45
peculiar to Din: Damage per monster's attack. How To Use T his Book Entries Monsters of Myth an d Legend is grouped by cultu r es. W i thi n each c ulture, the monste rs ar e list ed alp h abetically to provide easy ac- cess to each mons ter. The listin gs Co nventions This boo k uses standa rd rul b ook form for m ost conve ntio ns, excep t we i nclude a percen tage rating for so me statistics as we ll . The " D" abb reviat io n is used to indica te a die. ID2 0 means ro ll one 20-sided die. 1 D 100 ( or a percen tage number) means ro ll one ten-si ded die twice or two ten-s ided d ice sequen t ially. Th e n u mb er t hu s genera ted represen ts a p ercent ag number between 01 and 00 (re ad as 100), fo r example a r oll o f 2, foll owed by a roll of 5, translates Abbreviations Used in Te xt Ft: Foot or feel. ART: Artistry. q. v: Also listed in the t ex t. Except: Except i onal. IN: I nsigh t. c: C: Common. D : Dexterity. L: L awful. Var: Variable, or varies. A: Appeal. N: Neutral. Rds: Round s. EP: Exper ience Points. G: Good. ST: Strength. g.p: gold pieces. E: Evil. SM: Stami na . s. p: silver pieces. give an outline of each m on ster's statistics for use in game play, a nd a descrip tio n of the mons ter. In add ition, mos t of the monster list- ings in the book have a section ca ll ed 'nto 25%. 3D6 means ro ll thr ee 6- sided dice and add the results to get a sum, which is then used as th e numb er of the roll. Characteristics (or Attributes or Ability scores) are derived from 3D6, with 3 being the lowest score possible, and with 18 being the normal human maximum. Attri- butes often exceed these h uman norms and corresponding i ncreases in die rolls have been included. he exception to this is a mo n- ster's intelligence which, wh ile Lege nd . The legend is provided to he lp the GM develop the mons ter for encounte r situa tion s. All the abbreviations used in the book are covered on th ese pages. based on h uman standards, is nol rated. Th e intelligence levels go as foll ows, from the lowest to the highest: Non- (intelligent) Very Animal H ighly Semi. Exceptional Low Genu is In gene ral, monsters with animal or J ow in t elligence would be 0-6 in a 3D6 rating system, while those wi th Excep tional or Genuis intel- l igence would be 17 -18. Inanimate objec ts have non-intelligence. bbreviati ons in Monster Outl ine AC: Annor Class. Describes the monster's protection, or the di fficulty to Hit. "''''), TK: Hits to Kill, expressed llher as the number and type die to roll (rolll eight-sided or as a total number ded to kill, i.e. 25. ThiiCii:HTo Hit Armor Class 0". Subtract the target's Ar- mor Class from the Thaco to get the number required fOT a successful Hit with a ID20. FOT examp le, if a character's Thaco is 14, and the target is wearing chain mail without a shield (Ae 5), the character will need to roll a 9 on a 1D20 (14 -5 = 9). M: Movem.ent speed per melee round. If the monster can tra- vel in two different mediums, this will be indicated by the following symbols: / #" / / #" (#") *#" flying speed swimming speed bUTTowing speed speed in web. 6 IDS 1 19 1-3 Special: Control Weather spe ll . 0 will, create thunder and druid for as long as st, Size: Size of the creature. The average height is shown in pa rentheses. No: Number appearing. \ Freq: Frequency, or likeliho od of encountering the monster. Very rare means that there is Special: Attacks or defences about a 4% chance of an en- the monster i.e. counter, wh erea s com mon Dragon breath or Chann spell. indicates ab out a 65% chance. LevellExp: Level to summon a monster/Experience gained wh en a character ki lls it. My: Monster's magic resis- ance expressed as a percent. nt: Intellect. Align: A li gnment of monster 01' character. LevellExp: VIII/600+5/HTK Freq: Un common lJo: \ 6-60 S (4 ') 8 9

Role Aids - 724 - Monsters of Myth & Legend

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peculiarto Din:Damagepermonster's attack. How To Use T his Book Entries Monsters of Myth andLegend is grouped bycultur es.Withi neach culture,themonstersarelisted alphabeticallytoprovideeasyaccessto each monster.The listings Conventions T h isbookusesstandardrul bookformformostconventions, exceptweincludeapercentage ratingforsomestatisticsaswell. The" D"abbreviationisusedto indicate a die.ID20 means roll one 20-sided die. 1D 100 (or a percen tage number)means rollone ten-sided dietwiceortwoten-sideddice sequentially.Thenu mberthus generatedrepresen tsapercentag number between 01 an d 00 (read as 100) ,forexamplear ollof2, followedby arollof 5,translates Abbreviations Usedin Text Ft:Foot or feel.ART: Ar tistry.q.v: Also listed inthetext.Except: Exceptional.I N: Insigh t. c: C:Common.D : Dexteri ty.L:Lawful. Var:Variable,orvaries. A:Appeal.N: Neutral. Rds:Rounds. EP: Experience Points.G:Good. ST: Strength. g. p: goldpieces.E: Evil. SM: Stamina. s. p: silver pieces. giveanoutline of eachmonster's statistics for use in game play, and adescriptionofthemonster.In addition, most of the monster listings in the book have a section called 'nto 25%.3D6meansrollthree6sided dice and add the results to get asum,whichisthenusedasthe number of the roll. Characteristics (or Attributes or Abilityscores)arederi vedfrom 3D6, with 3 being the lowest score possible,andwith18beingthe normalhumanmaximum.Attributesoftenexceedthesehuman norms and corresponding increases in dierollshave been included. he exception tothisisamonster's intelligence which, while Legend. The legend is provided to helptheGM developthemonster forencountersituations.Allthe abbreviations used in the book are covered on these pages. based onhuman standards,is nol rated.The intelligence levels go as foll ows,fromthelowesttothe highest: Non- (intelligent)Very AnimalH ighly Semi.Exceptional LowGenuis Ingeneral,monsterswithanimal or Jow intelligence would be 0-6 in a3D6ratingsystem,whilethose wi thExceptional or Genuis intelligence would be 17-18.Inanimate objects have non-intelligence. bbreviations in Monster Outline AC:AnnorClass.Describes themonster'sprotection,or the difficulty to Hit. "''''), TK:HitstoKill,expressed llher as the number and type die to roll (rolll eight-sided orasatotalnumber ded to kill,i.e.25. ThiiCii:HToHit Armor Class 0".Subtractthetarget'sArmor Class fromtheThacoto get the number required fOT a successfulHitwithaID20. FOT example,if acharacter's Thaco is14,and the target is wearing chain mail without a shield(Ae5),thecharacter will need to roll a9 on a 1D20 (14 -5 =9). M: Movem.ent speed per melee round. If the monster can travel in two different mediums, thiswillbeindicatedbythe following symbols: / #" / / #" (#") *#" flying speed swimming speed bUTTowing speed speed in web. 6 IDS 1 19 1-3 Special: ControlWeather spell.0 will,create thunder and druid for as long as st, Size:Size of the creature.The averageheightisshownin parentheses. No:Number appearing. \ Freq: Frequency, or likelihood of encounteringthemonster. Veryrare meansthatthereis Special:Attacksordefences