-Light, and once per turn you can deal an extra 2 Necrotic damage to a creature you damage or restore an extra 2 Hit Points to a creature you heal.


Gnomes

The gnomes in the WoW D&D book are otherwise just Rock Gnomes. The Deep Gnomes/Svirfneblin are from Monsters of the Multiverse, but were indicated in Heroes of Faerun to be playable in 5.5E. Though I wonder if they will be updated in time. Their lineage as it would be in 5.5E is still split up as it was in 5E, but otherwise should be treated as one. Mechagnomes don't share any traits with normal gnomes and seem to be based on Warforged.

Deep Gnome

Change Darkvision. You have Darkvision with a range of 60 yards/metres.

Change Gift of the Svirfneblin. With LUCK 6, you can cast the disguise self spell with this trait. From LUCK 8, you can also cast the nondetection spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest.

Change Svirfneblin Camouflage. When you make a Stealth roll you can make the check with advantage. You can use this trait a number of times equal half you LUCK stat, and you regain all expended uses when you finish a long rest.


Forsaken

Creature Type: Undead

About 4-7 feet tall or about 2-4 feet tall

Change Darkvision. You have Darkvision with a range of 20 yards/metres.

Deathly Endurance. You have Resistance to Necrotic damage.

Change Everlasting. You are immune to the effects of Fatigue, Drowning and Asphyxiation, dehydration or malnutrition. You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.

Touch of the Grave. When you deal damage to a creature, you can deal half your LUCK stat as extra Necrotic damage, regaining Hit Points equal to the extra damage dealt. You can use this once per Long Rest.

Will of the Forsaken. You have Advantage on rolls to avoid or end the Charmed or Frightened conditions.


Tauren

About 8-9 feet tall

Change Horns. When you hit with a Brawl attack and deal damage, you add 1d6 Piercing damage to the total after deducting SP.

Change Goring Rush. Immediately after you take the Run Action and move at least 6 yards/metres on your turn, you can make a Brawl attack once per turn, in addition to any actions taken this turn.

Change Hammering Horns. Immediately after you hit a creature with a melee attack, once per turn, in addition to any actions taken this turn. You can make a Brawl attack that dos no damage, but the creature must make a DEX + Athletics or DEX + Dodge/Evasion roll (their choice) to avoid being pushed 3 yards/metres.

Change Tauren Lineage. You choose one of three tauren lineages below. If your lineage calls for a roll, the DV equals 11 plus your BODY or WILL stat (chosen when you pick the lineage).

Mulgore Tauren - You can replace one attack with a magical war stomp (as long as you aren’t Prone, flying, climbing or swimming). Each creature of your choice in a 1.5-yard/metre radius, originating from you that does not affect yourself. Must succeed on a WILL + Endurance roll against a DV of 11 + STAT or become Prone and fail DEX rolls until the end of your current turn.

Highmountain Tauren – When you take the Run Action, you can ignore Hold Actions and automatic attacks from other creatures as you move through their space. Each Medium or smaller creature whose space you enter must succeed on a DEX + Athletics roll against a DV of 11 + STAT or take damage equal to your BODY and have the Prone condition (a creature can take this damage only once per turn).

Taunka – You have a natural 4 SP on all locations and Resistance to Cold damage.


Troll

About 7 feet tall

Change Bloodied Frenzy. While you’re Seriously Wounded, you have Advantage on attack rolls.

Change Darkvision. You have Darkvision with a range of 20 yards/metres.

Change Troll Healing. If you become Stabilized and undertaking rest and light activity for 1 hour, you heals HP equal to half your BODY stat.

Change Troll Lineage. You choose one of the following lineages:

Amani Troll - Whenever you spend LUCK in combat, you gain a bonus equal to half the LUCK spent to your next Stabilization roll.

Darkspear Troll: When you take the Run Action. Ice, rubble, snow or undergrowth doesn’t reduce your MOVE or impose Athletics rolls until the end of the turn.

Zandalari Troll: If you roll a 1 on a roll, you gain Heroic Inspiration (immediate reroll after seeing the results of a dice roll) at the end of the current turn.

Sunday, November 1, 2026

The Zodiac and the Deadly Venoms - Overview, Leo and Capricorn

 This was supposed to go up two weeks ago and contain three NPC, but it's a massive pain to create and double check all the equations for this, even with an auto-calculating character sheet to do much of the work for me.

Mutants in the Now is a retroclone of Teenage Mutant Ninja Turtles & Other Strangeness, one that has since diverged to become a bit more of its own thing. But something it shares with TMNT&OS is a need for the GM to make all the NPCs themselves once they run out of the 20 or so from the three published books. While MitN does make it easier than its predecessor by having simplified NPC stats, it’s still a lot harder than an OSR monster which is mostly deciding HD.

The Zodiac and the Deadly Venom Gang

The Overview

Proteus has never seen a market it didn’t want to get into and has no scruples about toadying up to whatever government to get access. So, when Roman Pike decided Proteus needed to embrace the Asian Century and break into China’s yet unthought of demand of biogen pets and food, he went straight to developing Proteus’s guanxi (networks of personal trust). First heading to the Guangzhou local government and offering to partner with anyone who would be willing to work on the GOO-P mutagen. This, as expected, led to the meeting with the Guangdong provincial government, the national government and then to the People’s Liberation Army (PLA).

The Chinese government had been experimenting with GOO-P before, but mostly with trying to discover, contain and dispose of whatever lifeforms had been contaminated by it. Proteus’s willingness to work with a local partnership was a massive boost that cut through the bureaucratic infighting.

Thus, Project Shanxiao was born. Shanxaio being the monkey-like spirits of the southern Chinese mountains, driven away by fireworks and so conflated into the Lunar New Year celebrations to scare away the Nian. A name considered to be well chosen for what the Chinese government sees as ferocious semi-human beasts.

What is Project Shanxiao?

An experiment to produce elite mutant warriors for demonstrational purposes. Showcasing the potential of GOO-P to change ordinary animals into extraordinary warriors, showing rapid mental development and unlock hidden talents like psychic powers. Each mutant is one of the members of the Chinese zodiac but codenamed after one of the western zodiac to symbolize the harmony that the international partnership can produce.

