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  Straffshire: Village of
  Planar Fugitives
  by Giant Space Shrew
  Compatible with Labyrinth Lord
  & Advanced Labyrinth Lord
  Thanks
  for
  reading
  this
  supplement!
  If
  you
  have
  questions
  or
  comments,
  please
  contact
  editor@giantspaceshrew.com. We would love to hear from you!
  Table of Contents
  Chapter 1: Introduction
  2
  Chapter 7: Game Master Tools
  45
  Chapter 2: Welcome to Straffshire 5
  Chapter 8: New Magic Items
  49
  Chapter 3: Places of Note
  9
  Chapter 9: Maps
  56
  Chapter 4: People of Note
  17
  Legal Info
  58
  Chapter 5: The Planar Wastes
  34
  Chapter 6: Monsters
  38
  Copyright 2019 Peter Hagen and Andrew Hagen
  Version 1.0, Mar. 2019
  Labyrinth Lord is copyright 2007-2011, Daniel Proctor. Labyrinth Lord and Advanced Labyrinth Lord are
  trademarks of Daniel Proctor. These trademarks are used under the Labyrinth Lord Trademark License
  1.2, available at www.gob|inoidgames.com.
  
  Chapter 1: Introduction
  Wal-She-Add carried few titles and honorifics
  for
  a
  demon,
  but
  the
  list
  was
  still
  time-
  consuming
  when
  read
  aloud.
  The
  demon’s
  pendulous
  breasts
  heaved
  as
  she
  sighed
  in
  boredom. Her servitor, a maggotkin cloaked in
  rotting
  leather,
  hurriedly
  strung
  its
  words
  together in its haste to get them out. It knew
  the only thing more dangerous than boring a
  monster like Wal-She-Add was insulting her by
  denying
  her
  the
  honor
  she
  thought
  she
  deserved. "...Maiden Flayer, Heart Stealer, the
  Wailing
  Agony,
  and
  the
  Pact
  Maker.”
  The
  maggotkin finished, out of breath. It eyed its
  master while getting its wind back, gauging its
  chances of leaving the
  room
  alive.
  ”I
  have
  returned after a single moon cycle to report, as
  you commanded, on the progress of my quest.
  What knowledge do you require from me, my
  most loathsome of mistresses, the foulest of
  decay from the foulest of cesspits, the most
  rancid
  of
  rotting
  guts
  from
  the
  goriest
  of
  corpses?”
  Wal-She-Add absentmindedly scraped a cracked
  fingernail
  along
  the
  crusty
  swells
  of
  her
  distended stomach. Debris flaked off and lodged
  under
  her
  nail
  like
  black
  dirt.
  ”Have
  you
  discovered the location of the pact holders?
  Where are the wizards who owe me favor?”
  The
  maggotkin
  gulped
  nervously.
  ”Great
  mistress, most virulent of plagues,
  l have not
  discovered the location of a single wizard of
  those indebted to you.”
  Wal-She-Add heaved another great sigh, but
  this one was less bored and more disappointed.
  The servitor tensed
  as its master pondered.
  ”Have you discovered how they are hiding from
  me?”
  
  The maggotkin had been hoping Wal-She-Add
  would
  ask this question. When dealing with
  demon
  lords,
  it
  was
  good
  policy to
  never
  volunteer information. Even if a minion told its
  master something they would want to know,
  the
  minion
  might
  be
  destroyed
  for
  the
  impertinence of assuming that its master didn’t
  already know it. ”As
  a matter of fact, most
  sickening of offal,
  I do.
  I have it from another
  servitor, a rhymer of the pit, that the wizards
  have banded together and made an agreement
  with a powerful fey. This fey hides them from
  your sight and protects them from your reach.”
  Wal-She-Add’s meaty fist bashed a nearby stone
  wall.
  Dust and ichor cascaded from the impact,
  splattering onto the giant demon’s corpulent
  body as a greasy, foul-smelling paste. ”Who!?
  Who dares to deny me my prey!?”
  ”A-are you asking me, your most, uh, vomitus
  of...
  uh,
  uh,
  uh, vomit?” squeaked the little
  demon.
  Wal-She-Add calmed herself. She was not above
  throwing a tantrum when angry, but she knew
  to reign it in when there was work to be done.
  ”Yes, my little spy, I am asking who opposes me.
  Which of those airheaded fey hopes to pit
  themselves against me and live?”
  ”Greatest mistress, crustiest of all scabs and
  most gelatinous of all mucus, |-| do not know
  the name of the fey that hides the wizards who
  owe you favor.
  I do know that they are
  a
  creature
  of
  cunning
  and
  cruelty,
  although
  nowhere near as cunning and cruel as yourself,
  your majesty.”
  ”I would not be surprised if it was the Queen of
  Air and Darkess. She is a perpetual annoyance. I
  want those wizards, and this fey must pay for
  acting
  against
  me.”
  Wal-She-Add
  paused to
  debate silently with herself. Her servitor waited
  nervously.
  ”You have not failed in your task, little demon.”
  Hearing this, the maggotkin sighed audibly in
  relief.
  ”However,
  I
  need
  a
  more competent
  hand to track these fools down.” The
  sigh
  transformed into a pitiful gasp of terror. Wal-
  She-Add grasped the rolls of her swollen gut
  and pulled them apart like stage curtains. Wails
  of agony bellowed forth. Inside the cavern of its
  master’s body, the maggotkin could see other
  demons, their features
  and
  bodies
  partially
  melted as if by acid. ”As a reward for your
  successes,
  I shall digest you over a hundred
  years, instead of devouring you alive over a
  matter of days”.
  The maggotkin hung its head
  in defeat and
  trudged into Wal-She-Add's body.
  At that moment, far from the rancid pits that
  Wal-She-Add the Pact Maker called home, Bear
  sat
  in
  his
  camp.
  He
  was
  on
  a
  plateau
  overlooking Straffshire, the village of fugitive
  wizards. Each of the wizards was fleeing a pact
  they made with the demon lord Wal-She-Add.
  Bear watched the night sky as it changed as fast
  as a flash of lightning. The village and the spit of
  land it was built upon
  hurtled through the
  planes of existence. It teleported from one spot
  to another, from one reality to the next, every
  tenth of a second. This was the mechanism that
  the Queen of Air and Darkness created for the
  wizards to hide them from the Pact Maker.
  The ever-changing sky nauseated and disturbed
  Bear, but he had to endure it for now. His desire
  to be free from the Queen and Wal-She-Add
  were well known by the other wizards. They
  watched him as a hawk watches a mouse. He
  had allies, but there were many others who
  thought
  Bear's
  plan
  was
  too
  bold
  and
  incautious.
  So Bear waited. He waited until his secret ritual
  was complete and a champion was brought to
  Straffshire. Hopefully, it would be a champion
  that could defeat Wal-She-Add and confound
  the Queen. Then things would get interesting
  indeed.
  
  Through the Gates
  Entering the village is like opening the door
  when opportunity knocks. Suddenly, everything
  is different. Gone are the grassy plains and
  ancient forests of the Planar Wastes. Instead,
  your
  eyes
  are
  assaulted
  by
  a
  landscape of
  gregarious buildings. Even the ramshackle tents
  of the astral gypsies are larger than the houses
  of your home plane. The raucous architecture
  and rambling streets belong in the largest, most
  bustling city in the world. Yet there is no bustle
  here. The streets are empty. There
  are
  no
  merchants hawking wares, no urchins begging
  coppers, no servants beating rugs. An ominous
  silence hangs over the village, if you can really
  call it
  a village.
  By the many Hells, it’s big
  enough to be a metropolis!
  After trekking through the arduous terrain of
  the Planar Wastes, the huge cobblestones of
  Straffshire are
  a welcome change. You step
  lightly across pieces of slate the size of wagon
  wheels. The village is surreal. The buildings that
  What Is
  Straffshire:
  Village
  of Planar
  Fugitives
  is
  a
  setting for Labyrinth
  Lord and
  other classic
  fantasy role-playing games. It details Straffshire,
  a plane-hopping village created by a fey deity,
  populated by wizards, and hunted by a demon
  lord. Straffshire is a strange and unpredictable
  place saturated with magic and monsters, and
  ready for conflict and adventure.
  A GM can use Straffshire as a setting for an
  adventure or as a basis for a whole campaign.
  The PCs can travel the planes and rub elbows
  with powerful wizards, demons, and fey. The
  setting is best for mid to high level characters.
  rise before you are magnificent in
  size and
  architecture.
  It seems that you
  are
  moving
  among mountains. The homes near the main
  roads are small, in comparison, at three or four
  stories. Beyond that is a ring of taller buildings
  that rise, on average, sixty feet in the air. Past
  those is another of cluster of buildings. These
  are
  unfathomable.
  They
  tower
  majestically
  above the village, arrogantly scraping sky.
  The village’s architecture is... eclectic, to say the
  least.
  Small
  neighborhoods
  with
  similar
  aesthetic sensibilities have formed, but even to
  your
  unpracticed
  eye,
  it
  is
  obvious
  that
  numerous cultures have been jammed together
  with no attempt at assimilation. Great domed
  structures fight against buttressed cathedrals
  like
  peacocks
  vying for the
  attention
  of
  a
  peahen. The effect is both awe-inspiring and
  ugly—a
  city
  exploding
  with
  diversity
  and
  conflict.
  This Book?
  
  Chapter 2: Welcome to Straffshire
  Nowhere is the stereotype of the headstrong,
  individualistic wizard
  more apparent than
  in
  Straffshire. Wizards have always been known
  for their eclectic and fantastic taste in domiciles.
  Within the village are caves shaped like skulls,
  mansions
  encircled
  by
  forests
  of
  thorny
  brambles, spires of crystalline quartz, and the
  occasional modest abode of onyx, darkwood, or
  some other exotic material. It seems like a rule
  that a wizard's home must proclaim something
  about its owner, and the homes of Straffshire
  do just that. When viewed singly, each structure
  invokes
  wonder
  and
  awe.
  When
  all
  these
  strange
  buildings
  are
  crowded
  against
  each
  other, that feeling is only somewhat diminished.
  Straffshire is located at the foot of the Avinon
  Plateau on what was once the Shereal Plains. It
  is bordered on the west by the Timor River and
  on the south
  by the
  Harkenon
  Forest. The
  village is around fifteen square miles, but its
  surrounding area travels with it through the
  planes. This wilderness is known as the Planar
  Wastes and encompasses over two hundred
  square miles.
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  Under the power of a magical artifact called the
  Teleportation Stone, the village of Straffshire
  and its surrounding wilderness travel randomly
  through the planes. The whole landmass moves
  to a new plane every tenth of a second, and the
  sky over the village flickers hypnotically as light
  from
  a hundred different planes flows past.
  Straffshire was created by the Queen of Air and
  Darkness as
  a sanctuary for enemies of the
  demon Wal-She-Add. The village’s constantly
  shifting location prevents its discovery by the
  demon and her agents. Straffshire is populated
  by wizards who have made pacts with Wal-She-
  Add
  and
  broken
  them.
  This
  plane-shifting
  domain is the only place they can be safe from
  her.
  When Straffshire’s first wizards built the wall
  around the village and cast protective wards on
  it, they didn't expect to be hiding from Wal-She-
  Add for long. Nor did they imagine they would
  soon be joined by so many other fugitives. The
  village’s population has grown, and there are
  now
  seventy
  residents.
  Five
  districts
  have
  formed, each with its own people and style.
  DODGE)
  ‘
  A
  A
  g
  I
  
  Village Center
  The Village Center rests against the cliffs of the
  Avinon Plateau. This area has no residences, but
  includes many businesses and public buildings.
  During the day, it is bustling with people going
  about their business. After dark, the residents of
  Straffshire return to their neighborhoods and
  the Village Center is empty. This district includes
  some of Straffshire’s most majestic architecture
  including the flying High Tower, the massive
  Egg, and the emerald Teleportation Stone.
  Old Town
  The
  Village
  Center
  is
  bordered
  by
  three
  residential districts. Directly south of it is Old
  Town. In this district, the first wizards built their
  homes upon arriving in Straffshire. There is a
  certain uniformity to the buildings since these
  wizards all originated from the Material Plane.
  Tall
  stone
  towers
  are
  common,
  with
  the
  occasional earthen mound shaped by magic into
  a
  skull,
  falcon’s
  head,
  or
  other
  fantastical
  design. There are two massive trees, as large as
  the grandest towers, that have been converted
  into residences. There are also three delicate
  spires, two of rose quartz and one of dark gray
  hematite, that reflect the tastes of the elven
  magic-users that inhabit them.
  Hinter Town
  The eastern residential district, known as Hinter
  Town,
  is
  a representation of its inhabitants.
  Many spellcasters
  bargain with Wal-She-Add
  because they lack other avenues to power and
  influence. Often they are outcasts, driven from
  a society that shuns and fears their magical
  powers.
  Hinter Town
  is
  inhabited
  by
  many
  necromancers and practitioners of dark magic.
  The
  homes
  in
  this
  district
  are
  crude
  and
  intimidating. Caves raised from the bones of the
  earth are as common here as thatched roofs in
  a regular village. Most of the homes have some
  form of barrier between the street and their
  front door, such as a hedge maze, bone fence,
  or bramble thicket.
  The
  denizens
  of
  Hinter
  Town
  keep
  to
  themselves, only interacting socially when they
  visit
  the
  Village
  Center.
  It
  is
  common
  for
  skeletons and other creatures of darkness to
  roam the area on a task for their master. The
  residents of this district aren't all evil wizards,
  but most of the evil wizards in the village have
  their homes in Hinter Town.
  Little Planes
  West of the Village Center lives a contingent of
  wizards
  and
  other
  beings from
  beyond the
  Material Plane. This district is nicknamed Little
  Planes.
  Planar
  travelers,
  demons,
  fey,
  and
  abominations
  without
  name
  or
  place
  have
  transformed
  this
  area
  into
  a
  bizarre
  neighborhood of mind-bending structures. The
  most arresting building is a perfectly spherical
  globe
  of water
  over two
  hundred
  feet
  in
  diameter. Through its clear surface can be seen
  a
  landscape of coral,
  anemones,
  algae,
  and
  sand. The nearby residences are smaller, but no
  less bizarre. Magical sky ships, geometric shapes
  that exist in seven dimensions, towers of ice or
  fire, and more make Little Planes amazing and
  terrifying to mortal visitors.
  A large number of Little Planes’ residents don’t
  speak the Common tongue. Without a magical
  means of communication, conducting business
  in the district can pose some challenges. While
  Little Planes is the most densely constructed
  residential district in the village, it’s the least
  populated.
  Many
  of
  its
  denizens
  are
  huge
  creatures that require more living space than
  even the most decadent of mortal wizards.
  