about a4%chanceof anenthemonsteri.e. counter,whereascom monDragon breath or Chann spell. indicates about a65% chance. LevellExp: Level to summon amonster/Experience gained when acharacter kills it. My:Monster'smagicresisance expressed as a percent. nt: Intellect. Align: A lignment of monster 01' character. LevellExp: VIII/600+5/HTK Freq:Uncommon lJo:\6-60 S (4') 89 Ram American Indian isaterm which represents an agglomeration of different peoples embracing avariety of myths.For reasons of space and consistency of myth, adecision was made to concentrate on asubgroup of the American Indians. Another choice wasto select more myths from a hunting peoples'tradition thanthose of aplanting peoples, asthe hunters' creatures and legends seemed more appropriate for most fantasy role playing seSSIons. Duringthewinttl',I hespiritswere farlessacliveanddwt'ltwillI their own kind, leaving the l n d i a n ~frt'l'for story telling TheGM shoulduseIhefollowing tableasaguidelineforspirit appearancewhen stories abouLthemarebeing told. Percentage Chance Seasonof Appearance Spcing ..... . ....... . ..... . .. .. 10%Summer.............. ...... .. 25%Fall.. . .. ..... ... ... ..... ... .. 10%Wimer.... . ....... . .......... Never If the story istruly insults aspiril, increasethechance ofthe spirit's appearanceby+10%. Thisbonusisnot applied in the winter. Fox ""hiteBuffaloLevellExp: IVI27;+6/HTK AC:7M :18"Freq:Very Rare HTK:5D8M R:StandardNo:1-4 Att:2l nt:Semi- Size:Large THA.CO: 15Align:Neutral Dm:1-8/1-8 Special: Aura of Bad Luck(see below) Awhi tebuffaloisthespiritofarare, large white bull buffalo. Itappears asa live whitebuffalo,withaslightshimmering, that is visible only in complete darkness. Eventhough classified asspirits,whiLe buffa lo are flesh. There are other clues to its truenature,however, asthe white buffalo ismost often seen emerging frombeneath the waters of alake. Whitebuffalo areunliving inthesense thatthey do not needfood, water, or air to continueexisting.buttheyarenottruly undead. Clerics may not turn white buffalo. Thecreaturesaremaliciousinminor ways,but willveryseldomattackaparty directly. T heir most p otent weapon istheir Aura of Bad Luck. Any sentient within 120" of a whitebuffalowillsufferfromthisaura. The aura affects agame asfollows: DieModifier D4,D6.. .... .. . ... . ... 1 08,DI0 .. 2 012 . . .. 3 D20 ... . .. . .. . . 4 Dl OO 20Themodifierisappliedto alldierolls usedto resol ve actions taken bythe characters.To Hit rolls, damage, saving throws, andClimbing are included. Anyrolltodeterminethesuccessofa character action is affected by the aura. The modifier is appliedin whichever direction is least beneficial to the character, subtracting it from a saving roll and adding it to a Climbing attempt. T he Aura of BadLuck will become permanent for a character who eats the flesh of awhitebuffalo.Thereareotherunfortuna te effectssuggestedinthelegendsectionbelow. If acharacterhasapermanent Auraof BadLuck affecti ng him, it requires aRestorationspelltoreturnhimtohisprior stale. A character affected by a permanent Aura of BadLuckis the only character affected bythe permanent aura. LEGEND: T here once wasalargeherdof buffalo which lived inthe area surrounding a lake. Onewinter,aband ofhuntecswasdeterminedtokillthewhitebullwhichled theherd.T heytrackedtheherdfordays, killingmanybuffalo,buteachtimethe white bull escaped.. On one allempl theherdpanickedand tried to escape by crossing the frozenlake. T he lake couldnot beartheweight of the buffalo and the cracking of the ice competed with the bellows of lhe herd as they sank into the lake. The white bullwent downlast,roaring in defiance asthe cold water defeated him. His roar is sLill heard,coming fromthe depths of the lake.Ever since,the lake has been known as"The Lake That Roars." Two men in the area of the same lake had hadno luck in hunting, not even catching asquirrel.As theybecame desperate,two white buffalo emerged fromthe lake. The hunters sneakedup andkilJedone of them. They prepared the buffalo and ate wellforthe firsttime in days. But as soon as they finished the meat, the hunters began[0 feel strange. Their limbs began to thicken and to become numb. The changecontinuedasthepairstumbled awayfromthe lake. Tailsand hornsappearedontheirbodies,andbeforetheygot10 pacesaway fromthe lake, each of thehunters had become abuffalo. The pair quietly turned and walked into thelake. WhiteBuffalo 1011 oyote Song to transform something unimportant CoyoteLevell Exp:VIlli3300 AC:5M:24"req:Unique HTK:65MR:15%No:1 Att:1Int:GeniusSize:Medium lUCO:9A lign:Chaotic Neutral Dm:1-10 special : Shape changes. Raises dead as skill 20 cleric. Power Song: Full Wish (use at will as skill 20mage). cating a dancing, fl ickFox/ ,('V('if.x/J:JIll12S() ering light. "T hat isthe power AC:5M:18"Freq:Uniqueof GrizzlyBear'sfireHTK:40MR:10%No:Istone," answered Fox. Att:11'11: Excpt.Siu:Small "Withthefi re-stone rizzl yBear cancreTIII W.10Align:Neutral atefirewheneverhe Dm:1-10 wants. Hekeepsthe Special:Spells- fir e-stonewithh i m (use alwillas skillIII magr): Clairaudence &always in a pouch atCiainoyan M:18 andbulk, giantscanIITK:9D8MR:StandardNQ: move assilentlyasa It:1bit:Var.iesSize: skill8 thief (62%).Tlw;o 12Align:Neutral Such stealth is magDm:1-20ica linoriginand Special: Moves Silently ((encration.requires some concentration,fortheNatliskel i gutenonly Giantswhichroamedthelandsofthe move silentlylike a skill 3thief (27%). Indians are more timid than others of lheir Giantsarereputedtobestealersoffish kind.Eventhough theyare verylarge and fromnets and are knowntoraid camps forimmenselystrong,theynevercausedthe food.Manygiantsarecuriousaboulthedestruction of whichtheywere capable. "smallones"andwillinvestigatesmallThe average giant istallerthan thetaJIampsites. esttipi and has ablack[ace,whichmany Theymovequietlytoaipi,riseuptosayis just painted black.They wear beartheir full height, and peer down the smokeskins, and pre[er to dwell alone in caves or hole to see what is happening inside. T hey similar underground shelter. may occasionally be bribed with fish. Giants have aunique odor. smelling as bitter and acrid as burnt horn. There aresome giantsknownas"NalLEGEND: liskeliguten, "anancientphrasewhichAsmal lhuntingpartycameupona means "killers of men. "These Giantshuntgiant,asleepintheforest.Notknowing human beings and are fond of destruction.whether or not hewas sane, the partytied It is thought that these giants are insanehim up with ropes of buffalo hair. Several versions of their shyer kin, aderangementpinioned his arms and legs while others sat perhapsinduced by someplant.Ten per- on his chest. into something whichheneeds desperately, or to return a friendwho has been completely destroyed. A Wish made by COYOlC willnot weaken him in any way. rl (' will nevera Wish to destroyor harm anything llirectly,but he may wish for atool or weaponnecessary to destroy aparticular character or thing. Coyote'sPowerSong requiresoneturn to perform. If COyOle is engaged in