TEXT: FANTASY ROLEPLAYING SUPPLEMENT
  MICHAEL THOMAS
  
   
  TM
  EXPLORER ENCOUNTERS 
   
  FANTASY ROLE PLAYING GAME FOR 3 OR MORE PLAYERS AGE 12 AND UP 
  FOR TABLE-TOP PLAY WITH PAPER, PENCILS, AND MINIATURE FIGURINES 
   
  BY 
  MICHAEL THOMAS 
   
  COVER ART BY  DEL TEIGELER 
   
   
  INTERIOR ART BY CRAIG BRASCO, LUIGI CASTELLANI, TERESA GUIDO, 
  WILL McAUSLAND, BRADLEY K. McDEVITT, DEAN SPENCER 
   
   
  FOR USE WITH THE BLUEHOLME™ FANTASY ROLE PLAYING GAME 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  1ST EDITION, 1ST PRINTING, 2020 
   
   
   
  BLUEHOLME, DREAMSCAPE DESIGN AND THE DREAMSCAPE DESIGN LOGO ARE TRADEMARKS OF 
  DREAMSCAPE DESIGN™ 
  DD0004 
  
  EXPLORER ENCOUNTERS 
  TABLE OF CONTENTS 
  TRICKS……………………………………………… 1 
  TRAVELLERS…………………………….. 8 
  TRAPS………………………………………………. 6 
  TREASURES……………………………… 24 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  BLUEHOLME™ Explorer 
  Encounters is published by 
  Dreamscape Design © 2020. 
   
  Dreamscape Design, the Dreamscape 
  Design logo, and Blueholme are 
  trademarks of Dreamscape Design  
  © 2017 Dreamscape Design. 
  
  EXPLORER ENCOUNTERS 
  1 
  TRICKS 
   
  The Underworld is in no way subject to the same laws 
  of physics that bind the Realm. The most obvious 
  manifestations are the doors which resist adventurers 
  but open easily for denizens, and the seemingly endless 
  supply of treasure (and guardians). However, the 
  referee should take every opportunity to remind players 
  of the alien and inimical nature of the subterranean 
  mazes which their characters dare to tread. 
  While some tricks can certainly lead to character 
  deaths, their main purpose is to confuse and amuse the 
  players. Sometimes the fear of death is preferable to 
  actual risk, unless the group is used to frequent 
  replacement of characters. Of course, the referee must 
  ensure that the fear is real even if the risk is not! 
   
  ANIMAL, TALKING 
  A raven, parrot, dolphin, or other talking creature offers 
  advice, wisdom, or insults to passing characters. 
  Animals could be helpful, misleading, malicious, or 
  simply red herrings. Talking red herrings. 
   
  CAVE, NULL-MAGIC 
  A cave of phosphorescent blue rock. All magic is 
  blocked within, magic items cease functioning, spells 
  still running end immediately, spells cast from outside 
  dissipate at its boundaries. Permanent effects may 
  reactivate outside the cave, but any fixed-duration 
  spells or effects will not. 
   
  CAVE, SEA 
  A flooded cave connects to the sea, directly or via an 
  underground passage or a completely submerged 
  tunnel. The cave may be a lair for smugglers, pirates, or 
  invaders from foreign lands or even under the sea. 
  There is bound to be a dangerous denizen of the deep 
  lurking under the water – a giant octopus, a sea snake, 
  or a group or weresharks. 
   
  CHARMED PERSONS 
  Normally trustworthy persons who have been charmed 
  by an evil magic-user, an enemy of the party, or just 
  someone whose interests lie at odds with the Realm. 
  Examples could be a knight of the church who tries to 
  misdirect people seeking her “friend”, the town cleric 
  who acts as a matchmaker for the lord’s daughter and 
  his new “friend”, a wise dragon who is convinced his 
  new demon princess “friend” has reformed and the 
  young maidens he refers to her are better off … etc. 
  REBOUNDING RESCUES 
  This kind of trap involves setting up a situation where 
  the players will probably perform a rescue that will result 
  in another fight when they are least prepared. For 
  example, a beautiful Chaotic/Evil female is kept in a 
  drugged sleep in a bed-chamber by another chaotic MU 
  and, if rescued, will eventually attack her rescuers. 
   
  COMPARMENT, HIDDEN 
  Chests, drawers, cupboards, shelves, may all have 
  false backs or bottoms leading to hidden compartments, 
  secret rooms, or other dimensions. 
   
  CORRIDOR, DEAD-END 
  A corridor previously explored is blocked by a solid wall 
  the next time characters enter, seamlessly merging into 
  the existing construction. 
   
  CORRIDOR, DISTORTED 
  The corridors seems shorter or longer than it is. 
  Characters within speed up or slow down accordingly, 
  so that the time/space distortion is not evident. 
   
  CORRIDOR, MOVING 
  A corridor which moves in one direction or the other, 
  imperceptibly or noticeably. Characters walking against 
  the direction of movement make no progress unless 
  they run. Still creatures slowly move along the corridor. 
  Walking in the direction of movement results in a faster 
  rate of travel. 
   
  DEVICE 
  Apparently mechanical (but possibly magical) device 
  with a number of buttons, levers, and/or dials, which 
  may do nothing or have a random effect. Examples 
  include missiles fired at a particular spot in the room, 
  teleportation to another location, opening secret doors 
  or pits, activating alarms, ejecting items of treasure or 
  food, changing the character’s alignment of gender, 
  delivering damage to or healing the character, etc. 
   
  DOOR, INTELLIGENT 
  Intelligent doors may be helpful, annoying, or malign. 
  They may or may not be able to communicate, e.g. via 
  telepathy or a talking door knocker. 
  
  EXPLORER ENCOUNTERS 
  2 
  DOOR, LATRINE 
  A door is hidden inside a latrine shaft. Only small 
  creatures can enter easily, human-sized must save vs. 
  breath or get stuck, anything larger cannot fit down the 
  latrine at all. Save vs. poison to avoid nausea. 
   
  DOOR, MANURE 
  An ordinary trapdoor leading to an underground 
  chamber or maze, but hidden under a layer of manure 
  in an animal pen. Save vs. poison to avoid nausea. 
   
  DOOR, ONE-WAY 
  Once characters pass through, the door closes behind 
  them and cannot be opened again. It might simply jam 
  immovably, or disappear entirely. Perhaps the door can 
  be opened normally, but there is only a blank wall 
  behind. 
   
  DOOR, RESTRICTED 
  This door only opens to a specific class or set of 
  classes, alignment, species, etc. 
   
  DOOR, TELEPORTING 
  Stepping through the door teleports the character to 
  another location, perhaps in the same building or in a 
  far-distant location (or another dimension altogether!). 
  The view through the door may be of the actual 
  destination or of an apparently normal room. Return is 
  impossible, except through mundane means. 
   
  FORCE FIELD 
  An invisible field of any shape protects an item, guards 
  a treasure, bars a room, or encloses an entire town. 
  The field may simply be impenetrable, or it may shock 
  or burn on contact, or it may reflect all attacks against it 
  back at the aggressor. There may be controls on either 
  or both sides to operate the field, but uninitiated 
  meddlers will be subject to a variety of effects ranging 
  from the harmless to the deadly. 
   
  ORACLE 
  A mask or carved face on a wall will open its eyes and 
  speak if triggered by entering the room, rubbing its 
  eyes, shining a light on it, or some other means. There 
  may or may not be an inscription detailing the 
  procedure. Once activated, it says, “Speak, and I shall 
  answer.” It will answer any one reasonable question, 
  and then say, “I have answered once, now go away; I 
  shall not speak again today.” 
  PHOSPHORESCENCE 
  Many parts of the Underworld produce their own light 
  through bioluminescent plants, fungi, or other 
  organisms; glowing crystals; or other unearthly 
  illumination. The light may be gloomy and cheerless, 
  comforting, or blinding. 
   
  PANDORAN BOX 
  A secure container, room, vault, or fortress which is 
  actually designed to keep something in, not to keep 
  people out. The contents could be a demon, an army of 
  undead, a deadly plague, etc. 
   
  PIT, ONE-WAY 
  A smooth-walled pit leads down into the depths, with 
  iron rungs set into one side. Something can be seen 
  glinting in the depths. A weight of more than 100 lbs 
  placed on the floor of the pit causes the rungs to retract 
  into the wall, leaving anyone at the bottom stranded 
  with no way up. The glinting comes from the belongings 
  of previous investigators. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  RIVER, UNDERGROUND 
  Characters with Strength less than 15 will be swept 
  away, those wearing metal armour will sink unless they 
  shed it immediately (chance of 1-3 on 1d6). They will be 
  swept along, taking 1d6 damage per 50’ travelled (save 
  vs. touch every 50’). The river may pass through 
  another location on the same or a deeper level, or may 
  exit the area altogether – perhaps as a waterfall! 
  
  EXPLORER ENCOUNTERS 
  3 
  ROOM, CLONING 
  Any character who steps into this room is immediately 
  split into two identical characters of opposing alignment 
  and inimical nature. The clones will fight until one is 
  victorious, whereupon the loser vanishes. The victor 
  retains their new alignment. 
   
  ROOM, CLUMSINESS 
  All characters in this room are reduced to a Dexterity of 
  3 (unless it was already lower), and are unable to do 
  anything but stumble around or crawl on the floor. A 
  save vs. gaze must be made to successfully leave the 
  room, and the effects stay with the sufferers for 6 turns. 
   
  ROOM, DISORIENTATING 
  A number of absolutely identical interconnected circular 
  rooms with two doors on opposite sides. A pedestal in 
  the centre of the featureless floor has two levers, side-
  by-side. Pulling or pushing either lever cause the room 
  to smoothly rotate to align the doors with those of 
  another connecting room – roll 1 on 1d6 to notice a faint 
  sensation of movement (1-2 for dwarves). Characters 
  will tend to believe they are moving between rooms they 
  have already visited. 
   
  ROOM, ELEVATOR 
  The walls of this circular room are perfectly smooth, as 
  are the inner surfaces of the doors (treat as secret 
  doors). A rope hangs from the exact centre of the 
  ceiling, with 30’ of its length coiled on the floor. As soon 
  as the room is entered, the doors close and the room 
  spins imperceptibly (dwarves may notice on a roll of 1 
  on 1d6). Tugging once on the rope causes the room to 
  descent, tugging twice causes it to ascend, and tugging 
  three times causes it to stop. 
  The room is actually a shaft connecting upper and lower 
  levels. There are secret doors at various points along its 
  length. If the occupants descend much more than 30’ 
  the rope will be out of reach, and the room keeps 
  moving down … 
   
  ROOM, GAMING 
  A gaming hall where great treasures may be won, but 
  games are fixed and the stakes are high (or deadly). 
   
  ROOM, SHAKING 
  Once characters enter, the doors slam shut and the 
  room shakes and rumbles as though it was descending 
  rapidly, but in fact it stays in place. 
  ROOM, SINKING 
  Once characters enter, the doors slam shut and the 
  room descends one or more levels. This may be 
  obvious through shaking, scraping or a sense of vertigo, 
  or it may be completely unnoticeable. 
   
  ROOM, SLIDING 
  A long corridor has a number of side doors leading to 
  small rooms. When one is entered and the door closed, 
  the room imperceptibly slides along the corridor so that 
  when the characters exit they enter another section of 
  the corridor from where they left. 
   
  ROOM, SUCTION 
  The ceiling of this very clean room is an open grid, with 
  an inverted funnel leading to a duct. Once people enter 
  the room, the door slams shut and a tremendous 
  suction pins everyone in the room to the ceiling. Small 
  objects and hand-held items may be sucked through the 
  grid. 
  Everyone takes 1d6 damage from being slammed into 
  the grid, and another 1d6 from falling to the floor when 
  the suction switches off after 1 turn. 
   
  ROOM, TELEPORTING 
  Once a specific action is performed (opening a door, 
  touching an object, stepping on a certain flagstone, 
  etc.), all characters in the room are transported to 
  another identical room on the same level, a different 
  level, or even another part of the world. 
   
  ROOM, TEMPTATION 
  This room appears to contain something to tempt the 
  adventurer: a moderate treasure, some useful supplies, 
  a group of rude kobolds, and the like. This is a mere 
  illusion, as is the floor – anyone rushing in will fall, but 
  they will take no damage as their landing is cushioned 
  by a thick layer of yellow mold.  
   
  ROOM, TILTING 
  The floor of this room is supported on an axel across 
  the centre. Entering by either of the two opposing doors 
  causes a sliding block beneath the floor to support that 
  side. However, once two or more human-sized beings 
  are almost at the far door, the floor tilts and anyone in 
  the room slides down a chute to the level below. 
  Characters can make a Dexterity roll to try to avoid 
  sliding down, but the floor won’t level out until everyone 
  is back on the other side of the room – which is a 
  difficult climb for anyone but a thief. 
  
  EXPLORER ENCOUNTERS 
  4 
  SPRAY, CREATURE ATTRACTING 
  An apparently harmless spray mists characters in a 10’ 
  volume, roll 1-2 on 1d6 to notice. The spray is 
  odourless, colourless, and tasteless, but acts as an 
  attractor for other creatures. It may be generic, e.g. a 
  scent not noticeable by creatures with more sensitive 
  noses than most humanoids, or a glow visible to 
  creatures with darkvision at double the normal range. 
  Or it could specifically attract and/or agitate a specific 
  species such as a hell hound. 
   
  STAIRS, FALSE 
  Apparently going up or down, these shallow steps 
  actually result in no change in level. Dwarves and other 
  species with similar instinctive knowledge of 
  construction may be able to detect this. 
   
  STAIRS, MISLEADING 
  Stairs which lead to a subtly sloping passage. Explorers 
  may think they are going up or down a level, but are 
  actually still on the same level, or moving up or down. 
   
  STAIRS, MOVING 
  Steps which move up or down, imperceptibly or 
  noticeably. Characters walking against the direction of 
  movement make no progress unless they run. Standing 
  still moves them up or down. Moving with the direction 
  of the stairs results in faster than normal travel. 
   
  STAIRS, ONE-WAY 
  Stairs which appear to lead up, but then head into 
  deeper and more dangerous parts of the Underworld. 
  Return is impossible, with the way back being blocked 
  by bars or stone blocks, or simply disappearing as 
  characters move along. 
   
  STATUE, BROKEN 
  A statue with a part broken off and missing. If the piece 
  is found and reattached, the statue comes to life and 
  may reward the character, flee, or attack. 
   
  STATUE, ENCHANTED 
  Statues which perform one of a number of different 
  actions when approached within 20’. They may point 
  towards the nearest treasure or in a random direction, 
  recite bad poetry or a riddle giving a clue to the location 
  of the party’s goal, offer a real or false magical item, 
  heal characters with a touch or pursue and attack, or do 
  anything else the referee deems appropriate. 
  STATUE, MOVABLE 
  A statue which may be moved or rotated, or contains a 
  cunningly concealed switch or lever. Once operated, a 
  secret door or compartment is revealed. If manipulated 
  incorrectly, a trap may be sprung, such as an alarm or a 
  gas attack. 
   
  TREASURE, ELECTRIFIED 
  An iron strongbox is suspended above the floor of a 
  flooded room by a chain. An electric current is running 
  through the chain and the box, and anyone touching 
  either while standing in the water will be knocked out by 
  the shock for 1d6 turns (save vs. touch). The box may 
  or may not contain anything valuable. 
   
  TREASURE, FAKE 
  A seemingly valuable hoard is a convincing fake, using 
  semi-precious and glass gems, gold-plated lead coins, 
  and costume jewellery. Some items detect as magical, 
  but have no useful powers. 
   
  TREASURE, ILLUSIONARY 
  A seemingly real hoard is merely an illusion. It is 
  insubstantial and cannot be moved, but touching it does 
  not make it disappear. 
   
  TREASURE, INVISIBLE 
  A hoard of gold, gems, or other treasure has been 
  hidden in plain sight by casting invisibility upon it. 
   
  TROLL, FROZEN 
  A supply of frozen meat in a larder is actually troll flesh. 
  If it thaws, each piece will eventually regenerate into a 
  whole (angry) troll. 
   
  VALLEY, HIDDEN 
  A verdant paradise lies hidden in a crater below an 
  illusion of barren rock. Perhaps it is a lost world filled 
  with long-extinct creatures, or a refuge for a race of 
  beautiful. Innocent immortals. 
   
  WALL, ILLUSIONARY 
  An ordinary-seeming section is actually a portal or door. 
  The illusion may disappear if touched, or allow things to 
  pass through without disruption. It may require a save 
  vs. spells to “disbelieve”, without which it feels perfectly 
  normal and solid. 
  
  EXPLORER ENCOUNTERS 
  5 
  WALL, THIN 
  A thin paper wall hides a small chamber. The chamber 
  could contain an armed guard observing through a 
  peep-hole, a long-dead (or undead) prisoner, treasure, 
  poison gas, or any other number of surprises. 
  WORKSHOP, MAGICAL 
  A room where powerful beings create almost any 
  magical item for an exorbitant price in gold or services, 
  or an eccentric wizard practices his craft for a 
  reasonable fee. 
   
