The Ciarensian Campaign

Andrew Wright
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Re: The Ciarensian Campaign

Post by Andrew Wright » Wed Nov 08, 2017 8:40 pm

Lizard Men Slavers from Fire Island
An evil Lizard King rules the humid swamps and jungles of Fire Island and sends his inhuman troops to the mainland to capture slaves for his gold mines. Once a prison colony run by mercenary Lizard Men guards, the Lizard King has now affirmed his allegiance to the Empire of Silur Cha, and begun building several fortified settlements along the Skull Coast, which, along with the Fire Island enclave, are the northernmost outposts of this nefarious nation of reptilians.

Thus, any Lizard Men encountered will either be in one to three longships (see Blacksand, p. 15), attacking the coastal villages in search of slaves, or in small mud-brick forts of four to twenty-four creatures, conducting military scouting operations in the immediate vicinity. All Lizard Men are armed with spears and swords, and clad in finely worked armour studded with spikes. The leader of a fort or a slaving expedition will be either a powerful Mutant Lizard Man or a Two-Headed Lizard Man. A fort may also have one to three Giant Lizards as battle-steeds, carrying Lizard Men riders into battle against anyone foolish enough to attack the walls.

LIZARD MAN SLAVER FROM FIRE ISLAND
SKILL: 8
STAMINA: 8
WEAPON: Spear
ARMOUR: Medium
NUMBER ENCOUNTERED: 2-12 (per longship) or 4-24 (per fort)
REACTION: Hostile


Forts have 1-3 Lizard Men Slavers riding Giant Lizards (SKILL 8 STAMINA 9, Large Bite, Light Armour)

Andrew Wright
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Re: The Ciarensian Campaign

Post by Andrew Wright » Thu Nov 09, 2017 3:08 am

Factional Notes
Note that the head(s) or leader(s) of each faction or part of a faction are powerful characters in their own right, and should be created as per a special enemy (see Advanced Fighting Fantasy, p. 121) or a protagonist (see Advanced Fighting Fantasy, pp. 132-133). In addition, each faction or part of a faction counts as an Organizational form of a Holding, with the numbers of members in a faction determining the Grade Level of the Organization (see Heroes Companion, pp. 33-37).

Pirates of the Skull Coast
The Skull Coast is a rocky stretch of strand that borders the desert wastes where they meet the waves of the Western Ocean. Long-famed for shipwrecks and sea caves full of ferocious monsters and weird demons, it is also the renowned haunt of various scurvy pirate crews. These criminal scum prey on the coastal shipping between Arantis and the northern lands, though some range further afield; north to Port Blacksand, south to Halak and Rimon, and west to distant islands in the far ocean. Their bases on the Skull Coast are coastal forts or excavated caves, with convenient anchorage for their sailing ships. Pirates rarely venture inland, into the wastes, except to bury or retrieve treasure (almost always with the aid of a map, though some devious captains have been known to get their crew to bury treasure chests containing naught but iron bars!

Individual pirates will be clad in ragged sea-worn clothes, and brandishing either a cutlass or a club in combat. Most also carry a bandolier of razor-sharp throwing knives. Owing to their life-style, many pirates are fiercely individualistic and defined by key traits picked up during their bloody career. The below table offers some examples of what could have happened to a pirate in their short life so far, though for simplicity’s sake it is perhaps better to apply its rolls to only a few key buccaneers, such as the captain and his or her henchmen:

Roll Affliction Effects
1: Pet Parrot: Will defend its master (SKILL 4 STAMINA 3, Small Bite, -2 to Damage Roll)
2: Hook hand: ATTACKS 2, damage as per Dagger
3: Eye-patch: -1 SKILL
4: Peg leg: -1 SKILL, Can always be Escaped from
5: Gunner: Have a flintlock pistol (see Blacksand, p. 8)
6: Pet Monkey: Will defend its master (SKILL 6 STAMINA 4, Small Bite)

The number of pirates encountered will determine the type of ship they are sailing:

Pirates Ship type
10+ Longship
20+ Cog
30+ Caravel
40+ Coastal Barge (as per Pleasure Barge)
50+ Galley
60 Galleon