  The Encampment
  North of the Village Center is the sheer cliff face
  of
  the
  Avinon
  Plateau.
  Atop
  the
  cliff,
  overlooking the village, is the Encampment. This
  sprawling area, part settlement and part war
  camp,
  is
  populated
  by the
  most
  radical
  of
  Straffshire’s
  residents.
  This
  group
  of
  battle
  mages
  is
  training
  to
  attack
  Wal-She-Add
  directly.
  The
  camp’s
  structures
  are
  mostly
  temporary,
  reflecting
  the
  inhabitants’
  belief
  that they won’t be in Straffshire much longer.
  The dwellings are mostly large tents, yurts, and
  wigwams. There is a central hall dug into the
  ground and enclosed by walls of timber and a
  thatched roof.
  Timeline of Straffshire
  60 Years Ago: The Queen of Air and Darkness
  visited the Material Plane and placed a powerful
  artifact in the Shereal Plains. This artifact, called
  the Chimes of the Planes, sent the whole region
  hurtling through the planes.
  50 Years Ago: The Queen invited the first 20
  residents to this plane-shifting domain. They
  were human and demihuman wizards from the
  Material Plane. All of them were fleeing Wal-
  She-Add after breaking their pacts with her.
  They began building a village using magic and
  old-fashioned
  hard
  work.
  They
  named
  the
  settlement Straffshire after a quaint town on
  the Material Plane.
  40 Years Ago: Straffshire was growing steadily.
  Its structures were increasing in size, and its
  layout was becoming more organized. As other
  fugitives
  from
  Wal-She-Add
  learned
  of
  Straffshire’s existence, the village’s population
  grew to 30.
  30 Years Ago: An influx of clerics increased
  Straffshire’s
  population
  to
  40.
  These
  clerics
  were followers of demons, and some were even
  former servants of Wal-She-Add. After being
  treated with suspicion
  by the village’s other
  residents,
  the
  clerics
  built
  their
  own
  neighborhood. When necromancers and other
  marginalized wizards also moved in, the area
  became known as Hinter Town.
  20 Years Ago: As the Queen recruited more
  wizards and
  beings from
  across the
  planes,
  Straffshire’s population swelled to over 100. All
  of the new residents were also fugitives from
  Wal-She-Add.
  Fey,
  demons,
  elementals,
  and
  djinn moved in, and the Little Planes district was
  formed.
  10 Years Ago: Straffshire’s population reached
  over 200, but some of these new residents were
  actually spies and assassins sent by Wal-She-
  Add. Wal-She-Add’s agents killed and abducted
  many of the village’s
  wizards
  and
  laid
  the
  groundwork for an invasion. When the plot was
  discovered,
  a
  battle
  erupted
  between
  the
  people
  of
  Straffshire
  and
  Wal-She-Add’s
  demons. The demons were defeated, but the
  village’s population was reduced to less than 50
  by the conflict.
  Today: Since Wal-She-Add’s attack, Straffshire’s
  population has grown to 70. The village is more
  secure now. The Queen is wary of spies and less
  permissive about who she invites to the village.
  Wizards regularly scry the Planar Wastes to find
  secret
  planar
  gates
  that
  might
  permit
  an
  invasion.
  
  Economy of Straffshire
  Although they are free to leave at any time,
  most of Straffshire’s residents choose to stay
  confined in the village. Outside of Straffshire’s
  pocket dimension, they are no longer hidden
  from Wal-She-Add and will be hunted by her
  minions. Since the village and its people are so
  isolated, the community has developed its own
  self-contained economy.
  Coins and other currency have
  no value
  in
  Straffshire. Neither do precious minerals, unless
  they are useful spell components or can be used
  in the creation of magical items. Straffshire’s
  residents primarily trade spell components for
  goods and services, although scrolls, magical
  items,
  slaves,
  and
  lore
  are
  also
  sometimes
  exchanged. Goods from outside the village’s
  pocket dimension are rare. As a result, desirable
  commodities such a fine art, food, and liquor
  are highly sought after in Straffshire and can be
  quite expensive.
  Key Facts About Straffshire
  - Straffshire and its surrounding wilderness travel constantly through the planes. The
  village enters a new random plane every tenth of a second. As a result, the sky over the
  village is an ever-shifting vista of light and color.
  0 Straffshire has a population of approximately seventy people, not including undead,
  elementals, and other magical servants of the residents. Almost all of Straffshire’s
  residents are wizards that are hiding from the demon Wal-She-Add after breaking a pact
  with her. More information about Wal-She-Add can be found in Chapter 4: People of
  Note.
  0 Humans and demihumans are the most populous races in Straffshire, but not by a
  wide margin. Fey, demons, undead, and various other intelligent creatures are just as
  common. In this cultural melting pot, there is very little racial prejudice compared to the
  Material Plane.
  0 Straffshire is encircled by a stone wall that is enchanted with many protective wards.
  Beyond the wall are two hundred square miles of wilderness known as the Planar
  Wastes. This wild, dangerous region
  is inundated with chaotic magic. Straffshire’s
  warded wall exists to keep the magical energy and creatures of the Wastes from
  harming the village. The Planar Wastes are described further in Chapter 5: The Planar
  Wastes.
  0 Straffshire was built fifty years ago. The village and its domain were enchanted to
  travel through the planes by the Queen of Air and Darkness. This fey deity protects the
  village’s
  residents from
  Wal-She-Add,
  but
  her
  reasons
  are
  not altruistic.
  She
  is
  harnessing the wizards of Straffshire and their magic for her own purposes. More
  information about the Queen can be found in Chapter 4: People of Note.
  
  Chapter 3: Places of Note
  Village Center
  The Dunman Library
  The
  Dunman
  Library
  occupies
  a
  magically
  excavated cave underneath the Village Center.
  Each of the library’s thirteen floors is a cramped
  labyrinth of shelves overloaded with
  books,
  scrolls,
  and
  cascading
  mounds of dust.
  The
  library
  is
  said
  to
  contain
  ancient
  lore
  and
  powerful
  spells,
  but these wonders are lost
  among heaps of useless ephemera.
  An average shelf in the library might contain a
  book on the breeding habits of giant flamingos,
  a scroll of amateur poetry, a map from another
  plane, some religious sheet music, and a binder
  of collectible
  coins. Any of these
  might
  be
  written in a dead language or too faded to be
  legible. The library is rumored to hold a book of
  time travel spells, a complete topology of the
  planes, and a scroll of true names for powerful
  demons. Even if those things do exist, since the
  library has no system of organization, no one is
  likely to ever find them.
  The Dunman Library is the personal collection of
  the sage Marta of Dunman
  (see Chapter 4:
  People of Note). It is not a public library and is
  accessible only to those who pay a regular fee
  of spell components. Currently, there are less
  
  than five paying members. Marta has not been
  seen
  in Straffshire for several years.
  She
  is
  believed to be living in isolation deep in her
  library, or dead. The
  library
  is operated
  by
  Marta’s
  air
  elemental
  who
  seems
  to
  hate
  everyone.
  The Egg
  With a population of seventy, Straffshire is too
  small to
  have
  a
  highly developed economy.
  Instead, once a week, the residents meet for
  Market Day. On this day, they socialize and
  swap spell components, scrolls, magic items,
  and anything else of interest. Most of the village
  shows
  up,
  making
  Market
  Day
  the
  best
  attended social event in Straffshire.
  Market Day takes place in the Egg, a dome-like
  structure in the Village Center. Allegedly, the
  Egg is an ancient dragon egg acquired by Doctor
  Haydar Shiftman
  (see
  Chapter 4:
  People of
  Note). After perfecting his time travel ritual, he
  seized
  the
  egg
  from
  a
  mountain-sized
  prehistoric dragon. Most people in Straffshire
  don’t believe Shiftman’s incredible claim, and
  it’s commonly assumed that the Egg is a normal
  lizard egg enlarged by magic. The Egg’s interior
  is intricately painted to resemble the night sky
  of the Material Plane, and its stars glow with
  magic.
  Inside the Egg are various booths and tables for
  the people of Straffshire to display their goods.
  Spell
  components
  are
  the
  most
  commonly
  traded
  commodity, followed
  by
  scrolls,
  and
  magic items. Necromancers are always seeking
  bodies for their rituals and experiments. Since
  Straffshire’s population
  is small and death
  is
  infrequent,
  corpses fetch
  high
  prices.
  Other
  wizards deal in enslaved spirits, elementals, and
  djinn. In several instances, these unpredictable
  and dangerous beings have escaped to wreak
  death and destruction on Market Day.
  The High Tower
  The High Tower’s name is a misnomer. Instead
  of
  a
  tower,
  the
  building
  is
  an
  open
  air
  amphitheater.
  It
  is
  three
  stories
  tall
  and
  contains a central stage encircled by terraced
  rows of stone benches. It is small compared to
  some of Straffshire’s more majestic buildings,
  but the High Tower is a recent construction, and
  there wasn’t enough room to make it larger. It is
  built on an enchanted swath of land that hovers
  above the Village Center. For this reason, the
  High Tower
  is technically Straffshire’s tallest
  structure. Visitors travel between the ground
  and the flying amphitheater via a permanent
  dimension door spell.
  The
  people
  of Straffshire
  live
  in
  a
  mostly
  peaceful anarchy. They are men and women
  that can control the forces of reality, and most
  of
  them
  are
  not
  used
  to
  following
  rules.
  However,
  occasionally,
  communal
  decisions
  must be reached concerning various issues. The
  High Tower exists as a location for community
  meetings. Every month, there is an open forum
  where
  participants
  can
  discuss
  issues
  of
  government. There are rarely more than fifteen
  attendees, which represents less than a quarter
  of the village’s population. Most of Straffshire’s
  residents think these meetings are a huge waste
  of time.
  The
  meetings
  always
  devolve
  into
  rambling debates that are overly academic or
  hypothetical, and nothing is ever accomplished.
  What
  should
  be
  done
  about
  Wal-She-Add?
  That’s
  the
  most
  controversial
  topic
  of
  conversation among Straffshire’s residents, and
  it has been argued in the High Tower for years
  without
  result.
  The
  debate
  is
  deadlocked
  between
  four
  factions.
  The
  Faction
  of the
  Cautious
  wants
  to
  hide
  from
  WaI-She-Add
  indefinitely. The Faction of the Informed wants
  to send scouts and spies to gather intelligence
  about
  her.
  The
  Faction
  of the
  Dark
  plots
  assassination
  attempts
  and
  guerrilla
  raids
  against her and her minions. The Faction of the
  Sword wants to raise an army, march into Wal-
  She-Add’s domain, and wage war. These four
  10
  