  
  EXPLORER ENCOUNTERS 
  6 
  TRAPS 
   
  As well as the usual poisoned needles in locks and 
  hidden pit traps, there are infinite possibilities for other 
  inanimate threats to the lives and well-being of 
  characters. The following are intended to be used as 
  presented or as a spur to the imagination, to help the 
  referee keep the players in their toes! 
   
  ALARM 
  Part of the floor is rigged to sound an alarm when 
  stepped upon by a halfling-sized or larger creature. The 
  alarm may be deafening and draw wandering monsters 
  from all around, or it may be quiet or even silent, 
  designed only to notify those listening for it. 
   
  BUBBLE, EXPLODING 
  Giant rainbow-coloured bubbles float about randomly, 
  exploding when they contact living beings (3d6 damage 
  to the being they contact and 1d10 damage to all within 
  10’). 
   
  BUBBLE, FLOATING 
  A giant white bubbles floats and bounces in pursuit of a 
  character. If it contacts its target, the victim is enveloped 
  and carried off, unconscious (save vs. touch). 
   
  CAVERN, LIVING 
  A cave complex which is actually the inside of a living 
  creature, the entrance being the mouth, the rooms 
  being its digestive system, and the exit … 
   
  CREATURES, POISONOUS 
  A hidden ceiling hatch is released when a string is 
  tripped, dropping poisonous scorpions, snakes, or 
  spiders on the person below (save vs. poison). 
   
  DEADFALL 
  Part of the ceiling is rigged to collapse when characters 
  pass beneath, causing 1-3d6 damage. Saving vs. 
  breath reduces the damage by half. 
   
  DOOR HANDLE, ELECTRIFIED 
  Touching the metal door handle with bare skin or metal 
  gauntlets results in an electric shock for 1-4d4 damage. 
  There is a secret off-switch. 
  DOOR HANDLE, TRAPPED 
  If the door handle is pulled, a trap is sprung (poison 
  gas, a steel spike, etc.). Simply pushing the door open 
  is perfectly safe. 
   
  FURNITURE, ANIMATED 
  Carpets and rugs which trip, capture, or smother; chairs 
  and tables which move, tilt, or attack; tapestries which 
  blind or entangle; and so forth. 
   
  FURNITURE, STICKY 
  Sitting on or even touching this seemingly-normal 
  furniture results in the character becoming stuck fast. 
  Nothing can break or dissolve the glue. Characters may 
  escape by removing clothing. If their flesh is in contact 
  with the furniture, they can carefully cut themselves free 
  (1 turn, 1d6 damage), or use brute force to rip away (1 
  round, 2d6 damage). The furniture may be loose or 
  fixed to the floor. 
   
  GAS, MIND-AFFECTING 
  Exposed characters become violent towards their 
  companions, are overpowered by greed, become 
  subject to a geas or curse, believe they are a different 
  gender or species, or any other delusion the referee’s 
  imagination can deliver. 
   
  PARASITES 
  When a monster is slain, dangerous parasites move 
  from it to the characters. Depending on the size of their 
  former host, these could be small and not noticed until 
  they cause discomfort or disease, or monsters in 
  themselves like giant ticks. 
   
  PIT, GELATINOUS CUBE 
  Some gold and random treasure lies scattered at the 
  bottom of this otherwise seemingly empty pit. In fact, 
  the whole of the pit is filled with a gelatinous cube. 
   
  PIT, GREY OOZE 
  A grey ooze fills a pit to the rim, almost indistinguishable 
  from the surrounding damp stone floor. Characters who 
  fall in automatically take 2d6 damage from the ooze, 
  and must roll vs. DEX (or climb smooth surface) each 
  round to get out or continue taking damage. 
  
  EXPLORER ENCOUNTERS 
  7 
  PIT, PUDDLE 
  One of many puddles of murky water is actually a 
  20’deep pit. 
   
  PIT, SPIKED 
  Sharpened stakes at the bottom of the pit cause an 
  additional 4d4 points of damage to falling characters. 
   
  PIT, TELEPORTING 
  Characters falling into this pit are teleported to another 
  location, such as a dungeon cell. Characters may or 
  may not take damage from the fall. 
   
  PIT, TRAPDOOR 
  A trapdoor disguised as part of the floor is hinged, and 
  deposits any halfling-sized or larger creature in the pit 
  below on a roll of 1-2 on 1d6. The door is sprung, and 
  snaps back immediately. 
   
  STAIR, ROLLER 
  A trip wire near the top of a long stair releases a large 
  stone sphere. Anyone on the stairs takes 3d12 damage 
  as it rolls down at a move of 60. A successful save vs. 
  breath results in half damage. 
   
  STAIR, SLIDE 
  When tread near the top is stepped on, each step 
  rotates to create a smooth slide depositing anyone on 
  the stairs back down at the bottom for 1d6 damage. 
   
  TRAP, BAITED 
  A baited trap is activated by its victims. Examples are a 
  rope which seemingly leads out of a pit but actually 
  releases a rockfall, an apparent treasure chest which 
  contains only poison gas, or a baited mouse trap. 
   
  VEGETATION, ANIMATED 
  Otherwise normal-seeming vegetation (grass, trees, 
  shrubs, vines, or brambles) hurls missiles, screams, 
  whips (1d4 damage), entwines (Strength roll to escape), 
  trips (Dexterity roll to avoid), caresses (Wisdom), etc. 
   
  VEGETATION, EMITTING 
  Plants emit perfumes or spores which cause laughter, 
  forgetfulness, sleep, death, healing, etc. If the effects 
  can be avoided they may have considerable value to 
  perfumers or poisoners. 
  WEAPON, BLADE 
  A scything blade swings from the ceiling, catching 
  unaware explorers in its arc for 2d6 damage. The attack 
  is equivalent to a creature HD chosen by the referee 
  and appropriate to the encounter level. 
   
  WEAPON, GUILLOTINE 
  A guillotine is concealed in a doorframe or other 
  opening. Anything placed in the opening is struck for 
  3d6 damage. Hands or other extremities placed in such 
  openings are sliced off and must be reattached or 
  regrown somehow. The attack is equivalent to a 
  creature HD chosen by the referee. 
   
  WEAPON, MISSILE 
  An engine built into the wall fires 1d6 arrows, crossbow 
  bolts, or javelins through concealed holes when 
  triggered. Each missile is a ranged attack equivalent to 
  a creature HD chosen by the referee. 
   
  WEAPON, SPIKE 
  A sharp spike shoots out of a hidden crevice when 
  triggered (1-2 on 1d6 for everyone who passes), and 
  retracts and resets immediately. Even after the attack it 
  remains hard to spot (1 on 1d6, or 1-2 for dwarves). 
   
   
   
  
  EXPLORER ENCOUNTERS 
  8 
  TRAVELLERS 
   
  INTRODUCTION 
  Encounters in BLUEHOLME™ can take many forms, 
  and lead to many different outcomes: ambush, parlay, 
  melee, flight or pursuit, a friendly chat, or a heated 
  argument. Certainly not every chance meeting should 
  lead to a fight, nor even most! 
  The players and the referee are in control of how their 
  respective parties want to approach an encounter. The 
  referee can base this entirely on choice, on the nature 
  of the creatures in question, or even allow the dice to 
  decide via a reaction table of some sort. 
  Every adventure ideally has its own encounter tables, 
  based on the population of residents and wanderers in 
  the area. If time or interest does not allow, the basic 
  encounter tables in the BLUEHOLME™ rules can serve 
  at a pinch. 
  The examples below are intended as inspiration for the 
  types of unplanned encounters which might occur 
  during a game. They are not necessarily typical, and 
  certainly not prescriptive – the referee should always 
  adapt to taste, and be ready to change tack according 
  to the player characters’ actions. 
   
  STAT BLOCKS 
  Each entry is accompanied by standard stat blocks, 
  followed by a list of equipment and/or special abilities: 
  L/N/C: Lawful/ Neutral/ Chaotic (Good or Evil) 
  M: 
  Move/ Swim/ Fly/ etc. 
  AC: 
  Armour Class 
  HD: 
  Hit Dice 
  hp: 
  Hit Points 
  DEX: 
  Dexterity 
  AT: 
  Damage per Attack 
   
  SURPRISE 
  When an encounter occurs and one or both sides are 
  not aware of the other, either will be surprised on a roll 
  of 1-2 on 1d6. Sometimes both sides are aware of their 
  opponents, sometimes neither is, and sometimes only 
  one side is. If one side but not the other is surprised, 
  those aware of their opponents can act for one round 
  before their opponents. 
  Each surprised character or monster must roll 1d6, and 
  on a 1 will drop any hand-held items in shock. Picking 
  up a dropped weapon or readying a different one not 
  immediately available takes 1 round. 
  REACTIONS 
  The table below is reproduced from the BLUEHOLME™ 
  rules in case the occasion demands a little randomness. 
  REACTION TABLE 
  2d6 
  Non-Player Character or Creature Reaction 
  2 
  Extremely hostile, attacks at once. 
  3-5 
  Unfriendly but uncertain, ready to attack. 
  6-8 
  Neutral, re-roll after further negotiation. 
   9-11 
  Positive, willing to listen to offers. 
  12 
  Welcoming, happy to help if possible. 
   
  AMAZONS 
  This expedition from the Amazonian queendom is 
  investigating reports of dagonite activity along the coast. 
  Two small galleys and 100 male slave rowers are 
  concealed in a hidden anchorage, guarded by 5 
  amazon warriors and 5 amazon archers. 
  The shore reconnaissance is led by the Lady Hortensa, 
  5 scouts, and 10 warriors. Second-in-command is 
  sergeant Lemnos with her 20 archers. The troop is 
  further backed up by three 2nd level clerics. 
  Helena Hortensa  
  LG; AC:1; HD:4; hp:12; DEX:11; AT:1d6 
  Plate+1, shield, sword, lance, 150gp in gemstones. 
  Hippothoe (Unicorn) 
  LG; AC:2; HD:4; hp:20; DEX:11; AT:1d8/1d8 
  Gore/ kick, teleport 360ft/yd 1/day, +6 save vs. magic. 
  Lykopis Lemnos  
  LG; AC:5; HD:3; hp:13; DEX:15; AT:1d6 
  Chain, sword, composite bow. 
  Clerics (3) 
  LG; AC:2; HD:2; hp:7; DEX:9; AT:1d6 
  Chain, shields, maces, 1 x 1st level spell, holy water. 
  Scouts (5) 
  N; AC:7; HD:2; hp:12; DEX:15; AT:1d6 
  Leather, daggers, composite bows. 
  Warriors (10) 
  N; AC:4; HD:1; hp:12; DEX:10; AT:1d6 
  Chain, shields, spears, short swords. 
  Archers (20) 
  N; AC:7; HD:1; hp:12; DEX:13; AT:1d6 
  Leather, daggers, composite bows. 
  
  EXPLORER ENCOUNTERS 
  9 
  ANGEL 
  Rafael’s main duty is coming to the aid of needy knights 
  of the church, but he freely hands out punishment or 
  succour to those he meets along the way. His magical 
  sword produces an effect similar to daylight in a 
  30’radius, and causes 1d6 damage per round to evil 
  creatures who try to wield it. His cutting wit injures all 
  irrespective of alignment. 
  Rafael 
  LG; M:30/90; AC:0; HD:6; hp:25; DEX:16; AT:1d6 
  Sword +1 vs. evil, immune to normal weapons and 
  mind-affecting spells, flies at 90. 
   
  BANDITS 
  Mordred the Magnificent (called the Malodorous by his 
  gang when he’s not listening) leads a small band of 12 
  highway robbers. Their lair is a mostly ruined village in 
  the forest, where they are currently holding a terrified 
  tax collector hostage. They are hoping to ransom the 
  poor woman, as they unfortunately waylaid her before 
  she had actually collected any taxes. 
  Their treasure, buried in an old kettle in their lair in the 
  ruined inn, consists of 50cp, 20sp, 55gp, a fine riding 
  dress and cloak (belongs to Elfrida, worth 50gp), and a 
  wand of light (22 charges). The wand is capped with 
  crustal at one end, and is activated by twisting the cap. 
  Mordred has heard that one needs a magic word, and 
  so hasn’t figured this out. 
  Mordred the Magnificent 
  CE; M:30; AC:4; HD2, hp:15; DEX:9; AT:1d6 
  Chain, shield, battle axe, composite bow, 35gp pearl. 
  Black Bettie (Mordred’s Medium Horse) 
  N; M:40; AC:5; HD2, hp:10; DEX:13; AT:1d6/1d4 
  Barding, kick/ bite, not spooked by combat. 
  Bandits (6) 
  N; M:30; AC:7; hp:5; DEX:9; AT:1d6 
  Leather, shields, assorted melee weapons, 1d4sp. 
  Archers (4) 
  N; M:30; AC:7; hp:3; DEX:13; AT:1d6 
  Leather, shortbows, assorted melee weapons, 1d6sp. 
  Riders (2) 
  N; M:30; AC:7; hp:6; DEX:12; AT:1d6 
  Leather, shields, assorted melee weapons, 1d4sp. 
  Light Horses (2) 
  N; M:45; AC:7; HD2, hp:8; DEX:13; AT:1d6/1d4 
  Kick/ bite, not spooked by combat. 
  Elfrida Electrum 
  LE; M:30; AC:9; hp:4; DEX:11; AT:1d6 
  Number Nine (Elfrida’s Mule) 
  N; M:30; AC:7; HD:2; hp:9; DEX:16; AT:1d6/1d4 
  Kick/ bite, extremely ill-tempered. 
  BANDITS 
  Exiled from Vyones for his excessively brutal religious 
  practices, the Feeder of the Flame fled with a large 
  force of fanatical soldiers from the queen’s guard. His 
  second-in-command, Red Robin, is the ruthless but 
  effective commander of the bandit troops. They always 
  travel with a few children for impromptu immolation, 
  taken from the pool of kidnapped innocents kept for 
  sacrifice at their secret forest hideout and chapel. 
  The band’s treasure was recently stolen by adventurers. 
  Consequently they are even less welcoming of 
  strangers than normal, although they are not interested 
  in material wealth for its own sake. Their main aim is to 
  spread the fear of god through the area, and to wipe out 
  false religions and cults wherever they find them. 
  Feeder of the Flame (Cleric) 
  LE; M:30; AC:1; HD:8; hp:27; DEX:7; AT:1d6(+2) 
  Plate, shield +2, mace +1/+2 vs. magic-users. 
  Red Robin (Fighter) 
  LE; M:30; AC:0; HD:6; hp:25; DEX:17; AT:1d6; T:1 
  Plate +1, shield, sword +1 flaming. 
  Captains (4 Fighters) 
  LE; M:30; AC:2*; HD:5; hp:30; DEX:11; AT:1d6; T:1 
  Plate, shield, lance, sword, each also has one item: 
  Plate +5 cursed, shield +1, lance of sleep, sword +1. 
  Sergeants (8 Fighters) 
  LE; M:30; AC:4; HD:4; hp:20; DEX:10; AT:1d6; T:1 
  Chain, shield, lance, sword. 
  Officers’ Horses (Medium Horse) 
  N; AC:5; HD2, hp:8; DEX:10; AT:1d6/1d4 
  Barding, kick/ bite, not spooked by combat. 
  Skirmishers (95) 
  LE; M:30; AC:6; HD:4; hp:20; DEX:10; AT:1d6; T:1 
  Leather, shield, spear. 
  Archers (60) 
  LE; M:30; AC:7; HD:4; hp:20; DEX:10; AT:1d6; T:1 
  Leather, light crossbow, shortsword. 
  Light Cavalry (60) 
  LE; M:30; AC:6; HD:4; hp:20; DEX:10; AT:1d6; T:1 
  Leather, shield, lance. 
  Light Horses (60) 
  N; M:45; AC:7; HD2, hp:9; DEX:13; AT:1d6/1d4 
  Kick/ bite, not spooked by combat. 
  Medium Cavalry (25) 
  LE; M:30; AC:4; HD:4; hp:20; DEX:10; AT:1d6; T:1 
  Chain, shield, battle axe. 
  Medium Horses (25) 
  N; M:40; AC:7; HD2, hp:8; DEX:13; AT:1d6/1d4 
  Kick/ bite, not spooked by combat. 
  Sacrificial Victims (25) 
  LG; M:30; AC:9; HD:1; hp:2; DEX:13; AT:1d6 
  
  EXPLORER ENCOUNTERS 
  10 
  BEGGARS 
  This group of small children rends the heart of anyone 
  with a conscience with their thin limbs, ragged clothing, 
  and big, sad eyes. They will mob characters if allowed, 
  feebly pulling on sleeves and asking for food. If given a 
  generous handout they will disperse, and may even 
  offer their services as guides or servants. If ignored they 
  may eventually choose another target. If treated 
  abusively, they will observe from a distance. When 
  characters are vulnerable, when they will rob them of all 
  their belongings, beat them severely, or even kill them – 
  all dependent on the character’s earlier behaviour.  
  Whatever happens, they are all pick-pockets and will 
  relive characters of small valuables at any opportunity. 
  Their skill assumes they are in a group and able to 
  distract the mark. 
  Children (12) 
  N; M:30; AC:9; HD:1; hp:2; DEX:18; AT:1d4 
  Improvised weapon, pick pocket 50%. 
   