another activity while singing the Power Song,the Song will fail 95%of the lime. There will be no adverseeffect otherthanfailuretoobtainthe desired result. Coyoteisoftenseeninconfrontation with Grizzly Bear. This is usually a conlest of will and intelligence rather than a clash of brute force. LEGEND: Coyote wasthe chief o[ the animal people. He had long prophesied the coming of thehumanrace.WhenCoyotecouldteUthatthetimeof humankind wasnear,he summoned the animal people together and said: "The New People are coming. We must prepareforthem.Todaywemustdecide howwearetolive,whatwewillbe,and where we are to live whenthe New People cometous. We must choose our names." "What winyoube?"theotheranimal people asked Coyote. "r shall be buffalo, "replied Coyote.He transformed himself into abuffalo,but he stil]ranaswouldCoyoteandhisroar sounded too much likehis own yelp. The animalpeople were not impressed. StillCoyotewishedtobebuffalo.Finally Fox, who was second chief,spoke. "Coyote isnot suitedtobebuffalo.He shallhavetobecoyOle.IthinkBuffalo shouldbebuffalo. "Buffalotransformed himself into a buffalo, andso it was decided that he wastobe called Buffalo. Eachoftheanimalpeople,afterafew trials, found a (orm and a name which suitedhim. LasttochoosewasMeadowLark.She wished to be eagle, she wished to be hawk, she wishedto be aU of the birds. "Youcannotbeallbirds,Meadow Lark," said Coyote."Mypower,however, is gTeat enough to give you this."He presented Meadow Lark with an arrow bracelet which allowed her to speak any language. Thenextdaythegroundrolledand shookwithmysteriouspower,andthousands of shapes appeared. The New People had come to the world. Soon they l-.pread all over the earth. Theappearanceofthehumanscaused alloftheanimalpeopleLO lJt( olliequiet. They relinquished the POW( I o{ "peech on that day. Some animal Pf'opit:slilJ IClllcmlJcr how tospeak,buttlwydi ... cI ;lillInwith humankind un less IIll )11 ;1,'c:11 \'t' l) 'ipecific reason for (lHlI Bear 'sbelt.As soonasthestringwassevered,MeadowLarkgrabbedthepouch and flew out of the camp. Grizzly Bear' s roar broke the spell which boundthecamp,andtheyallsetoutin pursuit of thethieves. " Here! Herel Here/ "said Meadow Lark asshedroppedthepouchtoCoyoteand then flew ashigh as she could. T wice Coyote hid and twice he was discoveredExhausted,Coyotereali zedthe enemy would sooncatchhim. "Herel"shoutedCoyote,throwingthe pouchtoJackRabbi t. Rabbit ranfort he passinthemountainswhichledtoCoyote's camp. GrizzlyBearcaughtCoyoteandki lled hi minafury,skinninghimaJiveinan ttempt tofind the pouch. Thenthe Bear's followers pointed to J ackRabbit. Grizzlyleapedandlandedinfrontof JackRabbit.GrizzlyBearroaredferociouslyandJ ackRabbitfroze.Bea.r advancedtoward the Rabbit. " Give methe pouchl"barked Fox.Fox grabbed the pouch and began to run forthe pass.Ni mbly avoiding the claws of Grizzly Bear,Fox left a nobvious trail. Grizzly Bear guessed the destination and leapedforthepass.AssoonasFoxsaw Grizzly Bearleap,hechanged courseand stealthilybegantorunuptheside ofthe mountain. GrizzlyBear,nowtiredandconfused , couldnot catch Fox before he reachedthe summit of the mountain. T here Fox broke apart the fire-stone and hurled pieces of the magic everywhere. Thus, fire can now be found in every part of the world. The giantawakened.Uponseeingthe Indians,hegave ahighpitchedcackl ing which rolled into athunderous laugh. The giant broke his bonds and tossed the Indians aside.He seizedone of the unfortunate hunters and lossed him into a river a half-mile away. He pursued lheothers, but histhrashingand laughing gavethemen ampletime tohide. Coyotehashunted andkilledmanyof the insane giants, and there are some who saylhar.he haskilledmany benign giants aswell. . IGiant Coyote is one of the most active figures in Indian myth. He is the most prominent of theanimalspiri ts, whichwere created by the godsbeforethey createdmen.He is a guardianof all Indians. Heisintell igenthutoccasionallyfool ish, andhe often displaystoomuchpride. He is the hero-trickster of the Indian mythos, but he is someti mes defeated by his own cleverness. Inthe time before the coming of the human race, Coyote couldassume anyform he wished, even becoming the sun on one occasion. Hispowersbegantodimwiththeappearance o(humankind,perhapsbecause of all the spiritual energy which he infused into the newpeople.Coyote can still assume the shape of any person or animal at will. His usual appearance is that of a coyote. He can Raise Dead at will as a skill 20 cleric. In order toraise apersonitisnecessary (orCoyotetostep overtheperson'sbody threetimes.Thespelltakeseffectimmediatelyassoonasthethirdstepiscompleted. Coyote has aPower Song, which he can useatwillasaFullWishasaskill20 magic-user.CoyotewillusethePower .113 LevellExp: Vlll15100 Grizzly Bear AC:0M:15"Freq:Uniqu TK:150MR:15%No:1 Att:2lnt:AverageSize:L(10' 7Align:Neutral Evil Dm:3-36/3-36 SPecial: Roar (lasts 3 melee rounds, use atwill as skill 20 mage):creates Fear and Dispel Magic spells.Leap (up to 100' per j ump). Begins totire after third TRACO: j ump in arow. GrizzlyBearispowerwilhoutthought. He is suonger than any other animalperson, and his courage is great.He is atyrant with hisfollowers,and aterrorin battle. Hisonlyweaknessishisincredible temper, which often has him acting blindly and stupidly.While his alignmentisNeutralEvil,there are aspects of Chaotic Evil in his nature. Grizzly Bear appears as abear, although he canwalk andfightin anupright positionmorereadilythan anormalbear. The frightfuldamagehedoeswhile attacking is not al1 he can do in battle. He can Roar twice per turn, with each roar lasting 3 melee rounds. A Roar acts as a Fear spell and as a Dispel Magic spell caSlas a skill 20 magic-user. The range of a Roar varies for thepowel.Allwithin earshot arc affect by the Fear spell, but the Dispell Magic power of the Roar has a240'range. If a character has made his save versus the Fear ability,he willnot beaffectedbythe Fearforthe remainder of the encounter. TheDispelMagicisspecial.IL actsto aneel any spell which is being cast during the period of the Roar. GrizzlyBear mayRoar atwill . The DispelMagic ability works eachtime Griuly Bearusesit. Grinly Bear may also leap a distance up to100 feetand aheight of 50feetin one jump.He may do this once per round forasmany rounds ashe w1s11('s; but if he leaps more than twoconsecutjverounds,hebeamestiled. When he is tired, Grinly Bear andmake!> allthrows at-2. It takes afulllurn of restforGrillly Beattolunr lionnormall y again. Foreveryconsecutiveleap beyond thethird,modify Grizzly Bear's to Hit and saving throw rollsfurther by-l. LEGEND: GrizzlyBear called ameeting oftheanimalpeople.Hehad hopedtotakecontrolofthe animalpeople,sohetriedto makesureCoyote didnothear of the gathering. Unfortunatelyforthebear, Golden Eagle flew over Coyote's sleeping place while on the way tothegathering,andwarned COyOle. GrizzlyBear cowed alJofthe assembledanimalpeople.He becamechief,tookthebestof everything, and went to his lipi. Theanimal people were so afraid of Grizzly Bear that they did not resisthis cruelwhims. Coyote finally found the meetingplace(apiec-e ofinformationwhichGoldenEagkJl(;'glected to mention) , and !