  groups fight bitterly with each other, and their
  leaders jockey for support at every meeting in
  the High Tower. Nonetheless, no faction has
  gained
  power
  over
  the
  others.
  For
  more
  information on these factions, see Chapter 4:
  People of Note.
  The High Tower is also the location of the ever-
  burning Lighthouse. This signal beacon can be
  seen across the entirety of Straffshire’s pocket
  dimension, and it helps travelers navigate the
  disorienting landscape of the Planar Wastes.
  The Lighthouse is a spire that rises a hundred
  feet above the High Tower. It is topped with a
  glowing pyre containing a mass of matter from
  the Sub-Elemental Plane of Light. The pyre does
  not require regular maintenance, and there is
  no way to
  reach
  it aside from
  magic or
  a
  terrifyingly steep climb.
  The Laboratory Building
  The Laboratory Building is a recent addition to
  Straffshire. It has one floor above ground and
  three basement levels, and each is a maze-like
  arrangement of halls and chambers. Its hallways
  twist
  and turn
  in
  no
  logical
  order.
  This
  is
  unsurprising since the structure was designed
  by the Queen of Air and Darkness whose alien
  mind is a mystery to mortals.
  Two decades ago, the Queen appeared before
  the gathered residents of Straffshire. She told
  them that certain powerful wizard spells were
  creating echoes across the planes that could be
  found and followed by Wal-She-Add and other
  demons.
  For their
  own
  protection,
  wizards
  could no longer cast spells of the 7th level or
  higher. When the wizards balked, the Queen
  was
  ready with
  a
  solution.
  She designed
  a
  building that would conceal the echoes created
  by those spells. Within its confines, the wizards
  would
  be free to cast whatever spells they
  wanted.
  Initially,
  the
  wizards
  of
  Straffshire
  supported the building, but as its construction
  progressed, many changed their minds.
  The Laboratory Building is a bewildering place.
  Through some magical manipulation, no one
  ever remembers the building’s layout. Although
  the residents of Straffshire built the structure
  themselves
  from
  the
  Queen’s
  plans,
  the
  blueprints were completely incomprehensible,
  and no one can say how the project ever got
  finished. Any effort to map the building has
  resulted in an unintelligible tangle of scribbles,
  and
  several
  people
  have
  disappeared
  while
  attempting to do so. Scrying magic has also
  been used to scout the building, but the results
  have been confusing and contradictory.
  For the most part, the wizards of Straffshire
  have come to accept the Laboratory Building.
  They enter its corridors and wander randomly
  until they find their own personal laboratory.
  When they are ready to leave, they ramble
  haphazardly back out. The labs themselves do
  not have the disorienting effect of the hallways.
  In fact, many wizards claim to have done their
  best work
  in
  those
  chambers.
  It
  has
  been
  theorized that an enchantment induces feeble-
  mindedness
  within
  the
  building’s
  corridors.
  Another theory
  suggests that the
  structure
  exists in so many dimensions that time and
  space
  become
  irrelevant
  inside
  it.
  When
  questioned
  about
  the
  building,
  the
  Queen
  responds, ”Insects do not understand a passing
  wagon.”
  Most of Straffshire’s residents assume that the
  Laboratory Building has some secret purpose
  for the Queen. Although the Queen works to
  protect the villagers, her motives for doing so
  are
  unclear.
  Many
  believe
  the
  Laboratory
  Building is part of a plan by the Queen to exploit
  Straffshire’s wizards. There are two
  popular
  theories about the laboratory’s function. One
  suggests that the Queen is spying on all the
  research within the laboratory and stealing it for
  her
  own
  uses.
  Another
  suggests
  that
  the
  building hides a dangerous artifact or entity.
  The wizards could be acting as unwitting guards
  to it, or maybe even guarding the rest of reality
  from it.
  11
  
  Regardless
  of
  its
  purpose,
  the
  Laboratory
  Building is the most mysterious (and possibly
  dangerous)
  place
  within
  the
  village
  limits.
  People feel strange sensations of unease or
  terror as they wander its hallways. They recall
  fragmentary
  memories
  of things
  they
  have
  never experienced. The
  building occasionally
  appears in their dreams. All Straffshire’s wizards
  agree, despite its innocuous effects, the mind-
  bending power of the Laboratory Building is
  deeply unsettling.
  Exploring the Laboratory Building: Movement
  within the halls of the Laboratory Building is
  confusing
  and
  disorienting.
  If
  the
  PCs
  are
  exploring the building, and the GM isn’t using a
  map, the lead PC must roll a WIS ability check. If
  unsuccessful, they
  never find the
  room
  (or
  whatever else) they were looking for, and they
  end up back at the laboratory’s entrance after 3
  hours of wandering. If they succeed, they reach
  their destination in 2 hours. If they succeed by a
  margin of 4, they reach it in
  1 hour. If they
  succeed by a margin of 8, they reach it in 10
  minutes. While exploring, the PCs lose track of
  time and cannot remember specific details of
  where they have been and what they have
  seen.
  The Port of Chains
  Because
  of the
  difficulty of controlling the
  Chimes of the Planes (see the Teleportation
  Stone
  in
  this
  section),
  Straffshire
  has
  a
  secondary transportation
  hub
  known
  as the
  Port of Chains. Users of the port can teleport to
  various parts of the village, as well as across the
  planes. The port has six exits beyond Straffshire.
  There is one in the Astral Plane, the Plane of
  Fairie, the Plane of Shadow, and the Elemental
  Plane of Water, and two at opposite ends of the
  Material
  Plane.
  A
  seventh
  exit
  is
  under
  construction which will lead to Wal-She-Add’s
  home once it is discovered. The creation of this
  exit is the project of wizards from the Faction of
  the Sword (see Chapter 4: People of Note) who
  want to use the port to launch an invasion of
  Wal-She-Add’s domain.
  The Port of Chains is a thirty-foot-tall granite
  building supported by many pillars. Inside are
  six hallways, each lined by wooden handrails. At
  the end of each hall floats a man-sized chunk of
  rose quartz with a six-foot loop of silver chain
  dangling from it. When a person grabs or sits on
  the chain, the stone and its rider drift across the
  planes to their destination. The stone stays in
  that location until someone grabs its chain to
  return it to port.
  The Port of Chains can only be used by people
  who have received a special enchantment. If a
  person is not enchanted, the floating stone and
  chain won’t react when touched. Every resident
  of Straffshire receives this enchantment, but it
  is
  sometimes
  revoked
  as
  punishment
  for
  troublemakers.
  Two
  wizards
  are
  currently
  banned from the port. Both are members of the
  Faction of the Sword who used the port to steal
  magical weapons from settlements in the Plane
  of Fairie.
  The Teleportation Stone
  To create Straffshire, the
  Queen of Air and
  Darkness placed a powerful artifact in a region
  of the
  Material
  Plane.
  Under the
  artifact’s
  power, an entire landmass was sent hurtling
  through
  the
  planes.
  This
  artifact
  sits
  in
  Straffshire’s Village Center and
  is called the
  Teleportation
  Stone,
  but
  the
  name
  is
  misleading. The artifact is housed in a teardrop-
  shaped building created by Straffshire’s wizards.
  The structure
  is carved from emerald which
  accounts for the ”stone” name. However, the
  artifact itself is a set of hundreds of chimes,
  known as the Chimes of the Planes, suspended
  from poles and crossbeams inside the emerald
  building.
  Controlling
  Straffshire’s
  planar
  travel
  is
  an
  intricate and imprecise ritual. This annoys the
  village’s wizards, but satisfies the Queen’s sense
  of malice. The Chimes of the Planes must be
  played
  in
  a
  way that
  produces the correct
  emotional response in the player. Mastering
  12
  
  this drives the wizards to distraction. Although
  the appropriate emotion to control the chimes
  is the same for every player, the music which
  produces that emotion is totally subjective.
  For example, slowing down the village’s travel
  requires the performance of a hundred note
  piece that makes the player feel sad at first,
  then
  hopeful,
  and
  eventually
  triumphant.
  However, everyone reacts to music differently.
  Some
  people
  don’t
  have
  any
  emotional
  response to music and cannot use the Chimes of
  the
  Planes at all. The wizards of Straffshire
  agree
  that
  the
  Queen
  made
  the
  chimes
  intentionally frustrating in order to spite them.
  Waldman Memorial Park
  This park is one of Straffshire’s least impressive
  sites. It’s a flat, grassy lot bordered by four
  cobblestone roads.
  In one corner is
  a
  large
  scorched area where an apprentice (after whom
  the park is named) incinerated himself while
  practicing combat spells. Since that incident, all
  combat magic must be cast in the Encampment
  or the
  Planar Wastes.
  However, wizards still
  congregate in the Waldman Memorial Park to
  cast
  spells
  that
  would
  be
  impractical
  or
  destructive
  to
  invoke
  in
  their
  own
  homes.
  Shouting matches and challenges to duel are
  common as wizards argue over whose turn it is
  to use the park or how much space another
  spellcaster should be allowed to take up.
  On any given day at dawn, one group of wizards
  or another will be using the Waldman Memorial
  Park to perform some ritual that can only occur
  at
  daybreak.
  Soon
  after,
  the
  area
  will
  be
  overrun by wizards casting their various daily
  rituals.
  By
  observing the
  park for
  a
  single
  morning, a person could see the comprehend
  languages
  and
  unseen
  servant
  spells
  cast
  enough
  times
  to
  learn
  them
  himself.
  Throughout
  the
  day,
  the
  park
  is
  sparsely
  populated
  with
  wizards
  doing
  experiments,
  exercising
  their
  familiars,
  or
  enjoying
  the
  outdoors. At dusk, the park fills again with
  wizards performing rituals that must be done at
  nightfall. During the night, the park is quiet,
  although
  necromancers
  and
  evil
  wizards
  occasionally arrive to practice their dark magic.
  Most wizards
  in Straffshire find
  necromancy
  distasteful. However, by silent consensus, the
  villagers agree to ignore the necromancers in
  their midst. Necromancy and other dark magic
  is tolerated since they could be potent weapons
  against Wal-She-Add if she ever finds Straffshire
  and attacks.
  Old Town
  The Cemetery
  Straffshire’s only cemetery is atop a hill on the
  village’s
  outskirts.
  It
  contains
  several
  mausoleums, a few dozen headstones, and an
  enormous dead tree. To keep necromancers
  away, every grave is protected by dangerous
  traps and spells. The mausoleums contain the
  cemetery’s most prestigious residents and are
  even more secure. One is guarded by a pack of
  gargoyles
  and
  a
  stone
  golem.
  Another
  is
  electrified, invisible, and hovers twenty feet in
  the air.
  One
  mausoleum
  houses
  a
  vampire
  named
  Sellers. In exchange for a blood tithe from the
  cemetery’s caretakers,
  he watches over the
  grounds after dark
  and
  feeds
  on
  intruders.
  Sellers
  is trapped
  by wards
  placed
  on
  the
  cemetery’s fence. He resents being imprisoned
  and is always angling for a way to escape.
  The cemetery’s only tree is actually an undead
  treant. He is usually in a state of blissful torpor,
  but
  will
  awaken
  and
  respond
  violently
  if
  harassed. Once, after being struck by lightning
  during a storm, he went on
  a rampage and
  destroyed a quarter of the village.
  13
  
  The General Store
  The
  General
  Store
  is
  in
  Old Town,
  but still
  relatively close to the Village Center. Inside the
  unassuming store,
  food,
  clothing,
  tools,
  and
  other supplies
  are
  sold.
  Since
  Straffshire
  is
  isolated and its economy is mostly self-reliant,
  goods and materials are expensive. The General
  Store’s prices are twice as high as a comparable
  store on the Material Plane. At a customer’s
  request, the store’s proprietor will
  magically
  conjure some items. These items are half as
  expensive as those in a normal store, but vanish
  after twenty-four hours.
  Like most other businesses in Straffshire, the
  General
  Store
  does
  not
  accept
  currency.
  Payment can
  be made in spell components,
  magical
  trinkets,
  and
  antiques.
  Nicolas,
  the
  store’s owner, is an antique collector, and the
  General Store is lavishly decorated with many
  fine objects of art. Nicolas is a quiet but friendly
  male medusa. He always keeps his face covered
  with one of his many antique masks.
  The Polliwog Public House
  The Polliwog was once a lively pub catering to
  Straffshire’s first residents. These wizards came
  from courtly backgrounds and couldn’t cook,
  but still demanded a certain level of luxury. As
  the village’s population has grown, the Polliwog
  has changed from a tavern to a private social
  club. Various groups, societies, and guilds use
  the Polliwog to meet and socialize. On one day,
  members
  of the
  Bikeham
  Soothsayers
  Club
  might meet there to prophesize. An another
  day,
  Desildine's
  Salon
  might
  host
  a
  scroll
  exchange.
  The Polliwog’s main chamber contains chaises
  and sofas around
  low tables. Wizards meet
  there to gossip, debate, and exchange ideas.
  The pub’s ancillary rooms are mostly used for
  table games, all of which involve magic and can
  only be played by wizards. The most common
  game, called spellbound, is similar to darts. A
  player
  casts
  a
  cantrip
  to
  conjure
  a
  small,
  bouncing
  missile. This
  missile
  is directed to
  ricochet off various targets around the play
  area.
  Most
  of
  Straffshire’s
  wizards
  are
  too
  self-
  important to cook or stock a wine cellar. When
  the Polliwog was built, a being from the Plane of
  Order was summoned to manage the pub. This
  metallic creature has avian wings and a single
  eye in the center of its spherical body. Its name
  is
  Bie.
  It
  takes
  orders
  and
  runs
  the
  pub
  fervently, although it is difficult to communicate
  with since its vocabulary contains less than a
  hundred words.
  Bie is liked by the patrons of the Polliwog, but
  none
  of them
  realize that their servant
  is
  beginning to develop a mind of its own. As a
  creature from the Plane of Order, Bie was once
  a
  mindless
  drone
  in
  a
  rigid
  hierarchy.
  Increasingly, Bie has started to act in its own
  self-interest. Although it remains amiable to the
  people
  of
  Straffshire,
  it’s
  developing
  an
  unexpected agenda.
  Hinter Town
  Axehead’s Place
  Axehead’s Place is a weapon and armor shop
  operated
  by
  Axehead,
  a
  half-ogre
  with
  a
  distinctively
  axe-shaped
  face.
  The
  cluttered
  shop is inside the living room of Axehead’s tiny
  cottage. His wares are strewn on the floor, the
  kitchen table, and sometimes even in his bed.
  The weapons and armor at Axehead’s Place are
  all magical or unique in some way. Many were
  acquired
  by Axehead
  himself on one of his
  monster-slaying adventures. There are weapons
  14
  