It’s a glorified vanity project that has churned though dozens of test subjects and created a bunch of violent boondoggles. The brief for what each zodiac should display were justified post-hoc, based on what talents they did display after selection, mutation and training. But the partnership has increasingly used them for internal prestige and wet work. With miscommunication and disagreements between the partnership, giving the Zodiac quite a lot of freedom in what they do on their missions.

What each side wants out of it:

Proteus: That it earns enough favour for the national government to keep granting Proteus a license to import and sell GOO-P related products into the People’s Republic of China (PRC). Secondarily, it gives Proteus access to massive amounts of GOO-P and mutants delivered to them by the PLA. Allowing Proteus to shuffle anything note-worthy into its own laboratories. Any research that develops out of the partnership is tertiary and if none is forthcoming, they will drip-feed it from their other laboratories.

The Partner, Pearl River Biological Gene Technology Co., Ltd (珠江生物基因科技有限公司): Pearl River Biogenetic (PRB) to most people, wants whatever Proteus has and especially what it’s hiding. GOO-P is hard enough to get without the Chinese government confiscating and obscuring any discoveries. The money is reward enough, but PRB wants to become a market leader in their own right. The method is twofold; turn their motley collection of grad-students, medical supply factory managers and businessmen into an organisation that can establish its own international facilities to study and exploit GOO-P away from the government eyes. And to get at whatever research Proteus won’t share. Where this is by preventing promising discoveries leaving their shared laboratories, wooing Proteus staff into PRB or just corporate espionage.

Edit: this turned out to be a real Chinese company (广州珠江生物遗传技术有限公司) so I made a new name.

The Administration: The PRC wants the development and importation of Proteus’s strange and outright frightening products to be regulated and safe. Not just for the benefit of the consumers, but to prevent any social instability that could come from people experiencing panic or exposure from discovering what GOO-P can do. The PLA want experimental results. Mutants can be created from common livestock and vermin, grow quickly to human proportions and learn exceptionally fast. They have visions of mutant armies: trained, grown on demand, indoctrinated but totally expendable. Not to mention any potentially safe human-enhancing properties.


As the organisation is defeated, it is beneficial for the narrative and game-play that the more diffcult and best of the Zodiac are saved for last. So while these NPCs can be fought in any order, after a certain number of victories (indicated by Upgrade 1 and Upgrade 2), the NPC gains new Traits. Any new traits replace the pre-existing ones of the same name and wholely new traits are added in addition.


Xiwangmu, codename Leo

Personality: Nominally the leader of the Zodiac, Xiwangmu is an aloof and self-centred predator with big plans that certainly don’t involve Proteus, PRB or any team-members she considers dead weight. Retaining much of her demeanour from her birth as a Bengal tiger. She spends her days either training for missions, executing them with precision and violence or meditating in an imitation of a martial artist. It is during these periods that makes her plans while everyone thinks she has achieved inner peace. She dresses in infiltration gear or a traditional male martial arts uniform when off duty.

Background: Trained by Proteus’s security and the Chinese government alike, Xiwangmu quickly recognised a fundamental disjunction in the partnership between Proteus and PRB. One that she was delighted to find extended to monitoring her missions. As she focused on completing the mission above the bilingual bickering, the monitors found it easier to give her autonomy.

Plan: Xiwangmu plans to cut the partnership loose and in everything she does, she tries to advance that plan. When she discovered V.Viper had formed the Deadly Venoms, she seized control rather than report it. When Huoshu displayed his amazing technological skills, she pressured him into building encrypted receivers for burner phones. She steals while on missions and stashes it with the gang. Mutants she encounters get sorted into two categories; useful and disposable. Disposable mutants or their remains get reported in, maintaining trust. Useful mutants get away with an obligation they must repay. Likewise, as she frequently encounters the criminal underworld, she is always happy to remind those she hasn’t targeted, that she’s always available to deal with mutant problems via one of her burner phones.

Tactics: Xiwangmu’s first action will be to kill the lights if possible, trying to gain the advantage with her Nightsight. If the enemy is melee-focused, she’s stay back, leaping about as she throws weapons to wear them down. They she leaps forward to fight with claws and fists. Trying to wear down each enemy and perform a Knock-out before attacking the next, unless she can opportunistically pick off a weak foe. The sword will be used an enemy has a blade of their own. If the enemies have ranged weapons, she goes straight into melee.

Plot hooks: She is willing to work with anyone via the Deadly Venoms in her schemes to undercut Proteus, PRB or the local underworld, but she will always try to maintain authority. Even minor challenges trigger an aggressive response that seems out of place for her feigned composure.

If it looks like the Zodiac are on their way out, she’s burn the partnership, literally if possible and escape with as much GOO-P, allies and electronics as she can. But she is still a tiger and will defend her place in any organisation, responding with even greater escalations than what she has suffered.

Xiwangmu is looking to the future, she is interested in finding the perfect male Bengal tiger to mutate into her presumably perfect mate. This takes up quite a bit of her personal time, combing through zoo and wildlife records and planning a fanciful international heist that could easily draw attention. She hasn’t even thought of the possibility of a human-mutant and would take a fair amount of convincing.


Mental: 17 (+3) Physical 18 (+4)

Other Traits: AFF 10 (+0) PRO 24 (+6)

Defence 22 Morale 16 + RESOLVE Save +7 WILL 3 Intiative +8 HP 42 SHT 76 Size 11

Resistance *

Resolve *

Armor *

Move 87 (Jump 72 Running Jump 144) Lift 360

Values: Independence, Survival, Strength

Anthropomorphic Traits: Movement: Biped, Prehensility: Prehensile, Speech: Vocal

Major Traits: Aggressive, Enhanced Scent, Nightsight, Rake

Minor Traits: Claws (ascent, hooked, retractable), Enhanced Hearing, Float, Inspirational (Claws: Knockdown), Teeth (slaying), Spring Leap, Whiskers

Skills: Competency 50%, Athletics 80%, Bargain 40%, Burglary 75%, Camouflage 75%, Meditation 60%, Sneak 80%, Stalk 80%, Track 75%, Vigilance 80%

Unarmed Maneuvers: Strike +10  (claws 2d10+3d8 Edged, teeth 5d8 Edged), Bully +3, Grab:+10 (claws 3d10+3d8 Edged, teeth 6d8 Edged), Knockdown +4, Knockout, Reposition +4, Press +8 (1d12)

Jian: Strike +10 (1d12+3d8 Edged, Hand Counter, Press Flex, Hack)

Throwing Knife: Range +9 (1d10+3d8 Edged Thrown Ammo, Pain, Spin)


Boss: See MITN p.101

Heihuquan: Add a die of damage to Xiwangmu natural weapons or strength when performing a melee strike (already included).

