Showing posts with label Fey. Show all posts
Showing posts with label Fey. Show all posts

Spirit-Guests of Master Katawa's Bath-House

This was a cute little project of mine once upon a time, a Ghibli-esque bath-house inhabited by many spirits of all shapes and sizes, consumed with either having a great time, or commiting acts of sabotage and intrigue against each other. It spiralled out of control somewhat, so here's the one part that is so-far complete; a guest list!

More to come, hopefully.

Guests of the Bath-House

At any given time there are 2d4 dozen general patrons of the Bath-House going around their much-less-important business. For each dozen general patrons, there is an exceptional Guest, who are found on the list below.

Why are they here?
If you feel it appropriate, you could also roll the Guest an Ulterior Motive as well. Probably at least 2 or 3 Guests should have Ulterior Motives at any given visit.
1 - Just passing through, thought they would grab a drink
2 - Having a meal in the Food-Court
3 - Come for a Bath and a Meal, a nice day out really
4 - A few days rest and relaxation
5 - Come to sort out a little business in a neutral area
6 -  A deep cleanse (and they mean deep)
7 - None of your business!
8 - "Business"

Where are they currently?
These are general guidelines for determining location without context, they need not be proscriptive.
General Patrons (i.e. non-specific Guests) roll d4.
Guests with INF 1 roll d6.
Guests with INF 2 or 3 roll d8.
Guests with INF 4+ roll d10.
1 - Enjoying a nice Sake
2 - Enjoying a relaxing Bath
3 - Wandering the Gardens
4 - Receiving a Deep Cleanse
5 - Sleeping the Sake off in a Pod
6 - Having a meal in the Food Court
7 - Speaking with the Complaints Statue
8 - Engaging in business in one of the Meeting Rooms
9 - Sorting out a discrepancy with Administrator Goro
10 - Talking with Katawa himself!

*Sidebar - Ulterior Motives*
Ulterior Motives
1 - To steal from another guest.
2 - To discover the truth of the Bath-House's heating.
3 - To break into Katawa's office and read a document.
4 - To rob Administrator Goro's safe.
5 - To learn another Guest's secret.
6 - To break up talks between two other Guests.
7 - To ruin another Guest's reputation.
8 - To hunt down a Guest who knows their secret.
9 - To hunt down Katawa and have a stern word with him.
10 - To find the Complaints Statue's records.
*Siderbar ends*

Guest Stats
There are 5 stats for guests.
Hit Die [HD] - A relative counter of how tough they are.
Number [No.] - A count of how many of them there are, in absolute number or dice.
Affiliated [Aff] - The chance in 6 of each guest knowing anything about another guest, the more it passes by, the more they know. Also the odds of knowing who you should talk to about a specific problem you might have.
Relation [Rel] - How friendly they might be with the party (to begin with at least).
Influence [Inf] - How much everyone else in the Bath-House will want to speak with them.

Guest List
1 - The Mantis Ambassadors
      Long, thin, elegant. Soft of speech, harsh of word. Straight to the point. Superior, but are too polite to admit it. They speak for the Insect Queendoms.
HD - 3 No. - 2d4 Aff - 4 Rel - 3 Inf - 4
Secret: Plotting a war to elevate Queen Chitin to Arch-Fae status.

2 - The Dark Apostles
      Soft and rounded in places, thin and curved in others, like they have been molded by great fingers. Large, haunted lantern-eyes. Dread adherents of the Void-God-Who-Is-Devoured
HD - 1 No. - 3d6 Aff - 2 Rel - 3 Inf - 1
Secret: If you propitiate them properly, they can eat someone totally and unacceptably. (No-one is truly safe from them, but by no means is the doom of particularly powerful beings guaranteed either.)

3 - The Flame-Bellied Djinn
      An agent of Mechanus, the city of law and Djinni. His belly is a great barred furnace, smoke constantly pools in his mouth and ears, curls from his nose. Boistrous, laughs from the belly.
HD - 6 No. - Unique Aff - 3 Rel - 3 Inf - 2
Secret: Spying on the other realms to assess if any are approaching Mechanus' technological level.

4 - Grande Toade
      A huge, boil-covered toad. Long fu-manchu style moustache, great bushy eye-brows like feathers. Apparently some sort of royalty, or perhaps semi-divinity. Uncertain. Never elaborates.
HD - 4 No. - Unique Aff - 2 Rel - 2 Inf - 3
Secret: Grande Toade is a manifestation of the True God of all Amphibians, who dwells partially beneath the lake the Bath-House sits upon.

5 - Reynardine, the Were-Fox
     Seducer of women, seducer of men, seducer of trees and water features, seducer of... well just about everything. A bit of a foppish rake, but looks just fabulous without fail.
HD - 3 No. - Unique Aff - 4 Rel - 3 (5 for characters with 15+ cha) Inf - 2
Secret: When a 1 is rolled on an Affiliation roll for another guest, Reynardine has had a secret dalliance with someone close to the guest.

6 - A Squadron of Locust Knights
      Members of the warrior caste of Sahandralar, the great democracy. On some sort of quest, but they've been on so many damn quests no one cares any more. Boistrous, but honourable.
HD - 3 (and 1 captain of 5) No. - 3d6 Aff - 2 Rel - 5 Inf - 2
Secret: They are exiles from Sahandralar, and cannot return until their great deeds outweight their hidden shame.

7 - Mogirus, the Bear
      He's a big bear. Smart enough to come in every so often for some fish and a wander, but otherwise, just a bear. Despite this, all the other guests are convinced there is something more to him.
HD - 3 No. - Unique Aff - 0 Rel - 3 Inf - 2
Secret: Is literally just a bear, there is nothing special about him.

8 - The Sturgeon Scholars
      The most pre-eminent scholars from the Benthic Colleges, with doctorates in all manner of subjects and passing interests in everything left over. As far as they know at least. Snooty. Intolerable.
HD - 1 No. - 2d4 Aff - 3 Rel - 2 Inf - 3
Secret: Stole much of their original research from a rival school, who they bully into silence.

9 - The Beetle Brethren
      Adherents of the Holy Order of Mistress Moth. Thick, hempen robes and swinging fire-fly censers. Speak only in chittering, though they can speak human perfectly well. Just want to be left alone.
HD - 1 No. - 3d4 Aff - 3 Rel - 1 Inf - 1
Secret: Mistress Moth is dead, and they have killed her; they feasted on her semi-divine flesh.

10 - The Many-Armed Scroll-Keeper
       How many arms does he have? Many. How many scrolls does he have? Many. How many long centuries has he kept to his sacred task? Many. How many more questions will he have to answer before you get he picture and bugger off? ... (sigh) Many.
HD - 2 No. - Unique Aff - 1 Rel - 2 Inf - 2
Secret: He keeps all the secret knowledge he collects, he does not burn it like he says he does.

11 - The Owl-Sages
       Bedecked in fine robes and adorned with fine jewelry. Know much of the secret things of the world. They have many books they read at night that keep their secrets safe.
HD - 1 No. - 2d8 Aff - 3 Rel - 3 Inf - 3
Secret: They bought their knowledge from a Demon of the Moon, at a terrible cost that they have yet to pay. 

12 - A Maniple of Centurion's Rose
       Boistrous and unruly, they speak through pheromones and generally get up to little more than fighting and brawling. Easily coaxed into drinking competitions.
HD - 2 No. - 5d6 Aff - 1 Rel - 2 (4 if drunk) Inf - 1
Secret: They bear a magic book which contains a number of rituals for opening Secret Roads of magic. They use it as a seat for the Rose-Captain.

13 - A Random Hag
       Even hateful demon-women of the woods need to pop in for a deep-cleanse and a few tots of sake every so often. Be reasonable please.
HD - 3+ No. - 1 Aff - d4 Rel - d4 Inf - d4
Secret: Depends on the Hag, usually is a magical power, with a terrible cost.

14 - The Prince of Bats
       Long eared, wet-nosed, sniveling, squeaky voice. Much maligned, but put up with due to his powerful connections. Exceedingly nocturnal, and very nosy.
HD - 6 No. - Unique + 2d4 Bat-folk attendants Aff - 4 Rel - 1 Inf - 4
Secret: Plots to kill his father and become The Dread King of Night.

15 - Long-Ears and Long-Whiskers
       Human in shape, yet animal in aspect, and a powerful spirit of the woodland in nature. They clad themselves in a human form to better facilitate negotiation about the well-being of the forest in which it lives.
HD - 4 No. - Unique Aff - 3 Rel - 1 (but pretends it 4) Inf - 3
Secret: Secretly despises "civilised" cultures, but will never let you know it. Dreams of putting them back in their place.

16 - A Dryad Bacchinalia
       The best party you've ever been to, the worst hangover you've ever had. Some of its tame, some of it is jaw-droppingly decadent and depraved. Not good at tidying up.
HD - Between 1 and 3 No. - 10d10 Aff - 1 (with a +1 for each party the Guest has attended with the Dryads, if in doubt, roll d4) Rel - 3 (6 when drunk) Inf - 2 (6 if they're out for a party)
Secret: They stole all their membership from village orphans and changed them into the psuedo-spirits they are now.

17 - The Rat-Nobles
       Refined, cultured, well-groomed. Always out on some kind of urgent (but never too urgent) business, always far too busy to talk to you (but never busy enough to rush).
HD - 2 No. - 3d4 Aff - 4 Rel - 1 Inf - 4
Secret: They pray that no one ever finds out that really, they aren't all that important, all that rich, all that cultured. They pour their hearts into the deceit.

18 - The Brewer Dogs
       Punks in leather jackets, festooned with silver spikes, make a killer pale ale. Out for a good time, and hoping to bump into a great business opportunity while they're at it.
HD - 1 No. - 3d4 Aff - 3 Rel - 4 Inf - 2
Secret: There is only a limited supply of their precious ale. They don't know how to make more. They dread the day it runs out.

19 - A Bone Scrivener
       Something like a cross between an owl and a centipede that wears heavy cloaks so that you are never quite sure what it really is. An oracle whose preferred medium should be obvious, the older the better.
HD - 3 No. - 1 Aff - 5 (but the costs are always high) Rel - 3 Inf - 3
Secret: The price it paid for its powers were its family's lives. The guilt wracks it terribly.

20 - Carved-From-Stone, the Giant
       Barely fits within then Bath-House, has to bathe in the hot springs beneath, makes the whole place smell slightly when he does, is not well liked for that reason.
HD - 8 No. - Unique Aff - 2 Rel - 2 Inf - 1
Secret: He is a cousin of the Spirits of the Hot-Springs, which is the only reason Katawa still allows him to come to the Bath-House.

21 - Big-Headed Carlos
       His head is far too big for his small, stupid body. He is not stupid, though everyone assumes he is. He knows far more than he lets on with his stupid, gormless face.
HD - 3 No. - Unique Aff - 4 Rel - 3 Inf - 1
Secret: None, but when he is affiliated with another Guest, he knows their secret too, and looks out for any chance to leverage it for his own gain whilst also maintaining his charade.

22 - Many-Legged Karthus
       He is a spider, who is also a man. Somehow, try not to think about it too much, dear morsal, you get all tough and stringy when you get stressed. Long thin grins, like, all the time.
HD - 4 No. - Unique Aff - 2 Rel - 3 (5 for delicious looking PCs) Inf - 2
Secret: He is terribly lonely, and wishes only to find a mate.

23 - Rot-Grub the Stinky
       Bloated body, buzzing wings, wrist-rubbing, wheezy voice. A consummate sycophant, and totally oblivious to the fact that everyone hates him. Never realises that some of the things he's heard are actually quite important...
HD - 2 No. - Unique Aff - 2 Rel - 4 Inf - 1
Secret: None, but when he is affiliated with another Guest, he knows their secret too, but doesn't know that its important.

24 - Stone-Antlers and his Family
       A great elk with flinty protrudences, he is haughty and proud. Disinclined to conversation, but can easily be coaxed into opportunities to show off his powerful physicality. Family are quiet and subservient to the overbearing father. They wish to be rid of him.
HD - 4 (1 for family members) No. - Unique +2d3 family members Aff - 4 Rel - 1 (3 for the family) Inf - 3
Secret: Stone-Antlers is quite unaware of all the enemies he has accumulated, and his family would eagerly sell him out to any one of them.