   
   
   
   
   
   
   
   
   
  BUGBEARS 
  Jack Jacaranda and his family are footloose travellers, 
  as much by choice as through necessity forced on them 
  by their evil ways. Their depravity is only matched by 
  their love for one another. 
  Jack’s mate, Jacinta, carries the family wealth in a large 
  sack stitched out of tanned goblin faces: 70cp, 45sp, a 
  50gp gold candlestick, and a 1,200gp bottle made of 
  unbreakable adamantine (currently filled with a deadly 
  poison). 
  Jack Jacaranda 
  CE; M40; AC:4; HD:4; hp:17; DEX:17; AT:1d10 
  Chain, shield, ironbound club. 
  Jacinta (wife), Jeffrey, John, Johannes (sons) 
  CE; M40; AC:6; HD:3; hp:18; DEX:12; AT:2d4 
  Leather, shield, battle axe (Jacinta)/ swords (sons). 
  Jess (daughter), James (son) 
  CE; M40; AC:7; HD:2; hp:10; DEX:15; AT:1d6 
  Leather, slings, 2 daggers (Jess), spear (James). 
  CENTAURS 
  A tribe of centaurs is on the move: young, old, warriors, 
  infirm, household goods, and supplies. The better of 
  their gear and jewellery could fetch 300-500gp. 
  Chieftain 
  N; M:30; AC:6; HD:4; hp:18; DEX:11; AT:1d6 
  Shield, lance, horse bow. 
  Witch Doctor (4th Level Cleric) 
  N; M:30; AC:6; HD:4; hp:14; DEX:11; AT:1d6 
  Carved stone club (90gp). 
  Warriors (4) 
  N; M:30; AC:6; HD:2; hp:11; DEX:11; AT:1d6 
  Leather, shield, lance, horse bow. 
  Runners (32) 
  N; M:30; AC:7; HD:1; hp:7; DEX:11; AT:1d6 
  Leather, shield, lance, horse bow. 
  Old, Young, Infirm (14) 
  N; M:25; AC:8; HD:1; hp:2; DEX:11; AT:1d6 
   
  CLERIC 
  Odo the Odorous is a high priest of the demon 
  princess Kevokulli, a frightful lamia-like being with 
  multiple arms and terrible powers. He travelling alone 
  on a mission, riding a chimera enslaved by Kevokulli. 
  His purse contains gems worth 340 gp in total. 
  Odo the Odorous 
  CE; M30; AC:0; HD:9; hp:39; DEX:10; AT:1d6 
  Plate, shield +1, staff of control (45 ch.), 
  ring of feather falling, 8 random clerical spell scrolls. 
  1st: Darkness, protection from good, inflict fear 
  2nd: Conceal alignment, hold person x2 
  3rd: Dispel magic x2, locate object 
  4th: Inject poison, speak with plants 
  5th: Commune, finger of death 
  Number Three (chimera) 
  CE; M:30/40; AC:4; HD:9; hp:746; DEX:13; AT:as below 
  3 bites (3d4 each) + 2 claws (1d3 each) 
  50% to breathe fire (3d8, 50’ x 20’ cone, 3/day) 
   
  CYCLOPIANS 
  A mixed group, 7 female and 3 male, of cyclopians are 
  scouring the countryside for lost sheep. Cerca, the 
  leader, carries a bag of mixed coins to the value of 
  150gp should it prove necessary to buy back any 
  captured escapees, though they will prefer to just take 
  them by stealth or force if possible. 
  Herders (10) 
  N; M:30; AC:8; HD:2; hp:12; DEX:11; AT:1d6 
  Spears, slings, travelling packs. 
  
  EXPLORER ENCOUNTERS 
  11 
  DAGONITES 
  The shrouds and hoods worn by this group of “lepers” 
  disguise their nature as they search for magic items to 
  offer to their god. They may become desperate if they 
  see a group of adventurers – everyone knows they are 
  loaded with magic. The leader, Mudskipper, obsessively 
  polishes an ornate bronze dagger – this is their only 
  treasure, and its only magic is to make its bearer buff 
  and clean it at every opportunity. A remove curse will 
  end the compulsion, but Mudskipper is slowly being 
  driven insane by his conflicting desires to serve his god 
  but also to keep his precious weapon for himself. 
  Mudskipper 
  CE; M:20/30; AC:9; HD:2; hp:9; DEX:11; AT:1d6 
  Rattle, dagger (100gp). 
  Pilgrims (4) 
  CE; M:20/30; AC:9; HD:1; hp:6; DEX:13; AT:1d6 
  Quarterstaves. 
   
  DEEP ONES 
  A group of deep ones have found a way into the 
  sewers, stalking the streets at night to supplement their 
  diet of blind fish and cave crickets. They have a pig’s 
  bladder filled with assorted small coins and gems taken 
  from their victims, worth 100gp but weighing 25lbs. 
  Ancient Deep One 
  CE; M:30/30; AC:7; HD:6; hp:22; DEX:8; AT:1d10 
  Large silver-bound trident (50gp). 
  Mature Deep Ones (3) 
  CE; M:30/30; AC:8; HD:3; hp:13; DEX:10; AT:1d8 
  Harpoons and nets. 
  Young Deep Ones (5) 
  CE; M:30/30; AC:9; HD:1; hp:8; DEX:12; AT:1d6 
  Harpoons. 
   
  DEMON 
  This fiery, winged demon sits astride a subdued small 
  juvenile red dragon with an open wound in its chest. 
  The dragon would turn on its master in an instant were 
  it not for the fact that Balrok keeps its heart in a jar in its 
  lair, and its minions would destroy the vital organ if the 
  demon failed to return home when expected. 
  Balrok 
  CE; M:20/40; AC:2; HD:10d8; hp:46; DEX:6; AT:1d10 
  Balrok will immolate (1-3 on 1d6, check each round) 
  and use its whip to attack opponents and draw them 
  into the flames (4d6 damage per round). Otherwise it 
  attacks +1 to hit with its huge magical sword. 
  Slave (red dragon) 
  CE; M:30/60; AC:2; HD:9; hp:27; DEX:6; AT:as below 
  Bite (4d6) + claws (1d6 x2), no breath weapon. 
  DEMON 
  This succubus is in disguise as a lady of high birth and 
  the unfortunate victim of kidnapping and robbery. Her 
  real goal, of course, is to seduce good mortals and 
  cause them to betray their beliefs, lovers, friends, and 
  anything else they hold dear. In her natural form she is 
  still beautiful, but sports horns, a tail, and bat-like wings. 
  A night spent with Meridiana drains one experience acts 
  as a charm spell on the partner. Each subsequent 
  encounter imposes a cumulative –2 penalty to the save. 
  Meridiana 
  CE; M:30/180; AC:2; HD:4; hp:18; DEX:16; AT:1d4 x3 
   
  DEMON 
  This blob “gifts” random demon features to victims. 
  Chaos 
  CE; M:30/180; AC:1; HD:5; hp:20; DEX:18; AT:1d6 x3 
   
  DEMONS 
  A necromancer has been summoning gaggles of these 
  small winged fiends for years, but she is doing 
  something wrong. They appear in random locations, run 
  amok, and vanish in a puff of sulphur. They ferociously 
  attack anything in the vicinity, alive or inanimate. 
  Quasits (12) 
  CE; M:40/20 AC:5; HD:1; hp:4; DEX:18; AT:1d3 x3 
   
  DEMONS 
  These three identical demons are on a quest to murder 
  the former mistress of a high-ranking cleric. The cleric 
  ordered them to leave no witnesses to their actions, 
  which the trackers interpret to mean they should kill and 
  eat anyone they encounter on the way. The cleric was 
  careful to exclude himself from this clause! Pitch-black 
  and unreflective except for their green cat eyes which 
  are actually gemstones (65gp each), they surprise on a 
  roll of 1-4 on 1d6). 
  B’krath (3) 
  CE; M:30; AC:2; HD:4; hp:19; DEX:16; AT:1d4 x3 
   
  DJINNI 
  An enraged djinni bursts forth from a 6’ diameter carved 
  crystal basin filled with swirling mist and attacks madly 
  with both fists. He will fight until slain, unless the basin 
  is destroyed (1 blow with any +2 magic weapon, or 50 
  points of mundane damage). If the basin is broken, 
  Windrobin thanks the adventurers, gifts them his four 
  jade armbands (50gp each), and departs. 
  Windrobin 
  N; M:40/80; AC:5; HD:7; hp:37; DEX:16; AT:1d8 x2 
  
  EXPLORER ENCOUNTERS 
  12 
  DOPPELGANGERS 
  This pair is playing a double bluff, acting as female 
  human thieves disguised as fighters. They rely on the 
  charm of their assumed personas to ingratiate 
  themselves with a party even if they are unmasked as 
  thieves, and hope their victims will not look further. 
  Duchess and Candela 
  N; M:30; AC:5; HD:4; hp:19; DEX:11; AT:varies 
   
  DRAGON, WHITE 
  Saxo is an old white dragon who carries on an ancient 
  feud with a red dragon. Saxo dwells on an icy mountain 
  range while his rival makes her home in a volcanic vent 
  to the west. His hatred is tempered with fear, based on 
  a prophecy given to his foe by a young magic-user who 
  claimed that he was doomed to be defeated by her. 
  Saxo 
  N; M:30/60; AC:2; HD:6; hp:36; DEX:9; AT:as below 
  Bite (4d6) + 2 claws (1d6 each) 
  Cold breath (36 pts., 80’ x 30’ cone, 3/day) 
   
  DRAGON, BLACK 
  Although justly proud of her beauty, Bess is vain to the 
  point of insanity even compared to most young adult 
  dragons. Her hall of mirrors is avoided by all other 
  swamp-dwellers, though if approached in the right 
  manner she can be very accommodating – at least that 
  is the boast of a notorious bandit who once gained her 
  services in transporting him hundreds of miles overnight 
  to escape his pursuers at the cost of his considerable 
  fortune in gems and jewellery. Bess disdains coinage, 
  and converts all her treasure into art objects and 
  jewellery to enhance her appearance. 
  Black Bess 
  CE; M:30/60; AC:2; HD:6; hp:24; DEX:16; AT:as below 
  Bite (4d6) + 2 claws (1d6 each) 
  Acid breath (24 pts., 60’ x 5’ line, 3/day) 
   
  DRAGON, BRASS 
  The ancient Rudyard dwells in a vast, crumbling city 
  long reclaimed by the desert. He has lived so long that 
  he often confuses the past with the present, mistaking 
  explorers for his former followers or invading 
  barbarians. His lair is a once magnificent palace, with is 
  treasures piled about his throne room. If approached 
  deferentially – or if he is in the right state of confusion – 
  he might even make gifts to his “supplicants”. 
  CG; M:30/60; AC:2; HD:8; hp:24; DEX:6; AT:as below 
  Bite (4d6) + 2 claws (1d6 each) 
  Fear/sleep breath (70’x20’ cone or 50’x40’cloud, 3/day). 
   
   
   
   
   
   
   
   
   
  DRAGON, RED 
  Uther is an ambitious and confident adult dragon, who 
  might achieve his dream to rule a kingdom if he can 
  control his urge to set fire to things. He roosts on a 
  massive tower, its ancient stone fused and hardened by 
  frequent exposure to his moods. Uhter is convinced of 
  the righteousness of his cause, and will let nothing 
  stand in his way. The locals have long learned to 
  appease his hunger with livestock, prisoners, and 
  wandering strangers, and will obey his every whim in 
  the hope that he remembers who they are and doesn’t 
  thoughtlessly immolate them one day. 
  Uther 
  CE; M:30/60; AC:2; HD:10; hp:50; DEX:16; AT:as below 
  Bite (4d6) + 2 claws (1d6 each) 
  Fire breath (50 pts., 90’ x 30’ cone, 3/day) 
   
  DREENOI 
  Jeh is one of those unusual dreenoi warriors who are 
  not only intelligent, but independent of their hive. It 
  roams the Known World as a mercenary and 
  adventurer, though its actual motivations are a mystery. 
  Jeh 
  N; M:30; AC:2; HD:4; hp:25; DEX:16; AT:1d6 
  Plate, shield, light crossbow, +1 spear, 60gp. 
   
  DREENOI 
  This troop of 12 mindless warriors is led by their 
  commander. Its mission is not obvious to outsiders, but 
  anyone deemed to be in danger of interfering with it will 
  be attacked. When not directed by their commander, 
  the warriors simply squat, eat, or sleep. 
  Commander 
  N; M:30; AC:2; HD:2; hp:9; DEX:10; AT:1d6 
  Plate, shield, sword, 20gp. 
  Warriors (12) 
  N; M:30; AC:6; HD:1; hp:5; DEX:13; AT:1d6 
  Chain, shields, spears. 
  
  EXPLORER ENCOUNTERS 
  13 
  DWARF 
  Gorn is an ex-mercenary with a marked inclination 
  towards law and order and a deep dislike of elves and 
  all things elven. He is a skilled weaponsmith, armourer, 
  and blacksmith. His violent temper often results in his 
  resolving disputes with thieves, corrupt officials, or 
  ungrateful clients with his magical smith’s hammer. The 
  hammer is +3 to hit and damage, can be thrown and 
  returns to the thrower’s hand. Its powers are usable 
  only by dwarves. 
  He has a peg leg, a legacy from his youth as a dragon 
  keeper. He is extremely well-versed in dragon lore, and 
  can converse for hour on the subject. He will answer 
  negative comments about dragons with his hammer. 
  Gorn 
  LG; M:30; AC:3; HD:6; hp:37; DEX:10; AT:1d6 
  Plate, +3 dwarven hammer, 300gp. 
   
   
   
   
   
   
   
   
   
   
  DWARVES 
  These seven dwarves lead a bachelor existence in their 
  hut deep in the forest. Although they have remarkably 
  diverse dispositions, they seem a generally affable lot. 
  However, they work an extensive diamond mine, and 
  woe betide any stranger who stumbles on their secret. 
  They call themselves the Diamond Dogs – only to each 
  other, of course. 
  Diamond Dogs (7) 
  N; M:30; AC:4; HD:3; hp:18; DEX:11; AT:1d6 
  Mail, shields, warhammers, 7 diamonds (20gp each). 
   
  DWARVES 
  The Mummers appear to be a troupe of dwarven 
  tumblers. In reality they are spies for the Queen Under 
  The Mountain, travelling the Realms to recover loot 
  taken from the Underworld, which the Queen naturally 
  claims as rightfully hers.  
  The Mummers (4) 
  N; M:30; AC:7; HD:2; hp:8; DEX:15; AT:1d6 
  Leather, daggers, light crossbows, 10gp 
  ELVES, HIGH 
  These quadruplet fighting mages and their lammasu 
  allies are the self-appointed guardians of high elven law 
  and order, and travel between elf settlements to try to 
  impose their views on morality on the inhabitants. They 
  are very persuasive, and have swayed more than one 
  elf king or queen. 
  Amaryll, Braerindra, Quaela, and Sinnafain 
  CG; M:30; AC:6; HD:6; hp:25; DEX:13; AT:1d6 
  Silver mail +1, sword, long bow, 10gp 
  1st: Charm person, feather fall, sleep, ventriloquism 
  2nd: Forget, read thoughts 
  3rd: Lightning bolt, suggestion 
  Brula, Hedo, Mardina, and Shefrin (4) 
  LG; M:30/60; AC:6; HD:6; hp:30; DEX:10; AT:1d6 x2 
   
  ELVES, WOOD 
  This goblin-hunting party will not take kindly to anyone 
  who interferes with their sport, although they may 
  become temporary allies with parties who strike their 
  fancy, especially if they contain elves. 
  Wood Elf Hunters 
  N; M:30; AC:7; HD:1; hp:4; DEX:13; AT:1d6 
  Leather, longbows, short swords. 
   
  ELVES, DARK 
  This party of dark elves are looking for one of their kin, 
  named Zereth, and will pay for information on his 
  whereabouts. They will not say why they are searching 
  for him, but he charmed and absconded with their 
  queen's favourite giant spider. 
  Zathokan (Fighting Cleric) 
  N; M:30; AC:5; HD:3; hp:4; DEX:13; AT:1d6 
  Chain, staff of clouting. 
  1st: Cure light wounds, detect magic 
  Dark Elf Fighters (4) 
  N; M:30; AC:7; HD:1; hp:4; DEX:13; AT:1d6 
  Chain, swords, composite bows. 
   
  FELINES 
  This scouting party of felines will rarely be seen unless 
  it wants to be, surprising on 1-4 on 1d6. The troop is 
  pathfinding for their tribe, which is following a safe 
  distance behind. The scouts carry no treasure. 
  Alquta 
  N; M:35; AC:7; HD:2; hp:11; DEX:19; AT:1d6/ 1d3 x3 
  Leather, composite bow, short sword. 
  Feline Scouts (8) 
  N; M:35; AC:7; HD:1; hp:5; DEX:16; AT:1d6/ 1d3 x3 
  Leather, composite bows, spears. 
  