When Xiwangmu repositiosn a foe, Xiwangmu inflicts prone on them. When Xiwangmu inflicts prone on a foe, Xiwangmu may reposition them.

Tiger Blood: When Xiwangmu  uses aggressive, she gains +PHY T-HP.

Eye of the Tiger: Anything Xiwangmu picks up and can throw one-handed counts as a Knife, Basic if sharp or otherwise 1d8 damage and Blunt.


Upgrade 1 - After 4 Zodiac members have been defeated

Mental: 17 (+3) Physical 18 (+4)

Other Traits: AFF 10 (+0) PRO 24 (+6)

Defence 22 HP 45 SHT 85

Move 96 (Jump 9 Running Jump 144) Lift 380

Skills: Competency 60%, Athletics 85%, Bargain 45%, Burglary 80%, Camouflage 80%, Meditation 65%, Sneak 85%, Stalk 85%, Track 80%, Vigilance 85%

Unarmed Maneuvers: Strike +10 (claws 2d10+3d8 Edged, teeth 5d8 Edged), Bully +3, Grab:+11 (claws 3d10+3d8 Edged, teeth 6d8 Edged), Knockdown +4, Knockout, Reposition +4, Press +8 (1d12)

Jian: Strike +10 (1d12+3d8 Edged, Hand Counter, Press Flex, Hack)

Throwing Knife: Range +9 (1d10+3d8 Edged Thrown Ammo, Pain, Spin)

Grenade: +6 3d12 Explosive, Throw AoE, Compact, Disposal, Load Hack Heavy


Press the Mountain: When Xiwangmu rolls the maximum value on two seperate damage dice for a melee strike, Xiwangmu inflicts the prone status.

Self-Centered Mind: Xiwangmu can take a moment to spend 1 Will to automatically gain the Focus State


Upgrade 2 - After 8 Zodiac members have been defeated

Mental: 18 (+4) Physical: 20 (+5)

Other Traits: AFF 12 (+1) PRO 28 (+7)

Defence 23 Morale 18 + RESOLVE Save +9 WILL 4 Initiative +9 HP 52 SHT 97

Move 102 (Jump 10  Running Jump 160) Lift 420

Skills: Competency 70%, Athletics 90%, Bargain 50%, Burglary 85%, Camouflage 85%, Sneak 90%, Stalk 90%, Track 85%, Vigilance 90%

Unarmed Maneuvers: Strike +12 (claws 4d10+1d8 Edged, teeth 2d10+3d8 Edged), Bully +4, Grab:+12 (claws 5d10+1d8 Edged, teeth 2d10+4d8 Edged), Knockdown +5, Knockout, Reposition +5, Press +10 (1d12)

Jian: +12 1d12+2d10+1d8 Edged, Hand Counter, Press Flex, Hack

Throwing Knife: +12 4d10 Edged Thrown Ammo, Pain, Spin

Grenade: +7 3d12 Explosive, Throw AoE, Compact, Disposal, Load Hack Heavy


Empress of the Jungle: When Xiwangmu has no SHT, she can maintain a Grab for free.


Yang, codename Capricorn

Personality: Yang is a sheep who has let his rage and bitterness fester in his heart. Yang hates everything about his situation and longs to break out and make his own way with the only means he knows will work; violence and money. Yang has been treated as a background figure his whole life, but being passed over for the Aries codename was the last straw. Yang in Mandarin covers sheep and goats but it just represented his powerlessness position. Somewhere deep down in his genes, he feels a slight amount of care for the Gemini twins, as they have always followed him and led him to assign them as his flock.

Background: A Finn-Dorset sheep is not a particularly ferocious basis for a mutant warrior, but Yang has been a perfect example of what Project Shanxiao intends. Turning a farm animal into a gun-tottering killer. As he lacked anything special besides being a fingered bipedal sheep, Yang was shunted into a commando training program that he excelled at. His resentment began as he and the other non-charismatic animal mutants were treated as the generic background to the partnership’s demonstrations. This was sharpened by the contradictory education he received, for every lecture about Chinese Communism, he got contradicting literature from Proteus. The trouble was, Yang was smarter than everyone thought and understood that the criminal underground offered the best bet for a nobody with brains and a gun.

Plan: Yang has and will continue to be dutiful to Xiwangmu and the partnership. Doing whatever he is told and working on his alternative plans. As people tend to assume he’s not a person and talk carelessly, he has filed away all kinds of information he repeats to Proteus or PRB about each other. Wheedling “covert” missions and assignments where the partnership has facilities. The Zodiac complete the job as by the letter as possible and then split up to maximise their free time, Yang taking the Gemini twins to manage his growing criminal empire.

Tactics: Yang never fights alone if he can help it. With a line of Unnamed goons at the front and Gemini Three and Four shooting from the midline. He moves from cover to cover, taking shots at whoever is under fire from the Geminis or the most dangerous. If he has access to a bigger ranged weapon, he’s use it on the biggest target. If either Gemini becomes engaged in mele, he will make a charge to separate them. Using his walking cane sword, spending a moment as normal to transform it between a Short Staff and Dueling Sword. Then he will disengage and back up to cover.

Plot hooks: Yang and the Gemini twins are the only mutants in his organisation. Founded by aggressive take-overs of small-time outfits, Yang is willing to expand only if he can line up a mission or long-term assignment. Sometimes he will just grab 10 minutes to make a call to associates, hear what is happening and issue orders. These orders are typical for organised crime and impersonal to anyone’s suffering.

He has two types of gangs; the kind who help the partnership find mutants, run interference and by proxy help the Zodiac. And the kind which robs the partnership of things Yang instruts them to and so help Yang.

Yang is trigger-happy and a stone-cold killer, but he’s also a lonely sheep in a flock of self-centred special forces. A bit of kindness from another mutant of similar experiences will get him to open up about a lot of things. But if he thinks he has a social link, he’ll try and enmesh that link into his criminal plans. A proxy that can quicken the day he vanishes into the underworld to becomes a kingpin.