25 - A Gaggle of Goblins
       Immature, inept, inexplicable. They cause trouble wherever they go, and by their gobliney nature, they spontaneously generate more of them from the dark and damp corners.
HD - 0 No. - d6d6 (d6 more appear each day) Aff - 2 Rel - 2 Inf - 1
Secret: None as such, but if more than 100 goblins are ever present in the Bath-House at one time, the entire place will just become utterly infested, and it will resemble a battle-ground more than a recreational establishment.

26 - The Kindly Ferret Maidens
       Just absolute sweethearts is clean white dresses. Virtuous to a fault. Courteous to the extreme. Everyone loves them, no-one has any reason to dislike them at all. Often go around the Bath-House handing out small plates of cookies. Delicious cookies.
HD - 3 No. - 2d6 Aff - 4 Rel - 2 Inf - 4
Secret: Actually deadly assassins. Very rarely are they here on business.

27 - The White Bride and the Black Widow
       Two who seem similar in look, but are altogether opposites. One is delighted, one is devastated. Its not often that your expectations align with the reality. Perpetually awaiting their big days, supposedly related to some incredibly important people, but no-one can ever agree on who.
HD - 1 No. - 2, Unique Aff - 3 Rel - 4 for the Widow, 2 for the Bride Inf - 4
Secret: The Bride killed the Widow's husband, which put in her current predicament.

28 - Songbird the Beautiful
       Wears her wings like robes and her feathers like jewelry, her song is exquisite, he laughter like sunshine. Everyone knows she's a spy, but she's just so charismatic that they don't care. She's never here to spy on them after all, she told them herself!
HD - 6 No. - Unique Aff - 6 (though you'd never bother a lady about her work would you?) Rel - 4 Inf - 6
Secret: Its always a secret just who it is that she really is here to spy on.

29 - THE BULL
       THE BULL IS BIG. THE BULL IS MEAN. THE BULL WILL TOLERATE NO WEAKNESS. THE BULL WILL TOLERATE NO WEASEL WORDS. THE BULL IS TRUE! THE BULL DECLARES IT SO!
HD - 6 No. - Unique + d6 Minotaur attendants Aff - 3 Rel - 2 (5 for tough types) Inf - 2
Secret: THE BULL is slowly dying, his invincibility wears thin.

30 - A Visiting Fae Lord
       Roll on your favourite table for Fae Lords!
HD - Lots No. - Unique (usually) Aff - 6 Rel - d6 Inf - 6
Secret: Depends on the Fae Lord

Candlemarsh Part the number 2

In no particular order (yet)...

Further Hooks for Entering the Wretchedness of the Marsh

1 - A priest grows uneasy, the barrier between the living world and the dead is weakened, and the source is the Candlemarsh; discover the source of the corruption and destroy it.
2 - The Grand Light of the Cathedral-Beacon was stolen in the night, and it cannot be relit! The thief disappeared like smoke, and fled to the Candlemarsh. Reclaim it.
3 - You must discover a secret, but the only person who knew it is now dead. There is an oracle who supposedly lairs in the Candlemarsh who could reveal the secret to you. Find it and learn the secret.
4 - Recover the Last Secret/the Last Wonder of the Old Wizard's Tower.
5 - Someone was taken in the night by... something. It was feral, and merely looked like a man, and dragged them into the Marsh. Rescue them.
6 - There is an old Mansion in the Marsh built in old times before the Marsh spread beyond its boundaries. Loot it.
7 - You have this old map, supposedly it leads to Tief Le'Jeans' long lost treasure. Recover it.
8 - An Alchemist requires that most rarest of flowers, the Artisan's Orchid. The closest plant grows in the Candlemarsh, in the Gardens of Aunty Seepstitch. Retrieve it.
9 - The Druids of the Swamp cry for help from their Animist Brethren. Answer the call.
10 - A Fae wandered into town, and bestowed upon you a righteous quest! Aid the Moth-King in his war in the Dread-Candlemarsh! 

Distinguishing Features: Trolls

1 - A drooping Pot Belly
2 - Flaps of Sagging Skin
3 - Spider-like Clusters of Eyes
4 - A wide, Ponderous Jaw
5 - A scraggily 3rd Arm
6 - Pock-marked Bone Crests
7 - Twists of Gnarly Scars
8 - Drifts of Warped Burns
9 - An Atrophied Limb
10 - Is Missing a Chunk
11 - Useless, foot-long Fly-Wings
12 - Outcrops of Parasite Fungus
13 - An Ad-Hoc "Prosthetic" Leg
14 - Half of their Head is Merely a Skull
15 - A Weapon is stuck in their Flesh
16 - Long and Pointy Facial Features
17 - Has Crocodile-Scale Tattoos
18 - Sports a Twisted Horn
19 - Has a foot-long, Dangling Tongue
20 - Has a Hole all the way through

Distinguishing Features: Druids of the Swamp

1 - Has a Pair of Antlers
2 - Has Leaves for Hair
3 - Has Feathers for Hair
4 - Has an Animal's Eyes
5 - Has Hooves for Feet
6 - Has Gills on their Neck
7 - Has patches of Scales
8 - Has Stone Teeth
9 - Twists of Gnarly Scars
10 - Wears a Cloak of Insects
11 - Altogether too... normal...
12 - Has Fly-Faceted Eyes
13 - Smells of Sweet Flowers
14 - Tangles of Twigs for Hair
15 - Has a flickering Snake Tongue
16 - Has a Constant Animal Companion
17 - White Flowers sprout at their Feet
18 - Always, always Muddy
19 - Wears a Mantle of Fog
20 - Has Fish-Webbed Limbs and Digits

Marks of the Druid Clans

1 - They all wear masks like animals of the swamp.
2 - They are particularly mutated: roll twice the number of distinguishing features as normal
3 - They wear suits of layered bark-scales
4 - They dress only in geometric tattoos of beasts and plants
5 - They all have shaved heads and wear dark marks around their eyes and mouths
6 - They jangle as they move from all the bones that dangle from their clothes
7 - They all wear long, winding strings of prayer-beads wrapped around their bodies
8 - They all walk about on stilts to avoid the bog-water

Troll Loot

For Lone, Regular Trolls, roll d30.
For Groups of Trolls, roll d40.
For Troll Warriors, roll d30 + 10.
For Troll Knights, roll d20 + 20.

1 - 3d20 Fish Heads
2 - d4d4 Crocodile Teeth
3 - A Painted Stone
4 - d4 False-Heron Beaks
5 - A Flint Knife
6 - A Satchel of d12 Fat-Candles
7 - Some reeking Cheese
8 - Some smoked Meat
9 - A Crude Wooden Charm
10 - A Collection of Mosses
11 - An assortment of Roots
12 - d6 Bloody Druid Scalps
13 - 2d4 Rusted and Ruined Weapons
14 - A Jumble of Crocodile Bones
15 - A Chunk of Masonry
16 - A Bundle of Sopping Clothes
17 - d4 Painted Bark Scraps
18 - A Lump of Raw Bog-Iron
19 - A Dead Dog
20 - A Rather Large Bone
21 - An actually Useable Weapon
22 - A Spirit Ward
23 - d4 Crocodile Skins
24 - A Flask of Hag-Tea
25 - d12 dried, Hallucinogenic Frogs
26 - d4 clumps of Medicinal Herbs
27 - An Idol of the Troll-King
28 - A Crocodile's Heart
29 - A Druid's Totem-Staff
30 - A Goodly Chunk of Bog-Iron
31 - A piece of Loot from the Wizard's Tower
32 - An Iron Cage holding a Small Sprite
33 - A Looted Master-work Weapon
34 - A Bone Charm, a gift from the Oni
35 - A Necklace of Wolf-Teeth
36 - A Hunting Horn
37 - A Runed Hunting Spear
38 - Cursed, Ground Insect Powder
39 - d4 Lightning-Struck Stones
40 - Actual, real, bone-fide LOOT

Tief le'Jean's Buried Treasure

Once called "The Gentleman Corsair", Tief le'Jean was famed and feared, and according to legend, once buried an entire chest filled with jewels in the depths of the Marsh for reasons now lost to knowledge. The legends also say that he buried three of his most loyal crew, that they might guard in even beyond death...

This Map you got your grubby hands on leads to...
1 - A Gnarled and Twisted Oak with 3 great Branches
2 - A Triangle of 3 Standing Stones
3 - A Bog-Isle, bearing 3 ancient Graves
4 - A Rock-Outcrop bearing 3 Carven, Pain-Wracked Faces
5 - The Old and Rotted Remains of 3 Boats
6 - An unfinished dig-site; you weren't the first ones here...

The Treasure has turned out to be...
1 - Absent. It was only ever a Legend it seems.
2 - All but destroyed by time and water.
3 - A few bottles (2d4) of Very Fine Wine
4 - A Book of Esoteric Alchemical Formulae
5 - Just a Key. But to what?
6 - Actually a Gold filled Chest. Who knew?

The Three Guardians however, are...
(Only roll on this if there was anything left to guard)

1 - Now just Bloat Dead.
2 - Old bones, nothing more.
3 - Spirits that manifest as Malicious Terrain
4 - Spirits that manifest as Raging Ghosts
5 - Spirits that manifest as a Terrible Dream-Curse
6 - Spirits that have reincarnated into Marsh-Beasts

What Lurks Within the Swamp Oyster?

1 - Actually just a really big, somewhat green Pearl of Prodigious Size
2 - A Nacreous Skull that babbles when Trolls are near
3 - An Oily Seed that will grow into a Lake if planted (over the course of 1 year)
4 - A pit which leads ALL THE WAY DOWN
5 - The bones of an Angel, carven with celestial runes
6 - The Foetal Embodiment of the God 'Neath the Murk
7 - A concreted mass of Troll Skulls, silently screaming
8 - A miniature forest, somehow vast and dark within the Oyster

Stirrings of the Lake God

1 - An aqueous hand rises from the water, highers and higher, before it snuffs out a star and collapses back into the bog.
2 - The bog forms a silently screaming face from the muck, it stretches up, as if trying to escape, before it collapses again into nothingness.
3 - A patch of water instantly freezes, criss-crossed with dark cracks.
4 - A swarm of bugs are pulled instantly together into a solid clump of squirming, buzzing agony. They are slowly crushed together into nothing.
5 - A Tree trembles before splitting open to unleash a sudden geyser of thick marsh-water.
6 - Just a moment too long for comfort, the whole world appears as if underwater.
7 - A False-Heron minds its own business, before it tenses, and then rises up into the air and unravels into strings of meat and bone like so much knitting being pulled apart.
8 - The water suddenly becomes hard as concrete, though beneath the surface it feels like grasping hands. Slowly it all melts back to normal.
9 - For a moment, the sky appears to become a great ocean, roiling and stirring according to unseen winds.
10 - The trembling earth rises like an egg about to burst over a flame; it splits open to emit a creature of mist that surges forth screaming as its form slowly dissipates into nothing.