  and armor in all sizes, including some tiny and
  giant-sized items.
  Every item seems to have
  some
  legend
  associated
  with
  it.
  Axehead,
  always outspoken, will gladly tell it, regardless
  of whether his customer wants to hear it.
  Axehead
  does
  not
  take
  coins
  or
  spell
  components
  as
  payment.
  He
  is
  one
  of
  Straffshire’s few residents that isn’t a wizard. He
  will trade for spellcasting services or magical
  items.
  Axehead
  likes
  fighting
  and
  offers
  a
  discount to customers that beat him in a duel.
  The Coffin House
  For the most part, Straffshire
  is
  a
  peaceful
  anarchy with little need for law enforcement.
  However, every community has a few rogues
  and
  sociopaths.
  Necromancers,
  in
  search of
  corpses to raise, sometimes commit murder.
  Conjurers accidentally or intentionally unleash
  destructive
  demons.
  Illusionists
  play
  one
  magical trick too
  many.
  In
  such
  cases, the
  people of Straffshire meet in the High Tower
  (described elsewhere in this section) and vote
  to
  punish these troublemakers. The
  penalty
  might be community service, exile, or a term in
  the Coffin House.
  The Coffin House is
  a stone cottage on the
  border between Hinter Town and the Village
  Center. Inside are ten crystalline coffins filled
  with churning mist. Most are human-sized, but
  a few can accommodate larger races. Prisoners
  sealed in these magic coffins are kept nourished
  and physically healthy by the mists within.
  Each coffin is enchanted a little differently. One
  keeps its prisoner constantly awake and alert.
  Another causes temporary amnesia. Another
  induces horrific hallucinations. Another makes
  its prisoner age more rapidly. Sentences in the
  Coffin House are short, and most people are
  only imprisoned for a few days. Longer stays
  tend to cause serious mental trauma.
  One coffin has been occupied by the demon
  Abrahima (see Chapter 4: People of Note) for
  over three years. As an agent of Wal-She-Add,
  Arbahima infiltrated Straffshire to sabotage the
  Teleportation Stone. Her attack was discovered
  and halted, but the demon was too powerful to
  be destroyed. Instead, she was sealed in a coffin
  that magically ages her backward into an infant.
  If she ever escapes, at least she will be helpless.
  The Stoneyard
  This abandoned courtyard is encircled by empty
  buildings. It is enchanted with a petrifying field,
  and any living thing that enters it must succeed
  on
  a saving throw versus petrify or turn to
  stone.
  Within
  the
  courtyard
  are
  petrified
  animals, monsters, and people. Although the
  Stoneyard’s origins are unknown, its location is
  well-documented, and people rarely fall victim
  to it anymore. Within the courtyard are several
  powerful
  monsters
  including
  a
  chimera,
  a
  wyvern, and (ironically) a basilisk. There is much
  speculation about how these monsters ended
  up in the Stoneyard. Occasionally, a wizard will
  risk entering the courtyard to free a monster
  and enslave it.
  Little Planes
  containing a portal to the Elemental Plane of Fire.
  The
  conjurer who
  created
  the
  cottage
  is
  now
  deceased, but he enchanted the wardrobe for use in
  his elemental summoning rituals. Beings from the
  Elemental Plane of Fire occasionally wander through
  the portal into Straffshire.
  The Burning House
  This small cottage is perpetually engulfed in a
  roaring
  inferno.
  Although
  its
  timbers
  are
  scorched
  and
  brittle, the
  building
  does
  not
  collapse.
  Inside
  is
  a
  charred
  wardrobe
  15
  
  Zarzameer’s Maze
  Zarzameer’s Maze is built into the ruins of a
  collapsed
  fortress.
  Its
  walls
  are
  completely
  invisible,
  so
  the
  maze
  appears
  as
  a
  few
  crumbling stone walls and heaps of bricks. In
  reality, it’s a three story structure with over
  100,000 square feet of twisting passages. The
  wizard Zarzameer worked on the maze until he
  died and claimed to have hidden a wondrous
  treasure
  in
  its
  heart.
  Since the treasure
  is
  supposedly
  concealed
  inside
  of
  an
  invisible
  chest, it is difficult to say whether it even really
  exists.
  Zarzameer’s
  Maze
  is
  a
  fiendish
  puzzle.
  Its
  multiple floors and recursive passages thwart
  simple maze-solving techniques. Its walls seem
  indestructible, and they remain invisible even if
  viewed with a detect invisible spell or subjected
  to dispel magic. The maze is enclosed by an
  invisible
  roof
  to
  prevent
  wanderers
  from
  climbing or flying over the walls.
  It
  is
  also
  patrolled by invisible stalkers.
  Very few people have attempted the maze, and
  if anyone has found the treasure, they have not
  admitted it. Systematically mapping the maze
  would
  take
  weeks.
  Since
  Zarzameer
  was
  a
  known trickster, most of Straffshire’s residents
  believe the maze’s hidden treasure is probably a
  hoax.
  Outside Straffshire
  The Planar Barrier
  Straffshire is in a pocket dimension containing
  two
  hundred
  square
  miles
  of
  wilderness.
  Beyond this area is the Planar Barrier which
  forms the dimension’s border. Looking through
  the Barrier, a creature can see the landscapes of
  a hundred planes flowing past every minute.
  Despite
  its
  name, the
  Planar Barrier isn’t
  a
  barricade, and any creature can walk through it
  and enter a whole new plane.
  Going beyond the Planar Barrier is an extremely
  dangerous way to travel between planes. The
  traveler
  might
  end
  up
  in
  a
  completely
  inhospitable plane such as the Elemental Plane
  of Fire or the Negative Energy Plane. They could
  also be caught between planes and destroyed.
  Furthermore, if a creature leaves Straffshire’s
  pocket dimension, they will be stranded when
  the
  dimension
  moves
  on.
  When
  traveling
  between
  planes,
  most
  of
  the
  wizards
  of
  Straffshire use the Teleportation Stone or the
  Port of Chains
  (described
  elsewhere
  in this
  section).
  The Planar Wastes
  The Planar Wastes is the region of wilderness
  outside Straffshire. It has been contaminated by
  magic and
  is an ever-shifting and dangerous
  landscape
  full
  of
  mutant
  creatures
  supernatural beings. It is described completely
  in Chapter 5: The Planar Wastes.
  The Village Wall
  Straffshire is surrounded by a fifteen-foot-tall
  stone wall which separates the village from the
  Planar Wastes. The stones themselves offer no
  dangerous
  denizens, but the wall is enchanted with many
  wards. These repel weak undead, demons, and
  devils (3 hit dice or less). On the rare occasion
  when something more powerful
  crosses the
  barrier, the wizards of Straffshire band together
  defense
  against
  the
  Wastes’
  to fight it off.
  16
  
  Chapter 4: People of Note
  Wal-She-Add
  Wal-She-Add, the Great Starvation, the Offal
  Consumer, the Hoarder, Duchess of the Midden
  Heap, the Inedible Leavings of the Slaughter
  Yard, the Gnawing Hunger, the Slayer of the
  Poor,
  the
  Baroness
  of
  the
  Barren
  Womb,
  Maiden
  Flayer,
  Heart
  Stealer,
  the
  Wailing
  Agony, and the Pact Maker is a demon lord from
  the Abyss. She holds dominion over starvation
  and gluttony. She hordes the food of the world,
  consuming everything from the finest wines to
  the rottenest scraps of meat. She eats so that
  no one else can. When Wal-She-Add feasts,
  even flies die from hunger.
  Wal-She-Add is a massive demon, as wide as
  she is tall. Great sacks of flab drape from every
  inch of her. She wears nothing, although her
  folds of fat resemble a flowing robe. On her
  back are two comically small bird wings with
  soot-colored feathers. Atop her head is a shock
  of curly hair the color of a sewage pit.
  Wal-She-Add
  is
  obsessed with
  making
  pacts
  with mortals. She will
  make
  a pact for any
  reason, no matter how trivial. To a lord, she
  may promise to put a blight on his rival’s lands.
  To a peasant, she may promise to cure his son’s
  lame
  leg.
  To
  a
  wizard,
  she
  may
  promise
  immortality. In return, these people might agree
  to give the demon lord something precious, or
  to
  become
  her
  agents,
  spreading
  chaos
  or
  starvation in her name. However, Wal-She-Add
  never
  meets
  her
  end
  of the
  bargain.
  She
  promises more than she can fulfill and will twist
  the wording of the
  pact to
  her own
  end,
  ignoring rational thought and reason. She might
  claim that killing someone is the same as saving
  their life, or that vast power is obtained by
  having no power at all. Some sages speculate
  that the demon’s compulsive pact-making is the
  same obsession that drives her to eat so that
  others starve. Wal-She-Add is compelled to take
  and never give back.
  Because of her self-serving nature, Wal-She-Add
  is disliked and distrusted by mortals, demons,
  and deities alike. If there was some sort of
  cosmological court to
  mediate
  all
  her pact-
  making, she would surely be found guilty of
  fraud. However, Wal-She-Add is too powerful to
  be
  stopped
  by
  anyone
  but
  the
  strongest
  demons and deities.
  Wal-She-Add resides in the Abyss. Her domain is
  populated
  by
  carrion-eating
  demons
  and
  monsters.
  Packs
  of
  ghouls,
  oozes,
  otyughs,
  maggotkin,
  and
  rawheads
  wander
  among
  mountains of spoiled food. It's said that every
  wasted morsel of food makes its way to Wal-
  She-Add’s domain. The heaps of food there rival
  the greatest peaks of the Material Plane. The
  people of Straffshire know Wal-She-Add makes
  her home in the Abyss, but they do not know
  exactly
  where.
  The
  secret
  location
  of
  her
  domain is one of her many protections against
  those that might try to harm her.
  The
  demonic
  Rawheads
  (see
  Chapter
  7:
  Monsters) are Wal-She-Add’s most dependable
  soldiers. She can create them anywhere on the
  Material
  Plane where starvation
  is rampant.
  Once created, a rawhead uses its powers to
  putrefy food
  and
  spread further starvation.
  When the hunger is widespread, Wal-She-Add
  becomes powerful enough to send an avatar of
  herself to the starving land. At first, the avatar is
  scrawny,
  but
  as
  hunger
  and
  hopelessness
  spread, she grows great rolls of fat. The effects
  of her malignant aura are felt for miles.
  It
  exacerbates the panic and desperation of the
  17
  
  hungry people, driving them to madness. Those
  who have food are also affected. They become
  paranoid, covetous, and contemptuous toward
  the suffering of others.
  As Wal-She-Add’s influence extends through the
  starving land, the riots begin. Farms and stores
  are looted, and traveling merchants avoid the
  area,
  causing
  food
  reserves
  to
  disappear
  completely. The hungry people eat anything
  they can find including dirt, the leather of their
  shoes, the corpses of their kin, and their own
  biological waste. Disease ensues. At this point,
  Wal-She-Add’s avatar becomes so bloated that
  she cannot maintain
  her physical form.
  She
  bursts into swarms of flies, locusts, and weevils
  that infest the countryside and destroy every
  edible plant for miles.
  Thankfully, Wal-She-Add’s destructive crusades
  can be stopped early. Her rawhead demons are
  known to be harbingers of starvation and are
  typically destroyed on sight.
  As Wal-She-Add’s avatar walks the land, she
  seeks out mortals to make pacts with. Many of
  these pacts are requests to end the starvation
  that Wal-She-Add created. The demon readily
  agrees, knowing that her cycle of starvation will
  eventually
  runs
  its
  course
  anyway.
  Some
  mortals
  are
  drawn
  to
  the
  avatar’s
  magical
  energy. These people, mostly wizards, try to
  barter for power.
  Wal-She-Add
  can
  also
  be contacted through
  various rituals, and her name appears in many
  books
  of
  lore.
  Her
  true
  name
  and
  other
  weaknesses are
  in the memory of a wizard
  called
  Stanis the Outcast from the
  Material
  Plane. Stanis is long dead, but he was killed in a
  war between a clan of frost giants and a white
  dragon, and
  his body is preserved in ice. If
  found, the speak with dead spell could be cast
  on it, and Stanis could
  reveal Wal-She-Add’s
  vulnerabilities.
  Wal-She-Add passionately despises the Queen
  of Air and Darkness. Their feud is old and its
  origins are uncertain.
  However, Wal-She-Add
  does not realize that the Queen
  is the one
  hiding her pact-breakers from her. The demon
  has many enemies, even among her own kind.
  Of all the demon lords, only the Lord of Slimes is
  neutral to her, and only because their domains
  are directly adjacent.
  The Queen of Air and Darkness
  The Queen of Air and Darkness, Master of the
  Unseelie Court and Monarch of the Winter Fey,
  is a fey deity and a troubling mystery to the
  people of Straffshire.
  She
  is the subject of
  whispered gossip at the Polliwog Public House
  after strong drinks have dangerously loosened
  the villagers’ tongues. All agree that she is to be
  feared and respected, but not trusted. At her
  best, she is cold and uncaring. At her worst, she
  is a force of hatred.
  Those
  who
  contact
  the
  Queen
  of
  Air
  and
  Darkness do so in many different ways. There
  are several ancient rituals to summon her. She
  can also be reached through cults that worship
  her on the Material Plane. The Queen has a
  network of spies to find wizards who
  have
  broken pacts with Wal-She-Add. If a wizard is
  powerful enough to be useful, the Queen may
  offer them a pact of her own. She occasionally
  deals with mortals who aren’t wizards, but this
  is a rare exception.
  To the wizards she makes
  a pact with, the
  Queen of Air and Darkness offers protection
  from Wal-She-Add. They are allowed to hide in
  Straffshire
  where
  Wal-She-Add’s
  divination
  magic cannot find them. In return, the Queen
  demands a number of favors. The quantity of
  favors is arbitrary and based on the Queen’s
  capricious whim. Very few owe her no favors at
  all while others owe ten or more. These favors
  18
  