Mental: 17 (+3) Physical: 17 (+3)

Other Traits: COG 18 (+4) DET 24 (+6) STR 18 (+4)

Defence 17 Morale 20 Save +7 WILL 6 Intiative +8 HP 44 SHT 80 Size 10

Resistance: Blunt 2, Resistance 4 against hazards inflicted by stepping on them (like hot coals, caltrops, etc.)

Armor *

Move 84 (Jump 8 Running Jump 34) Lift 200

Values: Wealth, Respect, Independence

Anthropomorphic Traits: Movement: Biped, Prehensility: Prehensile, Speech: Vocal

Major Traits: Enhanced Scent, Nightsight

Minor Traits: Cold Tolerance [23F], Enhanced Hearing, Fluffy, Hooves, Horns [Blunt], Reduced Sleep, Ruminant Digestion

Skills: Competency 40%, Bargain 70%, Finance 70%, Sneak 75%, Snoop 75%, Stalk 80%, Track 80%, Vigilance 80%

Unarmed Maneuvers: Bully +9, Knockdown +4, Pummel +8, Strike +7 (hooves 3d8+1d6 Blunt, horns 1d10+2d8+1d6 Blunt +D on strikes unless a charge performed this turn)

Style Suppported: Brace, Recovery

Sword, Dueling +7 1d10+2d8+1d6 Edged, Hand Disarm, Counter, Lash Hack, Pain

Staff, Short +7 3d8+1d6 Blunt, Hand Counter, Disarm, Press, Pummel Flex, Spin

Heavy Pistol: Ranged +7 4d8 Bullet Ammo

Traits

Linchpin: See MITN p.101

Powerhouse Prey: Yang may perform a charge against a foe in melee with him as a moment.

This unbalances them as if Yang had just moved into melee with them. Unlike a normal charge, this only affects one target.

When Yang charges a foe, he gains +A on all saving throws in melee until the start of his next turn.

Parential Instinct: When entering melee with an ally with a lower size rating and a foe for the first time in a fight, add 1 to escalation.

Who Dares Bleat: When taking the Focus action, Yang automatically gains the aiming state.


Upgrade 1 - After 4 Zodiac members have been defeated

Mental: 17 (+3) Physical: 18 (+4)

Other Traits: COG 18 (+4) DET 24 (+6) STR 18 (+4)

Defence 18 Morale 20 Save +8 WILL 6 Initiative +8 HP 51 SHT 91 Size 10

Resistance: Resistance 2 Blunt, Resistance 4 against hazards inflicted by stepping on them (like hot coals, caltrops, etc.)

Armor *

Move 87 (Jump 9 Running Jump 36) Lift 210

Values: Wealth, Respect, Independence

Anthropomorphic Traits: Movement: Biped, Prehensility: Prehensile, Speech: Vocal

Major Traits: Enhanced Scent, Nightsight

Minor Traits: Cold Tolerance [23F], Enhanced Hearing, Fluffy, Hooves, Horns [Blunt], Reduced Sleep, Ruminant Digestion

Skills: Competency 50%, Bargain 80%, Finance 80%, Sneak 85%, Snoop 85%, Stalk 90%, Track 90%, Vigilance 90%

Unarmed Maneuvers: Bully +9, Knockdown +5, Pummel +10, Strike +9 (hooves 2d10+1d8+1d6 Blunt, horns 3d10+1d6 Blunt +D on strikes unless a charge performed this turn)

Style Supported: Brace, Recovery

Sword, Dueling +9 1d10+2d8+1d6 Edged, Hand Disarm, Counter, Lash Hack, Pain

Staff, Short +9 3d8+1d6 Blunt, Hand Counter, Disarm, Press, Pummel Flex, Spin

Heavy Pistol: +8 4d8 Bullet Ammo

Rocket Launcher: +8 4d12 Explosive AoE, Disposable, Load

Traits

Challenge: When a foe moves into melee with Yang, he gains 1 temporary WILL.

Veterans Only Get Headshots: +A to hit with a Bullet type weapon when the target has a status.


Upgrade 2 - After 8 Zodiac members have been defeated

Mental: 18 (+4) Physical: 18 (+4)

Other Traits: COG 20 (+5) DET 24 (+6) STR 20 (+5) END 20 (+5) 

Defence 18 Morale 20 + RESOLVE Save +9 WILL 6 Intiative +8 HP 54 SHT 100 Size 10

Resistance * Apply the highest Resistance of Boss or Blunt 2, Resistance 4 against hazards inflicted by stepping on them (like hot coals, caltrops, etc.)

Resolve *

Armor * Apply the highest Armor of Boss or Linchpin

Move 87 (Jump 9 Running Jump 36) Lift 210

Values: Wealth, Respect, Independence

Anthropomorphic Traits: Movement: Biped, Prehensility: Prehensile, Speech: Vocal

Major Traits: Enhanced Scent, Nightsight

Minor Traits: Cold Tolerance [23F], Enhanced Hearing, Fluffy, Hooves, Horns [Blunt], Reduced Sleep, Ruminant Digestion

Skills: Competency 70%, Bargain 90%, Finance 90%, Sneak 90%, Snoop 90%, Stalk 100%, Track 100%, Vigilance 100%

Unarmed Maneuvers: Bully +9, Knockdown +6, Pummel +10, Strike +10 (hooves 2d10+1d8+1d6 Blunt, horns 3d10+1d6 Blunt +D on strikes unless a charge performed this turn)

Style Supported: Brace, Recovery

Sword, Dueling +10 3d10+1d6 Edged, Hand Disarm, Counter, Lash Hack, Pain

Staff, Short +10 2d10+1d8+1d6 Blunt, Hand Counter, Disarm, Press, Pummel Flex, Spin

Heavy Pistol: +8 4d8 Bullet Ammo

Rocket Launcher: +8 4d12 Explosive AoE, Disposable, Load

Traits

Boss: See MITN p.101

Sunday, September 27, 2026

Antarctica Adventure Jam Region 3 - The Farlands and Payuul/Highlands

I know this is not in the required format for the Antarctic Adventure Jam. What matters here is getting my thoughts down on time.

When I submit the collective material to the jam, I will fix all the formatting errors. Those of you reader who cannot access the jam, I suggest you do. It can only get better.


### 303-530 Edge of Nothing Town

500 people in an increasingly hard to distinguish network of windbreaks and earth ramparts. The most remote of the Farland settlements, these people speak with thick accents, containing many Hunter and Coldwater words. They live by resupplying hunting bands and selling the ivory of their hunts to traders from Oonel 300-531, Yuseel 303-538 or downriver once a year. The last time they had to pay any sort of tax was when the River Cat 310.530 came two summers ago.