Stats for the Beasts

TROLLS
Armour: 13, Move  30', 3 Hit Dice, Morale 7.
Attacks: Bite for d6 and Claws for d6, or Weapon for d10
Special: Trolls regenerate 1 HP at the start of each of their turns. Fire damage they take also reduces their maximum HP by an equal amount. Trolls can even regenerate from 0 HP, though they die permanently if their Maximum HP is reduce to 0 by fire, or if they receive damage equal to their normal maximum while at 0 HP.
Trolls can also hold their breath for up to an hour.
Text

The Troll Knights
Crocodile Hunter
Armour: 14, Move  35', 4 + 1 Hit Dice, Morale 9.
Attacks: Bite for d6 and Claws for d6, or 2 Knuckle Dusters for 2d4 each.
Special: As Troll, but regenerates 3 HP at the start of each turn.
Text

Boat Sinker
Armour: 16, Move  20', 4+2 Hit Dice, Morale 9.
Attacks: Bite for d6 and Claws for d6, or a Figure-Head Smash for 2d8 which also attacks any creatures directly behind the target. Boat Sinker can't move and attack in the same turn.
Special: As Troll, but can also plant their Hull-Shield to grant +3 to their AC against attacks from a specific direction as long as it didn't move that turn.
Text

Dumb Boi
Armour: 12, Move  20', 4 + 4 Hit Dice, Morale 3d4 (roll each time).
Attacks: Bite for d6 and Claws for d6, or Rock for d12 (30' range).
Special: As Troll, but is also too stupid to be affected by many Mind-Altering Effects.
Text

Voodoo Warrior
Armour: 12, Move  35', 4 + 1 Hit Dice, Morale 7.
Attacks: Bite for d6 and Claws for d6, or 2 Bone-Tomahawk attacks for d8 and Curse (see below).
Special: As Troll, and also Tomahawk and Armour Curses.
If you miss an attack against the Voodoo Warrior, you begin to see the Faces that make up its armour come to life and scream and mock and jeer, giving you stacking disadvantage on attack rolls against it each time you miss, until you hit an attack against the Voodoo Warrior.
A Critical Hit from a Bone Tomahawk attack inflicts its curse on you, and you must make a save against its magic at the start of your next turn to prevent yourself from giving into the compulsion to drown yourself in the marsh.
Text

Bird Eater
Armour: 14, Move  40', 4 + 1 Hit Dice, Morale 6.
Attacks: Bite for d6 and Claws for d6, or 1 Flint Kunai in melee range for d8, or d4 Flint Kunai at 10' to 20' range.
Special: As Troll, but can also leap 40' in any direction using its cape instead of moving.
Text

Tree Feller
Armour: 13, Move 30', 4 + 1 Hit Dice, Morale 9.
Attacks: Bite for d6 and Claws for d6, or Big Ol' Log for d10.
Special: As Troll, but also Bark-Armour special Property.
Tree Feller's Bark Armour has 10 HP. Each time Tree Feller takes damage, half of it (rounding down) is prevented, and the Bark Armour takes 1 damage. This effect ends when the Bark Armour is reduced to 0 HP.
Text

Spirit Seeker
Armour: 12, Move 35', 4 + 2 Hit Dice, Morale 10.
Attacks: Bite for d6 and Claws for d6, or 1 Flint Spear for 2d6 magical damage (20' range).
Special: Can throw and recall their Spear to their hand magically, as part of their attack.
Suffers no penalty for being blind.
Spirits will not harm the Spirit Seeker for any reason.
Spirit Seeker adds 2 to its AC until the end of its next turn each time it is hit because of the protection of its magic tattoos.
Text

Iron Taker
Armour: 18, Move 25', 4 + 2 Hit Dice, Morale 9.
Attacks: Bite for d6 and Claws for d6, or 1 Corroded Greatsword for 3d6 though if it ever rolls a double 1 on the damage roll, the Greatsword breaks after dealing its damage.
Special: As Troll, and each time the Iron Taker takes damage, its AC is reduced by 1.
Text

Bone Breaker
Armour: 14, Move 35', 4 + 1 Hit Dice, Morale 8.
Attacks: Bite for d6 and Claws for d6, or a Bone Spear for d10, or d8 at 20' range. It holds 3d4 spears at any one time on its back.
Special: As Troll, but as part of its turn, it can restore 10 HP to itself at the cost of 1 AC because of the magic of its Bone Armour. It can't reduce its AC to less than 10 because of this effect.
Text

Pond Lurker
Armour: 14, Move  35', 4 + 1 Hit Dice, Morale 8.
Attacks: Bite for d6 and Claws for d6, or 1 Oily Net attack that restrains the target. Can't attack using the Net whilst a creature is restrained by it.
Special: As Troll.
Text

Troll Weapons
1 - A Big Log
2 - A Big Ol' Fish
3 - A Flint Axe
4 - A Wooden Stake-Spear
5 - An Ivy Net
6 - A Bog-Iron Smasher
7 - A Fuggin' Rock
8 - Tooth Knuckle-Dusters
9 - Another Troll's Leg
10 - A Cart-Wheel

The Troll King
Armour: 15, Move 30', 5 + 3 Hit Dice, Morale 10.
Attacks: Bite for d6 and Claws for d6, or 2 Bog Iron Smasher attacks for d12+2.
Special: As Troll, except that he regenerates d6 per turn.
If the Troll King suffers a critical hit, something has been severed, roll on the following table.
1 - The 2nd Head: The Troll King gains no benefit from its Second Head. This won't regrow.
2, or 3 - An Arm has been severed. The Troll King can't make Claw attacks next turn, and can only make 1 Bog Iron Smasher attack rather than 2. The turn after that and after, the Troll King can attack as normal, but also makes an additional Claw Attack each time he does.
4, or 5 - A Leg has been severed. The Troll King's movement is halved for his next turn. The Turn after that and after, his speed is 10' greater than normal.
6 - His Guts have been spilled from his body. The Troll King's next turn is spent shoveling them back inside his body. The turn after that and after, the Troll King's AC is increased by 1 from the extra flesh on his belly.
The Troll King also has a 2nd head, which has its own turn, and can cast rudimentary curses, which it must maintain each round to continue the effects.
Hexes of the 2nd head:
1 - Compell a target to drown itself. Save to resist.
2 - Compell a pile of bones to animate as a 2 HD skeleton.
3 - Compell 1 item of metal to rust away.
Text

The Oni of the Drowning Faith
Armour: 13, Move 30', 4 + 1 Hit Dice, Morale 9.
Attacks: Bite for d6 and Claws for d6, or 1 Ritual Knife for d8, which also reduces the targets next attack roll by the same amount.
Special: As Troll, but the Oni also have benefits from their Magics and Bone Charms.
The Oni can cast the following spell-like effects.
1 - Ranged attacks that would hit them dissolve into dust (if they feasibly could) on a d6 roll of 4+.
2 - The next Iron object they touch rusts to nothing.
3 - They summon and can command a 3HD Insect Swarm.
4 - They can command Miasmas to inflict Marshplague.
5 - They can command the earth to soften to mud.
6 - They can command mud to harden into earth.
Each time they manifest these effects, they must roll their spell dice, which begins as a d4. If they roll a 4 or more, they lose 1 HD worth of HP as the God 'Neath the Murk claims some of their flesh, which sloughs off as a tiny water sprite and scurries away. If they roll less than 4, the dice size increases a step instead. If they roll a 4+ while their die is larger than a d4, it also resets to d4.
Oni of the Drowning Faith can also craft Bone Charms which duplicate the effects of their magics when broken. These take great time and effort to make, so they give them out only rarely.
Text

CREAKBEAST
Armour: 15, Move 10' + d6 x 5' (roll each time), 5 + 5 Hit Dice, Morale 8.
Attacks: d6 Limb Smashes for d6 each, or a bite for 2d12 (one of the d12 is fire damage), or a telekinetic scrap attack which deals d8 damage to all targets in a 15' line, reflex save to avoid, if Creakbeast is at half health or lower, it deals 2d8 damage instead.
Special: Creakbeast can breath a 15' cone of flame dealing 3d6 damage once per minute instead of attacking. It can also sweat out a fog cloud with 20' radius as part of its turn. It can also create a pair of illusiory duplicates of itself, as if created by the spell mirror image.
Creakbeast regenerates d8 HP at the end of each of it turns, or d4 HP on a turn it attacks, or 1 Hp on a turn it uses one of its magic abilities. It does not regenerate while at 0 HP (see below).
Creakbeast must be dealt damage equal to its normal maximum while at 0 HP to be permanently destroyed. For each point of damage it takes while at 0 HP, it takes 30 minutes to repair itself, at the end of which time it regains 1 HP and then begins regenerating normally.
Text

CANDLE GOLEM
Armour: 12, Move  25', 6 + 6 Hit Dice, Morale 6 (12 while fighting Trolls).
Attacks: 2 Fist Smashes for 2d6 (one of the d6 is fire damage). It can also attempt to grapple someone without using any of its hands, and with a range of 30' by causing water to grasp at the target.
Special: If any of its limbs or body parts are ever severed or damaged, at the end of its next turn it lose d6 HP and regenerates/repairs the missing parts. It can eat eat a candle as an action, regaining 1 HP. Cold effects slow it (as the spell) and fire effects haste it (as the spell), but the effects wear off at the end of its next turn.
Text

TROLL EATER CROCODILES
Armour: 14, Move  20' on land, 35' in water, 3 Hit Dice, Morale 5, or 8 when fighting Trolls.
Attacks: A bite for d8 and a grapple. When attacking a grappled target, attacks hit automatically and deal d12 damage instead.
Special: Regenerates d6 HP each turn, but loses the ability to regenerate for 1 hour if it rolls a 6. Will death-roll grapple-attack corpses for d3 extra rounds after death due to fighting trolls.
Text

FALSE-HERONS
Armour: 13, Move  40', 2 Hit Dice, Morale 5.
Attacks: 1 Tentacle attack for d6 with 10' range.
Special: Advantage on rolls to avoid being tripped, shoved, or grappled. Its movement speed can't be reduced by non-magical terrain effects.
Text

THE MOTH KING
Armour: 14, Move 20' on the ground, 40' in the air, 5 + 5 Hit Dice, Morale 6, or 8 when fighting Trolls.
Attacks: 2 Claws for d6 each, or Dive Bomb for d8 and grapple. When attacking a grappled target, attacks hit automatically and deal d12 damage instead.
Special: Can screech once per hour that affects all targets that can hear it, dealing d4 damage and stunning those damaged who fail a fortitude saving throw.
3 times per day each, it can cast silent image, dancing lights, and gust of wind.
Once per day, it can spit a blinding, stinking ichor at an adjacent target.
If suddenly exposed to bright light, it is blinded for d3 turns.
Text

THE BLOAT DEAD
Armour: 10, Move 20', 1 + 1 Hit Dice, Morale 12.
Attacks: 1 Claw for d4.
Special: On death, has a 4 in 6 chance to explode, dealing d4 damage to targets within 5 feet, and infecting those damaged with Marshplague.
Text

THE DRUIDS OF THE SWAMP
Armour: 11 + d3, Move 30', d3 Hit Dice, Morale 8.
Attacks: Short bow for d4, or Spear for d6, or Stolen Bog Iron Smasher for d10.
Special: Druids of the Swamp don't reduce their movement speed whilst swimming.
Druids of the Swamp can wild-shape a number of times per day equal to their Hit Dice, choosing their forms from Birds or Fish.
Druids of the Swamp can also cast a number of spells equal to their HD from the following list: call insect swarm, water surge, poison spray, entangle.
Druids of the Swamp with 3 HD can instead spend all their spells to summon a Swamp Elemental to fight for them with 2 HD, + 1 HD for each spell expended.
Text

The Grove-Masters
Armour: 12 + d3, Move 35', 3 + d3 Hit Dice, Morale 10.
Attacks: Short bow for d4, or Spear for d6, or Stolen Bog Iron Smasher for d10.
Special: As Druid of the Swamp. Dunno yet, we'll see.
Text

THE OLD MAN OF THE MOSS CLUMPS
Armour: 14, Move 25', 7 + 3 Hit Dice, Morale 12.
Attacks: 1 Fist for 2d8, or 1 Rock for d12 (30' range). If an attack deals maximum damage on any of their damage dice, the target is also knocked prone. If a fist attack rolls double damage, it also deals damage equal to 1 of the dice results to adjacent targets if the attack roll would have hit them too.
Special: Every d6 rounds, it can also release a cloud of blinding and sickening spores that require a fortitude save to resist. Its movement speed can never be reduced whilst within the Candlemarsh.
The Old Man can also stomp prone targets adjacent or under it as part of its attack for d8 damage.
Instead of knocking a target prone with a fist attack, it can instead pick up the target and throw them 30 feet, or 10 feet if the target succeeds on a saving throw.
Text

AUNTY SEEPSTITCH
Armour: 14, Move 30' on ground, 40' in water, 5 + 2 Hit Dice, Morale 9.
Attacks: Bite for d8. Deals triple damage on a critical hit.
Special: Her lure is entrancing. If you look at it on your turn (treat yourself as if blinded to avoid it) you must make a save against magic or be enthralled (treated as if paralysed).
Can cast darkness at will, though only 1 instance of it can be active at a time. The previous instance is dispelled when a new one is created.
Aunty Seepstitch can grapple or manipulate objects and targets within the darkness regardless of range or obstacles, and can create small, unbreakable objects within it while it lasts.
Text

Aunty Seepstitch's Familiars - Gasp and Rattle
Armour: 12, Move 30' in the air, 2 Hit Dice, Morale 7.
Attacks: Bite for d6. If a creature is hit by both Familiar's bite in one round, they are paralysed until the end of their next turn if they fail a saving throw.
Special: The familiars can see through darkness created by their Mistress.