  are never trivial. The Queen
  may require
  a
  wizard to destroy her enemies or spy on them,
  cast a powerful spell for her, or scout out a
  dangerous plane.
  Other than the details above, the people of
  Straffshire know little about the Queen of Air
  and Darkness. There are plenty of stories about
  her, but most are incredible and contradictory.
  Some tales suggest that she resides in a fortress
  of ice in the Plane of Fairie or the Plane of
  Chaos. She is said to have been a member of the
  Seelie Court, possibly the heir to the Summer
  Throne, until she was corrupted into a being of
  malevolence. An alternate tale claims she was
  once
  a
  powerful
  mortal
  queen
  and
  general
  known for her beauty, brilliance, vanity, and
  cruelty. She is said to have a connection to an
  evil artifact known as the Black Diamond, as
  well as an ancient race of magic-users known as
  the Tuatha Dé Danann.
  All who deal with the Queen of Air and Darkness
  agree on one thing. She does not bargain in
  good faith. There is always more to her pacts
  than
  meets the
  eye,
  and
  her penchant for
  twisting
  the
  terms
  of
  an
  agreement
  is
  legendary. In this way, she is very similar to
  Wal-She-Add, although the Queen is bound by
  her word, and WaI-She-Add will break a bargain
  and
  use
  any
  sort
  of
  insane
  or
  convoluted
  reasoning to justify it.
  The people of Straffshire wonder about the
  Queen’s motivations for creating the village and
  thwarting WaI-She-Add. Some say it’s because
  she
  reviles Wal-She-Add. The demon
  is the
  embodiment of starvation and emptiness, and
  the Queen of Air and Darkness is an empty husk
  with few emotions aside from bitterness and
  anger. Perhaps she sees a reflection of herself in
  the demon and is disgusted by it. Beyond her
  squabbles
  with
  other
  members
  of the
  fey
  nobility, the Queen is not openly opposed to
  any other deity or demon. Whatever drives
  their mutual hatred, only the Queen and Wal-
  She-Add know what it is.
  When the Queen of Air of Darkness learns of a
  wizard who has broken a pact with Wal-She-
  Add, she will find a way to meet them and offer
  her own pact. She can manifest on the Material
  Plane,
  but
  doing
  so
  is
  taxing
  and
  time
  consuming. She prefers to summon people to a
  plane where she is more comfortable such as
  the Plane of Fairie or the Plane of Chaos. The
  Queen has no physical form and is perceptible
  as a feeling of cold and numbness.
  Occasionally, the Queen of Air and Darkness will
  send one of her underlings to bring a wizard to
  her. She leads a court of elves and fey creatures
  who
  have
  been
  physically
  corrupted
  and
  mutated.
  Many
  night
  hags
  seek
  her
  favor
  despite the Queen’s dislike of them. She has
  many undead servants, from lowly skeletons
  and
  shadows
  to
  vampires.
  She
  also
  has
  hundreds of hell hounds that she keeps as pets
  and hunters.
  The Queen of Air and Darkness has the wizards
  of Straffshire right where she wants them. They
  are afraid of her and reliant on her to hide them
  from
  Wal-She-Add.
  However,
  the
  Queen
  is
  dependent on the wizards as well. She calls on
  them for favors, but she also
  uses them to
  covertly protect her domain. Straffshire’s planar
  travel
  seems
  random,
  but
  it
  is
  actually
  controlled by the Queen. If any of her rivals
  raise an army and attack her lands, she will
  transport Straffshire into the
  middle of the
  battle.
  The
  villagers
  would
  suddenly
  find
  themselves on the front line of a war against a
  god, demon, or other powerful entity.
  The Queen of Air and Darkness also steals magic
  knowledge and research from the wizards of
  Straffshire.
  The
  Laboratory
  Building
  (see
  Chapter 3: Places of Note) is enchanted to read
  the
  minds of any mortals within
  it.
  She
  is
  collecting spells and lore to arm her minions
  and
  trade
  to
  her
  allies.
  Because
  of
  her
  exploitation of Straffshire’s wizards, the Queen
  is
  beginning
  to
  overshadow
  the
  other
  fey
  deities. Her waxing power has put her rivals on
  their guard.
  19
  
  Factions of Straffshire
  The four political factions of Straffshire are very
  loose affiliations. Unlike most political parties,
  the members of a faction do not stand together
  on
  all
  issues.
  The
  factions
  are
  really
  only
  interested in one subject: What should be done
  about Wal-She-Add and the Queen of Air and
  Darkness. The factions are heated rivals, but
  their disagreements usually take the form of
  debates
  in the
  High Tower (see Chapter 3:
  Places of Note). Occasionally, a temperamental
  wizard might get angry enough to cast a spell.
  There have been injuries and embarrassments,
  but no deaths.
  The Faction of the Cautious
  This faction is this most contradictory of them all. Ostensibly, they claim to be waiting for the
  appropriate time to make a decision, but practically, they just oppose every course of action that
  has been suggested. Detractors say that the Faction of the Cautious is scared of a confrontation
  with Wal-She-Add or the Queen of Air and Darkness. This faction is the largest group and
  contains a majority of the most powerful wizards in the village.
  Alabeezem Aquaid
  Lizardfolk, 11th level magic-user,
  neutralgood
  Alabeezem leads the Faction of the Cautious. He
  has lived in Straffshire for nearly twenty years.
  In his youth, he made a pact with Wal-She-Add,
  promising her his firstborn son in exchange for
  information
  that
  would
  guarantee
  him
  a
  position as a vizier. He had planned to never
  wed and have children, but when he had a son
  by accident, he began looking for a way out of
  the pact. Alabeezem contacted
  many beings
  from other planes, seeking one that could help
  him
  escape
  Wal-She-Add.
  In
  doing
  so,
  he
  discovered the Queen of Air and Darkness. She
  agreed to hide him in return for some favors.
  Alabeezem
  typically
  wears
  voluminous
  silks
  covered with elaborate embroidery. His baggy
  clothes hide the extent of his obesity, but his
  face
  is bloated
  and stretched. The webbing
  between the spines of his crest are pierced with
  rings and chains, as are his nostrils. He wears a
  lot of gold jewelry and pearls, and regularly
  anoints himself with spicy perfumes. Although it
  is
  usually
  covered
  by
  clothes,
  his
  chest
  is
  tattooed with arcane symbols.
  Alabeezem speaks with
  a
  heavy accent. The
  Common tongue
  is
  his sixth
  language, after
  Lizardfolk,
  Dragon,
  Elvish,
  and
  several
  tribal
  dialects from
  his desert
  homeland.
  He
  also
  speaks Gnomish, Orc, and Kobold.
  Alabeezem
  has
  a
  deep,
  mellow
  voice
  that
  matches his serene attitude. He is easygoing
  and never takes insult. His sense of empathy has
  earned him
  a reputation as a fair judge and
  mediator, and he is often called upon to resolve
  conflicts among the people of Straffshire. These
  traits make him
  an excellent leader for the
  Faction of the Cautious. His weakness is that he
  may be a little too erudite and logical, and he
  never commits quickly to any course of action.
  Some of his hesitancy is also caused by fear.
  Although Alabeezem tries to rationalize away
  his fear, it is part of why the Faction of the
  20
  
  Cautious is unwilling to face Wal-She-Add and
  the Queen of Air and Darkness.
  Notes
  0 Alabeezem is ostentatious to an extreme. He
  always makes a grand entrance and exit, even if
  he is simply going to the market for lunch.
  - Alabeezem thinks of himself as the shepherd
  to Straffshire’s flock of fugitive wizards.
  He
  cares for everyone.
  If anyone
  he
  knows
  is
  harmed, it’s a personal tragedy for him.
  - Alabeezem is terrified of loss, either of his
  station, wealth, friends, or his own life. As a
  result, he is chronically overcautious.
  Waldo of Partoria
  Human, 7th level cleric, lawful neutral
  If he weren’t such an outspoken member of the
  Faction of the Cautious, Waldo wouldn’t be a
  notable member of Straffshire’s community. He
  is
  an
  elderly cleric of middling ability who
  spends his time socializing with his peers and
  imbibing intoxicating herbs.
  Fifty years ago, when he was a youth, Waldo
  was abducted by fairies. He grew up as a mortal
  in the fey court and enjoyed the extravagant fey
  lifestyle. He lived among sprites, pixies, satyrs,
  and other fey in Partoria, a palace in the clouds.
  There he attended parties, had romances, made
  art, used drugs, ate and drank fine things, and
  idled away his life.
  Waldo was middle-aged when Wal-She-Add’s
  demons attacked Partoria. The palace was razed
  and most of its inhabitants starved to death.
  During that dark period, Waldo was infected
  with a plague brought by the demon invaders,
  and
  the
  sickness
  left
  permanent
  scars
  and
  pockmarks
  all
  over
  his
  body.
  Nonetheless,
  Waldo
  eventually
  escaped
  the
  carnage
  at
  Partoria, accidentally killing one of Wal-She-
  Add’s
  most
  elite
  rawheads
  in
  the
  process.
  Waldo has been hunted by Wal-She-Add and
  her agents since.
  Waldo serves the Queen of Air and Darkness as
  a cleric. Following the attack on Partoria, the
  Queen permitted Waldo to stay in Straffshire.
  Waldo is an unambitious person and is content
  to live peacefully in the confines of the village.
  He is traumatized by his experiences during the
  fall of Partoria and never wants to see a demon
  again. As a result, he supports the Faction of the
  Cautious.
  He
  quickly
  rose
  to
  an
  influential
  position in the faction because he enjoys the
  social status and the opportunities to debate
  with people.
  Waldo is an old man. He was disfigured from
  the plague he survived and his wounds are in
  constant pain. This is partly why he is addicted
  21
  
  to many varieties of natural and magical drugs,
  but
  he also
  likes their stimulating qualities.
  Waldo dresses in the colorful, outlandish styles
  of the fey.
  Notes
  0 Waldo loves to converse and debate. If a
  subject is close to his heart, he will talk about it
  endlessly.
  - Waldo wants to live a peaceful life without
  danger
  or
  pain.
  He
  is
  traumatized
  by
  the
  atrocities he saw when Wal-She-Add’s demons
  invaded Partoria and will do whatever it takes
  to never face those horrors again.
  0 Waldo has always lived a life of idle pleasure.
  He is lazy, impractical, and self-centered.
  II"I
  mH'"
  ‘5
  (III
  )
  a
  ll um:
  tll'mﬂlmm
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  The Faction of the Sword
  The Faction of the Sword is the second largest faction after the Faction of the Cautious. The
  Faction of the Sword advocates for a direct confrontation with Wal-She-Add. They also want to
  stand up to the Queen of Air and Darkness and challenge her exploitative system of favors. This
  faction is almost entirely composed of war wizards and former adventurers. They are a hardened
  lot, not used to waiting patiently or being told what to do. Many of them carry scars or injuries
  from combat.
  The Faction of the Sword wants to unite the people of Straffshire into an army. They are tired of
  waiting for the other wizards to overcome their petty rivalries and fears. Tempers have been
  flaring among the Faction of the Sword, and leadership of the group has been challenged several
  times. Usually, the challenger is someone who believes that the faction has the strength to
  defeat Wal-She-Add without the aid of the rest of the wizards in the village. These challengers
  have always been defeated, but by a narrower and narrower margin each time.
  