  EXPLORER ENCOUNTERS 
  14 
  FIGHTER 
  Rammsel is a likeable sword for hire, trustworthy and 
  brave as well as a witty companion. Unfortunately, 
  thanks to his flaming battle axe, he is also a 
  pyromaniac. Any time he finds himself unobserved with 
  the opportunity to set fire to things, “Flicker” – as he 
  calls the axe – will try to tempt him (save vs. touch). 
  Rammsel saves at +1 vs. fire-based attacks and throws 
  oil at +1 due to long familiarity. 
  Rammsel 
  CG; M:30; AC:4; HD:2; hp:12; DEX:13; AT:1d6 
  Mail, shield, +1 flaming battleaxe, 6 flasks oil, 10gp. 
  Flicker 
  +1 flaming battleaxe; +2 to hit and damage hippogriffs, 
  pegasi, raptors, and trolls; +3 vs. plant creatures and 
  the undead. 
   
  FIGHTER 
  Kelmar is a burly but attractive woman who 
  inadvertently fell in with an evil party recently. She is 
  actually very pious, and is trying to make up for her 
  mistake. However, she is of a pessimistic bent and 
  believes she is doomed to bad luck until she makes 
  atonement. Others might question how bad her luck can 
  really be with that much gold to her name. 
  Kelmar 
  CG; M:30; AC:2; HD:2; hp:13; DEX:10; AT:1d6 
  Plate, battle axe, +1 shield, 357gp. 
  Scroll of protection from lycanthropes. 
   
  FIGHTERS 
  Frederik, William, and Charles are inseparable 
  mercenaries who will only take hire as a group. They 
  are well-known for their incredible luck, and often hired 
  because of it. In fact, while together they gain a +1 
  bonus on every roll. What is less well-known is that their 
  luck doesn’t extend to their employers, and they tend to 
  take risks and make mistakes that end badly for any 
  party they accompany. 
  They are jolly, moustachioed, and rather loud. They 
  have a habit of rushing in, touching things, giving well-
  meant advice, and generally causing all manner of 
  problems. 
  Frederick The Fearless 
  N; M:30; AC:4; HD:1; hp:9; DEX:17; AT:1d6 
  Leather, spear, dagger, 40gp. 
  William the Watchful 
  N; M:30; AC:4; HD:1; hp:9; DEX:17; AT:1d6 
  Leather, spear, dagger, 45gp. 
  Charles the Courageous 
  N; M:30; AC:4; HD:1; hp:9; DEX:17; AT:1d6 
  Leather, spear, dagger, 50gp. 
  GHOULS 
  Pickman is a veteran and unusually erudite ghoul, who 
  has made it his vocation to travel the underworld and 
  break into church vaults to further his religious 
  education. If forced to fight he will use paralysis, but 
  won’t kill the victim afterwards. He loves to debate on 
  obscure ecumenical matters, though he still appreciates 
  a finely-aged corpse for dinner. 
  Pickman 
  N; M:30/5; AC:6; HD:2d8; hp:12; DEX:13; AT:see below 
  Miner’s pick, sack of religious tomes and relics (850gp). 
   
  GIANT, HILL 
  This stunted hill giant has made a virtue of his 
  misfortune by leaving his tribe and becoming the leader 
  of a gang of ogres, instead. They roam the countryside 
  waylaying travellers, never staying in one place long. 
  He prefers to hang back and throws rocks (range 200, 
  2d6 to all within 10’ of impact). 
  Dobbin 
  N; M:20; AC:6; HD:7; hp:42; DEX:7; AT:2d8/ 2d6 rock 
  Huge club, bag (10 rocks, assorted loot worth 900gp) 
  Ogres (3) 
  CE; M:30; AC:6; HD:4; hp:27; DEX:9; AT:1d10 
  Clubs, 3 javelins, .bags (loot, food, filth worth 50gp). 
   
  GIANT, STONE 
  These stone giants are returning from a mining 
  operation. So closely do they resemble the rock of their 
  surroundings that they surprise on 1-5 in 1d6. 
  Rock Giants (2) 
  N; M:20; AC:9; HD:9d8; hp:28; DEX:12; AT:3d6 
  Thrown rocks to 240’, 2d6 damage in 15’radius. 
  Goatskin sacks containing nuggets (4,000gp each). 
   
  GIANT, FROST 
  This frost giant sits astride a large, ancient white 
  dragon. While it looks like the dragon is the giant’s 
  steed, it is in fact the real power behind the throne. 
  King Bergelmir 
  N; M:30; AC:6; HD:10d8; hp:37; DEX:7; AT:4d6 
  Thrown rocks to 200’, 2d6+1 damage in 10’radius. 
  Silver torc, 2 sliver armbands (1,000gp each). 
  Vintr 
  CE; M:30/60; AC:2; HD:7d8; hp:56; DEX:16; AT: below 
  Vintr prefers to use its breath weapon (56 points of 
  damage) to its bite and claws (4d6/1d6/1d6). It wears 
  an amulet of charm giant. 
  
  EXPLORER ENCOUNTERS 
  15 
  GIANT, FIRE 
  With four faces around her head, Yonmen can never be 
  surprised. Furthermore, each of her “left” eyes can see 
  the invisible. Her excellent hand-to-eye coordination 
  allows her to attack twice per round, either with two 
  huge axes or two thrown rocks. 
  Yonmen 
  CE; M:20; AC:5; HD:11d8; hp:57; DEX:16; AT:5d6 (x2) 
  Thrown rocks to 200’, 2d6+2 damage in 10’radius 
  Sack made of halfling-foot fur containing 2,000gp 
   
  GIANT, CLOUD 
  Alto makes a peculiar spectacle in his gleaming armour, 
  mounted on his trained carnosaur. He is convinced that 
  he has discovered an invincible weapon system, using 
  his gargantuan lance or shield exclusively and 
  eschewing thrown rocks as “uncultured”. He is really too 
  heavy, and his two-legged mount too unstable with him 
  on top (Dexterity 5 when so burdened). However, 
  several thousand pounds of irritated muscle, fangs, and 
  steel are not to be laughed at even when they topple 
  over in tight turns. 
  Alto Cumulata 
  N; M:30; AC:2; HD:12; hp:45; DEX:10; AT:6d6 
  Plate, shield, lance (charge damage x 2), sword. 
  Tyrant (huge carnosaur) 
  N; M:60; AC:5; HD:13; hp:58; DEX:13(5); AT:4d6 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  GIANT, STORM 
  Repun is a mischievous young storm giant with a 
  particular affinity for orca. He makes his home in a 
  fantastical castle of living coral, surrounded by his 
  family and a large transient and permanent population 
  of orca, but spends most of his time roaming the seas 
  with his two life-long friends, a mated pair of orcas 
  Repun 
  CG; M:45/45; AC:4; HD:15; hp:75; DEX:10; AT:7d6 
  Lightning Trident can shoot a 7d6 lightning bolt 3/day. 
  Kami and Kamuy (Orcas) 
  N; M:45; AC:5; HD:12; hp:60; DEX:15; AT:3d6 
   
  GNOLL 
  Skiv suffers from a severe allergy to animal products, 
  forcing him to observe a strict vegetarian diet. This may 
  have contributed to his generally more amiable 
  disposition compared to most gnolls. He is quite an 
  accomplished baker. 
  Skiv 
  N; M:30; AC:0; HD:6d8; hp:35; DEX:10; AT:1d8 
  Leather, Spear 
  Pack filled with cooking utensils, recipes, and spices 
   
  GNOLLS 
  The Emerald Company are an unusual gnoll mercenary 
  troop. Their captain, Ashton, is more intelligent than 
  most, and he has forged his force into a well-trained 
  and equipped team. The “Emeralds” are in demand as 
  an effective assault force, provided their employer 
  doesn’t expect to see any prisoners or loot or fully-intact 
  buildings when they are done. 
  Captain Ashton 
  N; M:30; AC:0; HD:6; hp:35; DEX:10; AT:1d8 
  Plate +2, shield, flaming sword +1, dagger 
  Pouch with 33gp and 100 emeralds (1,200 gp total) 
  Lieutenant Grimes 
  N; M:30; AC:1; HD:4; hp:28; DEX:12; AT:1d8 
  Plate, shield +1, sword, dagger, 52gp 
  Sergeants Wrill, Tralk, Frek 
  N; M:30; AC:2; HD:3; hp:20; DEX:15; AT:1d8 
  Plate, shield, sword, dagger, 10gp 
  Archers (1 troop of 8) 
  N; M:30; AC:5; HD:2; hp:14; DEX:14; AT:1d8 
  Mail, longbow, battle axe, dagger, 12sp. 
  Troopers (2 troops of 8) 
  N; M:30; AC:4; HD:2; hp:14; DEX:14; AT:1d8 
  Mail, shield, spear, battle axe, dagger, 12sp. 
  
  EXPLORER ENCOUNTERS 
  16 
  GNOMES 
  Master Rumple and his work crew are famous 
  throughout the upper levels of the Underworld for their 
  excellent maintenance and repair track record. They are 
  not cheap, but everyone agrees their works are well 
  worth the price. What is less well-known is that Rumple 
  is a master jeweller who actually uses his contracts to 
  get access to undiscovered gem deposits, which he 
  considers part of his pay. 
  Rumple 
  N; M:25; AC:5; HD:3; hp:12; DEX:15; AT:1d6 
  Mail, war hammer, gem of seeing gem deposits, 200gp 
  Gnome Contractors 
  N; M:25; AC:7; HD:1; hp:4; DEX:15; AT:1d6 
  Leather, war hammer, tools, 20gp 
   
  GOBLIN KING 
  The Goblin King is a near-mythical creature. Physically 
  much more imposing than his subjects, his labyrinthine 
  lair is hidden away in another dimension. However, he 
  regularly visits the material world to oversee his 
  minions’ works, and to observe the other sentient 
  species. He is particularly fond of abducting young 
  maidens in order to woo them, and snatching babies to 
  raise as goblin princes. He is also a highly experimental 
  artist, and those who can understand his works will pay 
  almost anything for them. 
  No statistics are given for the Goblin King. He is known 
  to be a powerful magician. Though rumours persist that 
  he can be killed, no-one has yet found a way. 
   
  GOBLINS 
  These three goblins are tasked with stealing babies to 
  bring back to their lair – to be eaten or raised as 
  goblins, no-one knows. For once they are not returning 
  empty-handed, having found not only a human infant 
  but also a wand of pyrotechnics (54 charges) which is 
  shaped suspiciously like a unicorn’s horn. Unfortunately 
  for them, if they are not intercepted on the way home 
  they will likely cause their own demise through careless 
  handling of the wand. 
  Blix 
  LE; M:30; AC:5; HD:2; hp:8; DEX:15; AT:1d6 
  Mail, scimitar, composite bow, 7cp, 6sp, 4ep 
  Pox 
  LE; M:30; AC:5; HD:1; hp:5; DEX:13; AT:1d6 
  Mail, war hammer, short bow, 4cp, 3sp, 3ep 
  Blunder 
  N; M:30; AC:5; HD:1; hp:3; DEX:9; AT:1d6 
  Mail, short sword, light crossbow, 1cp, 3sp, 1ep 
  GOBLINS 
  Weyoun is the ambassador leading a goblin troop on a 
  mission to deliver gifts from the Goblin King to a vassal 
  lord, and collect tribute in return. Unbeknownst to him 
  the captain of the goblins has other plans. She intends 
  to kill Weyoun, steal the tribute, and claim the human 
  lord took the gifts and refused to pay (unconvincing). 
  The gifts consist of three crystal globes which can be 
  set spinning in the air by themselves (500gp), a painting 
  of an impossible stair (350gp), 3 belts made from the 
  golden tresses of elven girls (100gp each), and a silver-
  tipped quill with the feather of a cockatrice (100gp). 
  Weyoun 
  N; M:30; AC:9; HD:2; hp:6; DEX:8; AT:1d6 
  Dagger (50gp), letter of embassy from Goblin King 
  Captain Pest 
  N; M:30; AC:2; HD:2; hp:10; DEX:15; AT:1d6 
  Plate, shield, scimitar, composite bow, 6cp, 2sp, 3ep 
  Goblin Honour Guard (20) 
  N; M:30; AC:5; HD:1; hp:5; DEX:13; AT:1d6 
  Mail, short sword, short bow, 2cp, 2sp, 3ep 
   
   
   
   
   
   
   
   
   
   
   
  HOBGOBLINS 
  Foraging party with slaves. Stoner and his second, 
  Kiesel, are not interested in conflict and will avoid 
  contact if possible, but the goblin slaves are excellent 
  thieves and may try to pilfer any useful supplies they 
  come across. 
  Stoner 
  N; M:30; AC:5; HD:2; hp:12; DEX:13; AT:1d6 
  Mail, spear, composite bow, 31gp 
  Kiesel 
  N; M:30; AC:7; HD:1; hp:7; DEX:15; AT:1d6 
  Leather, spear, composite bow, 6cp, 2sp, 3ep 
  Goblin Slaves (10) 
  N; M:30; AC:9; HD:1; hp:2; DEX:17; AT:1d6 
  Dagger, bag of supplies 
  
  EXPLORER ENCOUNTERS 
  17 
   
   
   
   
   
   
   
   
   
   
   
   
   
  HOBGOBLINS 
  Unattached mercenary company looking for work. 
  Martin, their captain, is a relatively moral person, but his 
  second Karsthans and the rest of the troop will obey all 
  orders no matter how repulsive. Martin and Karsthans 
  are old friends, but Martin knows that one day his 
  sergeant will challenge him for command. 
  Martin 
  N; M:30; AC:9; HD:4; hp:18; DEX:13; AT:1d6 
  Plate, great sword, jewels (230gp) 
  Karsthans 
  LE; M:30; AC:2; HD:3; hp:14; DEX:10; AT:1d6 
  Plate, shield, short sword, jewels (105gp) 
  Hobgoblin Mercenaries (20) 
  LE; M:30; AC:5; HD:1; hp:5; DEX:10; AT:1d6 
  Mail, shield, short sword, short bow, 2sp, 10ep, 3gp 
   
  KOBOLDS 
  This group of kobolds have been secretly aiding a 
  village for generations, fixing and improving things in 
  the inhabitants’ houses and around their farms. Of late, 
  however, one union leader is encouraging them to 
  make mischief because of declining rewards left by their 
  beneficiaries. If she gets her way, the village will be in 
  serious trouble soon, having come to rely on their 
  mysterious helpers. 
  The kobold lair is well-hidden and even better defended, 
  with numerous quite nasty surprises awaiting any 
  uninvited guests. The lair contains treasure mainly in 
  the form of gifts from the villagers, thus somewhat 
  difficult to transport and convert to cash. 
  Kobold Helpers (40) 
  N; M:25; AC:9; HD:1; hp:2; DEX:15; AT:1d6 
  Spear, dagger 
  LAMIA 
  Nycea travels in a palanquin carried by what appear to 
  be eight burly elf women (actually charmed cyclopians, 
  as evidenced by their slightly greenish hair). She wishes 
  to employ characters to kidnap a prince with whom she 
  has fallen in love so that they can elope. Although the 
  prince has proven immune to her magic, she hopes her 
  considerable personal charm will ensnare his heart. 
  Her exquisite conveyance is worth 5,000gp, but if 
  broken up for gems and silks will only fetch 1,000gp. 
  Nycea 
  LE; M:30; AC:2; HD:3; hp:14; DEX:10; AT:1d6/ drain 
  2 poisoned daggers (100gp each) 
  Cyclopians (8) 
  LE; M:30; AC:5; HD:2; hp:5; DEX:10; AT:1d6 
  Scimitar, gold ornaments (50gp each) 
   
  LICH 
  Tomeron is an ancient lich king who interacts with the 
  world through an eidolon, a cunning animatronic figurine 
  designed to resemble a young man in his prime. He 
  casts spells as a 17th level magic-user. His actual 
  abode is a forgotten secret. The eidolon is immune to 
  mind-affecting spells and poisons. Electrical attacks 
  restore hit points instead of causing damage. Tomeron 
  is able to use the eidolon’s senses as his own, and cast 
  spells through its mechanical body. 
  Tomeron 
  LE; M:30; AC:2; HD:3; hp:14; DEX:10; AT:1d6/ drain 
  Knows all magic-user spells. 
  Eidolon 
  Nil; M:40; AC:0; HD:2; hp:5; DEX:10; AT:1d6 
  Plate, +5 sword, +2 shield, +2 composite bow, 500gp 
  
  EXPLORER ENCOUNTERS 
  18 
  LIZARD FOLK 
  These devout pilgrims are looking for lost souls to save, 
  and attach themselves to any group they come across. 
  They will serving them in any way they can, cleaning, 
  mending, cooking, and more personal services. Once 
  each pilgrim has become true friends with a traveller, 
  they will strangle them in the night to release them from 
  the evils of this world and slip away. 
  Lizard Folk (10) 
  N; M:30/30 AC:5; HD:2; hp:10; DEX:12; AT:1d8 
  Silk sash (10gp, garrotte) 
   