>nc:ak('d i n to one of the tipis. In the upi sal an old grandmother. "GoaskGrizzlyBear{orsomefood, Grandmother,"COYOle instructed."Tell him you have ahungry vi::.iIOr.""I cannot, for he is likely t okill mel" she lamented. "You must, GrandmOlheJ. Do not fear, I have aplan. " T hegrandmotherwenttothetipiof rizzlyBearandcamebackwi thanold piece of dried meat. Coyote threw it tothe ground and said, "GotellGrizzlyBearthatthemealwas satisfactory,butthalyourvisitori ssurprisedthatdriedmeatisthebestfooda great chief can offer... Thetremblinggrandmotherdidasshe was instructed. Grizzly Bear roared, bu t instead of striking the grandmother,he gave her some of his best food. Whenthegrandmothercameback, Coyote ate the food.He then instructedthe grandmothertogethimadrumfrom GrizzlyBear. The grandmother returned with a small hand drum which sounded Iikea squ irrel 's cough. Coyote contemptuously threw it to the ground. "Grandmother,goandthankGrizzly Bear forthe drum. Tell himit is almost a goodastheone Coyotegaveyourvisitor last year." Grandmother went to the tipi of Grizzly Bear.Abashed,GrizzlyBearaccidentally broke one of the poles of thetipi. Hegrabbedhispersonalhanddrum. "Give this to your visitor," he said, "Ask him if Coyote gave him a drum as good as thisl" So Grandmother returned with the drum. Coyote went outside of Grandmother's tipi andbeganhispower song.Heaskedfor rain,anditbegantorain.Hemadethe song stronger. Coyote asked his powersto send him abiller cold.Coyote sangasthe cold came.He asked that Griuly Bear fear the dogs'howling inthe camp. Whenhefinishedhissong,hesaid, "Grandmother,nowgotellGrizzlyBear that only afool stays in abroken tipi when it isso cold out." Grandmother wenttothetipiandtold Grizzly Bear.Grizzly Bear,who washoldingtogetherthepieces ofthe brokentipi poJe,snappedthemwhenGrandmother told him what Coyote had said. "Grandmother,whois thisvisi tor?" shoutedGrizzlyBear."Whosoinsults Chief Grizzly Bear?" Grandmother responded- "( ;oyOle. " Grizzly Bear roared and tOlC'III lOugh the side of his tipi.HiSfOafthe dogs in the camp and thtyIWl!rtlltohowl.Jack Rabbit Ae:5M:30" BTl(:40MR:10/0 Au:2Int:High THAW 10Align:Neutral Dm:11'1 Special:Magic invisible whistle-Sleep (use 3times per day, seetablebelow),The Sleeppowerof Confusion(use Iwil'e prr dayas skill10 mage),thewrustle may be used threetimesperday,Resurrection (use once per day as skiH16 derk). J ack Rabbit appears as an ordinary rabbit,althoughhetookotherformsbefore the appearance of humankind. His speed is his primary defense, but he also has a magic whistlethat is visible only tothose who can see objects on theAstralPlane. This whistle has three abilities, dependingonhow Jack Rabbit employs it. Adroningtonewillinduce sleepinall beings of Jack Rabbit's choosing within 15feel ofthe whistle. Thispowerworksasadouble-power Sleepspell;itwillhaveuptotwicethe regular maximum HTK forcreatures normall yailecledbyaSleepspell,aswellas about twice the usual number. See the table below. T he whistlemay alsobeblown shrilly, whichproducesconfusionasperthe Level/Exp: 11l1l2;'+4/ HTK Li ttle People withanweaponmade fromSLOne orwoodc:6M:12"Freq:Uncommon taken fromthe groundBTl(:3D8MR:StandardNo:1-6onwhichhemostreAll:1Int:VariesSize:Small centlydied,lhelittle person willcome back16Align:Neutral THMO [0life. Om:1-6 Somelittlepeople 5pecial:Only killedwith special stone or woodweapons(see willnotbotherapersonwhohas"killed"below).Climb any surface, evenupside down, and themfourtimes. never lose balance. Cause haHucinations within 6" They have fewpowof them.Bondwith humans (seebflow). The little people, who favormountains a ndthe craters fortheir homes, are avery dark-skinned race standing 3 feet tall. They wear brown or red caps and garments. T heyherdjetblackminiaturehorses, which are raised to be eateninlhe winter. T he little people are known to be cannibalistic,buttheyalsobefriendhumanson occasion. Hostilities between the little people and humans are mosllikely to occur in the winter, when food is scarce. Oddly, the little people can only be seen betweenduskand dawnbecausetheydie achmorning. They sink into the ground 10emerge, alive,lhe following sunset. T heyarenotconsideredtobeundead, sincetheyareneither alivenor dead,but simpl ygothrough aperpetual cycle.Killing a little person is atemporary measure. magic-userspell,cast by a skill 10magic-user.LevellExp:VII IOOOFinally,thewhistle Frcq:Unique maybeusedtoresurrect abeingwhentheNo:I remains of the deceased Size:SmalJ arestruckwiththe whistle.Theresurrection functions as a Resurrecuon spell from a skill16 cleric. ersthemselves.They can climb any surface, andwilloftenwalkupsidedownonthe underside of branches. They are very agile, andneverlosetheir balance regardlessof thesituation.They canland inanyposition,after afallof more than 5 feet. The liule people can also cause hallucinations in any person within 6 feet of them. These hallucinations will disorient charactersunlesstheysavevs.magic,inwhich casetheyshake off the disorienting effect. Ifthecharacterdoesnotsave,hewill come to his senses in an embarrassing position, perhaps leaning upside down against atreeorboulder.Acharacterunderthe effect of a hall ucination may not cast spells or use devices which have spell -like effects, and will fightwith a-4to Hit modifier. Thelittlepeople arepettythieves,but they always return what they take.However,theytend to leave the ilems in a visible, whiletheConfusion power may be used two times aday., The Resurrection ability may be used once per day on normal people, and without limit on the animal people. JackRabbiLwillrarelyinleractwith humans. If he is seen, he will seek to avoid contact,using his whistle if necessary. Number Affected Creature HTKby Sleep Whistle uptoID8..._.... _... 4D8 ID8+]to 4D8...... 2D8 4D8+1 to 608....... . 