Text

Tables for Rival Adventuring Parties

There are d4 + 2 members of each adventuring party (at least, to start with). Each member of the party has 4 HD if the result of the d4 was a 1, each member has 3 HD if the result of the d4 was a 2 or a 3, and each member of the party has 2 HD if the result of the d4 was a 4.

Members of the Party
Roll to determine the profession of each member of the Party.

1 - A Grizzled Soldier
2 - A Dandy Duelist
3 - A Thick Jawed Thug
4 - An Overburdened Armsman
5 - A Paranoid Bowman
6 - A Self Righteous Knight
7 - A Flamboyant Corsair 
8 - A Sunken-Eyed Cutthroat
9 - A Shadowy Assassin
10 - A Cowled Woodsman
11 - A Bare-Chested Berserker
12 - A Silver-Tongued Scoundrel
13 - A Softly-Ticking Tinkerer
14 - A Vial-Laden Alchemist 
15 - A Wind-Worn Animist
16 - A Bone-Bedecked Shaman
17 - A Charm-Swaddled Mystic
18 - An Insence-Swirling Priest
19 - A Pompous Arcaniste
20 - A Threadbare Wizard

...Who is...
Roll to add a further detail to them.

1 - Gaunt with Marshplague
2 - Carrying Several Troll Heads
3 - A Chronic Kleptomaniac
4 - Chronically Dishonest 
5 - Hollow-Eyed and Haunted
6 - Suspiciously Undead
7 - Covered in all kinds of Bites
8 - Just covered in Parasite-Moss
9 - Missing a Limb
10 - Some Pristine and Irritatingly Cheerful
11 - Fussing Desperately over a Stained Map
12 - Lugging a Man-Sized Sack...
13 - Bearing Some Particularly Gnarly Wounds
14 - Nervously Sharpening their Blades
15 - Constantly Watching the Shadows
16 - Trying to Appear like they are in Control
17 - Has a Spider Clamped on their Chest
18 - Giggling Nervously 
19 - Won't Make Eye-Contact at all
20 - Quite Dead

The Group are Desperately...
Roll once to determine what the Party are doing when you find them.

1 - Trying to Deal with a Random Encounter
2 - Running Away from a Random Encounter 
3 - Being Slowly Overcome by a Random Encounter
4 - Hiding from a Random Encounter
5 - Heaving a Companion out of the Mud
6 - Seeking a Way Out of this Hell
7 - Digging Down into the Mud
8 - Treating a Barely-Conscious Companion
9 - Trying to Avoid Attention
10 - Trying to kill YOU

Base Debasements of the Marsh

1 - Leeches
You must decrease your HP by d4 at the end of any rests you take, and receive 1 less HP from any healing you receive per instance of Leeches you have, until someone trained in medicine can remove them. 
2 - Midgeblight
You have a penalty of -1 to all dexterity related rolls per instance of Midgeblight you have, until you rest a full night away from the Marsh (i.e. away from the Midges).
3 - Parasite Moss
You need to eat an addition allotment of food per day for each instance of Parasite Moss you have, until until a Medical Professional treats you for a whole day. 
4 - Bog Fever
You believe yourself to actually be in place that is really very nice and sunny place, nothing like this awful horrible marsh. No actual mechanical drawbacks, but it might make it harder to engage with situations you stumble across.

The Ruins of the Wizard's Old Tower

Shape of the Ruins
1 - Half a crumbling Tower, ever floor barred open
2 - A Shattered Dome, like a hatched egg
3 - A Hollow Old Hall, gaping like a mouth
4 - A Slumping Mansion, missing its upper floors
5 - A Flaking Pagoda, soaked and ruined by water
6 - Just a Pile of Rubble now

The Last Remaining Wonder
1 - An Alchemical and Artificial Brain that can think for itself
2 - A Window that can be calibrated to show anything another Window can see
3 - A Mirror that shows you as you might have been, and that you can ask questions of
4 - The Glass Heart, which reveals the true emotions of those viewed through it
5 - A Set of Oracular Knuckle-Bone Dice, powered by life-blood
6 - A Lock, which when placed against a wall, causes it to become a door back to

The Last Crumbling Guardian
1 - A Statue that talks, and fruitlessly warns of the Dangers of Trespassing
2 - An Animated Filigree-Silver Butler, serving a plate of Foetid Drinks
3 - A Stained and Blotched Book-stand on that wanders on Tiny Little Baby Legs
4 - A Corroded old Golem, any kind of violence would crumble it, and it knows it
5 - The Wizard's old apprentice, accidentally bound to serve eternally as a ghost
6 - An Old and Weary Manticore, grumpily living out the days of its servitude

The Last Hidden Secret
1 - A Tome of Alchemical Secrets
2 - The Wizard's Old Spell Book
3 - A List of Three Demon's True Names
4 - A Map to an Ancient, Legendary Land
5 - The Blueprints for a Powerful, Esoteric Ritual
6 - The Secret Histories of the Local Kingdom

What Has Moved In Since the Wizard Left
1 - A Particularly Large and Vicious Troll-Eater Crocodile (5 HD)
2 - An Outcast Troll, fruitless plotting revenge against the Troll-King
3 - A Mournful and Beautiful Naiad, an old friend of the Wizard
4 - A Lost and Scared Adventuring Party
5 - Creakbeast. OH SHIT RUN
6 - The Candle Golem, it is ever so lonely

The Bone Thieves

The Bone Thieves lurk in the Putrescent Garden. They have come for bones.

They look like man-sized Centipedes, thickly swaddled in black robes, only with altogether too many limbs, which grow longer the close they get to the head. Their face is split in a wide, fang-flanked maw, perpetually twisted into a rictus grin. Their skin is the shiny dark-brown of insect shells.

They have a close relationship with death, and indeed though they live, many abilities that affect specifically the undead affect them too. Many are the tales of how their primordial patriarchs crossed the barriers between life and death as they wanted. These days, they are considered little more than myth, but that misconception is about to be startlingly shattered.

Here in the Candlemarsh, there are many bones, and many sources of bones, and the Thieves and their creations are well-suited to the terrain. They have made their servants of the scraps, and now work tirelessly to bring about their grand endeavours, the completion of The Great Work.

Their lair is ringed with long-bones, one end planted in the mud, the other wrapped about in specially treated material to allow it to burn with an eldritch blue flame. These are the Corpse-Lights, and they are a fearsome obstacle indeed; while they do nothing in and of themselves, they provide the spirit-energy that powers the other creations of the Thieves.

Works of the Bone Thieves
1 - Rib-Stalkers: Spiders of arching ribs, they stand at least 8 feet above the bog they stride through on stilt-legs, spearing prey through the heart to take back to the Bone Thieves.
Appearing: d3, 3 in 6 chance of being accompanied by d3 Scapula Knights if alone.
2 - Osseonauts: The last line of defence for the Thieves; the Osseonauts are ogre-sized colossuses of bone, armoured and armed with mighty, mace-like hands. There are two of them, one has a mighty spike of bone mounted on a piston-like apparatus on its back, the other has almost fingers made of spines on one of its bludgeons.
Appearing: 2, Unique
3 - Scapula Knights: Man-sized, they almost look like skeletons, only their bones are shaped into armoured plates, their joint's subtly reshaped, their limbs a little longer. They are the infantry of the Bone Thieves, and they wield sharpened scapulas like handaxes, reaving and stalking in the mists of the Marsh.
Appearing: 2d4
4 - Digit-Bugs: Smaller than your hand, because they are made of hand bones. Crawling around on finger-bone legs with shells formed from tiny, tiny hand bones, they stalk through the trees, almost invisible, spying through stolen eye-sockets for the Bone Thieves.
Appearing: d10
5 - Hanging Watchers: Built from the taken skulls of foes, they are nestled in the crooks of trees and in the long grasses, to spy on and scream for intruders.
Appearing: d4 clusters of d4 Watchers each.
6 - Osseinodons: They resemble elephants, or more properly mammoths. Their hollow bellies are the methods by which the Bone Thieves arrived in the marsh, and the way by which they will take all they have gathered when they leave. Thick-set limbs carry the great rib-cage hold, and even now they carry much in the way of cargo. They are not risked in combat, they carry something above value: the Thieve's cargo of bones.
Appearing: 3, Unique
7 - Spine-Pilots: Whirling octopuses of spines joined together at a central axis by a misshapen skull, these are the most insidious agents of the Bone Thieves. When they can, they claim a body, and slip inside it, tentacles first, which then spread through the body to animate like a suit of flesh. Sometimes they will even do it to living prey if they can.
Appearing: d3. Alternatively, 1 inside a Troll's body.
8 - Carpal-Kites: Made from the bones of bats and birds, Carpal-Kites are the second half of the Theive's network of spies. They drift above the Marsh on spectral winds, spying from above and reporting back on the movements of Trolls, Druids, and the skirmishes they engage in.
Appearing: 1

The Great Work
Roll once to determine the Ultimate Goal of the Bone Thieves' efforts in the Candlemarsh.
1 - The Crawling Tower: It drags itself along the ground on a tide of bone fingers and arms, tearing out bones from those in its way to build itself ever larger, the ultimate mobile fortress from which the Bone Theives will project their power, and become the Bone Tyrants.
2 - The Arachneoplasts: Spider like in the way that a spider is like a cancer, they reshape their bone bodies as they wish to better serve their master's goals. In theory, they can be grown from single pieces of bone, all the better to perfectly serve their masters; efficient in every way.
3 - Ivory Humonculi: Alchemy has many high goals, but this one is closer to Lichdom than Alchemy. Either way, these 'perfect' bodies would serve as endlessly recreatable existence for the new Bone Liches.
4 - The Spirit-Beacon: It would stand many stories tall, and drag all manner of spirits into it, utilising the great capacity of bone to store power. Like a lightning rod in the spirit world, the Bone Thieve's would have an endless
5 - The White God: No one has ever tried to create an entirely artificial god before, but once the great vessel is built, the power within need only be coaxed from a smattering of embers into a grand flame, brought to life to lead the Bone Prophets into a new age of grandeur and power.
6 - The Gate: In days of old, the Bone Thieves were called the Lords of Death, and strode the dark shores of the Other Side with impunity. The Bone Thieves would bring back those days.

Lamp-Taker

Somewhere in then Marsh is a house in a tall tree, once the home of a Druid Grove. Then one day, the Druids all died, and suddenly the Grove was lit by many, many lamps, and the House appeared soon after too. It is almost beautiful, lights of all kinds decorate the tree and the house, lamps, lanterns, candles, torches, braziers. Many hang from the tress around it too, and it glows with a soft, comforting gold. The way the grove has grown though, means that it is hard to see from within the Marsh, though it is quite obvious from above.

The Being called the Lamp-Taker is a relatively powerful spirit all things told, though not powerful enough to be self-assured of its safety. It appears as if a hunched old man, with long - slightly too long - limbs and a long thin face. It is dressed in thick furs, and many chains of prayer-beads, and its skin is a peculiar cold blue. From its back sprout long thin arm-things with which it carries lanterns. It is a curious thing, that believes that it is only potent in the light, and powerless and immaterial in the dark. This has lead it to its curious 'hunting' patterns.