Further details on ship types can be found in Blacksand (pp. 15-17). Sometimes the pirate forces may be split between two or more smaller vessels instead of all being on one ship. The pirate captains of the Skull Coast are both legendary and infamous. If 50 or more pirates are encountered, you can roll on the table below to randomly determine which pirate captain the Heroes have had the misfortune of encountering (assume all ships to be Galleons):

Roll Pirate Captain Ship Notes
2: Garius of Halak, The Death’s Head; See Titan (p. 17) and Demonstealer
3: Captain Bloodaxe, The Troll; See Demons of the Deep
4: Captain Barnock, The Flying Toucan; See Armies of Death and Port of Peril
5: Agrat Longtooth, The Skull in Splendour; See Heroes Companion (p. 39)
6: Forash Fearbringer, The Blackheart
7: Kullion the Crab, The Blood Auk
8: Captain Blackskar, The Swordfish
9: Agrat Longtooth, The Dancing Dolphin; See Heroes Companion (p. 39)
10: Captain Gargo, The Belladonna; See Temple of Terror
11: Captain ‘Skully’ Bartella, The Black Swan; See Trial of Champions
12: Lord Azzur, The Face of Chaos; See Titan (pp. 106-107) and Blacksand (p. 84)

PIRATE OF THE SKULL COAST
SKILL: 6
STAMINA: 8
WEAPON: Cutlass (as per Sword), Club or Throwing Dagger
ARMOUR: None
NUMBER ENCOUNTERED: 10-60 (per ship)
REACTION: Hostile

Ruffnut
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Re: The Ciarensian Campaign

Post by Ruffnut » Sun Nov 19, 2017 5:14 pm

Epic!
He just sits there tapping away all day on a tiny screen. But he tells everyone that he is slaying Orcs.

shintokamikaze
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Re: The Ciarensian Campaign

Post by shintokamikaze » Wed Nov 22, 2017 4:59 pm

Great stuff :P

Lorian
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Re: The Ciarensian Campaign

Post by Lorian » Sun Nov 26, 2017 11:48 am

So much detail! :P
Life is merely a speck of dust on the beach of time...


Image

Andrew Wright
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Re: The Ciarensian Campaign

Post by Andrew Wright » Tue Dec 12, 2017 3:58 am

Thanks people! Got some more coming soon. :-)

Andrew Wright
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Re: The Ciarensian Campaign

Post by Andrew Wright » Tue Dec 12, 2017 4:02 am

Monsters
There are several powerful monsters in the region, whom, together with whatever followers they have managed to accrue, are capable of forming political factions in their own right.

The Doom Demon
(Originally by Andrew Mayo from Warlock Magazine Issue #3. The below text is taken from the forthcoming sequel to Beyond the Pit)

The Doom Demon is the Prince of the Undead and all mankind fears him greatly. He rides a flaming iron chariot, pulled by a huge two-headed Devil Dog (or Xlaia), as strong as a cart-horse and utterly loyal to its master. The Doom Demon can only stalk the land at night, when he rides out and roams the Desert of Skulls, up to the southern banks of the Whitewater River, where his domain ends. It is believed he is tied to the desert in some way – perhaps his mortal form once lived there, many oceans ago, before the War of the Wizards. During the day the Doom Demon must lie dormant in his Castle of Black Steel, at the fiery edge of Hell.

The Doom Demon draws his power from the chain of skulls that hangs around his neck. These are the remains of the twelve images of Ciarensia, whose souls he has trapped within their skulls. Ciarensia was an old Allansian province that once encompassed the now-ruined cities of Cutsilver and Balkash, and these skulls are thought to come from the twelve greatest heroes and mages of those southern lands. It is presumed the Doom Demon also has some links with the Elemental Plane of Fire, for flames stream from his hair and his clothes, as well as his chariot. Wherever he goes he leaves a trail of fire, setting alight anything inflammable, scorching a path of fiery destruction across the countryside. His symbol of power is his whip, made from the hair of a Hag who attempted to curse him. He kills swiftly and ruthlessly, first hypnotizing his victim with his hollow eyes (requiring a successful Test for Skill to avoid), then, with a single lash of the whip, destroying the helpless victim’s soul (killing them instantly), at which point the Devil Dog moves in to feed. The Doom Demon wears a flaming black cape, which sustains his incorporeal, undead form. Only when this is destroyed can the Doom Demon be defeated.