2D1 6D8+]to 808.. ...... ID4 8D8+1 toIOD10 . Ior 2 Unlessheiskilled LEGEND: JackRabbitusedtoaccompanythe Coyote people on raids and special hunts. He would bring Coyote people back to life by hitting (hem with his whistle. Jack Rabbit brought Coyote back tolife afterGrizzlyBearkilledhimduringthe theft of fire(See Legendunder Fox),. JackRabbit butinaccessiblelocationlikeanoUlcropping just before araging waterfall. Acharacterwho attacksalittleperson before he himself is attacked hasput himself on the menu forafuturefeast. The lillIe people will cominue to auack until all of the little people involved have been slain a( least four Limes, the character is consumed, or there is a successful parley with the little folk (bribe with something of value). Little people dealwith other people beausethepowerofalittlepersonanda humancanbemuchgreatercombined thanseparate.Thereisa1%chanceper littlepersonandplayercharacterthata bond may be made. Oncea bond between a little person and ahuman is established, a cumulativepower springs(romLhe interaction of Lhe two. Foreverythreemonthsthatthepair spendstogether,thehumanorthelittle person"obtains" one skill level as a druid. Either member of the learn may cast spells but both are drawing from the same pool of mysticenergy,i.e.rogethertheyhavethe spell capacity of asingle druid. If they have spent more than three and a halfyearslogether(enoughtimetogive them the capabilities of a skill 14:druid, the maximumobtainable),theyarepermanemly bonded in spirit. Theymaybeseparated byanydistance and stillusetheir joint power.By calling the name of the other team member, eitherflzzlyBear 15 When he h.t1tw:lY down Ihe mountain, thedwarflik('Ilt',tltlIt'Hetried twice more, and limtlly "U(t'l'tieu in bringing Lht Ii ule pt'l ... un v. i I h II 1111 to his village on Lhe CifLh try, "If youkeep1lH';111 wa... a youngchild who would ry(or everythinghewanted.Beforelong he became pI oud oC how loud he could cry. Final1y,lherewasnothinginthetri be that could please him, and he cried louder andlonger than ever before. Akurrijarrawastravelingbeneaththe ground when it heard the crying. It tried t ignorethesound,butthecryinggrew louder asthe kurrijarraneared the camp. Furious, the kurrijarra made a detour to anearby lake and burrowed atu nnel from the bOllomofthelaketothecamp ofth young child'slribe. Inthe center of the camp,thekurrijarra emerged.Itsl ightningtonguewaseverywhere,and the great pressure of water behind i t floodedthe camp. Allofthetribewasdrowned exceptfor theyoung child.whohadmovedtohigh ground. The child,who instinctivelyknewthat he was the cause of the kurrijarra's displeasure, sat as quietly ashe could. T hekurrijarraswayedbackandforth , watching him. The boy gotlO his feet and slowly backed down the hill, away from the awfulgazeof the kurrijana. T he boy slipped, skinning his knee.Out of habithe crieda... lV('l. Only charredborwrrmJin('d onthe hi ll bythetimethekurrijarra backinto the ground. frightful to behold. His 2(6)M:12"Freq:Commonfleshappearsopaque 2D8R:StandardNo:1 ortransparentatrandom intervals.3I nl:AverageSiu:edi um Bonesarevisible16Align;N eu tralEvil throughthetranspar3-10/ 1-3/ 1-3(axe/ knee/ elbow)ent areasof flesh.His hair is coiled in a circle erial: Resistent to normalweapons. Appearancehas effect abouthisface.andit of Scare spell. Malingee is a night spiri l which has been onawalkabout sincetheDreamtime.He travels the land in search of food, no longer knowingwhether or whenhiswalkabout nds. The legends record the existence of only one malingee, but he seems LO have traveled everywhere.appearing indifferentplaces within atimespanthat suggeststhatthe malingee is not aunique spirit. The primary weapon of the malingee is hisstoneaxe,which doesI D8+2damage. Hiselbowsandkneesareofsharpened stone, doing 1-3 HTK of damage when they hit. Malingee can be hit by normal weapons, butlegendsofthespiritsindicateheis resistantto normal weapons. Any magicalweapon strikes against the Armor Class are in parentheses. MarmLevel/Exp: IlI6o+1/HTK Ijng inthe darkness. Whilethecharacter c:0f;24"Freq:Rare sleeps, he will be awakened by a hoarse chuckHTK:ID8R:15%No:2-8 lenexttohishead,or t:1Inl:Excpt.Siu:Medi um by the sensation of some-TIIIW.19ligll :LawfulEvil thingbeinglightly Dm:1-4drawn across his throat. Thesoundswillbe SPecial: Mindsap (use 3 times adaywi thi n20'of victi m) definitenow,andthe Drives character through4 stages of madness.Invis shapesandsensations ible, evenwhile atlackin g. Marm are devil spirits created by a witch (see Legend). They inhabit rocky hills and wastes.looking for victims to drive insane. Marm will never confront their victims if it can be avoided. They use their debilitating Mindsap abi1ity whenever theycan. The Mindsap abilitymaybeusedthree times per dayper marm devil.The Mindsap may be cast on anyone character who is within 20" of the marm. If the target character fails his save versus magic,hefallsvictimtoonestage ofthe Devilmadness. The stages of madness are cumulative.A characterwi llnot contract more than one stage of madness per day. ST AGEONE:Thevictimhearsdistant voices. the sound of laughter, or the wai1 of ababy.Hemightseeacampfirewhere there is only brush. Strange tracks may appear which are visibleonlytothischaracter,or otherssimilarly afflicted. ST AGE TWO: T hevictimseesshadowy, seemstomovewitha willofitsown.His faceis featureless, except for two fiery deviI's eyes which are larger than normal eyes. Malingee'sappearance hastheeffectof a Scare spell.A cleric may turn Malingee as he woulda Shadow. LEGEND: Ayounghunterwasafterwallabyone nightwhenheheardthesoundofstone upon stone. Too late.he remembered that ma1ingeealwayswalkedwithhisknees knocking together. Whenmalingeeattacked,Lhe hunter fought bravely, but his club did not even bruise the skin of malingee. Othertribesmenheardhimshriek,but when they arrived allthey could find were the splintered remains of his club. menacing shapes formwill have minimal tar tile quality. STAGETHRE.E: Avirulentmistrustof friends is common at this stage.The character will become more and more sure that his comrades are in league with the threatening shadows. He willlend itemsto afriend,and then accuse the friend of theft, since, bythen, he willhavenomemoryofhavinglentthe iteminthe firstplace. T heshadowswilicomeinto campfrequently now, seemi ng to take items which, inreality,neverleavethevictim'spossession. AI thoughthetheft isimagined,the victim will nOluse the items he believes to be stolen,forinhis mind they are no longer there. STAGEFOUR: Allsense of realityislost to the victim.Only the marm-shadows au' rea)to him. He will not acknowledge the presence of hisflesha ndblood companions.He will eatrocksratherthanrations,andhewill Anotherhunter.uponmeetingmalingee, dropped all of his weapons and began aritualchant-song.Malingeestopped. Then inimitation,malingee did an awkward parodyofthe ceremonyandleftthe frightenedhunter alone. Malingee drink only sand. His dementiawillincrease unLilhe dies fromthirst and hunger. ARemove Curse or aCure Disease will reduce the madness by one stage. A Bless or aChant spellwillreducethemadnessby one stage,but only forthe duration or the spell. Immersion in holy water wi]) reducethe effects of madness by one stage.A Restora-Marm 28 29 tion spell will immediately return a charac Nothing was ei ther q uick or pleasant aboutWhenitdried,shemadeitintoabread STAGE THREE: There is a +Imodifier t o tertothelevelofhissanitybeforeheMarm.called "abbait. "The charmed girls ate the thissavingthrow.Acharacterwhofails encountered the marm.Marm had traded hersight of the mate bread and became devils. Murgah Muggui LevellExp: IV1225+5/HTK this saving throw suffersintense pain.Locati ngamarm isdifficult,since theyrialworld forvision into the spirit world."Youshallseeinthisworldas1 seein iAny to Hit die rolls are modified by a-2,are always invisible. They may attack whileOld Marmdidno ttrustthetribes,andYOUTS,"Marropurred. A C:5M:6"*9"Freq:Uncommonand