  LIZARD KNIGHT 
  Morrison, Knight of the Cross, travels the land on his 
  magnificent, midnight-black giant lizard. He stays only 
  to right wrongs, and to enquire of travellers whether 
  they know of any evils that need to be eradicated. He 
  gives all wealth he gathers to the poor he encounters, 
  much to the dismay of his ogre squire. 
  Rodriguez 
  LG; M:30/30; AC:2; HD:5; hp:31; DEX:18; AT:1d8 
  Plate, shield, halberd, +1 sword (scabbard 300gp) 
  Black Beauty 
  Neutral; M:45/45; AC:2; HD:6; hp:28; DEX:10; AT:3d6 
  Morano is devoted to his master but despairs of him 
  ever claiming a castle through right of combat, as is his 
  intent. He is immensely pragmatic and practical, 
  however, to counter Rodriquez’s honour and gullibility. 
  Morano 
  N; M:30; AC:5; HD:2; hp:5; DEX:10; AT:1d10 
  Iron skilled, sack of supplies (including a huge bacon) 
  LORD 
  Lord Hornet is in the habit of travelling alone on his 
  trained hippogriff, much to the dismay of numerous 
  young admirers in his court. 
  Lord Hornet 
  LG; M:30; AC:0; HD:9; hp:62; DEX:15; AT:1d6 
  Plate, +2 shield, +2 lance, +1 flaming sword 
  Boots of levitation, ring of elemental air, 1d6 potions 
  Greif 
  Neutral; M:45/90; AC:2; HD:6; hp:30; DEX:18; AT:1d10 
  * Also 2 claws for 1d6, +1 weightless plate barding 
   
  MAGIC-USER 
  This half-elf is convinced that he is under the control of 
  his familiar, a fat but otherwise unremarkable-looking 
  black cat. He spends all his time getting drunk, and 
  desperately asking everyone who will listen whether 
  they will be his friend. If anyone says yes, he will smile 
  and inform them of their fate as the cat’s new slave. 
  Edwin the Enchanter 
  LE; M:30; AC:9; HD:7; hp:17; DEX:17; AT:1d6 
  Dagger, 12gp 
  Blacky is generally an ordinary tomcat, who has the 
  ability to charm any creature who professes to be his 
  current “owner’s” friend, and will not hesitate to transfer 
  his loyalty immediately. Edwin hasn’t come across any 
  good prospects in a long time, however, so Blacky 
  remains with him for now. 
  Blacky the Black Cat 
  N; M:35; AC:7; HD:7d4; hp:24; DEX:19; AT:1d4 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  EXPLORER ENCOUNTERS 
  19 
  MAGIC-USER 
  Ebeneezer the Evermindful is so named for his 
  tendency never to forget a slight. At present he is 
  consumed with dreams of revenge on the dagonites for 
  the destruction of his golem at the hands of an avatar of 
  Dagon. His tower is guarded by a basilisk which roams 
  the lower floors. 
  Ebeneezer 
  CE; M:30/60; AC:9; HD:5; hp:16; DEX:11; AT:1d6 
  4x1st, 2x2nd, 1x3rd level spells 
  Ring of flying, wand of fireballs, crystal ball 
   
  MAGIC-USER 
  Robin the Resplendent likes to exercise her pack of hell 
  hounds, much to the dismay of inhabitants of the lands 
  around her tower. 
  Robin 
  CE; M:30; AC:4; HD:11; hp:30; DEX:18; AT:1d8 
  4x1st, 4x2nd, 4x3rd, 3x4th, 3x5th level spells 
  +3 bracers of defence, circlet of brilliance,  
  cloak of displacement, staff of power,  
  ring of regeneration 
  Spot (5-headed) 
  LE; M:45; AC:4; HD:5; hp:27; DEX:10; AT:1d6/5d6 
  Princess (4-headed) 
  LE; M:45; AC:4; HD:4; hp:20; DEX:12; AT:1d6/4d6 
  Roly & Poly (2-headed pups) 
  LE; M:35; AC:6; HD:2; hp:6; DEX:6; AT:1d4/2d4 
   
  MAHAL 
  This cabal of mahal is slowly killing mind-controlled 
  prisoners by forcing them to walk through a submerged 
  pit where mahal young take bites out of them. 
  Mahal (13) 
  LE; M:20/90; AC:3; HD:2; hp:10; DEX:13; AT:1d6 
  Human Prisoners (7) 
  N; M:30; AC:9; HD:1; hp:4; DEX:10; AT:1d6 
   
  MEDUSA 
  This mysterious veiled beauty carrying an exotic fowl is 
  actually a medusa with her pet cockatrice.  
  Gorgonzelda 
  LE; M:30; AC:8; HD:4; hp:18; DEX:8; AT:1d6 
  Rich silks (3,000 gp), jewelled dagger (100 gp). 
  Her serpentine hair can strike at adjacent figures (save 
  vs. poison or die), and anyone meeting her gaze may 
  be petrified (save vs. gaze). 
  Polly 
  N; M:20/45; AC:6; HD:5; hp:28; DEX:15; AT:1d4 
  Bite petrifies (save vs. poison). 
  MUMMIES 
  These mummies look like any others of their ilk. 
  However, while fire will quickly burn away their 
  wrappings and jewellery, their preserved flesh is 
  immune to all forms of mundane or magical flame. Their 
  touch causes mummy rot as normal. 
  Fireproof Mummies (3) 
  LE; M:30; AC:9; HD:5; hp:27; DEX:9; AT:1d6 (x2) 
  Jewellery (1d4 x 500gp each) 
   
  NAGA 
  Kay-Iro De is most unusual in her current interest, which 
  takes her to the overground world of the Realm. She is 
  extremely careful to hide her true nature from the 
  childish young species, acting the role of Kiri, mistress 
  of a luxurious house of pleasure. In secret she is 
  building a cult dedicated to her true self, which is but 
  another front – this time for the development of a slave 
  population for her people. She is a cleric of 14th level. 
  Kay-Iro De 
  N; M:30; AC:8; HD:14; hp:56; DEX:16; AT:1d6/poison 
  5x1st, 5x2nd, 5x3rd, 5x4th, 5x5th, 2x6th level spells 
  Amulet of proof against detection and scrying, 
  circlet of telepathy, robe of blending and polymorph, 
  ring of charm creature 
   
   
   
   
   
   
   
   
   
   
   
  OGRE 
  “General Luiz Cannibal”, as he prefers to be called, cuts 
  an imposing figure mounted on his trained manticore. 
  He is a magic-user of some ability, but prefers to use 
  his wits and intimidating presence to get his way. 
  Luiz 
  N; M:30; AC:6; HD:7; hp:20; DEX:13; AT:1d10 
  4x1st, 2x2nd, 1x3rd level spells 
  +1 scimitar of charm creature, +2 ring of protection, 
  wand of lightning bolts (25x3d6) 
  Ratking 
  N; M:45/60; AC:4; HD:6; hp:35; DEX:12; AT:1d6x3 
  
  EXPLORER ENCOUNTERS 
  20 
  OGRE BANDITS 
  This gang of ogres roams the Wilderness preying on 
  travellers and isolated villages. They are only interested 
  in plunder and meat, so avoid open confrontation if they 
  can. The gang often act as hired muscle, at least until 
  their employers are at a disadvantage. 
  Chomplomp 
  CE; M:30; AC:4; HD6, hp:38; DEX:10; AT:1d10 
  Mail, shield, polearm, 4 javelins, 2ep, 50gp, 1pp 
  Chomplomp is remarkably clever – by ogre standards 
  he is a genius. He has often used his quick tongue to 
  avoid a fight only to track and fall upon unsuspecting 
  victims later. He keeps Gert close at hand. 
  Craglog 
  CE; M:30; AC:7; HD5, hp:35; DEX:13; AT:1d10 
  Mail, spear, 12ep, 5gp, 3pp 
  Craglog is the only female in the group, and the de facto 
  second-in-command. She is cunning for an ogre, and is 
  waiting for a chance to take over. 
  Ripfist 
  N; M:30; AC:7; HD4, hp:18; DEX:7; AT:1d10 
  Great axe, 6ep, 6gp, 4pp 
  Ripfist is no more intelligent than the average ogre (i.e. 
  not at all), but his age and experience make him a 
  useful tool for Chomplomp. 
  Darkeye 
  CE; M:30; AC:7; HD4, hp:28; DEX:10; AT:1d10 
  Club, 6ep, 1gp, 3pp 
  Darkeye is Redeye’s older brother. He despises 
  Chomplomp, but is close-mouthed and surly. 
  Redeye 
  N; M:30; AC:7; HD4, hp:32; DEX:12; AT:1d10 
  Club, 12ep, 2gp, 2pp 
  Redeye is the youngest, but because of his size looks 
  the most dangerous. He thinks Fangtongue is the 
  smartest member of the gang, which doesn’t say much 
  for his own intellect. 
  Fangtongue 
  N; M:30; AC:6; HD4, hp:22; DEX:10; AT:1d10 
  Iron skewer, 9ep, 3gp, 4pp 
  Fangtongue is Redeye’s best friend. He is also the 
  group’s cook, with a huge variety of recipes for children 
  in his head (and not much else). 
  Gert 
  N; M:20; AC:7; HD:4; hp:30; DEX:8; AT:1d6/1d4 
  Gert is a massive draft horse, the only survivor of a farm 
  invasion. The gang’s treasure is distributed amongst her 
  unsanitary packs of supplies: 1,000cp, 1,000ep, silver 
  goblet (600gp), gold torc (700gp) 
  ORCS, SCOUTS 
  This group of orcs from the Rotting Eye tribe are 
  advance scouts for the main group following a day 
  behind. They were chosen for their stealth and cunning, 
  and will avoid a fight at all costs. 
  Rotting Eye Scouts (6) 
  CE; M:30; AC:7; HD1, hp:4; DEX:15; AT:1d6 
  Leather, short bow, short sword 
   
  ORCS, FORAGERS 
  A Broken Bone tribe raiding party returning laden with 
  loot and slaves, these orcs are not looking for a fight but 
  will viciously defend their plunder. Each raider carries a 
  bound halfling over their shoulder, who will be dumped 
  at the first sign of trouble, and a bag of coins worth 
  2d20gp. Their loot is carried in 4 pony-drawn carts: 
  bales of linen (1,000gp), 4 kegs of brandy (200gp), 
  6 barrels pork (120gp each), 500 lbs silverware 
  (2,300gp), lockbox with poison needle (1,250gp, 55pp) 
  Karg Marrowbiter 
  CE; M:30; AC:4; HD2, hp:9; DEX:10; AT:1d6 
  Mail, shield, +1 sword,  
  Broken Bone Raiders (36) 
  CE; M:30; AC:6; HD1, hp:6; DEX:9; AT:1d6 
  Leather, shield, composite bow, scimitar 
   
  ORCS, RAIDERS 
  Eiluned the Enchantress is leading a troop composed of 
  Death Moon and Leprous Hand orcs in an attack 
  against a nearby castle. At the moment they are merely 
  bickering, but if either tribe is significantly weakened the 
  other will fall on them in an instant. Eiluned keeps her 
  trolls in reserve against that possibility. 
  Eiluned 
  CE; M:30; AC:9; HD7, hp:22; DEX:18; AT:1d6 
  2 silver daggers, assorted gems (2,350gp) 
  4x1st, 3x2nd, 2x3rd, 1x4th level spells 
  Circlet of troll control, necklace of fire balls (5), 
  potions of healing (3), assorted spell scrolls (10) 
  Light Horse 
  N; M:90; AC:7; HD2, hp:10; DEX:17; AT:1d6/1d4 
  Horseshoes of speed 
  Trolls (3) 
  CE; M:30; AC:8; HD6, hp:35; DEX:15; AT:1d8 
  Plate, halberd 
  Death Moon Orcs (52) 
  CE; M:30; AC:6; HD1, hp:6; DEX:9; AT:1d6 
  Leather, shield, short bow, scimitar 
  Leprous Hand Orcs (49) 
  CE; M:30; AC:6; HD1, hp:7; DEX:12; AT:1d6 
  Leather, composite bow, short sword 
  
  EXPLORER ENCOUNTERS 
  21 
  PILGRIM 
  An old holy man, sworn to silence, who will not fight 
  even to defend himself. He carries a begging bowl (1sp, 
  3cp), and a bag with a blanket, some lentils, and a clay 
  water flask. If any coins are dropped in his bowl, he 
  utters a prayer and make a sign in the air, whereupon 
  the donor and each party permanently gain 1 hit point. 
  Holy Man 
  LG; M:30; AC:9; HD:1; hp:2; DEX:9; AT:Nil 
   
  PILGRIM 
  Apparently an old holy man, carrying a begging bowl, 
  and a bag with a blanket, some lentils, and a clay water 
  flask. If any coins are dropped in his bowl, he drops it, 
  pulls a dagger from each sleeve, and attacks the donor. 
  Insane Fiend 
  CE; M:30; AC:9; HD:2d8; hp:12; DEX:18; AT:1d4 (x2) 
   
  SAGE 
  Muluk Mukliklikli is one of those individualistic dreenoi 
  who roam the world for their own inscrutable reasons. 
  Muluk has made it its business to gather knowledge and 
  record it in its “library”, which consists of a multitude of 
  tiny cages filled with beetles. To the human eye they 
  look mundane, but Mukluk’s insectoid vision can read 
  them at a glance. It pays its way by selling that 
  information, and has even been accepted as a full 
  member by the Sages’ Guild. 
  Muluk Mukliklikli 
  N; M:30; AC:7; HD:1; hp:4; DEX:9; AT:1d6/1d4 
   
  SAGE 
  Amanaki the Allknowing is equally famous for her 
  wisdom and her irritability. She is easily annoyed, and 
  once she takes a dislike to someone her prices goes up 
  proportionately. She is always accompanied by a wood 
  golem who acts as a guard as well as porter.  
  Amanaki 
  N; M:30; AC:9; HD3, hp:8; DEX:11; AT:1d6 
  Staff, 2d20 scrolls (4 spell scrolls), 12sp, 40gp 
  Pino 
  N; M:30; AC:7; HD:6; hp:39; DEX:9; AT:2d6x2 
   
  SAGATHS 
  Slave catchers for a mahal colony, they will attempt to 
  subdue and capture any likely targets. 
  Sagaths (9) 
  LE; M:30; AC:8; HD2, hp:9; DEX:12; AT:1d8 
  Staff, club, net 
  SPECTRE 
  Aldred, first lord of the ancient fort of Blueholme, 
  spends most of his time deep in the bowels of the 
  Underworld beneath the modern city. From time to time, 
  however, he haunts its halls to gather his brood into his 
  undead court, if he can catch them before they die. 
  Aldred the First 
  LE; M:40/75; AC:2; HD:6; hp:32; DEX:11; AT:1d8+2HD 
   
  SKELETON, LESSER 
  These skeletons have the unusual ability to hurl their 
  fingertips as magical projectiles. Each skeleton has 
  1d10 remaining fingertips, which can be thrown one-
  per-round at +1 to hit. 
  Boneslinger Skeletons (5) 
  Nil; M:30; AC:9; HD:1d4; hp:2; DEX:13; AT:1d6 
   
  THIEVES 
  Currently going by the names of Candella and Duchess, 
  these two adventurers use their youth and charm to fool 
  other treasure seekers into taking them on as an extra 
  pair of “fighters”. Candella is the fast-talker, while 
  Duchess does an excellent impression of an 
  inexperienced but talented warrior. Their only loyalty is 
  to each other, and ty will try to make off with the party’s 
  loot at some point – always in such a way as to leave 
  them both in the clear. Both carry typical adventuring 
  packs, with well-concealed thieves’ tools. 
  Candella 
  N; M:30; AC:7; HD2, hp:5; DEX:15; AT:1d6 
  Leather, sword, poisoned dagger, crossbow 
  Pearl necklace (600gp), 21cp, 17sp, 15gp 
  Duchess 
  N; M:30; AC:7; HD2, hp:8; DEX:18; AT:1d6 
  Leather, sword, poisoned dagger, short bow 
  21cp, 17sp, 15gp 
   
  THIEVES 
  A ruthless gang of opportunists, these three steal from 
  anyone as long as there is minimal risk. 
  Kirk Krimson 
  CE; M:30; AC:7; HD8, hp:25; DEX:17; AT:1d6 
  Leather, composite bow, 5 diamonds (500gp each), 
  +2 sword (charm person 1/day) 
  Bod the Brisk 
  CE; M:30; AC:7; HD6, hp:18; DEX:13; AT:1d6 
  Leather, composite bow, +1 platinum dagger (2,000gp) 
  Tiny Tom 
  CE; M:30; AC:7; HD4, hp:12; DEX:15; AT:1d6 
  Leather, composite bow, great sword, 
  jewelled scabbard (50gp). 
  
  EXPLORER ENCOUNTERS 
  22 
  TRADER, NEWS SELLER 
  Nestal is a middle aged, balding, slightly portly man 
  invariably dressed in nondescript robes. His voice 
  carries well, and is able to silence a room with the 
  phrase, “Who will pay me for my news?” 
  He will speak of all news encountered in his travels 
  once his servant has collected sufficient funds, and is 
  always assured of good food and lodging. For a suitable 
  fee, he will also offer to impart more valuable 
  intelligence to wealthy, adventurous individuals (i.e. the 
  characters). The price depends on the value of the 
  potential return. His servant is known only as Caspian, 
  and he doesn’t talk at all. 
  Nestal the Newsteller 
  N; M:30; AC:9; HD6, hp:35; DEX:13; AT:1d6 
  Staff of clouting, 250gp. 
  Caspian 
  N; M:30; AC:9; HD2, hp:7; DEX:10; AT:1d6 
  Staff, huge pack with food and clothing, 250gp. 
   