  Bear
  Bear, 7th level paladin/magic-user,
  neutral good
  Bear leads the Faction of the Sword. He is a
  sapient grizzly bear from the Plane of Faerie. He
  wears clothes and armor, and uses specialized
  tools that he can manipulate with his paws.
  Although he is a wise and dignified leader, he
  can be quick to anger. When Bear is upset, he is
  a menacing presence. He usually walks on all
  fours and is over five feet at the shoulder. When
  he stands on his hind legs to fight, cast spells, or
  speak
  in
  public,
  he
  is an
  imposing ten-foot
  figure.
  Little is known about Bear prior to his arrival in
  Straffshire. He was a fey lord and an officer in
  the Queen of Air and Darkness’ army. When he
  was critically wounded on the battlefield, he
  made a pact with Wal-She-Add to save his life.
  He broke that pact and was offered refuge in
  Straffshire by the Queen. Bear will not reveal
  the nature of his pact with the demon, and he
  has threatened the life of several people who
  have asked.
  Since arriving in Straffshire eleven years ago,
  Bear has urged the other villagers to combat
  Wal-She-Add. He has even suggested invading
  the Abyss to find
  her.
  During
  a particularly
  contentious debate on the subject, he struck a
  supporter of the Faction of the Cautious and
  grievously injured her. As punishment for the
  incident, Bear is no longer allowed within the
  warded
  wall
  that
  surrounds
  Straffshire.
  He
  established
  a camp on
  a plateau above the
  village. Other sympathetic wizards have joined
  him,
  and
  the
  camp
  has
  become
  a
  fort
  surrounded by wooden palisades. Bear is proud
  of the camp. It is regularly attacked by creatures
  from the Planar Wastes (see Chapter 5: The
  Planar
  Wastes),
  and
  Bear
  encourages
  the
  wizards to use these battles as an opportunity
  to try out new spells and tactics.
  Notes
  0
  Bear
  is uncompromising in
  his ideals and
  responds fiercely when people disagree with
  him.
  0 Bear dislikes taking orders and hates feeling
  obligated
  to
  others.
  He
  believes that
  each
  person should control their own destiny, and he
  has contempt for monarchs and others that try
  to rule people.
  0 Bear has a quick temper. During his rages, he
  acts violent and impulsive.
  Doctor Haydar Shiftman
  Gnoll, 8th level fighter/magic-user,
  chaotic neutral
  Straffshire
  is
  home to
  many
  larger-than-life
  personalities, but Doctor Haydar Shiftman
  is
  one of its largest. He is a squat, muscular gnoll
  with bright red fur. He dresses in flamboyant,
  fashionable
  clothing
  and
  always
  wears
  an
  immense golden belt. He typically carries three
  or four ornate weapons with him.
  Haydar is a compulsive seeker of adventure who
  will
  go
  anywhere
  and
  do
  anything to find
  mystery,
  danger,
  and
  excitement.
  He
  loves
  describing his many exploits, and when he gets
  started, his booming voice can be heard for
  blocks
  around
  the
  Polliwog
  Public
  House.
  Haydar claims to have learned the secrets of
  immortality and alleges to be over a thousand
  years old. He also claims to have created a spell
  to travel through time. Haydar claims lots of
  things.
  Supposedly,
  he
  has
  slain
  thirty-two
  dragons, ruled two different kingdoms, spoken
  with three gods, slept with one of those gods,
  outwitted a sphinx, and been married eleven
  times. He refers to himself as a ”doctor” and
  claims to have a doctorate in magical research
  from a prestigious wizardry college, as well as a
  doctorate
  in
  sword-fighting
  from
  a
  famous
  dueling academy.
  23
  
  The people of Straffshire unanimously agree
  that Haydar is full of crap. However, none can
  doubt that he is fearless enough to do all the
  things he claims. Haydar is an accomplished
  wizard and warrior, and has probably slain at
  least one dragon. He also defeated the demon
  Abrahima (described in this section) and led
  many
  successful
  explorations
  of the
  Planar
  Wastes.
  Haydar is a well-known supporter of the Faction
  of the Sword. He believes that a battle with
  Wal-She-Add is necessary and inevitable, and he
  is amassing a collection of magic weapons to
  equip his allies for the occasion. Members of
  the other factions consider Haydar’s hubris to
  be highly dangerous, and he has been the target
  of
  several
  assassination
  attempts.
  Haydar
  believes
  that
  the
  Faction
  of
  the
  Dark
  is
  responsible for these attacks but is unable to
  prove it.
  Notes
  0 Haydar has a wild story about his exploits for
  every occasion. Whether these stories are true
  or not,
  Haydar
  is
  a
  lively storyteller and
  is
  always the life of the party.
  - Haydar wants a life of nonstop adventure,
  danger, and excitement. He is always looking for
  a battle to fight or a mystery to solve. If he can’t
  find one, he will make one up.
  - Haydar is so fearless partly because of his
  ”magic” belt. Although
  a detect magic spell
  reveals nothing extraordinary about the belt,
  Haydar claims it is a gift from a mermaid and is
  supernaturally lucky.
  - Haydar’s love for adventure often overcomes
  his common sense. He takes great risks without
  regard
  for
  the
  consequences.
  This
  overconfidence will almost certainly kill him at
  some point.
  The Faction of the Informed
  The Faction of the Informed advocates sending spies and infiltrators to gain information on Wal-
  She-Add and the Queen of Air and Darkness. Many of the faction’s members are illusionists or
  experts in scrying magic. Most come from courtly backgrounds where intrigue and subterfuge
  are necessary survival skills. The Faction of the Informed
  is
  a secretive organization.
  Its
  membership seems small, but it has many supporters behind the scenes. Some of them even
  claim affiliation with other factions, but are actually spying on behalf of the Faction of the
  Informed.
  Campien of Daggerdell
  Night hag, 6th level magic-user/thief,
  neutral evil
  Campien is a spindly hag with glowing red eyes
  and wrinkly, black skin that is crusted with dirt
  and offal. She wears frilly skirts in pastel colors
  and carries a lace umbrella. Her voice is never
  louder than a whisper and has a child-like lilt
  that is incongruous with her vile appearance.
  Hearing
  Campien’s
  girlish
  voice
  whispering
  about wearing
  a
  man’s guts
  as garters
  has
  disturbed more than one person in Straffshire.
  Campien
  made
  a
  pact with WaI-She-Add to
  uncover the weakness of a rival hag. After killing
  her rival, Campien broke her pact and fled to
  Straffshire. She possesses a special crystal ball
  known as a hag eye that can spy on even those
  24
  
  who are guarded against scrying. The hag eye is
  how
  she
  discovered
  Straffshire.
  The
  other
  wizards
  in
  the
  village
  fear
  this
  artifact.
  If
  Campien
  were to
  leave the village
  and
  be
  captured by Wal-She-Add, the demon could use
  the hag eye to find Straffshire’s location.
  Campien
  is the leader of the Faction of the
  Informed. With her hag eye and network of
  spies, she has accumulated a lot of information
  about Wal-She-Add.
  However, even with the
  hag
  eye,
  Campien
  cannot
  divine
  the
  exact
  location of the demon’s domain in the Abyss.
  Campien is pleased to be safe from Wal-She-
  Add for the moment, but she is frustrated by life
  in
  Straffshire.
  The other wizards continually
  make decrees to limit the extent of her spying.
  They are worried that Campien’s spying will be
  traced
  by Wal-She-Add, and the demon will
  discover the village’s location. Campien pays the
  wizards lip service, but she doesn’t heed them.
  In fact, she uses her abilities to spy on the
  people of Straffshire too.
  Since
  arriving
  in
  Straffshire,
  Campien
  has
  gathered other night hags and sea hags into a
  coven under her leadership. Together, they plan
  the actions of the Faction of the Informed. Like
  all
  hags,
  Campien
  is
  untrustworthy
  and
  bloodthirsty,
  but
  she
  is
  also
  exceptionally
  cunning. She is one of the few residents of
  Straffshire that leaves the village. She often
  travels undercover to the Material
  Plane to
  recruit members into her spy ring. When away
  from Straffshire, she is careful to leave the hag
  eye in the protection of her coven.
  Notes
  0
  Campien
  is
  a schemer.
  She works
  in the
  shadows,
  using
  minions
  and
  cat's
  paws to
  accomplish
  her
  goals.
  She
  avoids
  direct
  confrontation whenever possible.
  0 To Campien, knowledge is the only power.
  Much of Campien’s knowledge and power come
  from her coven and her spy ring.
  She will
  sacrifice any life but her own to protect them.
  0 Campien’s excessive plotting and scheming
  make her slow to act. She would rather be
  vastly over-prepared than even slightly under-
  prepared.
  Wockey Jade
  Halfling, 4th level magic-user/thief, neutral evil
  Compared
  to
  Straffshire’s
  other
  wizards,
  Wockey Jade isn’t very magically experienced.
  Nonetheless, she
  is a powerful figure in the
  village due to her cunning criminal mind and
  retinue of enslaved djinn. Wockey claims to
  have
  captured
  her four djinn
  via
  her own
  conjuring
  magic,
  but
  no
  one
  in
  Straffshire
  believes this. In reality, the djinn are bound to
  four magic rings that Wockey stole during her
  young life as a crook.
  Wockey grew up as a criminal on the streets of
  a large city. Her life of robbery, extortion, and
  gang politics forged her into a ruthless thug. As
  Wockey’s criminal influence grew, so did her
  number of enemies. To escape these enemies,
  Wockey sought out Wal-She-Add and struck a
  deal. The demon would destroy Wockey’s foes.
  In return, Wockey would hunt down those who
  broke Wal-She-Add’s pacts. While tracking the
  fugitive wizards, Wockey discovered Straffshire
  and saw an opportunity to restart her criminal
  career. She severed her ties with Wal-She-Add
  and never looked back.
  Behind her persona
  as
  a kindly middle-aged
  woman, Wockey
  is
  a
  hardened crook. Since
  Straffshire has so few people, she must operate
  with
  a
  very
  low
  profile.
  In
  such
  a
  small
  community, theft and extortion are too easily
  traced. Instead, Wockey uses her djinn to spy on
  Straffshire’s most powerful wizards and copy
  their spell formulae. She sells the spells to other
  wizards. No physical property changes hands so
  the crime is easily deniable.
  Since money has no value in Straffshire, Wockey
  exchanges her services for magic items. She
  donates many of these to the Faction of the
  Informed
  in support of their actions against
  25
  
  ﬂa—E
  (
  b...
  Wal-She-Add. Her commitment to this faction is
  self-serving.
  Once Wal-She-Add
  is destroyed,
  Wockey plans to return to the Material Plane.
  At that time, she dreams of turning her faction
  cohorts
  into
  a
  ring
  of
  thieves,
  spies,
  and
  assassins.
  Notes
  0 Wockey acts excessively friendly, polite, and
  sympathetic.
  Behind
  this
  facade,
  she
  is
  a
  hardened criminal who only cares about herself.
  - Wockey is perpetually plotting to grow her
  criminal influence.
  In
  her young life on the
  streets, power was her only security. She fears
  being powerless more than anything else.
  - Wockey’s djinn-summoning rings are central
  to all of her criminal schemes. She has become
  dependent on the magic of her enslaved djinn,
  perhaps too heavily.
  -
  Although
  Wockey
  has
  many
  ”friends”
  in
  Straffshire, she is a loner at heart. She does not
  trust or respect other people, and she often
  treats her criminal associates like subordinates.
  No one who
  knows Wockey well feels any
  loyalty to her, including her allies in the Faction
  of the Informed.
  The Faction of the Dark
  The Faction of the Dark is the smallest of the four factions. Most people in Straffshire feel moral
  outrage, or at least distaste, toward the methods of this group. The Faction of the Dark proposes
  a campaign of assassination, terrorism, and guerrilla war against Wal-She-Add. They advocate
  raising the dead, casting curses, and even making pacts with other demons. Many necromancers
  and evil wizards stand with this faction, but they do not stand alone. Some good wizards also see
  the benefit in using Wal-She-Add’s own methods against her. Regardless, most of Straffshire’s
  residents consider the Faction of the Dark to be little better than Wal-She-Add herself.
  26
  