It lurks in the House much of the time, cowering in the corners of windows to ensure nothing will harm it, and maintaining the lamps around its home with stores of stolen Troll-Wax. When its stores run low, it lurks the darkness of the Marsh like a cloud of mist, solidifying into its form when it approaches light, and stealing it. Many lanterns have been stolen off packs by this trickster-spirit, and stolen away to its glowing abode.

It wants nothing more than to be safe and lit as much as possible. It has pilfered many, many lamps, particularly from the Trolls, who believe that the God 'Neath the Marsh is angry at them, and is stealing their lights as a form of penance. Meanwhile, Lamp-Taker remains secret. The Druids know that something has moved into the ruins of the Old Grove, but they have never found Lamp-Taker, and they do not know that it was Lamp-Taker that killed all the Druids that lived here before. 

If confronted, Lamp-Taker will never fight. It will hide in its house, and flee into the darkness and disappear before it can be found. It will  reveal itself however, if its lights are threatened, or taken. It will beg for their lives, and prostrate itself at the feet of its opponent. It is merely watching though. When the moment is right, it will direct its flames to attend him, and they will dance around him in a swirling vortex-snake of flame. Thusly adorned, he will attack, directing the flames with his many lamp-limbs.

Perhaps it might be persuaded to part with its lanterns, or to leave the Marsh, or aid the party to some extent; if in return, it were given the whole store of the Troll's candles and wax...

The Spider Oracle

Deep in the Marsh; in the tall, hollow corpse of an ancient Spirit Tree, suspended above the ground, high, high up in the trees, there is a web; and in the Web, lurks the Oracle.

The Oracle is a huge and sable-black spider, eerily quiet despite its bulk, never moving quicker than it has to. It never descends from the web, content to hang above, casting its shadow upon its propitiates. Bones litter the ground around the base of the Tree's empty trunk, chewed clean. Many Druidic talismans litter it too; they despise the Oracle, but have never been able to slay it. Sunlight dapples the walls during the day, providing a dim gloom just bright enough to see in, just enough to discern the Oracle's nature.

When you enter and propitiate the Oracle, gently drifting silk strands will pull up a tangle of bones into a perverse marionette, who will speak to you for the Oracle, and explain then Oracle's terms:
- The Oracle will speak to you in exchange for corpses.
- The Oracle will speak to you only of what the corpse once knew in life.
- If you take bones from the Oracle's lair, you will die.
- If you leave bones in the Oracle's lair, they become the Oracles, and it in return, will give you a gift.

The Oracle cares nothing for the Politics of the Marsh, nor even the of the awakening of the God 'Neath the Murk. If it ever awakes, the Oracle will have plenty of warning, and will escape well in advance. It is bothered by the Druids ever so often, and would very much appreciate it if they could be persuaded, through one means or another, to leave it alone.

If attacked, the Oracle can scuttle away faster than you can probably kill it. It has AC 15 and 4 + 4 HD. It will not attack you, merely try to lose you in the Marshes, which it can handle far more easily than you can.

Imagine if a Tiger were playing a game of cards, and always had a sly grin, as if he knew exactly what you had in your hand each turn. This is how the Spider smiles and acts, though you can't see it, because of course, it is a Spider, who can't smile. It is also well dark inside the tree.

The Gifts of the Oracle:
At your discretion, the propitiate may choose the gift, or receive one at random.
1 - A Companion: A Spider who grants all benefits and acts as if a result of the find familiar spell.
2 - Spider's Eyes: The Oracle grants you spider's eyes, and you gain advantage on any save required to retain your sight, and can see in Darkness up to 60 feet perfectly. 
3 - The Spider's Gentle Touch: Once per day, you may cast either spider climb or move without trace
4 - A Silken Doll: It is but a mere doll of woven spider silk. It is strangely beautiful, if somewhat sticky. Accept it graciously. The Oracle took a long time to create it, with many errors along the way.
5 - A Spirit-Tree Twig Marionette: A Marionette created from the branches of the dead Spirit Tree. Druids would kill to posses it, as it may yet be used to regrow the Tree's Spirit. Otherwise, it is a curio, nothing more.
6 - A Pig-Sticker: Just a weapon a previous, and foolish, propitiate thought they could use to buy the Oracle's services. 2 in 6 chance of being minorly magical, otherwise it is merely a masterwork example of its kind.
7 - A Spider-Silk Mask: Put it on, and no-one will be able to remember you were ever there. Remove it, and it will tear to shreds and be destroyed. This much is explained upon the granting of the gift. 
8 - A Philter of Liquid Sleep: A Small Chitin-husk vial holds a single dosage of the Oracle's venom. Any who ingest it are immediately taken into a dreamless sleep as if dead for d6 days.
9 - A Secret of the Marsh: You may ask a single question that requires but a single word to answer of the Oracle, and it will answer Truthfully.
10 - A Release from Life: The Oracle offers you a release from death, and rebirth as its kin. Results in death. Truthfulness of promise of rebirth up to DM interpretation. You need not take it. The Oracle does not mind either way.

The Swamp Vampires

The Manor of the line Le'Laudrain has lain empty and hollow for many generations now, the damp and creaking shell almost now totally disintegrated beneath the attentions of the Marsh.

The line Le'Laudrain remains however.

They are vampires of a sort, but the long decades in the Marsh have twisted them as much as it has twisted the manor. In their hey day, they were outed as blood-cultists, and almost all the line was burned alive and screaming, not even their bones were spared. Three escaped however, and they drank the last dregs of power from the weeping bones to become what they are now.

They are wretched and grey, clawed fingers and filed teeth, putrefaction and peeling skin from the damp. They have stained mouths from spilled blood, ragged holes blight their bodies, and their muscles bulge not just with flesh, but with pus. They are utterly degenerate in the worst senses of the word, and though they are feral and animalistic, they do still have a small measure of humanity left.

They sometimes sit around a bowed and bent dining table to butcher a person; sometimes they engage in delicate dances with corpses they rest against their chests, sometimes they even clean themselves. More often than not though, they are digging away desperately at the earth with their hands in the Manor's cemetery to find bones to chew on, or a last scrap of rotted flesh to gulp down.

One of them is bigger than the others, built more like an ape than a person now, and frightfully strong and tough. Another is ringed with strangely geometric runes written into its mottled skin, and magic flows through its veins, released only by instinct and chance. The last wears the marsh like a shroud, disappearing into the murk and then bursting forth in a spray of filth.

When they kill, they waste no time in setting upon it with tooth and claw to gulp down its juices and swallow great clumps of red and raw meat. They do however, waste a lot of time on doing it.

One last treasure remains however, though they no longer have the faculties to appreciate it.

The Last Gift of House Le'Laudrian
1 - The Divine Apparatus: A painting of Staggering Beauty and Unparalleled worth, hidden in an underground vault, the key of which was accidentally swallowed by one or other of the vampires.
2 - The Heart of the River: A uniquely shaped and colour sapphire, sits in the mud in one of the rooms of the manor. Sometimes one of the vampires uses it to brain animals.
3 - The Tome of Musings: One of the foundational texts of a school of philosophy, it now lies in a water-tight box, slowly slipping deeper into the mire.
4 - The Reliquary of Saint Hymnal: Too big to move, the Reliquary remains undisturbed for now, its holy light burning the flesh of the Vampires, who avoid it totally. Within is the whole arm of the saint, and the ring they once wore.
5 - The Sword of House Le'Laudrian: Though they have forgotten how to use it, the Vampires still respect this ancient blade, which has been reforged over the decades many times. History lies heavy upon it.
6 - The Ledger of House Le'Laudrian: Many old and long forgotten debts remain in this book, many secrets lurk in foot-notes too. It would be a powerful black-mail tool if it were ever recovered.

Flicker-Flame Moths

They really don't actually do all that much. They are like many other moths, and are only really active at night, yet the Trolls fear them above many other things in the Marsh, due to the Moth's embodiment of their clearest vulnerability; flame.

They are like twinned candle-flames, sputtering their way through the murk, and though alone they are pathetic and small, in a group when riled up they become a catastrophic surge of flame that obliterates trees and scorches flesh to the bone. They are however, repulsed by the smell of burning flesh and meat, thus the Trolls have been able to ward them away from their main hunting grounds by festooning the marshes with Corpse-Fat candles.

They will also "eat" open flames that burn on wood or oil, any fuel really that isn't meaty. In doing so the original flame slowly gutters and dies, and new Flicker-Flame Moths are born in the death-smoke. Attended flames are only occasionally nibbled on, but unattended ones become veritable feasts for the Moths.

Possible Origins of the Moths:
1 - Birthed by the Lamp-Taker from its lights as they die to keep the Trolls away. 
2 - Minions of the Moth-King imbued with its light, to battle against the Trolls.
3 - An accidental creation of the Old Wizard before they left their tower behind.
4 - Embodiment's of the God 'Neath the Marsh's turbulent dreams.
5 - Born from the Corpse-Lights of the Bone-Thieves, and part of their plan to gather further materials for their great work.
6 - Some other origin of the DM's devising.

The Moth King's Court

Though beyond its boundaries, it is a beast of shadows and silence, in its home, it is bright and glorious.

It does not lair in the Candlemarsh, it merely walks the drifts of mist in the dark of the night, and follows the curves of the moon as it sails the dark. When the time for its prowling draws to an end, it returns to a secret place, where the split trunks of an ancient spirit-tree capture the light of the moon just right, and draw it onto the water of a cool and clear pool, alone in all the Candlemarsh. The Moth King arcs high above it, before drifting down gently, barely breaking the surface, and slipping back through into the Court of Butterflies.

No mortal can get there on its own power, except by the most potent of magics. It is a place of infinite and infinitely tall trees, lit with the soft golden light of the sun at dawn through the clouds. The Palace of the Moth King seems almost grown from the trees themselves, and is run all about with soft silks and drifts of almost, almost solid mist.

Here, he is not arrayed in his war-form. He is bright and clear, elegant and lordly, like his subjects. They are an endless see of beautifully arrayed insect-peoples, all clad in a dizzying riot of colour and shapes and swirls. During the day, he communes with his people, and their (somewhat mercurial) whims influence his hunts during the night.

They are also your way of maybe getting the Moth-King to help you, even if in a roundabout way.

Interacting with the Court
The Court of the Moth King is keenly aware of the situation in the Candlemarsh, and they seek to enforce their will through the might of the Moth King. To this end, they have set out 12 Declarations that enforce their ideas and decisions upon the Moth-King's deeds. These will only ever be revealed to those who visit the court.

Each day, the Moth-King convenes the court to allow the will of his people to be heard. Each day, 3 declarations are discussed, and changes to the Declarations are considered. So far, almost no changes to the Declarations have been approved. Some small Decisions have made it through, but no major changes in policy have been enacted. It will require outside intervention to make the court act.

Each day you are in Court, roll 3d12, these are the Declarations that are to be brought up for discussion. You may try to influence the proceedings if you wish. Through skill check or the producing of evidence, you might convince the court to replace one of the Declarations with another, though no Declaration may be brought up two times in a row.

At this time, also roll 2d20 to determine the Court's mood. These will make it more or less likely for the Court to accept or reject changes to Declarations. Duplicates are allowed here, it means the court feels particularly strongly one way for once.

Each night, there is a 1 in 3 chance that a Declaration change is suggested without the Party's intervention. Roll a d3 to determine which of the raised Declarations is being discussed, and determine a change that would inconvenience the party in some small way using the rules below. Such changes should not bring themselves a penalty of more than -1.

Once the Declarations have been chosen, they are up for discussion. You may suggest changes, and the court may sometimes raise options as well. Changes to the Declarations must be kept brief, must not change the topic of the Declaration, which are indicated by the bolded words in the declarations (i.e. Declaration 6 must always relate to the loot-rights of the Troll's treasure).
The following rules apply as well:
- New words can be introduced into Declarations, but every word past the first introduces a -1 penalty to the reaction roll.
- Words can be changed within Declarations (except bolded words), but every other word past the first changed introduces a -1 penalty to the reaction roll.
- Changes must result in grammatically correct sentences.
- Changes cannot result in paradoxical statements.
- If the party wish to introduce changes on more than one declaration, each one past the first brings a penalty of -1 to all reaction rolls for those changes.