Led by Headwoman Ochoo and Spirit-Talker Sam

#### Ochoo F N F6 HP:19 AC:3

Potion of Delusion

Spell scroll (web, dimension door, dispel magic, massmorph, growth of plants)

Spellbane, Neutral Sword +1

INT 12, Ego 12, Speaks 4

Special Purpose Slay Arcane spell casters

Locate secret doors

Detect shifting architecture

Detect slopes

Healing

#### Sam F N C6 HP:25 AC:7

Spellbook: light (darkness), detect evil

snake charm, bless (blight)

Bag of Holding, Potion of Fire Resistance

Spell scroll (create water, protection from evil 10’ radius (c), speak with plants, know alignment, neutralize poison)

### 306-528 Frozen Spring Town

100 people who try to stay out of affairs closer to the coast. They hunt, gather shellfish and trade tundra goods for scant warmer luxuries. They don’t want any trouble, have never received any trouble and if asked about politics, claim there is a three-day guest rights for visitors and the questioner better not overstay it.

Led by Headman Gideo and Spirit-talker Alfoon.

#### Gideo M N F3 HP:8 AC:5

Spear +1

#### Alfoon M C C2 HP:6 AC:7

Spellbook: Purify Food & Water

10 light foot (Mv12 6AC 1HD 1d6)

10 crossbows (Mv12 7AC 1HD 1d6)

### 310-530 Lair of the River Cat

A small forest of masts and spars protrude from the windswept tundra, sod sheds, windbreaks and tents among them the deposed lord of the Farlands has staked his camp here, far beyond the reach of Congress and sets out to reclaim his throne. Mostly by exorting his rightful taxes as a river pirate and ambushing Congress vassal patrols.

A man whose cold eyes are at odds with his heroic smile. He would like to find a reason to give up his cursed hereditary sword, but it symbolises his right. He took his Wizard and Spirit-Talker with him.

140 light foot (Mv12 6AC 1HD 1d6)

80 crossbows (Mv12 7AC 1HD 1d6)

20 heavy crossbows (Mv9 5AC 1HD 1d6)

M N F4 HP:16 AC:0

Shield +1

F N F4 HP:11 AC:2

F N F4 HP:18 AC:2

Greatcusher, Lawful Sword +1

Int: 10 Ego: 6, Speaks 1

Note Shifting Walls & Rooms

Detect Meal & What Kind

Detect Evil and/or Gold

M N F4 HP:25 AC:2

F N F4 HP:12 AC:0

Armor +2

F N F4 HP:13 AC:2

* N F4 HP:12 AC:4

F N F4 HP:7 AC:1

M N F5 HP:13 AC:2

F N F5 HP:27 AC:0

Shield +1

M N F6 HP:25 AC:2

Horncleaver, Lawful Sword -2 (Cursed Sword)

M N F6 HP:28 AC: -1

Armor +2

Shield +1

M N F8 HP:38 AC:3

Shield +1

Glorycleaver, Lawful Sword +1

Lord Martony the River Cat

F N F9 S:11 I:14 W:12 C:10 D:16 CHA:11 HP:33 AC:-2

Armor +1

Shield +1

M N MU11 HP:28 AC:9

Ring of Invisibility

Spellbook: Hold Portal, Protection/Evil, Read Magic, Sleep

ESP, Knock, Levitate, Locate Object

Clairaudience, Dispell Magic, Fly, Water Breathing

Charm Monster, Dimension Door, Polymorph Others

Conjure Elemental, Magic Jar, Transmute Rock-Mud

M L C8 HP:33 AC:1

Armor +2

Spellbook: Detect Magic, Protection/Evil

Find Traps, Hold Person

Continual Light, Locate Object

Create Water, Turn sticks to snakes

Dispell Evil, Insect Plague

15000gp

Gems worth: 3 x 10gp, 3 x 50gp, 8 x 100gp, 4 x 500gp and 2 x 5000gp

Pieces of jewelry worth: 400gp, 4 x 900gp, 10 x 1000gp, 1100gp, 1300gp, 4 x 2000gp, 8 x 3000gp, 4 x 4000gp, 5 x 5000gp, 8 x 6000gp, 7000gp, 8000gp, 9000gp and 10000gp

All embossed with symbols from the land of Congress

Map to Potion of Delusion

Martony says this is the Potion of Longevity and will trade the map for his life. It is buried under a stone 311-532, already being overtaken by grass.

Potion of Longevity

Potion of Flying

Beeblade, Lawful Sword -2 (Cursed Sword)

Int: 10 Ego: 1, Speaks 3

Detect Traps

Detect Meal & What Kind

Detect Evil and/or Gold

### 312-530 Safe from Treachery Town

600 People cling to the leeward sides of a hill ridge, away from the biting interior winds. The name refers to the vast expanse of cold swampland fenced off by the tributary. The neighbouring landscape freezes in winter, but for the rest of the year is soggy, poorly marked and teeming with birds and animals. Otherwise, the locals farm hill terraces closer to the sun.

The Farland inhabitants are wary of strangers; they have met with the exiled River Cat on their journeys to 310-532 and they are not impressed. They remember his tax collectors more than the Congress invaders, who visited once, extorted and forgot about them.

70 light foot (Mv12 6AC 1HD 1d6)

50 archers (Mv12 7AC 1HD 1d6)

They are led by Headman Kelvern F4 and Spirit-Talker Alevo C4.

### 300-531 Village of Oonel

71 people, mostly hunters and trappers, live a precarious life beyond the edge of Coldwater lands. They were sent here by the people of Vichipa 297-536 to rebuild their fortunes by taking direct control of the fur and ivory trade. Rather than wait for hunters from the Wa-Wapauine to come down the river and along the coast. This has turned out to be mutually beneficial, for Wa-Wapauine hunters also use the camp and their need for cavemen slaves has made the camp permeant. Attracting Farland and Hunter (culture not profession) traders. Has an Eagle totem shrine.

In times of trouble, they can raise 14 light foot/archers (Mv12 6/7AC 1HD 1d6)

Led by Head Hunter Yilson F5 and Boboson C1 (brother to the same in 296-532)

### 302-531 Mastodon Feeding Grounds

45 Mastodon feed here, stripping the shrubs of the tundra back by ripping up clumps of grass as well. They have migrated from the forests on their seasonal march up towards the highlands and back and are wary of human hunters. They will steal fruit and vegetables if left on the ground.