To destroy the Demon would require the following: first, to kill the Devil Dog in the usual way. Secondly to evade the Doom Demon’s hypnotic stare by using a mirror to reflect his gaze back upon himself. Third, to rip the cape from his shoulder while he is trapped by his own gaze, and then to cast Holy Water into his eyes. This will bring him back from the dead, making him vulnerable to ordinary weapons. Then he can be fought and defeated in hand-to-hand combat. Apparently only three people have lived after seeing the Doom Demon, all of them Dwarfs who were fishing on the north bank of the Whitewater River as he passed them on the other side. They are believed to live in a small village somewhere on the Pagan Plains.

THE DOOM DEMON

SKILL: 9
STAMINA: 12
ATTACKS: 2
WEAPON: Hag’s Hair Whip (as per Morning Star)
ARMOUR: Medium
NUMBER ENCOUNTERED: 1
REACTION: Hostile


Will be riding a flaming iron chariot drawn by a Devil Dog (SKILL 8 STAMINA 9 ATTACKS 2, Large Bite, Light Armour, +1 to Damage Roll)

Robb 1
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Re: The Ciarensian Campaign

Post by Robb 1 » Tue Dec 12, 2017 11:35 pm

I remember the original Doom demon, still have the warlock magazine with him in. This is an excelent update of an old monster fab :D

Andrew Wright
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Re: The Ciarensian Campaign

Post by Andrew Wright » Tue Mar 27, 2018 10:59 am

Finally got around to writing some more info:

Monster Trappers
While it is true that the wilds of Allansia are full of powerful and deadly monsters, it is also true that many of these creatures possess ivory horns and claws, strange glands and organs, and beautiful pelts and skins, that are all intrinsically valuable to merchants, sorcerers and alchemists. Some monsters are even captured alive, for display in the private zoo of a southern noble or perhaps to be used as a fighting-beast in a gladiatorial arena. Hence a new profession has arisen, that of the dedicated Monster Trapper.

These are rough warrior types, usually ex-adventurers or soldiers, clad in leather armour, armed with swords, and mounted on fast horses. Monster Trappers also use nets (Test for Skill to avoid; works as per Web spell (see Advanced Fighting Fantasy, p. 80) but affects one victim only), whips (Roll one die at the start of an Attack Round; a roll of 1 means the Monster Trapper’s opponent has been snared by the whip and must deduct 3 SKILL for the next three Attack Rounds while they try and fight themselves free), and often coat the blades of their weapons with sleep-inducing venom (Test for Luck or fall asleep for one hour). They have no patience with time-wasters and are primarily interested in profit and getting their dangerous cargo (usually trussed up, manacled, or held in large box on a wagon) to the animal traders’ markets in Shazâar or Rimon as quickly as possible.

To determine what the Monster Trappers have caught, roll one die:

Roll No. of Monsters
1 0
2 1
3 1
4 2
5 2
6 3

For every captured monster, roll three dice on the following table. You may accept or re-roll duplicate results as you like.

Roll Monster SKILL STAMINA ATTACKS See also
3 Manticore 12 18 3 Out of the Pit (p. 79)
4 Cockatrice 7 7 2 Out of the Pit (p. 30)
5 Pit Fiend 12 15 3 Out of the Pit (p. 93)
6 Styracosaurus 11 10 3 Young form. Out of the Pit (p. 38)
7 Gretch 10 13 1 Out of the Pit (p. 63)
8 Dracon 9 14 2 Out of the Pit (pp. 39-40)
9 Clawbeast 9 14 2 Out of the Pit (pp. 28-29)
10 Tarator 8 13 1 Out of the Pit (pp. 112-113)
11 Nandibear 9 11 2 Out of the Pit (pp. 86-87)
12 Great Serpent 9 12 1 Beyond the Pit (pp. 117-118)
13 Shauca 9 14 2 New monster. See below.
14 Griffin 10 10 2 Beyond the Pit (pp. 62-63)
15 Wyvern 10 11 2 Out of the Pit (p. 122-123)
16 Tyrannosaurus 12 12 3 Young form. Out of the Pit (p. 38)
17 Basilisk 5 8 1 Out of the Pit (pp. 18-19)
18 Chimera 12 20 3 New monster. See below.