  Maliscient the Dread Lord
  Half-elf, 8th level magic-user, chaotic evil
  Maliscient is a former pleasure slave from
  a
  lawless pirate
  haven.
  She
  bears
  many scars
  inflicted by her patrons and owner. Her neck is
  scarred from
  a failed
  hanging.
  Her torso
  is
  crisscrossed with whip marks. A knife wound
  runs down her entire face. Across her stomach
  is a jagged scar that could only be a result of
  disembowelment.
  Maliscient
  almost
  always
  wears
  a
  lacy,
  black,
  sleeveless
  blouse
  that
  displays her midriff and accentuates the marks
  on
  her
  body.
  To draw further attention to
  herself,
  she
  wears
  lots
  of
  flashy
  jewelry
  including
  nose
  piercings
  and
  chandelier-like
  earrings made of ebony, silver, and rubies.
  Maliscient is skeletally thin and her pale skin has
  a bluish tinge. Her hair is white aside from a
  black streak that grows from a scar on her scalp.
  At some point, her teeth with scrimshawed into
  a battlefield tableau. She always carries her
  massive spellbook strapped over her shoulder,
  and she stands hunched forward so the book’s
  weight doesn’t pull her over.
  Her life of abuse has made Maliscient fearless
  and a little insane. She escaped enslavement by
  robbing and killing a wealthy gang boss. With a
  small fortune in gold, she fled her home and
  spent
  a
  year
  wandering
  the
  countryside.
  Eventually, Maliscient enrolled in an academy of
  wizardry.
  Driven
  by
  her
  desire
  to
  make
  something
  of
  herself,
  she
  excelled
  in
  her
  studies. She didn’t make any friends, but her
  haughty attitude and intense anger made plenty
  of enemies. Maliscient took an interest in black
  magic and forbidden lore. After graduating, she
  formed
  a cult of necromancers and demon-
  conjurers. Leading them on raids against various
  towns, she amassed a fortune through banditry
  and extortion.
  Maliscient made a pact with Wal-She-Add for
  several tomes of magical power. In return, the
  demon asked Maliscient to continue spreading
  chaos throughout the region she was in. The
  largely
  useless.
  Maliscient,
  being
  high-spirited
  and
  vengeful,
  refused to complete her end of the bargain. Out
  of her pure spite, she took her cult to a less
  tomes
  turned
  out
  to
  be
  desirable
  location.
  When
  Wal-She-Add
  sent
  minions
  in
  pursuit,
  Maliscient
  escaped
  by
  sacrificing her followers.
  After the destruction of her cult, Maliscient
  wandered for a while, searching for information
  on Wal-She-Add. She learned of Straffshire from
  another wizard and relocated to the village.
  Through
  aggression
  and
  force
  of
  will,
  she
  became the leader of the Faction of the Dark.
  She is plotting her revenge on Wal-She-Add and
  sees the faction as a tool to accomplish it.
  27
  
  Notes
  - Maliscient is completely devoid of empathy
  and compassion.
  - Maliscient wants revenge on the world that
  has wronged her. She won’t be happy until she
  has destroyed Wal-She-Add and everyone else
  who has ever crossed her.
  0 During her life as a pleasure slave, Maliscient
  saw hell. Those experiences have made her
  fearless, ruthless, and ready for anything.
  0
  Because her suffering has given
  her such
  strong resolve, Maliscient believes she is better
  than everyone else, including her compatriots in
  the Faction of the Dark.
  Obscuro the Scintillating
  Half-orc, 5th level assassin, chaotic good
  Although he doesn’t know any spells, Obscuro is
  a ”magician”.
  He
  is a popular entertainer in
  Straffshire and
  is often hired to perform at
  special
  events.
  During
  his
  performances,
  Obscuro wears
  a sparkly robe and performs
  illusions using sleight of hand and deviously
  complex mechanical devices. Off stage, he is a
  secretive
  and
  withdrawn
  young
  man
  who
  dresses in handsome but antiquated suits and
  hats. In a community where the supernatural is
  commonplace,
  audiences
  are
  delighted
  by
  Obscuro’s ability to imitate magic using nothing
  but his own ingenuity. Obscuro’s performances
  are also thrilling because many of his tricks are
  dangerous to perform. The use of guillotines is
  one of his trademarks.
  //z»/
  Obscuro’s personal life is mysterious. This is
  partly to add mystique to his stage persona, and
  partly because Obscuro is ashamed of his past.
  From a young age, Obscuro was as an assassin
  for
  a
  powerful
  and
  evil
  church,
  and
  he
  assassinated members of many rival churches.
  On one particular job, he destroyed a cult of
  Wal-She-Add’s mortal followers. Following the
  assassination, Obscuro became hunted by Wal-
  She-Add.
  He fled
  her agents throughout his
  teenage years, traveling across the land and
  barely staying a step ahead. As he grew more
  worldly, Obscuro realized the evils of his former
  life as an assassin.
  Obscuro eventually encountered the Queen of
  Air and Darkness and entered Straffshire. Now
  he is attempting to atone for his past. He wants
  to help the people of Straffshire defeat Wal-
  She-Add, and he is a quiet supporter of the
  Faction of the Dark. With them, he believes he
  can
  use
  his
  experience
  as
  an
  assassin
  for
  something good.
  Notes
  0 Even when he isn’t on stage, Obscuro is in
  character.
  He acts strange and enigmatic to
  further his aura of mystery.
  - Obscuro has done evil things and is anxious to
  atone for them. He was raised as a trained killer,
  and he wants to thwart those who raised him
  for evil by using his training for good.
  0 Obscuro is quiet and introverted and doesn’t
  try to relate to others. He has very few friends.
  A"
  28
  
  Other People of Straffshire
  Abrahima
  Demon (marilith), chaotic evil
  Abrahima
  is one of the half-serpent marilith
  demons. As a mercenary for Wal-She-Add, she
  posed as the demon lord’s enemy and struck a
  deal with the Queen of Air and Darkness to gain
  entrance to Straffshire. Abrahima intended to
  sabotage the Chime of the
  Planes
  (see the
  Teleportation
  Stone
  in
  Chapter
  3:
  Places of
  Note) so that Wal-She-Add could locate the
  village and invade, but her plot was discovered
  by Doctor Haydar Shiftman (described in this
  section). Haydar defeated her in combat and
  severed three of her six arms,
  but couldn’t
  destroy her. Instead,
  he forced her into the
  Coffin House (see Chapter 3: Places of Note)
  and sealed her in one of its enchanted coffins.
  Abrahima has been trapped in the coffin for
  three years. During this time, the coffin’s magic
  has been aging her backwards into an infant.
  She
  is currently
  a toddler, but she
  is more
  hateful than she ever was as an adult. She
  dreams of escaping and wreaking havoc on
  Straffshire. Originally, her relationship with Wal-
  She-Add was purely mercenary. Now, Abrahima
  would gladly join forces with the demon lord to
  destroy Straffshire out of spite.
  The Coffin House is a difficult prison to crack,
  but
  Abrahima
  hasn’t
  given
  up.
  With
  her
  telepathy, she communicates with the people in
  the village. When she finds someone feeble-
  minded
  enough,
  she will
  deceive them
  and
  manipulate them into freeing her.
  Notes
  0 As Abrahima ages backward, her mind becomes
  weaker. Although she still has the intelligence of an
  adult, she struggles to control her emotions. She
  often throws child-like tantrums when upset. Once,
  she was exceptionally cunning, but now she often
  acts impulsively out of desperation.
  0
  Abrahima
  serves only
  herself.
  Before
  her
  imprisonment, she worked as a mercenary for
  the demon lords of the Abyss, but only on her
  own terms.
  0
  Abrahima
  wants
  to
  destroy
  everyone
  in
  Straffshire, particularly Doctor Haydar Shiftman.
  Cleolandru
  Half-elf, 17th level magic-user, chaotic neutral
  Before arriving in Straffshire, Cleolandru was a
  legendary sage with many titles. In various lands
  she was known as Cleolandru the All-Knowing,
  Cleolandru of the Divine Eye, and Cleolandru
  the Seer of Infinity. She is an elderly woman
  with dusky skin. She is notably hirsute for a half-
  elf and has thick, dark hair all over her body.
  Cleolandru is renowned for creating a spell to
  free her spirit from her body, enabling her to
  travel through space, time, and the planes. She
  has seen the far future, the distant past, many
  planes, and the lands beyond the stars.
  To
  create
  her spirit travel spell,
  Cleolandru
  struck
  a
  deal with
  Wal-She-Add.
  Cleolandru
  would
  use
  Wal-She-Add’s
  knowledge,
  spell
  components, servants, and other resources. In
  return,
  she
  would
  act
  as
  Wal-She-Add’s
  personal sage. Cleolandru never intended to
  keep her part of the bargain. When the spell
  was completed, she fled, and the demon lord
  has been pursuing her ever since. Eventually,
  Cleolandru learned of the Queen of Air and
  Darkness
  and
  entered
  the
  protection
  of
  Straffshire. With Wal-She-Add actively hunting
  her, Cleolandru cannot leave the village or use
  her spirit travel spell. She has been trapped in
  Straffshire for fifty years.
  Cleolandru is a respected sage in Straffshire. She
  is especially knowledgeable about the planes
  and the portals that connect them. She is also a
  repository of lore about history, legends, and
  29
  
  distant
  lands.
  However,
  Cleolandru’s
  information is not always complete or correct.
  The universe is constantly changing, and most
  of Cleolandru’s knowledge is more than fifty
  years
  old.
  Her
  only
  sources
  of
  current
  information
  are
  the
  people
  of
  Straffshire.
  Whenever someone new comes to town, she is
  anxious to meet them
  and
  pump them for
  information about the world at large.
  Being
  trapped
  in
  Straffshire
  has
  made
  Cleolandru depressed and bitter, but she is not
  defeated. She is preparing to confront Wal-She-
  Add
  in the
  near future.
  She will
  share the
  locations of legendary artifacts or powerful spell
  formulae to anyone willing to join her in battle
  against the demon.
  Notes
  -
  Cleolandru
  knows
  more
  than
  any
  other
  mortal. To her, people are frustratingly ignorant
  and she often acts condescendingly.
  0 Cleolandru values freedom above else. She
  created the spirit travel spell
  so
  she
  could
  wander the universe without boundaries. Now
  she is preparing to challenge Wal-She-Add to
  regain that freedom
  0 Cleolandru is the sole master of the spirit
  travel spell, the most powerful of all divination
  spells. She has drawn the attention of wizards,
  kings,
  demons,
  and
  gods
  from
  across
  the
  universe.
  0 Cleolandru hates responsibilities, obligations,
  and anything else that might tie her down. She
  has trouble keeping promises, which is what got
  her into trouble with Wal-She-Add.
  Drago
  Morlock, 8th level monk, neutral
  Drago was born into a primitive tribe of cave-
  dwelling cannibals.
  He grew up in perpetual
  darkness and subterranean confinement. He is
  hunchbacked
  and
  his
  skin
  and
  hair
  are
  translucent. Although he is completely blind, he
  compensates with his other finely-tuned senses.
  When Drago was twelve, his tribe was wiped
  out by troglodyte raiders. He escaped to the
  surface where he was caught by slavers and sold
  to a wizard named Countess Leona Snow. The
  countess treated Drago like a son as well as a
  servant. She provided him a scholarly education
  and training in martial arts. When he was old
  enough and strong enough, Drago became the
  countess’ bodyguard. When she relocated to
  “47'"
  V
  y
  3O
  
  Straffshire, the countess took Drago with her.
  Shortly after the move, she was killed
  in
  a
  demon-conjuring accident.
  Drago inherited Countess Snow’s extravagant
  manor in Straffshire and has stayed there since.
  For a year, he has been living a life of freedom
  and luxury, and he is now twenty-five years old.
  Drago never liked the countess and doesn’t like
  the wizards of Straffshire either, but he has a
  comfortable lifestyle and isn’t ready to give it up
  yet.
  Early in Drago’s life, Countess Snow cast a curse
  on Drago to prevent him from ever telling a lie.
  Because of his compulsory honesty and martial
  arts abilities, the wizards of Straffshire treat
  Drago as their unofficial sheriff. In return for
  various favors, he apprehends troublemakers
  and
  destroys
  rampaging
  monsters.
  Although
  Drago feels
  no obligation to the
  people of
  Straffshire, he enjoys this position of power and
  delights
  in
  punishing the wizards who
  look
  down on him for his primitive origins and lack of
  magical training.
  Notes
  0 Since Drago is unable to tell a lie, he avoids
  speaking at all. When he does speak, he says
  what is on his mind and isn’t afraid to hurt
  people’s feelings.
  - Drago has spent nearly half his life as a slave.
  After
  inheriting
  his
  mistress’s
  fortune,
  he
  experienced freedom, wealth, and power for
  the first time. He enjoys this new power and
  doesn’t want to let it go.
  0 Drago’s tribe was destroyed, but he still feels
  a strong connection to his old subterranean life.
  He is proud to be different from all the surface
  dwellers around him.
  -
  Drago
  doesn’t
  like
  people.
  He
  has
  a
  pessimistic attitude about others and refuses to
  see the good in them.
  Jert Breeboz
  Toadfolk,
  12th
  level
  chaotic neutral
  magic-user,
  Jert has never fit in. As a youth, he was chased
  out of his tribe of toadfolk for stealing corpses
  from the burial pit. As an adult, he is avoided by
  the
  wizards
  of
  Straffshire
  for
  his
  uncouth
  manners. Jert is a repugnant, humanoid toad
  with bad skin, bad hearing, bad eyesight, and
  bad breath.
  He lives in isolation, performing
  necromantic experiments in his decaying hovel
  on the edge of town. His neighbors complain
  that he never sleeps and talks loudly to himself
  all day and night. However, he is most disliked
  for laughing noisily and endlessly at his own
  jokes.
  31
  