When changes have been decided, they are brought up for debate within the Court. Here, a reaction roll determines whether the changes are brought on or not. Roll 2d6, and if the total is 9 or more, the change is adopted. The following rules apply to this roll:
- The party may use their evidence or skills or speeches to try and sway the court of the righteousness of their convictions, bring a bonus of +1 for each convincing example of the above brought forth.
- Using the same methods, the party may attempt to change the mood of the court, on a success they may re-roll one of the Moods of the court. On a failure, they gain a -1 penalty to all their proposed changes on that day.
- If the change aligns with one of the moods of the court, the roll is made on 3d6, taking the highest 2 of the dice.
- If the change opposes one of the moods of the court, the roll is made on 3d6, taking the lowest 2 of the dice.
- If a change aligns with one mood, but opposes the other, the roll is made on 2d6 as normal.

Each day the Party interacts with the court and brings up a change after the first change, roll a complication on the table below.

Declarations of the Court
1 - We do not concern ourselves with the well-being of the Druids, they are not ours to keep.
2 - We shall destroy every last Troll-Kin in the Marsh, eventually, none shall be spared.
3 - The Spider-Oracle shall be left alone, we do not need its guidance in this struggle.
4 - We shall strike when the Troll's least expect it, from the sky, surprise shall be our strength.
5 - We need no weapons or allies, we shall overcome our foes without the gratitude of lesser beings.
6 - We shall take away all the hoards of the Troll's treasures as our loot-rights, the spoils of war.
7 - We shall not concern ourselves with the God 'Neath the Marsh, the land will heal.
8 - The Bone-Thieves are our enemies, but we shall deal with more pressing concerns first.
9 - We shall recover the stolen lights of the Lamp-Taker in time, to light our homes.
10 - We shall allow the Candle-Golem to continue its rampage, it hurts the trolls more than us.
11 - We shall keep no watch on the Lynching-Tree, it is more than capable of looking after itself.
12 - We shall not investigate the Old Wizard's Lair, it is more trouble than it is worth.

Moods of the Court
1 - Lazy
2 - Kind
3 - Calm
4 - Mercurial
5 - War-like
6 - Diligent
7 - Peaceful
8 - Diligent
9 - Spiteful
10 - Riled
11 - Pragmatic
12 - Principled
13 - Indifferent
14 - Antagonistic
15 - Charitable
16 - Co-operative
17 - Tired
18 - Brooding
19 - Despondent
20 - Vibrant

Complications in Court
1 - A Butterfly-Noble has risen up to request the Party be expelled from Court!
2 - A Moth-Earl is furiously opposed to a change than the Party wants, giving their change a -2 penalty on the reaction roll, unless some sort of settlement can be reached.
3 - A Silk-Worm-Magnate desires that the Moth-King ceases his Night-time roamings for now. Treat this as change to a Declaration in terms of the resolution of the proposal. No other changes may be discussed tonight.
4 - A Caterpillar-Princeling challenges the Party to a Duel over their proposed alterations! If bested, the party must give up their changes, if they best the Prince, they enjoy the Mood of the court aligning with their changes, regardless of the current Mood.
5 - A Cocoon-Oracle issues a Declaration change that cannot be overwritten or over-ruled.
6 - The Moth-King himself shows his support or disdain for a change. Roll a die, if the result is even, the reaction roll for it is made on 3d6, keeping the highest two results, which overrides any results from the Mood of the court. If the result is od, the reaction roll for it is made on 3d6, keeping the lowest two results, which overrides any results from the Mood of the court.

The 1001 Nights of the Khilaj Alramaad

Oh the Khilaj Alramaad, the Gulf of Dusts! 

How mighty your dunes, how bright shining your oases!
1 Night is not enough for the wonders of the Desert,
10 Nights is not enough to carry away its treasures,
100 Nights you might live if you know its secrets,
1000 Nights will your bones bleach in the sun if you do not.

Many are the stories of the desert travelers. Many are the nights they have spent beneath uncountable stars, above the uncountable sands, surrounded by unending horizons. They are suffocated by infinities; thus their propensity for tales with endless variations and themes. These are their most famous, their most enduring:

1 - The Cackling Court
2 - Qut, the Wildcat-with-the-fur-studded-with-stars
3 - The Pangopolis
4 - Midrab of the Warm Breeze
5 - Nar, Burning Goat that guards the Oasis
6 - The Grand Council of the Philosopher Mice
7 - The Sand Palace of the Coyote Prince
8 - Tumbletown
9 - Sabaar, the Spiney Sea
10 - Ujuf, Mesa-Castle of the Giant-Lord
11 - The Oasis of Milk and the Trees of Honey
12 - The Glass Fortress of the Djinn King
13 - The Countless Stones
14 - The Khatia, the Mirage-Men
15 - The Ancient Tombs of Lost Theroptera
16 - The Tree of Sorrows
17 - The Tent City of the Scarab-People
18 - The Crocodile's Graveyard
19 - The Locust Knights of Sahandalar
20 - The Mayit, the Dune-Ghouls
21 - Salihafar, the-Turtle-that-grows-Dunes-on-its-back
22 - The Serpent of Bones
23 - Nasir, the Vulture of Mighty Wing-Beat
24 - The Cursed Ahmar, the Cannibal-men of the Valley-Caverns
25 - The Sand-Souled Nomads of the Desert God
26 - The Cavern of 10,000 Wonders
27 - Zerzura, City of the Pillars
28 - The Riddling Beast of the Shadowed Pass
29 - The Desert's Maw
30 - The Fountain of the Sun and the Hanging Gardens of the Moon

1 - The Cackling Court

They appear as Hyenas, first spotted dappled with heat-haze on the crest of a far-off dune. You hear the laughing and smell the rancid dog-smell. They will circle you for many hours, laughing and slobbering at the thought of you. They will scatter if approached, until it is time to strike. They are Hungry-Spirits, manifestations of the Khilaj's endless thirst. Even when they attack, they remain at a distance, and will attack and latch on to stragglers, attempting to drag them away from the group. As their prey are held, the mighty hunger of the spirits drains the life from their flesh, exhausting as if by starvation in minutes. Once two or three of a group are taken, the Court will leave, and feast on the dry and dessicated flesh of the unlucky 'til only bones remain. They will be back for the others too, eventually.

Appearing: 3d4
Special: If the roll includes a double, the pack is lead by a double HD Alpha who projects a withering aura as the Bane spell. If the roll includes a triple, the pack is lead by a triple HD Alpha who also frightens those it grapples.

2 - Qut, the Wildcat-with-the-fur-of-stars

A tiny, fickle thing that loves to dance and cavort under the impossible stars of the Khilaj. To those on whom it takes a liking, it can grant stellar blessings based upon the birth-constellation of the recipient, though it does love itself to receive gifts in return for this, even if the blessing was unasked for. Against those that displease it though, tiny comets will hurtle screaming from its empyreal-furs. It loves to crunch on teeth and suck on eyeballs, and it particularly loves the teeth and eyes of those it likes very much, and those it utterly hates. It also hoards magical items and accouterments, though it avoids such base things as weapons. 

Appearing: Unique

3 - The Pangopolis

A city built into and onto a Pangolin the size of a small hill. Each scale of the Pangolin has been fashioned into a building. Slums are on the tail, waving and wild (and closest to the scent-sacs...). Taverns and Inns rest on the feet for the benefit of travelers and visitors. The Noble quarter lie on the sides of the Pangolin where they can get the most shade. No-one lives on the belly. Government can be found on the head and neck of the Pangolin, because they got there first. Much of the sustenance of the people of the city comes from the taken from the Pangolin's mighty capillaries and distilled into a crimson soup, and also edible scraps taken from the Pangolin's left-overs and leavings. This diet leaves long-term somewhat... strange. The Pangopolis is also the home of Pangolin-Plate, a really quiet excellent medium-weight armour that is wonderfully light and flexible for its hardness.
They say that the master of the Pangopolis lives not in one of the Pangolin's scales, but inside the skull of the Pangolin, and controls not just the laws of the city, but the City and the creature it is built on itself.

4 - Midrab of the Warm Breeze

Actually extremely friendly, though most take it for a monster on first blush, and they are swept away by the dust devils and tornadoes the Bat will summon up with its twirling flight and wings. It has a particular hatred of the Cackling Court, and will often help travelers stalked by them, and strike up a conversation with them once the Hungry-Spirits are driven off. Its roost is high up in a cloud, hollowed out by the Bat, where it keeps a hoard of magical Fire-Gems which it swallows to fuel its breezes and to help keep it buoyant.

Appearing: Unique

5 - Nar, Burning Goat that guards the Oasis

Cursed by the Spirits of the Desert for some ancient infraction, Nar is a Fire-Spirit in the form of a mighty goat the size of a large camel. It guards the Oasis it once defiled, and now cannot enter it on pain of death, a fate which it finds utterly abhorrent. Thusly, it will suffer no others to use the Oasis either. Its Eyes and Horns and Hooves blaze with flames, and when it gallops about in battle, it leaves glass hoof-prints in the sand. If it rears up and smashes its feet into the sand, it creates a deadly storm of broken glass. Needless to say, its charge is flaming death. Its hide is charcoal black, and it radiates such, such heat. It is said that if Nar was to be slain, you could forge metal with only the skin of the goat as your forge. This is so far unsubstantiated of course.

Appearing: Unique

6 - The Grand Council of the Philosopher-Mice

Engaged in an unending symposium in the ruined courtyard of some ancient palace, the Philosopher-Mice are determined to unknot the mysteries of the universe. Divided in roughly equal numbers between Mathematicians, Proto-Scientists, Alchemists, Physicians, Antiquarians, and Pure Philosophers, they chug away at their 'Micron Opus' which they say will lay bear every possible secret there could possibly be, by elucidating the very foundational aspects of reality, and thus by addition, literally all there can ever be. They will explain their thesis at great length to any who will listen, though at this point, few do. The Philosopher-Mice are generally genuinely friendly, though they quickly tire of those who can't "keep up". They will eagerly trade for food, particularly fine wine, but they only pay in "knowledge and gratitude". This has all resulted in them gaining a reputation as pretentious pricks. They could be persuaded to use their various skills and knowledge for you, if you can convince them your cause is "worthy" (though this is regularly supplemented, or even replaced, by decent donations).

7 - The Sand Palace of the Coyote Prince

The Coyote Prince (who is too beautiful for such a base thing as a name) is a Spirit of Beauty and Hospitality. Its mighty palace is opulent in the extreme, jewels and treasures of the desert intergrated into the sandstone walls with the uttermost taste and sense of art, and the Courtiers and Attendants of the Prince spend much of their time ensuring they and the palace are as beautiful as possible. The Coyote Prince itself will gladly receive visitors, and offer them incredible hospitality. Somewhat because of its beauty, and somewhat because of its spirit-magics, it is all but impossible to refuse the its requests, should it wish it so. Flattery however, is said to get you a long way with it, and there are many tales of those who have escaped the geas of the Coyote Prince through tactical compliments and excuses. The palace is guarded on all sides by Pack-Patrols of 2d6 Coyotes, and the Coyote Prince itself is always attended by a double-size pack.