  TRADERS, SLAVE CARAVAN 
  El-Borak is a renowned slave trader, dealing in only the 
  finest and most exotic stock. He is an imposing and 
  cultured man, yet never manages to shed the oily stain 
  of his business in his manner. The core of his caravan 
  consists of three giant wagons, drawn by massive 
  three-horned saurians. The first contains the caravan’s 
  tents and supplies, the second fodder for the beasts, 
  and the third six courtesans from various humanoid 
  races, destined to be sold for a king’s ransom. 
  His staff consists of six teamsters who double as 
  servants, and an enormous eunuch who travels with the 
  slave girls. A gaggle of 40 chained, powerfully-built 
  slaves from the far north, and 12 spare horses follow 
  the wagons, guarded by 10 mercenaries on foot. 20 
  riders forge half a mile ahead of the caravan, 5 range 
  along either side, and another 20 half a mile behind. 
  A poison-trapped iron lockbox holds a Scarab of death, 
  assorted jewels (9,000gp), 15,000sp, and 2,500gp. 
   
  El Borak (fighter) 
  LE; M:30; AC:1; HD8, hp:33; DEX:9; AT:1d6 
  +1 plate, shield, scimitar 
  Erman the Eunuch 
  LE; M:30; AC:7; HD4, hp:20; DEX:15; AT:1d6 
  Leather, great sword 
  Gem-studded sash (250gp) 
  Teamsters (6) 
  LE; M:30; AC:9; HD1, hp:4; DEX:11; AT:1d6 
  Spear, crossbow 
  25sp, 10gp 
  Triceratops (3) 
  N; M:20; AC:2; HD12, hp:78; DEX:5; AT:1d10/3d6 
  Lieutenants (3) 
  N; M:30; AC:6; HD3, hp:14; DEX:15; AT:1d6 
  Leather, shield, lance, composite bow 
  50sp, 15gp 
  Guards (57) 
  N; M:30; AC:7; HD4d4, hp:12; DEX:15; AT:1d6 
  Leather, shield, lance, composite bow 
  32sp, 2gp 
  Light Horses (62) 
  N; M:20; AC:7; HD2, hp:10; DEX:15; AT:1d6/1d4 
  Northern Slaves (40) 
  N; M:30; AC:9; HD1, hp:6; DEX:10; AT:1d6 
  Wanda the Warrior (amazon) 
  N; M:30; AC:9; HD1, hp:8; DEX:10; AT:1d6 
  Moona the Witch (Helium) 
  N; M:30; AC:9; HD1, hp:12; DEX:13; AT:1d6 
  Mai-ling the Sage (Kishtar) 
  N; M:30; AC:9; HD1, hp:12; DEX:9; AT:1d6 
  Silith the Hypnostist (naga) 
  N; M:30; AC:9; HD1, hp:12; DEX:18; AT:1d6 
  Reeva the Psychic (cyclopian) 
  N; M:30; AC:9; HD1, hp:12; DEX:11; AT:1d6 
  Claudette the Cleric (Avermere) 
  LG; M:30; AC:9; HD1, hp:12; DEX:15; AT:1d6 
   
   
   
   
   
   
   
   
  
  EXPLORER ENCOUNTERS 
  23 
  TROGLODYTES 
  This tribe of troglodytes was displaced from their home 
  due to a cave-in, and are travelling upwards through the 
  Underworld. They have never before encountered the 
  beings that make their home in these levels, and are 
  cautious in the extreme – but always hungry. 
  Chief 
  CE; M:30; AC:4; HD6, hp:37; DEX:11; AT:1d10 
  Mail, shield, jade mace (100gp) 
  Warriors (12) 
  CE; M:30; AC:6; HD3, hp:18; DEX:13; AT:1d8 
  Shield, spear 
  Tribesfolk (33) 
  CE; M:30; AC:7; HD2, hp:9; DEX:10; AT:1d6 
  Young (20) 
  CE; M:30; AC:9; HD1, hp:4; DEX:15; AT:1d6 
   
  TROLLS 
  These trolls guarded a magic-user for decades. When 
  she died recently, the charm broke but the trolls had 
  learned too much to go back to their primitive ways. 
  They decided to make their way as mercenaries, and 
  are looking for an employer of loose morals. 
  Troll Mercenaries (5) 
  CE; M:30/30; AC:7; HD4d4, hp:12; DEX:15; AT:1d8 
  Mail, shield, spear, battle axe, 200sp, 50gp 
   
  TROLL 
  Abendgard is not the name of the troll, but of the 
  enchanted spear which controls it, speaks through it, 
  and sees through its eyes. Abendgard is pleased with 
  its almost indestructible host and its purple worm 
  mount, and will try to avoid getting either killed. With 
  magic spear riding a purple worm, but will try to take 
  over the mind of any suitable candidate if the worst 
  happens (save vs. staff). The spear is ancient and evil. 
  Troll 
  CE; M:30/30; AC:2; HD8, hp:40; DEX:13; AT:1d8 
  Plate, shield, +3 returning spear of lightning 
  Purple Worm 
  Nil; M:30/30; AC:6; HD15, hp:79; DEX:5; AT:1d6/2d6 
   
  VAMPIRE 
  This ancient vampire is so old it has forgotten its former 
  humanity, and exists only to slake its burning thirst for 
  blood. Its treasure lies scattered amongst the bones of 
  its victims: Jewels (5,300gp), coins (2,300gp), +1 long 
  bow, +3 gaseous mail, ring of vision, efreeti bottle. 
  Ur-Vampire 
  Nil; M:35/75; AC:0; HD9, hp:60; DEX:18; AT:1d10+2HD 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  VAMPIRE 
  The Countess Carmilla tricked a vampire into giving her 
  eternal youth a hundred years ago, but she is beginning 
  to tire of her nocturnal existence – and what use is 
  everlasting beauty when you cannot admire it in a 
  mirror? Consequently she spends her time searching 
  for a means to return to life without losing her 
  immortality – mere feeding has lost all joy for her. She is 
  aided in her quest by her enslaved sorceress, Fist. 
  Carmilla 
  LE; M:30/60; AC:2; HD8, hp:39; DEX:16; AT:1d10+2HD 
  Diamond necklace (2,000gp), signet ring (750gp) 
  Ring of spell turning, luckstone 
  Fist 
  LE; M:30; AC:2; HD7, hp:20; DEX:14; AT:1d6 
  4x1st, 2x2nd, 1x3rd level spells 
  250sp, 120gp 
  Rod of resurrection (2), wand of darkness (55),  
  assorted spell scrolls (12), ruby choker of enslavement 
  
  EXPLORER ENCOUNTERS 
  24 
  TREASURES 
   
  INDIVIDUAL MONEY POUCHES 
  Remember to add useless/ worthless knick-knacks! 
  Type 
  Composition 
  1 
   7cp, 6sp, 4ep 
  1 
   3cp, 5sp, 3ep 
  1 
   7cp, 6sp, 3ep 
  1 
   4cp, 1sp, 2ep 
  1 
   7cp, 4sp, 3ep 
  1 
   2cp, 1sp, 1ep 
  1 
   7cp, 2sp, 3ep 
  1 
   4cp, 4sp, 3ep 
  2 
   4cp, 8sp, 3ep 
  2 
   5cp, 8sp, 1ep 
  2 
   3cp, 1sp, 4ep 
  2 
   5cp, 4sp, 2ep 
  2 
   1cp, 5sp, 5ep 
  2 
   2cp, 6sp, 3ep 
  2 
   5cp, 5sp, 1ep 
  3 
   5sp, 6ep, 3gp 
  3 
   5sp, 6ep, 3gp 
  3 
   3sp, 2ep, 1gp 
  3 
   8sp, 5ep, 3gp 
  3 
   2sp, 3ep, 4gp 
  3 
   8sp, 5ep, 1gp 
  3 
   2sp, 4ep, 4gp 
  4 
   6sp, 5ep, 3gp 
  4 
   8sp, 2ep, 4gp 
  4 
   12sp, 5ep, 3gp 
  4 
   8sp, 6ep, 4gp 
  4 
   9sp, 2ep, 3gp 
  4 
   8sp, 3ep, 6gp 
  5 
   12ep, 7gp, 4pp 
  5 
   2ep, 2gp, 2pp 
  5 
   10ep, 3gp, 3pp 
  5 
   3ep, 7gp, 3pp 
  5 
   7ep, 3gp, 1pp 
   
  INDIVIDUAL JEWELS 
  NOTE: 50% of this type have no jewels. 
  Type 
  Composition 
  8 
   Pair silver earrings with snowdrop engravings 
  (10gp, 10gp / 30gp set) 
  8 
   Pair braided gold armbands 
  (1,000gp, 1,000gp / 3,000gp set) 
  8 
   2 matched pink pearl anklets 
  (900 gp, 900 gp / 2,500 gp set) 
  8 
   Emerald, ruby, sapphire, diamond 
  (100gp, 500gp, 900gp, 16,000gp) 
  8 
   Aquamarine, opal, topaz 
  (500gp, 1,200gp, 2,250gp) 
  8 
   Platinum & diamond necklace & earrings 
  (1,800gp, 1,800gp, 2,700gp/ 10,000 gp set) 
  8 
   Platinum toe ring (500gp) 
  8 
   Matching gold and turqouise rings 
  (800gp, 800gp / 2,200 set) 
  8 
   Matching gold & fire opal headbands 
  (1,500gp, 2,250gp / 10,000gp set) 
  8 
   Braided gold ring, bracelet, armband, torc 
  (50gp, 100gp, 600gp, 1,500gp) 
  8 
   White, pink, blue, black pearls 
  (50gp, 1,000gp, 1,300gp, 1,650) 
  8 
   Gold necklace, jade fish, amethyst, gold signet 
  (100gp, 800gp, 1,000gp, 1,650gp) 
  8 
   Silver & carved coral ring,  diamond 
  (900gp, 900gp) 
  8 
   4 copper hair pins 
  (10gp, 10gp, 10gp, 10gp / 100gp set) 
  8 
   Silver chain skullcap & vest 
  (1,200gp, 1,800gp / 5,000gp set) 
  8 
   Silver & amber hat pin, ring, brooch, medallion 
  (700gp, 1,200gp, 1,650gp, 1,950gp) 
  8 
   Obsidian, lapis lazuli, azurite 
  (10gp, 10gp, 50gp) 
  8 
   Ivory headdress, ruby, gold breastplate 
  (300gp, 1,500gp, 1,950gp) 
  8 
   Jade headband, carved aquamarine seal 
  (100gp, 400gp) 
  8 
   Diamond nose stud, garnet ring, 
  gold belt buckle, jacinth hat pin 
  (100gp, 500gp, 1,000gp, 1,350gp) 
   
  
  EXPLORER ENCOUNTERS 
  25 
  INDIVIDUAL SCROLLS 
  NOTE: 50% of this type have no scrolls. 
  Type  Description 
  6 
   Scroll: 1st message, 5th pass wall, 
  6th spell ward, 7th magic hand 
  6 
   Scroll: 1st dancing lights, 
  1st protection from evil, 4th ice storm, 
  6th extension 3, 8th polymorph 
  Scroll: 6th protection from magic 
  6 
   Scroll: 6th protection from undead 
  Scroll: 6th protection from undead 
  Scroll: cursed to sleep until kissed by a nixie 
  Scroll: cursed to speak in rhyme 
  Scroll: 1st protection from evil 
  Scroll: 1st purify comestibles, 
  2nd control animals, 6th path finder 
  6 
   Scroll: 6th protection from lycanthropes 
  6 
   Scroll: 1st floating disc 
  Scroll: 7th summon demon 
  Scroll: 3rd explosive runes, 9th freedom, 
  9th permanence 
  6 
   Scroll: 6th protection from magic 
  Scroll: cursed to age 30 years 
  Scroll: 1st detect evil, 2nd control animals, 
  4th neutralise poison 
  Scroll: 2nd bless 
  6 
   Scroll: 6th protection from humans 
  6 
   Scroll: 6th protection from dragons 
  Scroll: cursed to love next person touched 
  6 
   Scroll: 1st enlarge, 7th delayed fire ball, 
  7th prismatic spray 
  Scroll: 1st detect magic, 1st read magic, 
  3rd fire ball, 4th dimension door, 
  6th enchant item 
  Scroll: 6th protection from insects 
  Scroll: cursed to fall down every stair 
  6 
   Scroll: 20th protection from demons 
  Scroll: 2nd silence, 4th create water, 
  5th dispel evil, 7th control weather 
  6 
   Scroll: 4th polymorph self, 6th lower water, 
  6th stone to flesh 
  Scroll: 3rd clairaudience, 4th illusionary terrain, 
  7th summon object 
  Scroll: 1st jump, 5th animate dead, 
  9th meteor swarm 
  6 
   Scroll: 2nd resist fire, 5th raise dead, 
  7th holy word 
  6 
   Scroll: letter of credit, 10,000gp 
  Scroll: 10th protection from undead 
  Scroll: 4th remove curse 
  INDIVIDUAL POTIONS 
  NOTE: 40% of this type have no potions. 
  Type  Contents 
  7 
   Potion of 6th flesh to stone 
  Potion of control 
  Potion of healing 
  Potion of growth 
  7 
   Potion of ether 
  7 
   Potion of heroism 
  Potion of 1st protection from evil 
  7 
   Potion of blink 
  7 
   Poison 
  7 
   Potion of defence 
  Potion of extra healing 
  Potion of giant strength 
  Potion of 4th remove curse 
  7 
   Dust of sneezing 
  Potion of healing 
  Potion of 7th power word stun 
  7 
   Dust of disappearance 
  Potion of ether 
  7 
   Dust of sneezing 
  Potion of diminution 
  Potion of 5th  
  7 
   Potion of healing 
  Potion of speed 
  7 
   Potion of 5th commune 
  7 
   Potion of heroism 
  7 
   Acid 
  Poison 
  Potion of resistance 
  Potion of resistance 
  7 
   Potion of resistance 
  7 
   Potion of 3rd Invisibility 10’ 
  Potion of 3rd protection from missiles 
  7 
   Potion of extra healing 
  Potion of 2nd resist fire 
  Potion of 7th wind walk 
  7 
   Potion of delusion 
  Potion of diminution 
  Potion of extra healing 
   
   Poison 
  Potion of healing 
  Potion of longevity 
  7 
   Dust of sneezing 
  Potion of diminution 
  Potion of longevity 
  
  EXPLORER ENCOUNTERS 
  26 
  TREASURE HOARDS 
  The distribution of treasure types amongst the creatures 
  in the BLUEHOLME Journeymanne Rules is as shown 
  below. A randomly-generated example per instance of 
  each hoard follows hereafter.  
  Where jewels are given as matched pairs or more, their 
  value as a set is multiplied by the number in brackets. 
  For instance, a listing of “2 earrings 100gp (x3)” means 
  each earring is worth 100gp on its own, but the pair is 
  worth 600gp together. 
  Always remember that magic items in a treasure hoard 
  will be used by their owners if appropriate. A hobgoblin 
  captain would bear a +2 shield, whereas the same item 
  in a giant constrictor’s hoard might just be amongst an 
  unfortunate victim’s remains. 
  Type 
  Instances 
   
  Type 
  Instances 
    9 
  14 
   
  15 
  6 
  10 
    7 
   
  16 
  4 
  11 
  15 
   
  17 
  4 
  12 
  15 
   
  18 
  2 
  13 
  12 
   
  19 
  1 
  14 
  16 
   
  20 
  5 
   
  TYPE 9 
  Type 10 
  1. 
  2,500cp 
  1. 
  No treasure 
  2. 
  No treasure 
  2. 
  6,000sp 
  3. 
  No treasure 
  3. 
  3,500sp, 1,000ep 
  4. 
  3,500cp 
  4. 
  No treasure 
  5. 
  No treasure 
  5. 
  No treasure 
  6. 
  500cp 
  6. 
  2,000ep 
  7. 
  2,000sp 
  7. 
  No treasure 
  8. 
  No treasure 
   
   
  9. 
  No treasure 
   
   
  10. No treasure 
   
   
  11. 1,000sp 
   
   
  12. No treasure 
   
   
  13. 1,000sp 
   
   
  14. No treasure 
   
   
   
  TYPE 11 
  1. 
  3,000sp, 500gp 
  2. 
  7,000cp, 4,500sp, 500ep 
  3. 
  4,500cp, +3 shield 
  4. 
  7,000cp, 2,000ep, 3,000gp, garnet 100gp,        
  jade idol 900gp, 3 gold goblets 1,000gp (x2) 
  5. 
  1,500cp, –1 cursed shield 
  6. 
  3,500cp, 2,500gp 
  7. 
  No treasure 
  8. 
  1,000sp, +1 short sword of speed 
  9. 
  7,500cp, 4,500sp, 4,000ep 
  10. 4,000sp, 2,000ep, 2,500gp 
  11. Jet 10gp, silver fillet 500gp, 2 earrings 600gp (x2), 
  diamond ring 1,650gp 
  12. 500ep, +1 plate armour of stealth,                        
  +1 lightning mace 
  13. 3,500cp 
  14. 4,500cp, 500ep, silver chain 50gp,              
  emerald bracelet 600gp, platinum locket 1,000gp, 
  pearl-studded goblet 1,200gp,                            
  gold and lapis lazuli coffer 1,200gp 
  15. 2,000cp 
   