### 302-532 Pits of the First People

150 Cave Men live in deliberate isolation and concentration around a series of deep shaft caves.

To sustain their enormous (for cavemen) population, they strike out in bands of 30 into surrounding hexes to hunt big game, fish, gather or delve into the mysterious underground ecology. They will not attack a party but will steal unattended supplies and butcher animals.

They fight with Hunter bands for control of limited summer herds; steal produce from farms and will never spare someone dressed like a Coldwater. For the slave market of 296-532 makes good money selling hardy labourers and gladiators captured from them.

### 310-532 No Tree Town

300 people who are the primary recruiting and fencing site for the buccaneers. They celebrate and, in some ways, fear the buccaneers 310-530 and will not fight or in any way obstruct them. They fish, hunt and grow sparse vegetables in windbreaks. The entire town has no alcohol or gems as it was drunk or taxed by the buccaneers as they passed through. They do have piles of Congress coins they are eager to exchange.

They are led by Headman Macaro F3 and Spirit-Talker Giagori C3.

Giagori has Armor +1.

### 305-533 Hill Hidden Village

50 descendants from the Farland river people live in a state of paranoia. They see any outsider as a potential Congressional spy, here to oppress them. Or even in their fevered imaginings (during winter) orcs who have learned to wear clothes. They have a -2 rection roll to people not born in the village. Outsiders who are grudgingly let in are forced to surrender all weapons and have all their possessions searched. With all food seized as a good behaviour bond. Any excuse will be used to eat the food and give poisoned food in return.

Their contact with the outside world comes from a mixed (village/other Farland) trapper family who haunt the hills as occasional bandits. They can guide people to and from the village (then subjected to the bond) or any hex in the hills by verbal description alone.

They are led by Headman Alfoon.

M N T6 S:10 I:6 W:15 C:14 D:14 CHA:12 HP:19 AC:6

Hawkhammer, Lawful Sword +1, +2 vs Lycanthropes

Int: 12 Ego: 2, Telepathy and speaks 1

Read Magic

 Note Shifting Walls & Rooms

 Detect Gems (# and Size)

Detect Evil and/or Gold

Teleportation

5 light foot (Mv12 6AC 1HD 1d6)

5 archers (Mv12 7AC 1HD 1d6)

### 315-533 Fort Dnal-Talf

70 disgruntled soldiers of the Congress are fortified amid undulating shrubs and grass. In an artificial hill of rammed earth and pit houses. They are here to prevent foes from the March and even the definition of the March itself from overtaking the empty inland regions. It’s a two-year posting, with nothing but weekly resupplies and idle speculation. They are at least issued with foreign rifles and even radium pistols for the leaders. They torment and assault any non-uniformed visitors out of boredom.

Ffie Videl knows the Second Lock and was sent here to complete her tour of duty. She has mixed feeling, it’s not prestigious but not dangerous. She will pretend any visitors are not there to avoid having to make a report.

Beside her radium pistol, she has foreign pellets for herself and Hree, they will turn them into ogres, but Ffie does not know.

Hree Quell knows the Second Lock and Ffie’s lover, they met as First Lock junior officers. She wants nothing more to turn Ffie’s pistol on something that isn’t a passing animal. She will only act if she thinks Ffie will approve.

70 heavy foot with Oiligan Battle Rifles (Mv12 4AC 1HD 1d10) see AAJ Appendices p.16

#### Ffie

F C F5 S:13 I:7 W:11 C:8 D:8 CHA:8 HP:13 AC:3 Radium pistol (2d6)

##### Hree

F C F4 S:12 I:12 W:12 C:5 D:9 CHA:12 HP:5 AC:-1

Shield +3

### 309-534 Far From River Town

300 people in a state of disarray, having recently had their ancestral totem stolen by orcs while it was asleep. The town was built by Farland refuges after various villages and settlements along the river were burnt by Congress invaders years prior. After they appealed to the Meteor Spirits, they received a totem and the Congress negotiated a fair tax. A week ago, orcs came down from the hills and stole it, burning down part of the temple.

They believe arriving characters are chosen to save it by the chaotic spirits. If the characters refuse, they will threaten and hold baggage hostage unless the players agree. They will try and guard it anyway in case the players try and flee. They fear the Congress will try and invade if it becomes known, they are right.

Thy are led by a married couple, Headman Macaro and Spirit-Talker Millano.

Macaro

M L F4 S:13 I:6 W:6 C:9 D:3 CHA:14 HP:16 AC:2

Armor +2

Millano

F L C4 S:15 I:10 W:16 C:8 D:9 CHA:10 HP:13 AC:2

Spellbook: Cure Light Wounds, Light Hold Person

70 light foot (Mv12 6AC 1HD 1d6)

50 crossbowmen (Mv12 7AC 1HD 1d6)

### 313-534 On the Grass Town

400 people live by irrigating from wells rather than the river like most people of the Farlands. The town started as a camp for hunters and has grown into a proper town. The Congress travelled by boat during their invasion and negotiated a normal tax rather than take the time to divert. This has made the town popular for people leaving the river settlements. The people are neutral to the Congress for this reason, and the fort 315-533 presents some safety.

This will change when the administration announces new taxes and levies for the start of next spring. To raise another force for the Marches.

The town is run by Hwat Vobmat, who knows the Second Lock and assisted by local enforcers Headman Orovern and Spirit-Talker Ochoo. The heavy foot are from the Congress.

#### Hwat Vobmat

C MU5 S:11 I:10 W:8 C:9 D:7 CHA:6 HP:4 AC:9

Wand of Fear

Spellbook: Detect Magic, Hold Portal, Protection/Evil, Read Magic

Locate Object, Wizard Lock

Clairaudience

80 light foot (Mv12 6AC 1HD 1d6)

32 heavy foot armed with Oiligan Battle Rifles (Mv12 4AC 1HD 1d10) see AAJ Appendices p.16

48 crossbowmen (Mv12 7AC 1HD 1d6)

### 306-536 Lair of the Returners

An orc cave complex, all blind turns, firepits and rooms with multiple entries for flanking. The Returner tribe has climbed back up to a Mesolithic culture witch substantial influence form their neighbours. Not that they would show themselves to outsiders, except as night raiders seeking food. These orcs are fascinated with light and the interplay of refractions, adopting a dualistic religious system about gradient of light and dark on top of their preceding ritual gorging rites that produce their champions (stats as Ogres).