Obviously the table above reflects Monster Trappers capturing prey in southern wilderness areas. Monster Trappers working in other terrain may have acquired rather different creatures. There is a 1 in 6 chance that a monster may free themselves during an encounter between their captors and a party of adventurers. Freed monsters will attack Monster Trappers first, and may or may not attack adventurers depending on their intelligence, reactions and whether the adventurers helped them escape. They may also attempt to free any other captured monsters as well, and once the Monster Trappers are slain will usually flee back into the wilderness.

Lastly, there is a further 1 in 6 chance that the Monster Trappers will be involved in a transaction with a Rock Giant (this is a new type of monster; see below for further details). The Rock Giant will invariably have its own captured monster it is attempting to sell to the trappers (roll three die on the table above to see what this monster is). As before, there is a 1 in 6 chance this monster may free itself during the encounter, though in this case it will attack the Rock Giant first, before deciding what to do with anyone else in the vicinity.

MONSTER TRAPPER
SKILL: 8
STAMINA: 7
WEAPON: Sword, Whip or Net
ARMOUR: Leather Cuirass
NUMBER ENCOUNTERED: 2-7
REACTION: Unfriendly-Hostile

Riding Horses (SKILL 7 STAMINA 9, Hooves (as per Large Claw)

Rock Giant
(Originally by Andrew Chapman and Martin Allen from Clash of the Princes. The below text is taken from the forthcoming sequel to Beyond the Pit)

The ROCK GIANT is a rare creature of the wastelands, related to both Hill and Mountain Giants, though smaller than either of them at around six metres tall. Still, they are huge brutes, and often clad in a weird assemblage of clothing, such as bright red jackets, black trousers and boots, enormous brass-buckled brown belts, blue and green battle-kilts, and voluminous purple robes (though, of course, not all at the same time). In combat Rock Giants favour long, barbed three-tailed whips with which they lash ferociously at their foes.

They are noted for their hunting and tracking abilities, including a powerful sense of smell, and often capture large monsters and beasts to trade with smaller folk for quality ale. However, the horrible temper of the Rock Giant means that many of its captured beasts are in poor condition having been whipped raw during their captivity. As a result, meetings between Rock Giants and creature-dealers are tense, twitchy affairs, where the slightest problem in finding a mutually acceptable price can lead to spectacular carnage!

ROCK GIANT
SKILL: 10
STAMINA: 10
ATTACKS: 3
WEAPON: Whip (as per Morning Star)
ARMOUR: None
DAMAGE MODIFIER: Double Damage
NUMBER ENCOUNTERED: 1
REACTION: Hostile


Chimera
(Originally by Paul Mason and Steve Williams from The Riddling Reaver. The below text is taken from the forthcoming sequel to Beyond the Pit)

The much-feared CHIMERA is a fantastical hybrid monster of terrifying appearance. Growing to well over four metres long and almost two metres tall at the shoulder, it has the head of a great lion, the body and legs of a goat, and the tail of an enormous serpent. It is not known whether such an abomination is the result of a magical experiment similar to the Manticore, some weird spawn of Chaos, or even a holdover relic from the Godtime. What is known is that it is a ferocious foe in combat, attacking with its lion’s fangs, its goat’s hooves and its serpent’s tail. If this was not enough the Chimera can also breathe out a stream of flames like a Dragon every Attack Round. This will hit a single enemy on a roll of 1-4 and do 2 STAMINA points of damage if it hits.

The Chimera is capable of speech, though in a rough, guttural accent, often setting up its lair near an old bridge or caravan trail, and demanding restitution from all who pass by. Demands may range from giving offerings of treasure, to solving obscure riddles and providing long-lost passwords that only the creature may know the answer to! All those who fail to provide the right answers or bribery are attacked, killed, and eaten (usually after being roasted by the monster’s fiery breath).