any spellcasters must rollthei r Stamiinvisible, butthey only do soif desperate.she had giventhem reason enough to dis " Igrantyouthepowertodriveany navalue orlessonID20or beunableto marm prefer LO flee and reLUrn later, when trust her. She decided to create spirits to bemember of anytribe of this world insane. HTK:5D8MR:15%No:1-3 concentrate to cast aspell. everpossi ble.her eyesin this world.YoushallnOL bevisibletothoseofthis Firstshecastacharm,whichcausedaworld, but you are my creations so 1will be Att:1Int:VerySize:M(4')STAGE FOUR: There isa+3 modifier to fewyoung girIs fromeach tribe to seek outable to seeyou.You arenowmychildren, T 1Lf.CO; 15 this saving throw. Any character who failsA lign:Lawful Evil this saving throw isparalyzed. the old witch.so 1 name you Imysel( amnamed.You LEGEND: Whentheyarrived,sheinstructedthemare now Marm. " 'm:1-8STAGEFIVE:Thereisa+5modifierto The Dreamtime had many witches. Theto gather aplum-like fruit called "woial."WhentheDreamtimeended,Marm[his saving throw. Any character who fails old devi l woman known asMarm was per Thegirlsheapedthefruitatthefeetofslowly faded fromthis life. She did not die,this saving lhrow djes.Special:Spins strong webthat entraps victims. Slow poisonhaps the most powerful.Marm,whocrushedthemwithahugeshe became amound of stones. GM NOTE: Despite the positive modifiers Herspellswereslow,grindingtheirstone.Her spirit creations outlasted her. T hey (5stages).Spectral Force(3times aday as askill10 andthenumberofstages,Lhe poisonoCtargets down like two mountains meeting.Shespreadthepulpalloverherbody.are nowthe embodiment of Marm.illusionist).murgah muggui is extremely effective, due to the gradual nature of its effect. If characters do not have access to Neutralize Poison wander any furtherthanaweek' s journeyGMNOTE: T he numberof creaturesap upto6. If thecharacterfailshissavingthey are in grave danger. fromhis lair, this suggests the existence ofpearingshould be determinedby aro11 ofthrow,hi s Strength isreducedto16. Amixedpartyof sixcharacteri;of skill MelapiLevellExp:VI 40O+8/HT Kother mel api, or at least multiple lairs.1D 100. On aroll of 01-70there is one crealevel12 canexpecttolosefourparty STAGETWO:Then'is nomodifierfor If melapi should become visible by mag ture, on a roll of 71-95there are two, and on this saving throw.members todeathiftheyhaveeachbeen a96-00there are three of themonsters. AC:4M:15"Freq:Uncommon icalmeans,hewillappearasaswarthy Acharacter who fail s this saving throw isbitten bymurgah rnuggui.Players should man wi th long arms and legs.Murgahmugguiisalargespiderwithaffecled as if he were under a Slow spell.HehaveadequatewarningofsuchanenHTK:6D8+4MR:StandardNo:1Mel api has almost no waist and he looksmagicalpowers. Althoughthereis onlywill atlack and move at half rate for as long counter. as if his chest ends at his hips. His eyes haveo netruemurgahmuggui,shehasmanyasthe poison remains inhis SYSlem. Att:1Int:Size:Medium The poison of murgah muggui is a man-no pupils and are a bloodshot whi te mass.daughters with the same name and powers. THACO:11A lign:Chaotic EvilMurgahmugguicanspinaweb of un.. usualtensile sLTengLh. Breaking freeof theLEGEND: Dm:1-8web uses[he mechanics for opening doors, II A man was hunting for ducks in the reedsexcept that the die rollis modified by +2.),...,SPecial: May attack while Invisible. Strength (+2to hit,+4 of alargelake.He snared aduck quietly,Thewebconsistsofgoldandsilver ,\',".. Dm). May abandon fight after 5 combat rounds.buttherest oftheflockstartledandtookstrands,andalargeweb(about3Ibs. )is flight.worth 1,500 gold pieces./'#'. ..;) S" Shrugging off thismisfortune,the manMurgahmugguicanmanipulateher..J .II'.fA,./,.'t headedbacktotheshoreofthelake.Hewebtoentangle creaturesinhervicinity. ' /.f.-,. -..Melapiisaninvisiblespirit came LOaplace where the reedswere onlyShemaytrytoentraponecharacterper ".,... .. :' ..J. whichlurksaroundthewater round...#. waist high..... -",,.holes and resting places that are There was a sudden whirring sound, I ikeThat char acter muslroll his Dexterity or found along trails. that of a waddy, and a stinging swipe at hislessonarollof3D6+ 1orbeentangled. Helies in ambush of solitary'" fl ear.He saw nothing. He dropped his duckMurgahmugguiwillnotbiteunlessa .. orunwarytravelers,attacking and hunting gear to grab his club.characterisensnaredintheweborthe L.. wi than invisible waddy(a type He was thrown down by an invisible op spider isfighti ng for her life. of club).He willtrytosubdueT hewebmaybecut.IthasanArmor " ..\'" \... ponent. Strong arms forced him under the/",-'.his victims, and take them to his water.Class of 0 to resist cutting, al though it onIy'.A,lair tobe eatenlater.has1 HTK.) Twistingviolently,themanbrokefree 1 , ........... Hislair islikewiseinvisible, andsurfaced.HehadbarelytakenoneA character who is entangled must make and anyone or anything insidethree successful cuts LO be entirely free,but '".r'".Ai:6 ',ragged breath beforethe creature beganto ofitbecomesinvisible. T he hoke him.each successfulcut allows anolher escape .f', _,V magicof melapimaintainsthe Themanwasalmostimmobilizedbyattempt and modifies the roll by-1. lair.Murgabmugguihasadead1yslow \};fear,but he continued to struggle. The op .,..,;t, ",L. Whenmelapidies,thelair ponenISthrashedinthereedsforseveralacti ngpoison.Onesavingthrowversus ,__ will slowly dwindle to nothing. minutes.Escapeseemedimpossibleandpoisonmustbemadeeveryhourfor24 , '.. >Ki.. , .' ,........'.,\

\t Withinsixhoursthelairwill surrendercouldonlybeaninvitationtohours. After24 hours,thecharacterhas death. " have ceasedtoexist.fl ushed thepoison fromhis system........... -. 4'' fMelapiisimpatient. He will Melapihesitated.As themanincreasedThesavingthrowsaredoneinstages ,l, , ' ...J often abandon afi ght whichhe hisefforts,melapibecamevisibleindimwith cumulative effects. T he effects and the"!'t' ,f/411 waswinning,simpl ybecause outline. modifiersforeachstageofthesaving r'.I, 't.:', the prey did not giveup easily. There was an enraged scream, and mela throws are given below. .10 ,.. Starting with the fifth combat pi broke off the contesl, fli nging the hunterSTAGE ONE: The stage one saving throw .,..:.#..I round,andattheendofevery aside.ismadeatamodi fierof-3. If acharacter- 'I ...,.-I""c-#,subsequent combat round, roll a The aborigine wa:,h ightcned and it wasfailsastage one savingthrow,hehashis /..'" .".I r,1D20.If the result is lessthan or onlylaterthaiht'feali/.ed whohehadStrength attribute reduced by 25%, rounded /if/',f'- ,. equalLo the number of combaLup.defeated."I;'. rounds fought, melapi will aban Each step of Strength above 18 counts as ' -';,\.. "'. don the struggle.one auribute point for the purposes of this..,, , -There maybemorethan onecalculation.For example, a character with J.:... (J .