But they need a stronger spiritual protector due to their increasingly less Troglodyte biology and culture. The meteor spirit (stats as Balrog) of Far From River Town 309-534, was seeking a more Choas-aligned community and spoke to them. Now they have the meteorite iron idol and it doesn’t want to leave.

200 orcs (NC Mv9 6AC 1HD 1d6)

2 ogres (C Mv9 5AC 4+1HD 1d6+2)

balrog (C Mv6/15 2AC 10HD 1d6+1)

1000gp in beaten gold prized off the idol

Jewellery made from subterranean cave molluscs, ivory and stolen gems worth: 700gp, 1200gp, 2 x 3000gp, 5000gp and 9000gp

### 311-536 Old Man and Old Woman River

These two colossal turtles have nested high in this tributary since before the Titians remade the world. They sleep most months, mud and plants covering them to look like sandbars. They shift in the winter to keep their noses warm.

This mated pair have grown tired of their kind's undersea war and retreated here.

It is customary without remembering why to throw a coin into the waters here to appease the river spirits. Bigger boats need bigger coins and all of them go into the hoard.

2 x 11 HD Dragon Turtle

60000gp weight in assorted coins

Gems worth: 2 x 50gp, 2 x 100gp and 2 x 500gp

### 312-536 Fork of the River Town

100 people live by the rivers and streams, getting most of their physical money from travellers resting after having to negotiation the local undulations. The village is really four big houses and eight smaller houses. One belongs to Lenodaro, a ruling Wizard with the appropriate Congress-mandated collar. Another belongs to Spirit-Talker Kelvern Quell, a mixed cousin of the powerful Quell family, in 310-541. The other two are rival inns and taverns combined, not above sabotaging each other’s trade.

#### Lenodaro M L MU4 HP:9 AC:9

Spellbook: Detect Magic, Light, Read Languages, Read Magic Invisibility, Wizard Lock

Potion of Clairvoyance

#### Kelvern Quell M N C3 HP:7 AC-2

Spellbook: Detect Evil, Light

Armor +2

Shield +1

### 315-536 Throne City

4000 people live in what was once the capital of the Farlands. It is good land and little clusters of homes surround the central fortified palace. This is now the administrative hub for the Congress and it treated with the seriousness that deserves. The inhabitants bemoan the extra commerce from supplying the Congressional troops and elite do not outweigh the extra taxes and bullying from them. They are looking for a new leader, preferrable a known Farlander, but anyone who can lead until they are disposed of is welcome to pitch their uprising in the temples and the drinking houses. A temporary mob equal to 300 light foot and 60 archers could be raised in the name of freedom.

There are three Congressional leaders responsible for maintaining control over the Farlands, all residing in the palace. Elft Lolkaa, who controls taxation, Oogd Libbies, who is responsible for military activity and Repalce Quell, who organises the correspondence with local leadership. They all know the Second Lock.

They are supported by a dozen Farlander nobles who have been allowed to keep their spheres of influence. Six Headmen (F3 x2 F4 x2, F5, T3) and six Spirit-Talker (C3 x2, C3 x2 and C4 x2).

#### Oogd

M N F8 S:7 I:7 W:8 C:14 D:8 CHA:14 HP:41 AC:3 Radium Pistol (2d6)

#### Repalce

F C F7 S:8 I:14 W:7 C:9 D:10 CHA:7 HP:30 AC:2 Radium Pistol (2d6)

Mace +2                                                                          

#### Elft

M N T6 S:9 I:9 W:10 C:8 D:7 CHA:8 HP:12 AC:7

Leather Armor +1

Ring of Regeneration

40 heavy foot armed with Oiligan Battle Rifles (Mv12 4AC 1HD 1d10) see AAJ Appendices p.16

20 heavy foot (Mv12 4AC 1HD 1d6)

20 light cavalry (Mv24 6AC 1HD 1d6)

20 light foot (Mv12 6AC 1HD 1d6) – Farlander

20 heavy crossbows (Mv9 5AC 1HD 1d6) – Farlander

### 316-536 Tower of Gideo Who sees The Realms Invisible

From the Tower-Castle, Gideo is a Wizard in good-standings with the Congress, wearing the ceremonial collar and keeping a watch for treasonous magic from other Wizards. He also wants to seize control of known orc lair 306-536 and master the underground labyrinth, ultimately to build the centre of an empire with humanoid armies.

Gideo will pay in future land and wealth to get assistance. This does require overthrowing the Congress and installing himself as Wizard-King.

His apprentice Rovern MU4, is going along with in the hopes that Gideo will make him his heir or at least get a large chuck of land along with arcane knowledge.

Gideo lets his Gargoyles fly out each night to drink the blood of either random neighbours or his enemies.

#### Necromancer Gideo the Collared

M N MU10 S:18 I:14 W:5 C:10 D:15 CHA:12 HP:27 AC:9

Wand of Metal Detection

Spellbook: Charm Person, Light, Read Languages, Read Magic

Continual Light, Knock, Levitate, Phantasmal Forces

Fly, Protection/Evil, 10' r., Protection/Normal Missiles

Charm Monster, Polymorph Self, Wall of Fire

Magic Jar, Telekenesis

2 Gargoyles

Level 4 Apprentice Magic-User

50 light foot (Mv12 6AC 1HD 1d6)

50 heavy foot (Mv12 4AC 1HD 1d6)

30 crossbowmen (Mv12 6AC 1HD 1d6)

### 310-537 Tracks

Sunk into the mud of the pnorth bank is a set of footprints leading up to a shelter where a man is camped. He says he is a trapper and a mercenary, going to Hex 312-536. The rebel who stole the magic item and 30,000gp of magnetic diamonds (3) from Yuseel. He is willing to lend it (but won’t mention the diamonds) if the party swear an oath (implied but not magically binding) to fee the Coldwater lands from the Congress.