Appearing: Unique + Coyote Guards (see description)

8 - Tumbletown

The Monks who Dwell in the Dojo of the Ever-Spinning Earth bear but 3.14 rules.
1st: He who ceases movement must die [Spiritually speaking at least].
2nd: He who cannot accept the flow of the world must die [Again, spiritually speaking].
3rd: He who by his efforts, changes the flow of the earth even but slightly, is glorious.
3.14th: You can't change the flow of the earth, the wind however is another matter.
The monk who thought up the 3.14th rule thought he was hilarious. He is not.
The Tumbletown rolls perpetually over the desert, huge, twisted, hollow. Within the titanic tumble-weed, easily 600 feet in diametre, is a spherical Dojo, endlessly jostled and carried about by the Tumble-weed that houses it. To say the day to day life of the Ascetics within is chaotic is an understatement, but one that they are relentlessly accustomed to. They follow an path of accepting enlightenment, being taken where-ever the literal and spiritual winds of their lives take them. A small community has grown up around them, all having to take on the Monk's philosophy to at least a small degree. They don't have much, but donations come in semi-regularly from people hoping to earn some small token of karmic favour from the merciless powers of chance. Some whisper, that within the very deepest heart of the Dojo, is a Pearl that allows power over the very Winds themselves, but locked within an iron trunk to prevent its use, symbolic of the giving up of control the Monk's practice every day. The monks vehemently deny such things of course.

9 - Sabaar, the Spiney Sea

The caldera of some ancient catastrophe, whatever happened left the soil supernaturally fertile, and so it has become totally, utterly overtaken by Cacti. It is a veritable ocean of Cacti, impenetrable (at least practically speaking) to animals. Some sail the surface of the sea on flat-bottomed boats propelled along on metal-shod poles. They seek out the very largest cacti to harvest their huge spines, and to pump out the water they store within. The bravest, or most foolish, seek the heart of the Spined Sea to find the storied ruins of the city, or perhaps temple, whose people caused the Sea to rise in ancient days. At least one wizard has carved their tower out of a large Cactus, and so-called Spinestown hangs the spines of a truly titanic Cactus, guarded by huge Ballistae. Though, it isn't all fun and games.
Boars the size of houses are said to roam the distant floor of the Sea in its deepest sections, unphased by the cacti's spines. They crunch on the Cacti, which spells doom for rafts that happen to be perched on them at the time.
Swarms of hand-sized Lizards, small enough to fit between the spines of the cacti, strip flesh from bone in minutes.
Many-legged monkeys throw crude spine-spears.
Slow and methodical Spider-Giants shoot ropes of webs at their prey to dash them against the spines.
Humming birds will drain the blood from your veins as readily as they drain the water from the Cacti they perch on.
And most veterans agree something worse haunts the very nadir of the Sea, though none of them can agree on what it actually is.


10 - Ujuf, Mesa-Castle of the Giant-Lord

Long ago, when the Giants fled Old Fomoria, one of their number, counted mighty among them, eventually settled in the Khilaj, and became a mighty Robber-Baron of the sands. Now though, he is dead and rotting, slain by a coalition of mighty heroes. It is said that in his might, he had two heads and four arms and three legs, though now only bones remain. The Castle is still adorned in the finery and memorabilia of the Ancient Home of the Giants, but the Castle is infested with vermin and wandering spirits. The darkest rumours suggest that the Giant-Lord has risen again, but in truth, its bones have been animate and over-taken by a hive-swarm of angry famine spirits, desperate to escape the dead and drained castle. They long for somewhere new and verdant to devour...

Appearing: Unique

11 - The Oasis of Milk and the Trees of Honey

Once a storied and revered sanctuary for wanderers of the desert, it is now a rancid and rotten place. The milk is now a crust of  thick black foam over a thin pool of stinking rot, and the honey that once flowed from the trees is now thick, crusted, and sour. Normally, this corruption would be cleansed by the oasis by its attendant spirits, but they have been chased away by the Defiler Wasps. They are the size of a man's hand, shell-skeletons as hard as ceramic, stings that literally burn. The swarm is hypnotic in its roiling and undulating. They have overtaken the whole oasis, chewing the honey and dumping bodies into the pool of milk. They have formed a huge, cracking and creaking hive in a set of rocks and boulders near the pool. At its heart is the Queen of the Defiler Wasps, a terrible Demon that is growing fat and powerful on the honey. Eventually, she and her swarm will grow huge and numerous enough to assault and destroy the various cities and powers of the Khilaj, and rule it all.

12 - The Glass Fortress of the Djinn King

Sumptuous and Glorious, with many many powers and titles, but also cursedly miserly and paranoid. It will go to any length to avoid granting the many wishes it frequently promises as rewards for services and works it commissions. It is attended and defended by a band of Brass-Clad Fire Giant guardians, and it also has an extensive Seraglio of Water-Nymph Odalisques, who hate him in the cool, indifferent way of their kind. The Djinn King's riches are extensive, well-documented, and exceptionally well defended by magic, magical guardians, and curses. One of its most favoured excuses for not handing out rewards it has promised is that they can only pay out once the (unending and endlessly cyclical) appraisal of its vaults is completed, or that it will grant the wish once its other guest has left, who is certainly due to arrive any moment now! (it always has guests either present, or imminently arriving)

Appearing: Unique + 2d4 Fire Giant Allies + Servantry

13 - The Countless Stones

In a great caldera in the desert, surrounded by high dunes, stands a great monument of concentric and intertwining rings of standing stones, each three times the height of a man. You can see that there are many of them, but if you stop to count them, you will not be able to achieve a satisfactory answer. If you try again, your result will be different again. And again. And again. If you count and count and count, you might be impelled to count forever, and be trapped. Logic does not work here. It is the magic of the spirits that rules here, and it is in their world that you stand now. If you enter the stones and wander their spiral paths, you will find not logic to the paths, and it is only natural that you will become lost. Dreams stalk the corridors of the stones, manifesting shape and potency from your mind. These predatory spirits will seek to slake the hunger of the stones with your blood. If you do traverse the stones though, and if you can overcome the trials of the spirts, you will reach the Place of Meetings, where man and spirit may meet and speak at peace, and powerful spirits at that. At the very heart of the Place of Meetings is the stand that bears that most singular flower, the Nomad's Rose, whose nectar brings knowledge and wisdom to its imbiber. Needless to say, few have ever drunk of it.

14 - The Khatia, the Mirage-Men

They never quite mean to lead to the accidental and tragic death of those they cross paths with, but they don't really go out of their way at all to avoid it, and will happily gather up the now unused trinkets and finery their unwitting prey left behind under pretensions of necessity and expedience. These trinkets and baubles are then disguised by their mirage-magics as being being mere curios and the like. They can be somewhat friendly, (or at least polite) if you can get around their lies, but if you ever call them out on it, they will become defensive in the extreme. No one else in the Khilaj likes the Khatia, they are widely known as massive hypocrites, and rightly so.

Appearing: 2d4

15 - The Ancient Tombs of Lost Theroptera

The old God-Kings of the River-Valleys were rich from the sweat of their willing slaves, and in death, they reviled all gods and powers, and sealed themselves in fortress-tombs of stone; sealed with many guardians and magics, daring death to come and claim them. Death eventually came for them of course, coiling like smoke through the gaps in the sealed gates, slaying guardians with impunity, and unweaving spells with a bony finger like the blade of scissors through soft fabric. Today, the wards still stand, and many guardians yet live, the Pyramid Tomb-Castles of the old Valley-Kings unconquered by any other force. And if all those legends are true, there must also be a King's fortune of gold hidden within as well. Perhaps some of the Ancient Valley Kings even held off death too...

16 - The Tree of Sorrows

Out in the deepest desert, trees are a rare sight. But this one is huge, a good 100 feet tall. Its branches twist up from the thick twisted trunk in writhing spirals like flame. On the lowest branches are hanged men, their spilled guts feeding the tree with blood. Atop each mighty branch, is perched the sun-bleached skull of some untold sinner. Each skull bears a carven sigil, binding with the skull the spirit of the old sinner, forever tortured by the burning sun, and forever compelled to speak truth to those who should ask of them questions. Many bodies are caught in the knots of the trees, having fallen from above, failing to reach the skulls and the truths they can tell. There are further tales that the tree itself is hollow, and inside is the gnarled and broken body of the first sinner, around whom the whole tree has grown; though to investigate this at all and mar the tree with tool to split it apart would result in your hanging and gutting, hung from the tree to rot.

17 - The Tent City of the Scarab-People

A society of semi-sedantry, semi-nomadic farmers; they grow food in mighty balls of manure that they push around the desert from oasis to oasis to prevent the dung-balls from drying out. Mostly they are pretty friendly, at least on the fringes of their Nomad-City. The deeper into the rings of tents and shelters you go, the richer and more hostile the Scarab-People become, and patrols of Scarab-Soldiers patrol the inner circles to keep "undesirables" from getting to the Scarab-Shahs, the rules of the Tent city. There are rumours that the chief of the Shahs is the Scarab-Sultan, but no outsider has been deep enough into the city to confirm or deny this, and many scholars doubt its existance on the grounds of "just because it sounds nice doesn't mean it has to exist" (which in itself is a good insight into fantasy scholarship tbh). The Scarab-People tend mighty desert-millipedes the size of elephants as mounts and livestock, their main source of manure and physical labour, though they will never give up the opportunity to trade for a good source of manure. Some of the Scarab-People are even adventurers themselves, plundering the necropoli and ruins the City passes by for trinkets and treasures that they peddle on the outskirts of the city, where they are most likely to find the outsiders who will buy them. Some humans and other races have established a strange relationship with the Scarab-People, submitting to becoming Man-Cattle, constantly eating to provide manure for the Dung-Farms, caught in a curious state somewhere between guest-friend and farm-animal.

Appearing: Medium City

18 - The Crocodile's Graveyard

A crazy maze of old bones and tents of dried, scaled skin, skeletons between the size of your finger and the size of your house. Tended by the Graveyard's Scaled Priest, who dress themselves in old skins and build houses of memory and veneration out of rib-cages and dried scales. The angriest skeleton-spirits receive offerings of blood upon their old, dry jaws.
Only a few travelers get devoured by restless dead crocodiles each year while coming to try to gain the favour of those very spirits.
A Necromancer has moved in recently, and has been stealing the secrets of the most ancient crocodiles, and marring them with wolf-teeth wounds to prevent the spirits from seeking retribution. The Scale-Priests know of the Necromancer, but they know not where they are. Eventually the Necromancer will be able to use the secrets it takes to become a primal kind of Lich, much as many of the more powerful crocodiles have done, harnessing the power of ancient creatures and powers to live forever, carving its phylactery from a thousand thousand crocodile teeth. If the Necromancer has teeth, it can bind the spirit that once owned them, it has carved many into protective charms, and it has made a pair of ancient jaw-bones into knuckledusters. 

19 - The Locust Knights of Sahandralar

Questing nobles of the Great Democracy of the undying Lands. They only ever refer to their goals as "The Noble Quest!" which has lead to much confusion, as each group has its own different "Great Quest". They are pretty friendly and chivalrous for the most part, though they can be brutal in the extreme if they perceive you as standing between them and their destination. They are chatty and love to sing around campfires in the dimness of evening, though as allies they can be quite mercurial.

Appearing: 2d8, the higher result indicates Knights armed with Lances, the lower indicating Knights armed with Crossbows.

Special: The Lead Lancer has +d3 HD, and is a noted Hero of Sahandralar

20 - The Mayit, the Dune-Ghouls

They were men once, but the treachery of the desert caused their Yellow Humours to rise up in a great torrent, and now they are withered and dry, hungry for fluids. Damage they inflict dessicates the flesh, and the extra water the victim must consume to recover has lead many groups to their death even after their victory over the ghouls, their water supplies proving insufficient after the attack to reach safety. The Dune-Ghouls are cunning ambushers; many hide in the sand, completely buried such they they can burst forth for surprise, and others will steal the arms and armour of their victims in the night before attacking.

Appearing: d4 (exploding result)

21 - Salihafar, the-Turtle-that-grows-Dunes-on-its-back

A Turtle like a mountain, it drags itself slowly through the desert, and dunes grow on it when it rests to sleep, before it awakes, shakes them off like water, and continues on. At least one group of Druids dwell on its Lithic-Shell, sewing stones and nurturing boulders on its back. A group of Ascetic Monks call the Turtle their home too, espousing their vows and the virtues of poverty from the lowly and lonely crags of the shell. The Turtle crunches rock like pigs crunch conkers, though it feeds slowly on the stone. Indeed, so slowly that some might live, grow old, and die without ever knowing the true nature of that mountain beyond the horizon. Currently, it chews on the old, old ruins of some forgotten city, all traces of it slowly slipping down the gullet of the creature. Some peoples have sent men to see what lurks within the vast belly of the beast, and the prospectors that return tell of vast mineral fortunes within the walls of living stone. They also speak of the great terrors that dwell within alongside them...