(rmelpi,fortherearereportsof18/ 91-99Strength would beconsideredto ..... '/ 1himfromregionsofAustraliahaveaStrength of 22for determiningthe that aremanymiles apart.effects of the poison.D , \ MelapiAs melapi isnot supposedtoT wenty-five percent of 22 is 5.5, roundedMurgah Muggui 30 31 ifestation of her evil nature. If she is killed, thepoisonbecomesthatofanordinary giant spider. Murgahmuggui likes to see her victims suffer. She knows that the virulence of her poisonisinfamous, soshewillonlybite victims who aretrapped in her web. In addition to her poison, murgah mugguihasanabilitywhichfunctionsasa SpectralForce.It may beusedthreetimes per day.Shewil1oftencreateapersonor objectwhichauractsadventurerstoher webs. There isvirtuallyno redeemingfeature tomurgahmuggui.Anyadventurerwho ridsthe world of her should feelproud. LEGEND: Murgah muggui was awitch during the Dreamlime.She enjoyedtheflavorof humanmeat, and would trytotrap hunters. She would assume the guise of abeautifulwomantoapproachayounghumer. andwouldaskhimwherehewasgoing. Shewouldthenproposetoaccompany him, as she "just happened to be going that way." Whenit grewlate she would say,"You shouldmakeacamp.Itisgetlingvery dark." "I have to get back to my camp with this food,"thehunterusuallywouldsayin objection. "Alright,butletmecookjustasmall mealforyoubeforeyouleave,"murgah muggui would say. Themealwouldbedelicious,butpoisoned.It wouldinducealethargywhich the hunter could not overcome. Murgah muggui would suggest that the hunter spend the night with her. The poison andher charms would succeedin dispelling any apprehensionthehunter may have felt. Oncethehunter wasasleep,thewitch wouldstealaway,recoverherenchanted yams tick, and return to the man. When she awakenedhim,hewouldsetherinher hideous true form,but he would be unable to move. She would pin the hunter to the ground with her yamstick, laughingas she watched him die. =*' =*' =*'There was ayoung hunter named Mullyan. He was strong, but there were stronger hunters in the tribe.He was dever, however,the most clever in the tribe. While hunting he met Murgah Muggui, and she approached him as she had the rest.He agreedtodine,but became suspicious as dinner time drewnear. "I wouldreallylikesomewallaby, "he said. "Bul Iam almost done with this meal," Characters will continue to wander with NajarauntiltheybreakhisCharmon them.Oncethe Charmisbroken,Najara may not charm the same character until an interval of one moon has passed. A character willregain the memories he lostwhilewanderingatthesameratea t which he losllhem. He may roll for specific knowledgeatanytime,buthemayroll only once per day per fact or skill. Attheendofatimeeq ualtothetime spent wandering, allforgottenknowledge isreturned,regardlessoftheplayer'sdie rolls. Najara maynot be turned as an u ndead. LEGEND:(ill us. p. 22) A tribesman named Najara was hunting emuwhenhesawadingoanddecidedto humitinstead.Najara'sspearfou ndits mark,but the wounded dingo did not die. Its cries brought many other dingoes. Najara killed many of t.he wild dogs with his club,but there were severalmore.The dingoes LOre at Najara and killed him. The moon-man,whowascalledDeen, sawthatNajarawasdead.lie buriedthe tribesman. Three nights later Najara came out fromthe ground. "How did you do that?"asked the astonished Deert. "1did not like the ground.The ground did not like me," said Najara. "I am going tofindanewlandinwhichIcanbeat The Seven Sisters AC:9 (3)M:12"Freq:Very Rare HTK:4D8+4MR:25%No:2Att:1Int:VariesSize:Medium TllAco:15Align:Neutral Good Dm:1-6Levei I Exp:VIHI I I 0O+5/ HTK Special: Each is skill 7 druid.Use 1 cleric, druid, or magicuser spell of any levelper day.Each has vamstick: Permanent Chant Be AC3. The seven sisters are women of the Bunjalung tribe.They are sorceresses,eachof them capable of spells asaskill7 druid. In addition, each sister may useonespeU from a ny of the clerical, druidic, or magicuserlistof spells.T hesema ybespellsof any level.T hey may use one such spell per day. Each of the seven sisters possesses a yamstick.Inthehands of each ofthewomen, thisyamstickactsaspermanentCham, ProtectionfromEvil ,Protectionfrom NormalMissiles,ResistCold,andRes ist Fire spells. storm which would uproot all the trees and bringthemcrashing downuponKarambal.Anotherwantedtosummona]]the dingoes in the land to harry and finally rip Karambalaparl. When each of these plam was proposed, another sisterwould mentiontheuncontrollable nature of the solution. Their captive sister might be hun. Inthe end it was decided to seekout the powerknownasWinterandcommand himto descend onthe camp or Karambal. 33 NajaraLevellExp:VII50o+8/HTK AC:SM:12"Freq:Unique HTK:40(6DS)MR:StandardNo:I tt:1Int:AverageSize:Medium THACO;13Align:Neutra Dm:1-8 Special: Whistle acts as Charm Person or Mamma] speU(use twice per day). +1or better to hit. Cannot beturned as undead.AUthose who travel with him forget their past lives (seebelow). Najara isthe spirit of an abOligine hun When the wandelerdecides LO travel with ter who was killed on a lengthy hunt. Naja Najara, he will vanish for weeks at atime. ra's:,pirilnowwandersthe land,seekingDuring this time Najara will always be able other hunters or wanderers who mighljointofindgameandotherfoodforthe him.wanderer. Naj arahasanabilitywhichactsasaNajara has the abililY to make those travCharm Person or Mammal spell. Whenev elingwithhim(orgetmuchofwhatthey er the spirit whistles, any being within hear know.Theywi 11 begi ntoforgetfromthe ingrangemustsaveversusmagicorbmomenttheymetNajara,andtheywi]] charmed. Such saving throws are modifiedforget according tothefollowing table. by a+2. If askillorfacthasbeenremembered, Najara will always wish for the charmedthereisnoneedtorollagainunlessth character to travel with him, but wi llneverunfortunateadventurercontinuesfora takemorethanthreecharacters.Najaralongenough time to increase the Forgotten maywhistle[ortheCharmeffe(ttwiceaInterval.Inthat case he must roll again. day.Any skill which is remembered when lhe bechecked haracter' s memory _ Example: IheThiefhasbeen wanderinglorHe meetshis otherIOUI pally afterthistime. H{' flH.llt), :11111 II 101 I emembering theindiviUII:dp:llly ltH'tllbl'r'). Quoll.lIlwthirdcharacter, hasno idtawhn ri''ol,Illulourth member:,an',andrJlol)!!hl),filldsthe secondL be lall1il1i11 nULstillunknowntohilII. Time.'orgotten WanderingIntervalPercentage less1w('ekImOllth207f)1-2wcti!flinghomthefirs t day01 wamit'JlligU,H kwauh,which might be iOlglllll'1. Percentage i" th(, nUl1ltH'1above which a wandeler mw,l,oll on a11>100 in order tort.'memb('1;tspecifi(fauorskill whichheIt>alJlt'd dUI illg tht Forgotten Interval. peace.IthinkIwillstartwiththedesert. Wouldyoucaretocomewithmemoonman?" "1 am afraid Icannot," reI iedDeerl. "I shall find someone else," said the spirit ashe walked away. Aboyfromthetribewaswalking over theplainsnearhiscamp.Fromthetall grass he heard the sound of whistling. Intrigued,he approached the tallgrass. "Whoareyou?"theboyaskedofthe shadowyfigureinthe grass. "I amNajara. Iam going to find agood country.Wouldyoucaretocomewith me?"askedNajara. Atfirsttheboyrefused,butNajara's whistlingconfusedandenrapturedhim. He went withthe