  TYPE 12 
  1. 
  500ep 
  2. 
  Opal 400gp, diamond pin 1,050gp 
  3. 
  Amethyst 100gp, silver orb 500gp,                  
  quartz broach 700gp 
  4. 
  +1 mirror shield, +1 longbow of reach 
  5. 
  Pink pearl 800gp 
  6. 
  Moonstone 50gp, aquamarine 500gp,                
  gold buckle 1,000gp, gold garnet buckle 1,500gp 
  7. 
  No treasure 
  8. 
  2 carnelians 50gp (x4), jade comb 600gp, star 
  sapphire earring 1,200gp, pearl necklace 1,650gp 
  9. 
  censer of whirlwinds, potion of giant strength 
  10. 9,500cp, 3,000sp, bag of tricks,                        
  scroll (1st enlarge, 3rd dispel magic,                    
  3rd invisibility 10’, 5th animate dead, 9th immunity) 
  11. 7,000cp 
  12. 10,000cp 
  13. No treasure 
  14. Garnet 100gp, topaz 600gp,                                   
  2 sapphire anklets 900gp (x2), statuette 1,350gp, 
  platinum medallion 1,950gp, crown 2,700gp 
  15. No treasure 
  
  EXPLORER ENCOUNTERS 
  27 
  TYPE 13 
  1. 2,000cp 
  2. 3,500gp 
  3. 2 gold anklets 800gp (x1),                                        
  2 emerald rings 1,000gp (x2), black pearl 1,200gp, 
  star diamond 1,650gp 
  4. 2,000cp, 4,500gp 
  5. 2 jet thimbles 10gp (x4),                                           
  2 citrine earrings 500gp (x2), gold pin 1,0000gp, 
  sapphire pin 1,100gp, pearl bracelet 2,000gp, 
  platinum diadem 2,250gp 
  6. 3,500gp, blue quartz 10gp, bloodstone 50gp,  
  yellow pearl 100gp, topaz 500gp,                             
  2 diamond earrings 1,000 gp (x3),                      
  coral ring 1,350gp, heirloom pewter jug 1,650gp 
  7. 2,500gp welded into a crown inset with 2 tiger eyes 
  10gp (x3), onyx 100gp, 3 aquamarines 500gp (x3), 
  emerald 1,000gp, ruby 1,500gp, sapphire 1,950gp 
  8. 5,500sp, 4,000gp 
  9. 2,000cp, 3,500gp, scroll (2nd conceal alignment, 
  5th deal critical wounds, 5th finger of death),      
  dust of sneezing, potion of diminution,             
  potion of growth, potion of healing 
  10. 6,000sp, 3,500gp, ivory pin 10gp,                            
  2 moonstones 50gp (x6), ivory comb 100gp,       
  jade earring 500gp, small copper box 1,000gp,       
  3 diamond chokers 1,900gp (x6) 
  11. 5,000gp, +5 cursed mail armour, potion of delusion, 
  ring of charm person, vial of acid 
  12. No treasure 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  TYPE 14 
  1. 2-foot 42-layered gold puzzle ball encrusted with  
  17 gems 12,760gp (individual gems worth 3,000gp), 
  girdle of giant strength, wand of cone of cold,    
  cursed scroll (reader turns orange and head falls off 
  at an awkward moment),                                  
  cursed scroll (nauseated by the sight of blood),                     
  scroll of protection from lycanthropes,               
  scroll (4th plant growth),                                     
  scroll (3rd fire ball, 7th  summon demon, 8th vision), 
  scroll (1st purify comestibles, 4th create water,    
  7th control weather) 
  2. 4,000ep, 3,500gp, medallion of project thoughts, 
  potion of defence, scroll of protection from undead, 
  scroll (4th extension 1, 4th wall of ice, 5th pass 
  wall), scroll (1st enlarge, 4th enchant weapon, 5th 
  stone shape, 8th prison, 8th soul trap) 
  3. 3,000ep 
  4. No treasure 
  5. 6,500sp, 3,500ep 
  6. 6,000sp, 2,000gp 
  7. 7,000gp 
  8. No treasure 
  9. No treasure 
  10. 6,000gp 
  11. 5,000sp 
  12. No treasure 
  13. 4,000ep, gem of seeing, lyre of building,            
  scroll of protection from undead,                        
  scroll (4th inject poison), scroll (7th part water), 
  scroll (2nd protection from evil, 4th cure serious 
  wounds, 6th word of recall),                               
  scroll (2nd knock, 9th wish),                               
  scroll (2nd levitate, 5th cloudkill, 9th refuge),      
  scroll (3rd haste, 4th inflict pain, 5th question, 5th 
  rock to mud),                                                      
  scroll (1st charm person, 2nd locate object, 4th 
  polymorph self, 6th lower water, 8th clone), 
  
  EXPLORER ENCOUNTERS 
  28 
   
   
   
  TYPE 15 
  1. 2,500pp, 2 bronze armbands 10gp (x4),     
  malachite 10gp, 2 lapis lazuli earrings 50gp (x4),    
  3 garnets 100gp (x3), blue pearl 450gp,                  
  2 coral anklets 500gp (x2), silver mirror 500gp, 
  jewelled dagger sheath 700gp, emerald ring 750gp, 
  2 gold candlesticks 800gp (x2),                     
  platinum toe ring 1,000gp, gold arm band 1,000gp, 
  fire opal 1,000gp, silver & turquoise girdle 1,050gp, 
  silver & amethyst medallion 1,200gp,               
  pewter & quartz goblet 1,200gp,                         
  tiger eye eyepatch 1,200gp,                         
  platinum bracelet 1,200gp, black opal 1,250gp, 
  electrum brooch 1,500gp, diamond tiara 1,800gp 
  2. 8,500gp, +3 gaseous form leather armour, potion of 
  diminution, scroll of protection from lycanthropes, 
  scroll (2nd detect invisible, 5th extension 2,          
  7th simulacrum),  scroll (3rd explosive runes,       
  7th control undead, 7th delayed fire ball,              
  7th two-dimension, 8th incendiary cloud),          
  scroll (3rd  blink, 3rd  hold person,                        
  4th illusionary terrain, 4th magic eye,                    
  4th wall of ice), scroll (5th feeblemind),               
  scroll (2nd speak with animals),                          
  scroll (4th inject poison, 4th sticks to snakes,       
  4th gibberish, 7th symbol),  scroll (1st inflict fear, 
  5th flame strike), scroll (1st remove fear,               
  4th snakes to sticks, 5th quest) 
  3. 6,500gp, deck of many things, dust of appearance,  
  cursed scroll (reader is believed by no-one),      
  scroll of protection from undead,  scroll (1st shield, 
  3rd water breathing, 4th dimension door),          
  scroll (2nd darkness, 4th summon creature 2,      
  9th refuge),  scroll (2nd dexterity, 3rd darkvision, 
  9th imprisonment),  scroll (1st remove fear,          
  2nd detect trap, 7th wind walk),  scroll (3rd glyph of 
  warding, 3rd inflict curse, 4th protection from good 
  10’, 7th unholy word),  scroll (1st remove fear,     
  2nd bless, 5th raise dead, 5th raise dead),  scroll 
  (2nd hold person),  scroll (5th deal critical wounds) 
  4. 5,000gp, 4,000pp, +1 flaming sword, potion of 
  longevity,  scroll of protection from reptiles,  scroll of 
  protection from elves,  scroll (2nd read thoughts, 
  3rd rope trick, 6th legend lore, 6th repulsion,        
  6th spell ward),  scroll (7th control plants,              
  7th simulacrum, 7th statue),  scroll (5th teleport,   
  6th part water, 7th control undead,                        
  9th dispel enchantment, 9th power word kill) 
  5. 5,000ep, 7,000gp, 20 matched pearls 100gp (x10) 
  6. 2,500pp 
  TYPE 16 
  1. No treasure 
  2. 9,000gp, 2,500pp 
  3. Box of 33 different labelled jewels 15,500gp (total 
  3,000 if sold individually), dust of sneezing, potion 
  of heroism, tome of clear thought 
  4. 2,500ep, 4 crystal beakers 10gp (x4), silver short 
  sword 50gp, 2 silver earrings 100gp (x2) , topaz 
  450gp, 2 gold torcs 500gp (x2), green pearl 700gp, 
  12” blue quartz sphere 900gp, 4 platinum combs 
  1,000gp, silver & amethyst chalice 1,050gp, 2 
  azurite clasps 1,100gp, ruby fob 1,550gp, gold & 
  chrysoprase armband 1,650gp, aquamarine ring 
  1,950gp, bronze puzzle box 1,950gp, opal armband 
  2,250gp, diamond medallion 2,500gp 
   
  TYPE 17 
  1. Wand of lightning bolts (22 charges) 
  2. 8,000pp, loadstone 
  3. Copper pin 10gp, 5 gold buttons 10gp (x5),      
  amber 100gp, chrysoberyl 100gp, jet 100gp,    
  garnet 300gp, garnet 500gp,                                    
  2 blue spinels 600gp (x2), black opal 900gp,           
  4 topaz rings 500gp (x2) 
   
  TYPE 18 
  1. No treasure 
  2. 7,000pp 
   
  TYPE 19 
  1. 6,000gp, 13,500pp 
  TYPE 20 
  1. 20,000sp, 22,000ep, 19,000gp, 20,000pp 
  2. 23,000sp, 15,000ep, 20,000pp, 7 ornamental 
  stones 10gp, 8 semi-precious stones 50gp, 4 
  tourmalines 100gp, 6 gold drinking horns 100gp 
  (x5), platinum pin 600gp, aquamarine 600gp, violet 
  garnet 700gp, gold & velvet manacles 800gp, 
  jewelled holy symbol 800gp, ducal seal 900gp, 
  silver & sapphire goblet 900gp, 6 rubies 1,000gp, 
  crystal pitcher 1,100gp, silver coronet 1,600gp, gold 
  cauldron 10,500gp 
  3. 17,000sp, 23,000ep 
  4. 18,000sp, 14,000gp 
  5. 22,500sp, 21,000pp, mosaic of precious stones 
  254,000gp intact (individual stones 14,000 total) 
  
  EXPLORER ENCOUNTERS 
  29 
  UNUSUAL MAGIC ITEMS 
  The random treasure tables in the BLUEHOLME™ 
  rules allow for a vast array of magical and mundane 
  treasures, but referees should above all strive to 
  maintain freshness, variety, and a sense of mystery in 
  their games. To this end, what follows are a small 
  sample of the type of unusual and unique items which 
  may be encountered on adventures. As will all treasure, 
  what you see is not always what you get! 
   
  ABACUS OF AVARICE 
  This brightly-coloured calculating tool can increase the 
  coins in the user’s purse by 1d10 x 10%, e.g. a purse of 
  50gp would might gain 6 x 10%, i.e. 60%, or 30gp. The 
  first time it is used in any given week, the manipulator 
  must save vs. spells or the money is decreased by the 
  same percentage instead. Every time it is used again 
  within the same week, the saving throw is made again 
  with a –5 penalty. If an attempt is made to use it more 
  than once per day, all of the character’s monetary 
  wealth (including gems and jewellery) disappears. 
   
  ANTIMAGIC DUST 
  This fine red powder is usually kept in ornate, airtight 
  snuff boxes. If sprinkled on a person or object, it acts as 
  a dispel magic spell cast by a 20th level magic-user. It 
  also works as snuff. 
   
  APPAREL OF SHRINKING 
  Once donned, the wearer shrinks to the size of an ant, 
  but retains all abilities (Strength, movement, etc.) and 
  can communicate telepathically with normal ants, who 
  regard the minimus as a friend. Doffing the item causes 
  both it and the wearer to return to normal size. A potion 
  of growth will also cancel the effect. 
  ARROWS OF PETRIFICATION 
  Each of the 2d10 arrows in this quiver acts as a +1 
  arrow (to hit only, no modifier to damage). However, 
  each also has the power to turn a different, specific 
  species of creature to stone upon wounding it (save vs. 
  poison). There is no way to tell which species a give 
  arrow works on, but they are usually quite common, e.g. 
  humans, elves, goblins, etc. 
   
  BELT OF ARMS 
  This wide belt seems to have no effect for an hour after 
  it is donned. Then, rapidly, a hard, bony lump develops 
  under each of the wearer’s arms, which soon becomes 
  irritated and itchy. If left alone, the lumps form fully 
  functional arms within a day. If the belt is removed, the 
  arms slowly wither and drop of over the course of a 
  week, during which the character is in a lot of pain. 
  BERSERKER BLADE 
  This bronze shortsword can be used by a neutral or 
  chaotic wielder to summon 1d10 naked, blue-tattooed 
  berserkers, each bearing an identical bronze blade and 
  a wicker shield. They fight as long as an enemy of the 
  wielder is standing. They disappear immediately once 
  the danger has passed, or when they are killed. A lawful 
  character holding the blade automatically takes 1d4 
  damage each round until it is released. 
   
  BODY PARTS 
  Many parts of creatures may be valuable in themselves 
  – fur, whalebone, ivory, shells, or almost any part of a 
  dragon. The treasure may be inside the beast, such as 
  swallowed gems, poison sacs, or glowing glands. 
   
  BOLTON’S BUBBLING BOOTS 
  Bolton was a wizard who dedicated his life to the study 
  of water, specifically froth. These velvet boots have 
  curled toes and are intricately embroidered with silver 
  thread. Simply as dashing footwear they are worth 
  2,000 gp, but on command their soles begin frothing 
  with multi-coloured bubbles, and the wearer can walk 
  on water as if it were solid ground. 
   
  BOTTLE, KRAKEN 
  A stoppered bottle filled with seawater contains a small, 
  live squid. If it is broken, the diminutive inhabitant 
  quickly swells into a giant kraken. 
   
  BOTTLE, SHIP 
  A beautiful model ship (a longship, galley, sailing ship, 
  or something more exotic) sits inside a glass bottle. If 
  the bottle is broken and the miniature placed in a 
  sufficiently large body of water (sand for a sand ship, air 
  for an airship, etc.), it swells into a full-sized ship of the 
  same sort. 
   
  CHAMELEON NEEDLE 
  This ordinary sewing needle, when first picked up, has 
  whatever powers the holder imagines it has. If imagined 
  to be a wand of death ray, it acts as a wand of death ray 
  for that person. If imagined to be poisonous, it will be 
  poisonous and prick them. If imagined to be a sewing 
  needle, that’s what it will be. If put down and picked up 
  by someone else, it assumes a new power. The needle 
  requires an inordinate amount of power to use, and 
  drains 1 point of Strength each time it is used. Lost 
  Strength is recovered at 1 point per day of rest (not 
  adventuring!). If Strength is drained to zero, the 
  character drops dead. 
  
  EXPLORER ENCOUNTERS 
  30 
  CRYSTAL FONT 
  This appears like a normal stone font over a bubbling 
  spring, but on closer inspection there is a layer of clear 
  crystals in the bottom. Anyone who touches the water or 
  drinks from the font breaks out in an agonizing rash of 
  boils and must save vs. petrification or pass out. The 
  boils will fade and the character will awaken in 1d4 
  days, more beautiful and gaining 2 points of Charisma. 
   
  DAGGER, DANCING 
  If touched, the dancing dagger flies away and returns to 
  attack as a 1HD creature, doing 1d4 damage. Once it 
  draws blood it returns to its former location until touched 
  again. If the command words for “attack” and “return” 
  are learned, the dagger can be used by a character (it 
  will attack until commanded to return if so used). 
   
  FIGURINES, ENCHANTED 
  Each small wooden animal in this box will spring to full-
  sized life when grasped, acting either as expected or in 
  a completely whimsical maker. A bear might upend a 
  bowl of oatmeal on the character’s head; a foul-
  tempered lion may attack unless a thorn in its paw is 
  removed; a fox might place a leaf on its head, perform a 
  backflip, and transform into a beautiful human. 
   
  FOUL WATER 
  This murky, evil-smelling water is so repulsive that 
  anyone wishing to take a drink must save vs. gaze. A 
  successful save allows one swallow, but it still appears 
  nauseating and the drinker must save vs. poison or spit 
  it out immediately. Those who manage to keep it down 
  are affected as shown below, but only the first drink has 
  any effect. 
  1d12  
  Effect 
  1 
   Gain 1 point in prime requisite 
  2 
   Gain 1 point in random ability 
  3 
   Gain 1 level of experience 
  4 
   Change to a random new alignment 
  5 
   Lose all memory 
  6 
   Go insane (referee’s choice) 
  7 
   Stop ageing for 10 years 
  8 
   Become 10 years younger 
  9 
   Become irresistible to the same species 
  10 
   Fall in love with the next compatible person met 
  11 
   Gain 1 wish 
  12 
   No effect 
  HAND OF HELPFULNESS 
  This disembodied wooden hand can lift and carry 
  objects weighing up to 200 lbs at a movement rate of 
  30. It can carry anything it can grasp, such as a sack, or 
  a travelling trunk. It can even pull someone out of a pit 
  or up a wall. The hand can be activated once per day, 
  and remains mobile for 1 turn. If it is not commanded to 
  release what it is holding before the turn ends, it 
  remains clasped around whatever it was until it is 
  activated once again. 
   