22 - The Serpent of Bones

No tales speak of the Origins of the Serpent of Bones, it is cursed, and must never be given a name. It swallows its prey whole, the meat and fluids being crushed and pulverised by the shifting throat of the Serpent such that the gory mess leaks out through the stained neck of the beast, and the bones are retained within the thing's 'stomach'. These bones are used to repair damage dealt to the Serpent's osseous form. Despite the shape it takes, the Serpent is not particularly fast or flexible, and mostly relies on ambush to trap prey for swallowing, or its crushing weight to beat foes to death. It can burrow through the sand, though slowly and not without great effort, it is infinitely patient. None know of the serpents desires or intents, or if it even has thought higher than that of base animals, it is an enigma.

Appearing: Unique

23 - Nasir, the Vulture of Mighty Wing-Beat

Spirit-Brother of Midrab of the Warm Breeze, its wing-beats brush up mighty storms, but for the most part the Vulture is slothful and indolent. Mostly it circles high above the Khilaj, drifting lazily down to kill easy prey and beating up a great storm to hide its hideous form from prying eyes, which it hates. Its feaths are ragged and pale, its flesh is dry tatters, and its beak is cracked and flaking. It hates to be seen, except from far away. It is spiteful and crass, though it is mostly indifferent to man, and may even strike up a conversation with those that avoid looking at it and show it compassion and pity.

Appearing: Unique

24 - The Cursed Ahmar, the Cannibal-men of the Valley-Caverns

They are accursed and totally hateful. Any other denizen of the Khilaj will attempt to butcher them if they can, and will flee with haste and fear if they can't. They wear white, chalky masks with obsidian-black lenses. The chins of the masks are stained a hateful brown by blood. They might have been men once. They certainly aren't now if they ever were. They are utterly wicked. They will eat you if they can. Their weapons are cruel, as are they in temperament. They should not be dealt with lightly.

Appearing: In the Valley of the Ahmar: village - As an Encounter: 3d6
Special: If there are no duplicates, they are lead by a double HD Brave. If there are any duplicates, they are lead by a double HD Shaman.

25 - The Sand-Souled Nomads of the Desert God

They gave themselves over to the Desert and its gods and their Yellow Humours, so now their flesh is made of sand and their eyes are made of glass. They need no sustenance, and they need no comforts. They roam the desert on lizard-back, and commune with spirits. Their primary work is transforming the desert in accordance with the long plans of the earth; excavating oases, building high dunes, sowing stones adn boulders. They never wander from their tribe except for when their tasks demand it. They are completely dedicated to the cause. Their eyes would be the ideal material for the creation of divination tools, and also would probably be potent alchemical ingredients as well.

Appearing: d6*d10

26 - The Cavern of 10,000 Wonders

I'm going to cheat on this one a bit.
Deep in the desert, it is said, is a cave that goes down to the very core of the earth. When the world was ruled by the God-Emperor of early Man, he buried all his most brilliant and most lovely treasures in a cavern in the middle of the desert, that he might be the only one in all the world to posses such glories as he did. It was futile of course. He was neither god, nor emperor of all the earth, but he did posses wonderful things, and the cave is out there, if you could ever find it, or survive the things that dwell within:

d20 Wonders of the Caverns
1 - A trapped Djinn, tangled within a ball of star-cat fur. It offers favours from the Djinn King in exchange for its freedom.
2 - A Diamond the size of a baby, carved to resemble a baby.
3 - A Staff that morphs halfway up to resemble a snake, and eventually become a spiting, biting actual snake.
4 - A Vial of crystal that turns any liquid poured inside into pure water. Powered by a captured and otherwise powerless dryad who takes on the impurities and corruptions of the given liquids.
5 - A Statue 100 feet tall of a man wrestling a serpent with bull's horns.
6 - A clockwork guardian that receives instructions through something like morse-code, inputted on its back. There is a very comfortable leather seat attached near the control-input.
7 - A Globe representing a world absolutely nothing like the game-world, set in gems and jewels of many, many colours.
8 - A Jade Scorpion pendent. Wearing it means certain death.
9 - A beautiful and opulent rug. Meditation upon it allows instantaneous communication with any-one else who is also meditating on a rug.
10 - A Sword of polished and shining wood. Striking a target causes them to lignify in lieu of causing trauma. Those "slain" by the sword turn into tree-like corpses that grow themselves.
11 - A Single Arrow expertly carved out of glass. No other powers, just made of glass.
12 - A Turtle that talks at length about the politics of ancient powers no longer on earth as if it was the most common parlour talk in the world.
13 - A Goose that lays golden eggs that hatch into terribly venomous serpents if not boiled.
14 - A beautiful chest inlay-ed with shell. Within, curls an animate, pearl-carved tiger-cub.
15 - A curled dagger, that when drawn from its sheath, leaves behind a solid trail of ice.
16 - Like, just the best damn hookah in the world, like, you don't even know.
17 - An armband of exquisite design, covered in the promises of the protection of angels. No actual powers.
18 - A sapphire mask depicting a mighty battle-scene. Apparently once the identifying mark of an ancient hero-vigilante.
19 - A leering monkey statue holding out a great ruby as an offering. Trapped up to the bloody gills, if monkeys had gills.
20 - A Serpent statue with diamond eyes, poisoned needles for teeth, and nuggets of adamantium for scales.

d10 Guardians/Monsters of the Caverns
1 - A Djinn swordsman, whose sword is the south-wind.
2 - The spirits of the ancient dead, who always appear as those you love most.
3 - A Serpent of flame with basalt eyes; the only material part of its body.
4 - Hunger-Spirits of the Cackling Court.
5 - Animated-Sand Golems.
6 - Beautiful, filigree clock-work golems.
7 - Undead Crocodile-men, armed with ancient weapons inlayed with silver.
8 - A giant, with five eyes spread around his head, and talons like an eagle instead of hands.
9 - Scorpions with the heads of men; they throw insults that cannot be ignored.
10 - A Dragon, soft of scale and talon, without wings or eyes, but its tongue is silvered like a serpents, and its knowledge of magic is terribly formidable.

27 - Zerzura, City of the Pillars

Zerzura is sometimes dismissed from the hash-hazed tables of academics as mere myth. Those that know the desert as well as they know their wives, know that far off, on the horizon, you might see the very highest of the spires of the Lost City of Pillars scratching the skies. They do not go there. There are no streets, only wide shining plazas between the great towers. They are tall, tall staves of white rock, ringed with dark windows and rough-carven verandas. The tops of the towers are wide and flat, each topped with a fountain with clear, crystal waters. They are hundreds of feet wide, standing lonely against the sand-horizon. There are many bridges running between the inner levels of the towers amongst the lower levels, and the waters of the fountains high above are channeled down onto them, crashing onto the bridges and then finally the ground. Strangely, the bridges have not eroded away over the aeons. It is said that profound secrets and truths lurk in the waters of the Zenith-Fountains, some in the forms of fish, others in the hearts of crystals, others in carven words. Nothing moves in this quiet city. Perhaps it has guardians, though they must be well-hidden, or invisible. Some of the pillars contain strange, mechanical constructions running through them, with unknown maker or function. Most unsettlingly of all, there are no spirits here, save for the spirits of the fountains. the city is strange, cold, and dead, even by the standards of the desert.


28 - The Riddling Beast of the Shadowed Pass

A great Sphinx, with the head of a Man, the belly of a Lion, the legs of a Locust, the Wings of an Eagle, and the tail of a Scorpion. It guards a lonely pass through a great mountain range into and out of the Khilaj, and it takes great pleasure in offering travelers a way out of their impending devouring; a contest of riddles. To begin with, it really wasn't all that good, and was often hungry, but in recent years it has improved vastly, and news is slow to spread of this fact. The venom of its tale induces cancers in bone, its breath is intoxicating, and its bite is savagely damaging. In spite of all that, it is also something of a coward, and will flee any battle that doesn't go immediately its way. If cornered, and clearly outmatched, it will beg for its life, and offer the secrets of those it has devoured, for its belly digests the mind as well as the body. This last bit is a lie. It is just that desperate not to die.

Appearing: Unique 

29 - The Desert's Maw

Three rivers feed the Maw after their long, winding journies through the desert. Many tribes and peoples offer their sacrifices and criminals to it to assuage the anger of the Earth, or the Beast, or God, or whatever it is. What it definitely is, is a vast, vast pit in the earth. Half a mile in diameter, miles and miles in depth. And it is ringed at all depths and levels with vast, vast teeth. Tunnels and caverns stud its sides too, and while none have ever been satisfactorily mapped or explored in their entirety, there are peoples and groups that have built their homes within them. Much is paid for Maw-Ivory carved out from the great teeth of the Maw, and such there will always be those willing to risk the wrath of the Maw for riches. They do not dwell too deep though, down there the walls are meaty and raw, and the air is filled with the stench of rot. Of course, there are all kinds of myths and legends of the origins of the Maw. Perhaps it is the slowly fossilising corpse of an ancient titan, or the earthly remains of a slain god sinking into the earth, or the sleeping form of a mighty spirit. Who can say.

30 - The Fountain of the Sun and the Hanging Gardens of the Moon

A great Garden-Complex, built about 2 opposite and opposing shrines; An almight Pagoda for the Sun, guarded by a Spider that has caught it in its web; and A great Pillared Promenade for the Moon, caught by a Serpent that constricts it.
The Garden is composed of many hanging galleries from which dangle all sorts of ivies and other such plants, haunted by Spiderous-Monkeys who building crude villages spun from the plants, and who drop from above to ambush rival tribes or adventuring bands. They flee though at the passing of the Gardeners, which are something like Jelly-fish floating serenely in the air, their body-sacs filled with starry voids and nebulas, which pour forth waters to nourish the garden. They fight a losing battle against the loss of the Garden's Sun and Moon. Soon it will all wither away. Silver-Feathered birds meander lazily through the trees and prey on chalky-white lizards the size of tigers, pecking off hand-sized scales before fluttering away.
The Serpent is purple with jagged bands of black, and has three great frills upon its head. It squeezes the Moon in its Promenade, eternally trying to crack it open for the golden yolk that it thinks lies inside. It speaks in a low, sonorous whisper, cooing and singing to the Moon, trying to tempt it into breaking. Its gaze causes immortality; your eyes calcify into shining white moons, and your life slowly drifts away from you. Unless you can be shown the light of the sun, and quickly, you will become trapped in the garden forever, unable to find your way out, and there are more than one group of unfortunate adventurer-undead who have met this sorry fate wandering the gardens.
The Pagoda of the Sun is a large, but squat building at the opposite end of the Gardens to the Promenade of the Moon, and inside it is something like and arena with four great statues at each corner. The statues hold burning braziers that pour forth a glowing golden water that flows down into carven channels in the floor, following strange geometric routes through further small pagodas and gazebos within the greater structure before reaching the centre, and then rising up into a beautiful shining fountain, at the apex of which floats the Sun. Currently though, it is obvious it does not flow up as high as it wishes, and a great web constrains the waters and the sun with it. The Spider of the Fountain drinks the glowing waters, which causes it to glow from within through the cracks and joins of its exoskeleton. It will suffer no-one to touch its great treasure, and it crouches and stalks from above, using the Gazebos and Lesser Pagodas as stepping stones to chase men through the furrows that the light-water channels follow.
If the Sun and the Moon were to be freed, the Garden would begin to blossom again. This would call back the True Elves that planted it in aeons long ago. The Elves, the Serpent, and the Spider would war for control of the Lights of the Garden, striking from the Dark Corners of the buildings.

Recent Stuff

Cafe Prost and the Little Red Notebook

The Jackalope is here, and requires a SACRIFICE. Anne requested the following gift: The Coffee House - Cafe Prost! It is well known i...

This the gud stuph right hear