spirit. Theboyandtheman-spiritwentona walkabout which lastedmanymonths. Afteralonglimetheyreturnedtothe plains.Huntersfromtheboy'stribesaw theboyandNajara.The hunterssneaked up on the boy and grabbedhim. The boy called out toNajara, but allhe couldhearinresponsewasthereceding whistle inthe distance. Theboywaslikeawildanimal.The huntershad totie himup untilhe would eat asahuman eats. Theytookhimbacktocamp wherehe waskepttied up untilhe could remember his language. It was weeks before he recognizedhis relatives. ThespiritofNajarastilltravelsthe country. T heyamsticksalsothegram sistersan ArmorClass of 3. Inthehandsof anyone butthesisters,theyamstickswi llretain onlytheir Chant ability. The sisters are very 10yaiLO one another. Anythreatsor hostile actionwillbepaid back i nkind, and harming o ne of them is a guarantee of the enmity of the others. T he sisters roam the landdoing neutral orsmallgooddeeds.Uponencountering adventurers they will be cordial but distanl. T hey will not act on beha1f of the characters u n less doing so would helptheir tri be,or failure to doso would help agreat evil. T heywouldneverjoi nanadventuring party. LEGEND: Everydaythesevensisterswouldhunt the carpet snakes which were overrunning their tribe'sland. They would remind each otherto carry their yamsticks,b ut one dayone ofthem decideditwastoohottocarrytheheavy stickforthe entire hun t.A man namedKarambal wanted to mar ryone otthe seven sisters. He wasnei ther particuLar about whichone nor concerned thatmarryingany ofthemwasforbidden sincetheywerethe wrongkinto him. When he saw the sister wi thout her yamstick, he wai ted for the sisters to separate in their p ursui t of snakes. Thenhe carried offthe stickless sistertoh is camp. Theremainingsisterswereincensed. They discussedways of getti ng thei rsister back. Onesisterfavoredconj u ringagreat T he Seven Sisters Theysemamagicalyamsticktotheir sister,bythewindswhichtheycommanded.Withthis yamstickthe sister was safe fromthe cold. ThefreesistersthenwenttoKarambal and askedfortheirrelative'srelease.The man was quitehappy to returnthe girl in exchange forthe end of the cold. T he seven sisters decidedto leave the region,thattheymightnotbebotheredby the likes of Karambal again.They buill a ca mpintheheavens,wheretheynow dwell. The sisters relurn to earth wh(>n they feel the needtoput something right,01when they seetoomany carpet snakes. 32 Spirit ChildrenLevellExp: IIIJO+I/HTK AC:8 (var.)M:9"Freq:Common HTK:I D8 (var.)MR:5%No:1-4 Att:Ilnt:VariesSize:Medium TBACO:19.Align:Neutral Dm:1-6 or by weapon type Sbecial: Have special abilities (see below) with skill 10 proficiency. Work only 60%of the time GM NOTE: It is possible Lahaw' an other special ability. and one-half of an extraorwisenormalhumannon-player characterdinary abiliLY {Olthe purposes of calculatbe a spirit child. In thalcase, grant him oneing h i ~worthin experience poims. Spirit Children Ful1y human in appearance, spirit children are the result of a spirit transfer between ani malsandhumans(seetablebelow). Spiritchildrenoccasionallyhavespecial abil itiesas aresult of their parentage. % Chance o( Having AttributeAttribute Speak Animal Parent T ongut. . . . . . . ... .. .45Infravision........ .. ....... 15Speak WithAnimals.. .... . . .. 10ESP . . . .. .... ..... .. ...... .. 10Clairaudience.. ...... .. . ..... 05Clairvoyance . . . . . . . .. . . . .. ... 05Telekinesis.... .. ............ 01% ChanceofHavingAttributeisthe numberwhichaD100rollmustbe equaltoorlessthaninorderforthe spirit childtohavethe allribute. SpeakAnimalParentTongueisthe abil i ty tocommunicateverballywith animals which are the :,ame as that from which the spirit child was released. Infravisionisasdescribedinthestandard ru les. T he other abilities function like the spells. Assume proficiency as a skill 10 magic-user when determining the effects of attribute use. All attributes of the spirit children work 60% of thetime.On arollof 60 or lessthe attribute functions full y. If the roll is greater than 60, the attribute doesnotworka tall ,andnofurtherattemptsmaybemadewiththatattribute until 24 hours has passed. Spirit childrenarewellacceptedbythe aborigine community.They havenone of the stigmawhichother culturesattachto childrennot entirely of human parentage. Spirit chi ldrenchoosetheparentsthey are born to.T he parentsmust be kind and gentle andof Good alignment. Only5% offoodanimalshavespirit hildrenin them(seeLegend). LEGEND: A great spirit called the Rainbow-Snake lived in aregi onknown asNimaluk.The Rai n bow-Sna kecreatedadearingi n wh ichhe set small,polished stones. T hen he willed spirits to come into existence,placingeachspiritintoastone. These were the spirits of men, women, wild animals,andcertaingam('animals.The last group he called "spirit children. " When a hunter kills a goanna lizard, tortoise,goose,or otheranimalforfood,he shalters the stone whi< h (olltains the spirit child.Whenhe.: lake!:> tht'animalbackLa camp,thespiritchildchoosesamother there. ThephysicalcondlLionoftheanimal can alter the condition of the child at birth. AchildnamedMoinawasbornwith a crookedarmbecausehisblother had brokenthe wing of agoose hehad speared. Forthisreasonaboriginestakecareof their captures untilthey gelto camp Monsters of Chinese Myth and Leg Lion Demon The richand varied Chinese mythos represents more than 2,000 years of accumulated myth and three distinct religiousphilosophies:Confucianism, Taoism, and Buddhism.Each religion contributed adifferent facetto the mythos, but thetales can be read asparts of a whole. The Chinese view of the world was extremely orderl y. A divinebureaucracy ruledin heaven,andan efficien t counterpart adminisLeredthe100hells whichcould claimthelessdevout. 34 35 Captain (Underworld Demon) Magic Condition Resistance CharaCler isnot acleric 01druid... , .. .... , .. ... .... . . .. . . .. . ...+20 Character isof aNeuuai alignment ........ . .... .. ...... .... .. .. .... . . ... ....+10 Characler is of aChaotic alignrnent. . .. .. ........ ... .............. .. . ... .. . . ..+15 Character is of anEvilalignment.. ....... .. .... . . . ............ ..+30 The gods would notice ever y action. Onecouldbesureofaprecisefinal judgment,ifnotmoreprompt divine intervention. ANIMAL SPIRITS The mythos holds that animals had spirits which were more powerful than the fleshwhich contained them.Such spiri LS could assume the form01 ahuman, living for years undetected among true humans. Their lifespans often ran tocenturies,andtheirtemperswere often evil. Eventhosespiritswhichwerenot striCllyevilwereviewedwithsuspicionorhauedsinceananimalmasqueradingasahumanviolatedthe natural order of ST ANDARD ANIMAL SPIRIT CHARACTER ISTICS nlessotherwise statedthelollowing holdstrue [or all animal spirits. Animal spirits will always beclolhed in g'drmenLS which reflect their animal coloration. A 100ster spiri Iwill probably appear witharedcap.thespiritofawhi te pythonwil1beclothedinaflowing white robe, and a lion spirit may wear atawnycoloredjack