  HAT OF INTRUSION 
  The wearer becomes invisible to all means of detection 
  or alarms, and will not be noticed by sentries, guards, or 
  shopkeepers. They make no sound, leave no scent or 
  footprints. Wearing the hat is addictive, and every time it 
  is put on there is a cumulative 1% chance that the 
  wearer will be unwilling to take it off again. They may 
  eventually go insane due to the isolation experienced. 
   
  HAT OF OBLIVIOUSNESS 
  The wearer loses all sense of alertness, and will not 
  notice alarms, intruders, hidden items, sloping 
  passages, traps 
   
  HELM OF CLARITY 
  This gold-plated helmet may be worn by fighters or 
  clerics. Its eye holes are fitted with clear, diamond-like 
  prisms. In daylight these confuse opponents, who suffer 
  –2 to attack rolls and saving throws against the wearer. 
  Gaze attacks are refracted by the prisms, giving a +2 to 
  saving throws for the wearer (the wearer cannot make 
  any gaze attacks). The effects on the wearer’s vision 
  depend on alignment. 
  Lawful characters see everything clearly: seeing 
  through illusions and disguises, gaining 60’ infravision in 
  the dark, and recognising the true form of polymorphed 
  or otherwise shape-changed creatures. 
  Neutral characters have a 50% chance of gaining these 
  benefits each time they are called upon. 
  Chaotic characters do not gain any of these benefits, 
  and cannot see at all while wearing the helmet – and 
  are unable to doff it without a remove curse spell. 
   
  ITEMS OF BICKERING 
  Apparently magical items such as rings, clothing, 
  weapons, etc. Once claimed by one party member, the 
  entire group starts arguing, bickering, and may perhaps 
  even come to blows. The noise doubles the chance for 
  random encounters. 
  
  EXPLORER ENCOUNTERS 
  31 
  MACE OF THE HAWK 
  By Dave Wright 
  This round headed spiked mace is crafted from a 
  unique, unidentifiable metal. It is especially effective 
  against large cats and certain specific undead (+1, +2 
  vs. lions and lion like creatures. +3 vs. spectres). Also, 
  once per day for 6 turns, its user can speak with birds. 
  The bird being addressed will not attack the user’s 
  party, and may even be persuaded to perform some 
  sort of service. 
   
  MERMAID’S TEARS 
  These small glass beads, sometimes washed up on 
  shore, act as a love potion on anyone who swallows 
  one. The consumer will fall in passionately love with the 
  first person seen – but the emotion only lasts while the 
  bead remains inside the body (1d6 days). 
   
  OATHBINDER’S PILGRIM CANDLE  
  By Michael Morales 
  This 6” long candle, when lit, never flickers, melts, nor 
  drips. It can be extinguished and relit by the bearer at 
  any time, but will not go out otherwise unless dropped 
  or set down. 
  If the user concentrates on a specific item, person, or 
  location, the candle functions like a supernatural 
  compass of sorts: the flame changes colour when 
  facing the direction of the object of desire. The candle 
  shortens the closer the holder gets, vanishing 
  completely within 5’ of the goal. 
   
  OIL OF ATHENA 
  Rubbing this oil onto a sleeping, paralysed, petrified, 
  frozen, or similarly affected creature restores it to a 
  normal state in 1d6 turns. Drinking the fluid acts as a 
  haste spell, restorates 2d8 hit points, and adds a +1 to 
  attack rolls and saving throws. When the effects wear 
  off, the drinker collapses and must rest for 12 hours. 
   
  POTION OF BELLOWING 
  Upon drinking this potion, the user expels great gusts of 
  air whenever their mouth is open, knocking down 
  objects and small children in a cone 80’long, 30’wide at 
  the end. Speaking is possible, but only at tremendous 
  volumes audible for a mile around. 
   
  POTION OF BLINDNESS 
  This potion will turn the drinker blind for the duration 
  unless they save vs. poison. 
  POTION OF DRAGON’S BREATH 
  Once imbibed, this potion allows the drinker to breathe 
  acid, cold, fire, or sleep gas like a dragon. There is no 
  way of telling what type of breath weapon any given 
  potion enables until the drinker tries it. The sleep gas 
  allows a save vs. poison, all other types do 3d8 
  damage. 
  The areas of effect are as follows: 
  Acid 
  60’ long x 5’ wide line 
  Cold 
  80’ long x 30’ wide cone 
  Fire 
  90’ long x 30’ wide cone 
  Sleep Gas 50’ long x 40’ wide cloud 
   
  POTION OF ENTRAPMENT 
  The drinker is unable to see doors or windows, and 
  believes they are trapped and unable to escape. 
  Anyone attempting to pull the victim through a “solid 
  wall” will be resisted and possibly attacked if they 
  persist in such madness. Being forced to pass through 
  a door or window is such a shock that the drinker curls 
  up in a catatonic ball for the remainder of the 6-hour 
  duration of the potion. 
   
  POTION OF ENTROPY 
  After drinking this deep black, unreflective liquid, the 
  subject is convinced that the whole world is melting 
  away. They will run around randomly in an attempt to 
  stay on solid ground, crashing into things for 1d4 
  damage per turn. After 4 turns the victim must save vs. 
  gaze or go permanently insane as they become 
  convinced they are the only being left in the universe, 
  floating in an endless void. 
   
  POTION OF FOLLICLE REJUVINATION 
  This philtre rapidly causes the drinker to grow luxuriant 
  head hair (and beard, if applicable) at a phenomenal 
  rate. After 6 hours the rate of growth returns to normal 
  and it can be trimmed back, although by then it will be 
  about 10’ long. If the drinker was suffering from hair loss 
  before, the condition is cured. 
   
  POTION OF REST 
  Drinking this potion has the same effect as 8 hours of 
  excellent sleep. 
   
  POTION OF RAUCOUSNESS 
  The drinker’s voice becomes deafening. Whispering, 
  singing, even sneezing becomes a resounding moose-
  call. 
  
  EXPLORER ENCOUNTERS 
  32 
  POTION OF STEALTH 
  All movement made by the drinker is absolutely 
  noiseless. The imbiber is still able to speak normally. 
   
  POTION OF TRUTH 
  For 1 hour the drinker must tell only the absolute truth to 
  anyone who will listen. Keeping silent is not an option. 
   
  POTION OF VISIBILITY 
  To the drinker the effect of this potions seems to be 
  invisibility. To everyone else. However, they and their 
  belongings glow brightly, casting light in a 10’ radius 
  visible even in daylight. The colour of light can be 
  anything. The illumination lasts for 12 turns. 
   
  POTION OF VISION 
  This potion enables the drinker to see through wooden 
  doors, stone walls, etc. to a maximum depth of 60'. Any 
  metal blocks the effect. 
   
  POTION OF WEIGHT 
  The drinker of this potion immediately becomes grossly 
  fat, bursting asunder clothes and armour. For the 
  duration of the potion weight is quadrupled, and speed 
  and Dexterity are halved. 
   
  POTION OF WELL-BEING 
  This extremely rare potion is a cure-all, restoring the 
  drinker to perfect health and adding 1 point to every 
  ability score. It looks like fresh blood, but tastes like a 
  fine, sweet wine. 
   
  POTION OF WITCHERY 
  The drinker of this potion is immediately polymorphed 
  into a frog, and a very fine specimen at that. The now-
  amphibian’s Charisma score rises by 1d4, and the 
  increase remains with the character if ever returned to 
  normal form (the traditional method being a kiss). 
   
  POWDERED UNDEAD 
  A small pile of rust-coloured powder is actually a 
  desiccated undead being (a skeleton, zombie, vampire, 
  or similar corporeal creature). If blood is spilled on the 
  dust, the undead instantly re-forms and attacks with 
  surprise! If holy water is used, the powdered fiend takes 
  damage as normal. 
  PRISMATIC SWORD 
  This +3 sword shimmers brightly with the coruscating 
  colours of the rainbow on command, casting light to a 
  radius of 20’. Once per day, it can be used to cast mass 
  charm, affecting up to 30HD of creatures within sight of 
  the blade (up to 120’ distant). 
  RING OF ALPHONSE THE ANACUSIC 
  Alphonse was a mighty sorcerer who unfortunately was 
  somewhat hard of hearing. When attempting to follow a 
  djinni’s verbal instructions on the forging of a ring of 
  wishes, he was sucked into the ring himself. The ring 
  will grant any wearer three wishes, but is likely to mis-
  hear what is wished for – roll 1d4: 
  1. Alphonse heard nothing. 
  2. “I beg your pardon?” 
  3. Alphonse mis-hears but interprets anyway. 
  4. Alphonse hears correctly. 
   
  ROOT BOOTS 
  This pair of boots worked in a leafy pattern might be 
  mistaken for elven boots, but anyone who puts them on 
  is immediately rooted to the floor. The wearer can slip 
  out of the inconvenient footwear via the use of a remove 
  curse, or with a special magical shoe horn which is in 
  the possession of a nearby creature. 
   
  ROPE OF STRANGLING 
  Once per day on command, this rope will fasten itself 
  around the neck of designated person within 30’ 
  (normal roll to hit). Unless the victim is wearing solid 
  neck protection, they will suffocate in 1d6 rounds. 
  Attempting to cut the rope causes it to tighten, reducing 
  this to 1d4 rounds. The noose has AC2 and 20 hit 
  points. If destroyed it will cease to function. 
   
  SKELETON KEY 
  What looks like a non-functional key in the form of 
  miniature iron bones linked together is actually a 
  magical device which fits into and opens any lock. 
  However, any lock so open will never close again. 
   
  SLIPPERY SEDD’S SHORTSWORD 
  This sword only works for thieves, in whose hands it 
  acts as a +1 shortsword, +6 to hit and damage when 
  striking from behind. The sword also makes the bearer 
  completely silent (no chance to hear them at all). 
  
  EXPLORER ENCOUNTERS 
  33 
  SOMNOLESCENT SUIT 
  This exquisitely engraved and gold-inlaid suit of plate 
  armour functions as +2 plate. Unfortunately, an hour 
  after donning the last piece, the wearer will suddenly fall 
  into a deep and satisfying sleep which lasts for one day. 
   
  SUPERLATIVE SPYGLASS OF SNELL 
  This 6” diameter obsidian lens fitted in a brass ring with 
  an ivory handle is completely opaque. However, it will 
  reveal any invisible objects or persons if its user is 
  “looking” through it in the right direction. 
   
  STAFF OF DEMONS 
  Anyone picking up this staff receives a painful shock 
  (though not damaging). One round later demons begin 
  to appear, 1 per round until there are 10. They will 
  attack, but can be held at bay by raising the staff. 
  Reading the inscription on the staff, which takes 10 
  rounds, will make 1 demon disappear per round. 
  Thereafter, the wielder can use the staff to summon and 
  control any one of the same 10 demons at will. The 
  demon will remain for 1 hour or until “slain”. 
   
  SWEET WATER 
  This sparkling, clear water is so enticing that anyone 
  looking at or smelling it must save vs. gaze or take a 
  gulp. A successful save means there is no compulsion 
  to drink, but it still appears appealing to the thirsty. 
  Drinkers are affected as shown below, only the first 
  drink has any effect. 
  1d12  
  Effect 
  1 
   Lose 1 point from prime requisite 
  2 
   Lose 1 point from random ability score 
  3 
   Lose 1 level of experience 
  4 
   Change to a random new alignment 
  5 
   Lose all memory 
  6 
   Go insane (referee’s choice) 
  7 
   Turn to stone (save vs. poison) 
  8 
   Poisoned (save vs. poison) 
  9 
   Transform into a random species 
  10 
   Develop random all-consuming obsession 
  11 
   Death 
  12 
   No effect 
  WAND OF COLD LIGHT 
  This translucent wand, upon being struck sharply 
  against a hard surface, emits a bright white light to a 
  radius of 20’ for 8 hours, whereupon it fades. It can be 
  recharged by exposing it to bright sunlight every day for 
  a week. 
   
  WAND OF DEATH 
  This peculiar wand of indeterminate materials is ridged 
  and studded with mysterious projections. If the studs 
  are pressed in the correct sequence, an invisible beam 
  shoots forth. The beam acts like the 5th level clerical 
  finger of death spell (120’ range, save vs. spells or die).  
  The wand has 1d10 charges when found, and cannot 
  be recharged. If fired more than once per hour, it 
  becomes white hot (2d6 damage to the holder) and 
  cannot be fires again for 1 day. 
   
  ZEBEDIAH’S REMARKABLE REVEALER 
  By Rodrigo Ventura Merg 
  This polished, lenticular small yellow gem with has no 
  remarkable features and apparently little value. If a thief 
  holds it against a solid surface and peers through it at 
  very close range, it is possible see clearly through the 
  surface to a depth of about 2”. The viewer can discern 
  all features of the volume within range as if natural 
  daylight were present. It should allow the thief to see 
  the mechanisms of locks and traps, as well as peek into 
  chests and through doors – as long as they are not 
  behind more than 2” of solid material. The gem is 
  useless to other character classes. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  EXPLORER ENCOUNTERS 
  34 
  USELESS BUT PERHAPS MAGICAL ITEMS 
  No.  
  Item 
  1 
   Book (alien dictionary) 
  2 
   Potion (bottle of stain remover) 
  3 
   Torn handkerchief 
  4 
   Daisy chain 
  5 
   Three pigeon eggs 
  6 
   Sack of stuffed voles 
  7 
   Glass eye 
  8 
   Small wooden frog 
  9 
   Pair of odd gloves 
  10 
   Pouch of powdered minotaur horn 
  11 
   Book (Blueholme on 10gp a Day) 
  12 
   Deaf rabbit 
  13 
   Tin of yellow buttons 
  14 
   Cracked monocle 
  15 
   Jar of nail clippings 
  16 
   Wooden leg 
  17 
   Fly ointment 
  18 
   Mouse droppings 
  19 
   Troll tooth necklace 
  20 
   Lute string 
  21 
   Octopus leg 
  22 
   Transparent eye patch 
  23 
   Painted pine cones 
  24 
   Red glass eye 
  25 
   Hat with 27 feathers from unknown birds 
  26 
   Poem written on snakeskin 
  27 
   Tin cup with invisible crack 
  28 
   Small bag emitting foul air 
  29 
   Tablet of Ish Than 
  30 
   Jar containing a golden mist 
  31 
   Tiny elf skeleton in a bottle 
  32 
   Flask of stale beer 
  33 
   Ring of Manfred the Sage 
  34 
   Rusty sword of Ehemakil 
  35 
   Tin harp (cannot be tuned) 
  36 
   Crystal fruit 
  37 
   Writing quill (drips ink when used) 
  38 
   Brown-speckled stone ring 
  39 
   Rune-carved stones (1d8) 
  40 
   Shield (floats at shoulder height if dropped) 
  41 
   Amulet (1’ horizontal brass bar) 
  42 
   Staff apparently made of earth (stains hands) 
  44 
   Rune-carved bones (1d10) 
  45 
   Jar of odourless jelly 
  46 
   Tin whistle 
  47 
   Flawed rope (50’, can only carry 1 person) 
  48 
   Jar of vile-smelling lotion 
  49 
   Damp cloak (never dries out) 
  50 
   Black lotus perfume (attracts insects) 
  51 
   Gold coin (heads on both sides) 
  52 
   Jar of ointment (cause inflammation after 1 day) 
  53 
   Nose plugs 
  54 
   Hairbrush in the shape of a large beetle 
  55 
   Ceramic bowl (very difficult to clean) 
  56 
   Small bell on a thong 
  57 
   Blunt scalpel 
  58 
   Metal box filled with dead maggots 
  59 
   Brass knuckles 
  60 
   Roll of fine wire (50’, breaks easily) 
  61 
   Trick dagger (blade pushes back into handle) 
  62 
   Pointed hat (sleeping cap) 
  63 
   Map of “The Isle of Wights” 
  64 
   Rock-hard dried bread 
  65 
   Carved wooden bird 
  66 
   Exquisite woman’s boot (left) 
  67 
   Illegible scroll 
  68 
   Jar of pickled onions 
  69 
   Moleskin gloves (left one has 6 fingers) 
  70 
   False tooth 
  71 
   False eye 
  72 
   Book of pressed flowers 
  73 
   Cloak covered in beads (clicks when worn) 
  74 
   Bale of hay 
  75 
   Green flag with stag’s head 
  100  Jar of rancid butter 
  
  DREAMSCAPE DESIGN™
  DD0006
  The BLUEHOLME™ Explorer Encounters contains a collection of 
  travellers, treasures, tricks and traps for the BLUEHOLME™ 
  Journeymanne Rules, collected in one place for use at a moment’s 
  notice by the harried referee. Whether at the table or when preparing 
  games, you cannot aﬀord to be without this handy booklet at your 
  side!
  The
  The is not a stand-alone product, it requires the use of either the 
  BLUEHOLME™ Journeymanne Rules or the BLUEHOLME™ 
  Prentice Rules, although it can be used with most old-school versions 
  of the world’s most popular role-playing game. Look out for future 
  BLUEHOLME™  publications from Dreamscape Design. 
  Enjoy!
  
SOURCE: textdata/thevault/Blueholme/Blueholme Explorer Encounters.pdf