CHIMERA
SKILL: 12
STAMINA: 20
ATTACKS: 3
WEAPON: Large Bite, Large Claw and Tail Lash (as per Large Claw)
ARMOUR: None
DAMAGE MODIFIER: +1 to Damage Roll
NUMBER ENCOUNTERED: 1
REACTION: Unfriendly-Hostile


Shauca
(Originally by Paul Mason from Magehunter. The below text is taken from the forthcoming sequel to Beyond the Pit)

Also known as the Shaggy Shambler, the SHAUCA is a much-feared beast of southern Allansia, from Arantis, through the lands of the Glimmering Sea, to Shabak. Similar in appearance in some respects to the Yeti of the frozen north, it makes its home in caves and lost valleys, from which it strides forth to prey upon the local populace. Indeed, creatures like the Shauca are but one of the reasons that many southern settlements, no matter what their size, are heavily fortified with walls and guard-towers.

It is a large, ape-like creature, well over two metres tall, and covered in long thick fur that ranges in colour from sandy-yellow to a dark mottled brown. Its legs are like tree-trunks and its eyes like water-filled saucers. It has a small mouth with pointed teeth, but its real weapons are its large hands, each of which bears five curved, razor-sharp claws. These it uses to kill and dismember its prey, before dragging the carcass back to its lair to feed. These claws are valued by some southern tribes as trophies and tokens of power, for to single-handedly kill a Shauca in close-combat is indeed a legendary feat of strength!

SHAUCA
SKILL: 9
STAMINA: 14
ATTACKS: 2
WEAPON: Very Large Claw
ARMOUR: Light
NUMBER ENCOUNTERED: 1-2
REACTION: Unfriendly-Hostile

Ruffnut
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Re: The Ciarensian Campaign

Post by Ruffnut » Tue Mar 27, 2018 5:49 pm

Epic! Although realistically the rock monster would have AT LEAST 30-40 Stamina, because it is 6 Meters tall
He just sits there tapping away all day on a tiny screen. But he tells everyone that he is slaying Orcs.

Andrew Wright
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Re: The Ciarensian Campaign

Post by Andrew Wright » Wed Mar 28, 2018 3:31 am

True. I've just used the original SKILL and STAMINA scores from the Clash of the Princes gamebooks (I think it's in The Warrior's Way) and because they fit in with the other Giants' combat scores from Out of the Pit. Personally, I prefer quick and fast fights over realism, so I tend to use the scores straight from the books in most cases, but I can see why, if you are pursuing realism, that you'd want to ramp up STAMINA scores for the larger monsters.

Will get some more up soon. :-)

Andrew Wright
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Re: The Ciarensian Campaign

Post by Andrew Wright » Wed Mar 28, 2018 8:03 am

Apemen
Brutal subhuman primitives stalk these marginal lands, driven from more fertile territory by technologically advanced neighbours. Out here in the wilderness they eke out a tenuous paw-to-maw existence, hostile to all newcomers but especially the humans who torment them and the Caarth who enslave them.

Roll once on the below table to determine what tribe of subhumans has been encountered and how many creatures are in the tribe. Weaponry varies depending on the creature; Great Apes attack with their fists, Apemen with bone clubs, Baboons with rocks and savage bites, and Cavemen and Neanderthals with bone clubs, and flint-tipped spears and knives. Their lair will be a series of caves tunneling through a rocky outcrop, strewn with refuse and the bones of their victims.

Roll Creature Type Number Encountered See also

1 Neanderthal 3-18 Out of the Pit (pp. 87-88)
2 Apeman 2-7 Out of the Pit (p. 17)
3-4 Baboon 3-18 New monster. See below.
5 Caveman 4-24 Out of the Pit (p. 26)
6 Great Ape 2-7 Out of the Pit (pp. 16-17)

Baboon
(Originally by Jonathan Green from Curse of the Mummy. The below text is taken from the forthcoming sequel to Beyond the Pit)

BABOONS are some of the largest monkeys on Titan, growing to be almost as big as a man. They dwell in a variety of habitats from hilly desert uplands to steamy tropical jungles. Baboons are covered in bristly fur ranging from yellow through brown to grey in colour, and their dog-like muzzles contain vicious-looking sharp teeth. They eat anything they can get their clawed hands on, including fruit and tubers, but they prefer fresh meat where possible.