#### Hoolyassie

M L F5 S:17 I:14 W:8 C:14 D:14 CHA:12 HP:19 AC:4

Neutral Sword +1, +2 vs lycanthropes (Intelligence 7, Ego 11, Note Shifting Walls & Rooms, & Knows 1 language)

### 313-537 Swift Water Town

400 people labour as they always have. They hate the Congress for seizing control and directing both taxes and conscripts towards their own ends. But life goes on. Besides Headman Macaro F4 and Spirit-Talker Gideo C3, Mutnat Libbies knows the First Lock and this is his first practical exercise as an administrator. He has seized the ferry that crosses the river for his personal income. Frequently travelling to 315-536 to make reports. The levy members will only turn up unless the town itself is threatened.

#### Mutnat

M C F3 S:14 I:10 W:9 C:12 D:7 CHA:4 HP:14 AC:6

Chaotic Sword +1, (Intelligence 2, & Knows 1 language)

20 light foot (Mv12 6AC 1HD 1d6)

20 crossbowmen (Mv12 6AC 1HD 1d6)

10 crossbowmen (Mv12 4AC 1HD 1d6) - Congress

10 light cavalry (Mv24 6AC 1HD 1d6) - Congress

### 315-538 River Feeding Spring Town

600 people trudge through life. The natural spring here allows for sustained agriculture away from the river and their proximity to the Congress, 316-538 and 315-536 brings trade. But that just seems to create more opportunities for their Congressional administrator to tax them more. Funding his own endeavours on the side. Headwomen Sam T3 is at odds with Spirit-Talker Lenodaro C5. For Lenodaro’s sister is Chatoic the Congresswoman, being of a mixed trading family and she knows the First Lock.

Chatoic spends all her time inside devising new magical experiments and observations, she is willing to sell spells to further her power in the Farlands as she will never be allowed to advance.

A group of traders has set up some tents outside the boundary wall. These 10 are all C1 and Chaotic in alignment. They seek to overthrow the Congress in the Farlands for a renewing anarchy. They will question characters subtly about how they feel and reveal their intentions if satisfied. They claim to have been sent by the spirits in 314-541.

#### Chatoic

F N MU9 S:9 I:17 W:6 C:5 D:11 CHA:12 HP:16 AC:9

Potion of Invisibility

Spellbook: Hold Portal, Light, Protection From Evil, Read Magic

Invisibility, Detect Invisible

Fire Ball, Water Breathing

20 light foot (Mv12 6AC 1HD 1d6)

20 heavy foot (Mv12 4AC 1HD 1d6)

20 crossbowmen (Mv12 6AC 1HD 1d6)

### 316-538 Side Branch Town

200 people begrudgingly offer normal hospitality here unless money is obvious. If asked, they explain that most of their custom is with Fort Draug-Revir and the Congress forces there are prone to abusing credit. Rovern F3, is the headman and does nothing anymore. The fort itself is little more than a complex of rammed earth and wooden palisade surrounding a pair of beached riverboats. They have the vital goal of insuring nothing from the Marches intrudes up the river. Due to this, they are armed with rifles and radium pistols.

Nevre Kangeru jut learned a cool trick from a wandering mercenary who drifted up the river. He was taught the Sureshot Technique as payment to let the woman pass. He and his brother Fra both know the secret of the Second Lock. Fra knows his brother doesn’t focus; he will engineer a situation to make one of them into a hero for decisive action.

The Sureshot Technique is just spending a round aiming to double the To Hit modifier.

He really wants to show his aim off. He’ll let this slip the wanderer while drunk, if character pays his tab and new drinks, some 50gp. She was heading to Coldwater lands but passing through Congress territory along the way. She is found in 312-545.

60 heavy foot armed with Oiligan Battle Rifles (Mv12 4AC 1HD 1d10) see AAJ Appendices p.16

#### Nevre

M N F4 S:15 I:12 W:5 C:14 D:10 CHA:10 HP:9 AC:4 Radium pistol (2d6)

#### Fra

M C F3 S:11 I:9 W:9 C:13 D:9 CHA:14 HP:12 AC:5 Radium pistol (2d6)

### 310.539 River From Up High Town

500 people get by here. They unhappily pay their taxes to the Quell and Congress more broadly. But they were only moderately more happy paying taxes to the old king. They are ruled by a foreign mercenary, who the Congress paid in land to sweep the settlements along the hills. His rule has brought a garrison drawn from all parts of the Congress’ holdings and he takes his taxes in labour to have built and maintain his castle. The 10 myrmidons are his oldest comrades.

#### Lord Kenard the Curly

M L F9 S:10 I:13 W:9 C:8 D:10 CHA:15 HP:33 AC:1

Armor +1

Sheavebreaker, Lawful Sword +2

10 Myrmidons

30 crossbowmen/light foot (Mv12 7/6AC 1HD 1d6)

30 heavy foot (Mv12 4AC 1HD 1d6)

30 medium cavalry (Mv18 4AC 1HD 1d6)

### 306-540 Large stone

A large stone juts from the top of a steep hill, all vegetation and elevation fall away from this high place. It’s pnorth side cut by a sheer 20-foot drop to a ravine below. Approaching it means clambering up the scree slopes (save vs dragons breath or slide 20 feet and take 1d6 damage). On the stone itself is carved writing in Antarctic Common:

“For the underserving fourth people of the hard town. Open me up and receive a fitting tool”

If the stone is broken open with tools (6 turns), levered off the top of the hill to smash in the ravine below (takes two attempts) or combined methods. It reveals a Dagger +2 vs man-sized opponents, +3 vs orcs, goblins, & kobolds.

This is for 301-539.

### 307-542 Hilltop Camp

A camp sits on a rise, protected by brambles. Though the greeting is friendly enough. Here is Bobbino T6, a man of the highlands. He is shelling, preserving and extracting and fire beetles. He knows how to make glowing torches from fire beetle glands and can be persuaded to share this knowledge for 100gp of supplies, not money. To reveal the additional trick where the glands are distilled into light that reverts werebeasts back to original form. He wants a magical item or consumable.

### 305-545 Village of Ewyuoo

35 people live a simple life up in the clan of Ewyuoo, which has never been part of a tribe, as it was in the times of old. People here live by terrace farming and hunting in the hills. Life is hard but quiet, no Congress force nor Yugen tax collector has come by for decades. Only the occasion trader. Chief Himothson F4 knows how to get into the tunnels beneath the hills. He used to hunt a vicious if finely furred animal down there. They have all gone and he’s willing to give fifty per cent of profits; 1gp per pelt for an entire season, if they can track where they went. This will require going through the tunnels and out the other side of the hills to Hex 298-532.