Baboons are intelligent, troop-dwelling social creatures, communicating with each other in a language of grunts and yelps, which become screams, snarls and howls when confronted with an enemy. They have been known to hurl rocks as missile weapons and set ambushes for lone travellers that they consider easy prey.

BABOON
SKILL: 6
STAMINA: 6
WEAPON: Rock (as per improvised weapon) or Large Bite
ARMOUR: None
REACTION: Unfriendly

If more than 6 Baboons, one will be a GREAT BABOON (SKILL 8 STAMINA 7), which is the largest and most dominant male.

Robb 1
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Re: The Ciarensian Campaign

Post by Robb 1 » Wed Mar 28, 2018 7:04 pm

loving this :D look forward to the upcoming sequal to BTP.
For a variation of the Baboon you could use the version fron the old Runequest rules who were inteligent enough to use human weapons and armour. Perhapse they were tampered with by a mage to act as loyal warrors.
Imagine tbe shock of a group of monster hunters as they are lured by a simple looking Baboon then are ambushed by a well armed Baboon war party :lol:

Andrew Wright
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Re: The Ciarensian Campaign

Post by Andrew Wright » Thu Mar 29, 2018 4:05 am

Yes, that's a cool idea about the Baboons. We have lots of them here in Saudi Arabia and they are definitely animals to approach with caution! Here's another holiday special:

Sapphire City Prospectors
Sapphire City is a prosperous township on the southern edge of the Desert of Skulls, reached by the most westerly trails across the sand dunes and rock spires, and ruled under a local governor loosely associated with the southern city of Rimon. It is very much an “anything goes” frontier-town, full of rough miners and prospectors, who trade with Hill Barbarians, Desert Nomads, and various non-human races. Rogue gangs of miners and prospectors sometimes strike out north, through the desert’s rockier wastes, looking for seams of gold and gemstone deposits. They have also been known to uncover ancient ruins from the earlier civilizations that once ruled the Desert of Skulls.

These prospector gangs are small and not especially heavily armed, but they are fiercely protective of any finds they make and will attack immediately if they think they are about to be robbed. To determine the race and number of prospectors roll on the table below. Scores for human prospectors can be found at the end of this section; for non-humans you can use these scores as well, or consult the relevant entry in Out of the Pit.

Roll Prospector Type Number Encountered See also
1 Goblin 4-24 Out of the Pit (pp. 60-61). Led by 1-3 Man-Orcs or Ogres
2 Black Elf 3-18 Out of the Pit (p. 46)
3-4 Human 2-12 See below.
5 Dwarf 2-12 Out of the Pit (p. 43)
6 Gold Rush! 10-60 Small fortified settlement of all races, frantically stripping a seam of gold

To determine what the prospectors have found (or not!), roll on the following table. Exact details as to whether the find is valuable, viable, or exhausted are left to the Director to determine as they see fit.

Roll Find Type Notes
1 Diamonds Prospectors have found a small deposit of diamonds.
2 Ivory Prospectors have found a monsters' graveyard full of ivory tusks and claws.
3 None! Prospectors are currently empty-handed and unhappy.
4 Sapphires Prospectors have found a deposit of sapphires.
5 Gold Prospectors have found a small seam of gold.
6 Ruins Prospectors have found an ancient ruin or tomb they are looting.

SAPPHIRE CITY PROSPECTOR
SKILL: 7
STAMINA: 7
WEAPON: Pick-axe (as per Handaxe)
ARMOUR: Leather Cuirass
NUMBER ENCOUNTERED: 2-12
REACTION: Neutral-Unfriendly

Robb 1
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Re: The Ciarensian Campaign

Post by Robb 1 » Thu Mar 29, 2018 11:03 pm

loving this I can picture a valley of the kings style scenario with miners searching for treasures and inadvertantly triggering an ancient curse lots of horrible deaths and a call out to bold fool hardy adventurers to save them (or not) or finding a city like Petra and its inhabitants. for example said Advanced Baboons thinking
Sk 7 or 8
St 8
weapon hand weapon and or bow javelin or spear and
Large bite
Armour leather or chain for leaders and shield
Number war band 2 to 12 troop 3 to 18
reaction Unfriendly or hostile

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