  Jert is an accomplished necromancer, especially
  when
  it comes to summoning and
  creating
  creatures from the remains of the dead. He is
  always accompanied
  by several of his latest
  undead creations, and as his craft improves,
  these creatures grow continually stranger and
  more
  complex.
  Highlights
  include
  a
  giant
  centipede made of human fingers, a flesh golem
  made from
  a
  roper corpse,
  and
  a
  floating
  dragon skull that actually breathes fire.
  Jert’s only non-undead companions are other
  necromancers. None of them enjoy spending
  time with him, but Jert is one of Straffshire’s
  most powerful necromancers and is respected
  despite his boorish personal habits. Jert also
  hosts
  gladiatorial
  competitions
  for
  undead
  creatures. These events take place in a cavern
  beneath
  his hovel and are widely attended.
  Attendees bring their own undead creations
  and pit them against each other in contests of
  athletics, combat, and art. Undead battles are
  most popular, but music, theater, and dance
  performances are also crowd-pleasers.
  Notes
  0
  Jert
  is
  oblivious
  to
  etiquette
  and
  social
  expectations,
  and
  his total
  lack of empathy
  continually isolates him from other people
  0 Jert just wants a friend. He surrounds himself
  with undead to ease his loneliness. He hones his
  necromantic arts to gain respect from his peers,
  but
  his
  need
  for
  companionship
  remains
  unsatisfied.
  0 Jert is an artist, although he would never call
  himself that.
  His
  undead
  creations
  are
  an
  expression of his creativity.
  Marta of Dunman / Tekatul
  Human/ghost, 15th level magic-user,
  neutral good/neutral evil
  Marta
  of
  Dunman
  is
  a
  respected
  wizard,
  scientist, and scholar, and an obsessive collector
  of lore. She opened the Dunman Library (see
  Chapter
  3:
  Places
  of
  Note)
  to
  share
  her
  collection
  of
  books,
  and
  she
  managed
  the
  library until
  her disappearance several years
  ago.
  Much
  like
  the
  library
  she
  runs,
  Marta
  is
  unkempt. She wears tattered clothes. Her long
  hair hasn’t been cut in decades. Her face and
  hands are usually covered in smudges of dust
  and ink from her many books.
  Most of Straffshire’s residents assume Marta is
  dead, but the reality is much more sinister.
  Marta is possessed by the ghostly inhabitant of
  a haunted spellbook. The ghost, named Tekatul,
  is the ancient wizard-king of a lost empire. He
  dreams of ruling a new empire and has seized
  Marta’s body to fulfill his ambition. Tekatul has
  been
  searching
  the
  stacks
  of the
  Dunman
  Library for years. He is seeking a magical ritual
  to raise an army of ghosts. With this army, he
  could
  take
  over
  Straffshire
  and
  eventually
  invade the Material Plane.
  Marta
  is
  not
  powerful
  enough
  to
  exorcise
  Tekatul, and the ghost has complete control of
  her body. Tekatul lives secretly in the massive
  Dunman Library and has destroyed any library
  patrons unfortunate enough to spot him. He is
  close to finding the spell to create his ghostly
  army, and
  he will
  soon
  be
  ready to attack
  Straffshire.
  Notes
  0 Tekatul thinks he is smarter than everyone
  else.
  He
  always
  acts
  condescendingly,
  even
  toward his peers. He believes that the strongest
  and most cunning are meant to rule and that he
  deserves any power he is able to seize.
  0 Tekatul wants to recreate his lost empire and
  rule as a wizard-king once again.
  0 Tekatul’s arrogance causes him to constantly
  underestimate his opponents.
  
  A Note About Class Restrictions
  Some characters in this chapter do not adhere to the usual race and alignment restrictions for
  their class. The universe is composed of many planes with many sorts of people on them. The
  race and class guidelines in the Labyrinth Lord core rules and the Advanced Edition Companion
  are common to people of the Material Plane, but they are not universal. In other places, such as
  the Plane of Faerie, it might be possible for a neutral good bear to take the role of a paladin.
  A Note About Advanced Classes
  Some characters in this chapter use races and classes from the Advanced Edition Companion. If a
  GM opts to use the Labyrinth Lord core rules only, those race and classes can be substituted for
  whatever is most appropriate.
  33
  
  Chapter 5: The Planar Wastes
  The Teleportation Stone (see Chapter 3: Places
  of Note), along with Straffshire’s other magical
  facilities,
  generates
  vast
  amounts
  of
  excess
  energy which damages the fabric of reality and
  causes
  strange
  magical
  anomalies.
  This
  raw
  magical
  power
  is
  channeled
  through
  subterranean conduits and vented outside the
  village into an area known as the Planar Wastes.
  The enchanted trashcans of the village’s waste
  disposal
  system
  also teleport their contents
  there. As a result, the Wastes are a dumping
  ground for expired spell components, cursed
  magic items, and mundane trash. The area is
  permeated with magical energy, and home to
  rogue
  elementals,
  demons,
  spirits,
  and
  homunculi
  who
  have
  been
  banished
  from
  Straffshire.
  The Planar Wastes comprise the two hundred
  square miles of wilderness beyond Straffshire’s
  walls. The Wastes are saturated with magical
  energy. Within them, everything is in flux, and
  reality is twisted by a conflicting multitude of
  magical forces. Much of the Wastes are covered
  in grassy plains and ancient forests. This is the
  original land from the Shereal Plains and the
  Harkenon
  Forest that the Queen of Air and
  Darkness ripped out of the Material Plane. The
  landscape
  is
  constantly
  being
  magically
  changed.
  A traveler might cross
  a steaming
  jungle and return a day later to find the terrain
  has changed into a barren desert. Sometimes
  this wild terrain
  is real, and other times it’s
  entirely illusory.
  The Wastes
  also contain
  passages to other
  planes. These appear unexpectedly to suck in
  nearby creatures
  and
  objects,
  and
  disgorge
  others. Even more dangerously, these passages
  are sometimes concealed, and
  a traveler can
  wander into another plane without realizing it.
  The
  magical
  energy
  of
  the
  Planar
  Wastes
  sometimes
  takes
  the
  form
  of
  spell-like
  phenomena. Some areas of the Wastes enchant
  or curse any who enter them. Without warning,
  a traveler might temporarily grow to enormous
  size, start levitating, be able to see into the
  future, or experience the effects of some other
  more
  common
  spell.
  The
  most
  feared
  and
  dangerous of these occurrences are the magical
  storms that bombard the land and its denizens
  with
  dozens of enchantments.
  During these
  deadly tempests, fireball spells might fall from
  the sky, stinking cloud spells might blanket the
  ground, and dancing lights might appear and
  harass everyone. Most wizards will not enter
  the Wastes without
  preparing
  a few dispel
  magic or anti-magic shell spells.
  Despite
  the
  Planar
  Wastes’
  many
  hazards,
  wizards still risk exploring it. They may scavenge
  Straffshire’s refuse for spell components and
  magic items, search for passages to unexplored
  planes, or seek powerful beings to befriend or
  enslave.
  Although
  many
  people
  have found
  magical wonders
  in the Wastes, some
  have
  been
  trapped
  forever
  in
  another
  plane,
  destroyed
  by
  malevolent
  creatures,
  or
  annihilated by a stray spell.
  34
  
  $5 I!
  /
  odtt’é‘m
  . “-1
  Navigating the Wastes
  Due to the Planar Wastes’ constantly shifting
  terrain, travelers can become lost easily. To
  prevent this, a group of wizards created the
  Lighthouse.
  This
  beacon
  of
  magical
  light
  is
  installed atop the High Tower (see Chapter 3:
  Places
  of
  Note)
  and
  hovers
  high
  above
  Straffshire. Its radiance is faintly visible from
  nearly everywhere in the Wastes, and travelers
  use it orient themselves.
  However, only the
  foolish rely entirely on the Lighthouse. Its glow
  is often
  blocked
  by magical storms. Also,
  a
  contingent
  of
  will-o’-wisps
  has
  evolved
  to
  imitate the beacon’s light and they have led
  many people to their deaths.
  Adventures in the Wastes
  Below are a few adventure hooks to draw the PCs into the Planar Wastes.
  0 A respected leader of Straffshire disappeared while exploring the Wastes. The PCs have been
  tasked with tracking her down.
  0 A demon, banished from Straffshire, is gathering an army of monsters in the Wastes. The
  demon must be destroyed before her army grows large enough to overrun the village.
  0 A wizard asks the PCs to find a rare spell component that grows in a particular region of the
  Wastes. In another version of this, the wizard is after a magic item he lost during a previous
  expedition in the Wastes.
  0 Through scrying spells, a wizard has found evidence of Wal-She-Add’s minions in the Wastes.
  The PCs are asked to investigate.
  35
  
  Traveling the Wastes
  The chart below suggests a variety
  of
  random
  encounters
  for
  the
  Planar
  Wastes.
  An
  encounter
  typically occurs every hour or mile
  of travel.
  1-15
  Terrain shift
  16-30
  Rubbish pile
  31-45
  Monster
  46-55
  Magic surge
  56-65
  Illusion
  66-75
  Planar gate
  76-80
  Plane shift
  71-85
  Traveler
  86-88
  Magic storm
  89-90
  Dungeon
  91-100
  Roll two encounters and
  combine them.
  Dungeon: The PCs find a cave, ruins, or other
  dungeon-like
  structure.
  The
  dungeon
  could
  have
  been
  created
  by
  a
  stray
  spell
  or
  transported from another plane.
  Illusion: The PCs encounter an illusory object,
  creature,
  or
  area
  of terrain.
  This
  could
  be
  benign.
  For example, the
  PCs hear beautiful
  music that suddenly vanishes. It could also be
  deadly. For example, the PCs see an illusory
  bridge across a chasm and will fall through if
  they walk on it. These illusions function like the
  phantasmalforce spell.
  Planar
  Gate:
  A
  passage
  to
  another
  plane
  appears in front of the PCs. It will either suck
  them in or disgorge extraplanar creatures and
  objects.
  Planar Shift: The PCs step into another plane
  without realizing it. Typically, after an hour,
  they will
  be transported
  back to the Planar
  Wastes when the magic of the Queen of Air and
  Darkness locates the
  PCs and pulls them to
  safety. However, there is a 10% chance they
  become trapped in the plane indefinitely.
  Magic Storm: For the next 2d6 minutes, all the
  PCs are targeted by a new random magic-user
  spell every minute. To determine the spell’s
  level, roll 1d100.
  (1—30) level 0; (31—60) level 1;
  (61-70) level 2; (71-80) level 3;
  (81-85) level 4; (86-90) level 5;
  (91-93) level 6; (94-97) level 7;
  (98-99) level 8; (100) level 9
  Magic Surge:
  One or more of the
  PCs are
  targeted
  by
  a
  random
  magic-user
  spell.
  To
  determine the spell’s level, roll 1d100.
  (1-30) level 0; (31-60) level 1;
  (61-70) level 2; (71-80) level 3;
  (81-85) level 4; (86-90) level 5;
  (91-93) level 6; (94-97) level 7;
  (98-99) level 8; (100) level 9
  Monster: The PCs encounter one or more of the
  demons, spirits, elementals, or homunculi that
  inhabit the Wastes. The creature could have
  been
  banished
  from
  Straffshire
  or
  have
  inadvertently wandered through a planar gate.
  They might be mutated or magically enhanced.
  A table of random
  creatures
  can
  be found
  elsewhere in this section.
  Rubbish Pile: The
  PCs come upon
  a pile of
  refuse that was teleported from Straffshire’s
  trash disposal system. The pile contains mostly
  mundane garbage such as old clothes, food, and
  household
  items.
  To
  determine
  the
  pile’s
  contents, roll 1d100.
  (1-5) a useful magical item;
  (6-10) a damaged or inoperable magic item;
  (11-15) a cursed magic item;
  (16-100) nothing of value
  Terrain
  Shift:
  The
  terrain
  changes
  without
  warning. The PCs might find themselves in a
  swamp, tundra, volcanic wasteland, or even in
  outer space.
  Traveler: The PCs encounter another traveler.
  This could be a wizard from Straffshire or an
  intelligent being from another plane.
  36
  
  Creatures of the Wastes
  Some
  wizards
  use the
  Planar Wastes
  as
  a
  dumping ground for disobedient and dangerous
  beings they have conjured or created. Spirits,
  elementals, homunculi, golems, djinn, demons,
  undead, and other creations of wizardry lurk in
  the Wastes, as well as creatures that wandered
  in through one of the many planar gates. Some
  of these creatures have been transformed by
  the Wastes’ magical ambiance into something
  new and strange.
  The GM
  is encouraged to create their own
  unique encounters for the Planar Wastes, but
  this table contains some common
  creatures.
  The number of creatures encountered can be
  based
  on
  the
  level
  of
  PCs
  or
  determined
  randomly.
  1-15
  Lesser undead: ghouls, skeletons, zombies, shadows
  16-30
  Greater undead: ghosts, spectres, wraiths
  31-40
  Feral familiars: Rats and ravens are most common.
  41-50
  Homunculi
  51-60
  Mimics or animated statues (see "statue, animated" in the Labyrinth Lord core rules)
  61-70
  Owlbears
  71-85
  Hell hounds
  86-90
  Elementals: Fire is most common.
  91-95
  Golem: Clay is most common, followed by flesh. Stone or iron are very rare.
  96-97
  Quasits or other lower order demons
  98
  Standard order demons: babau, balor, marilith, vrock
  99
  Higher order demon: glabrezu, hezrou, nalfeshnee,
  100
  Higher order demon and followers: Roll again on this table to determine the lesser
  creatures under the demon’s control.
  37
  
  Chapter 6: Monsters
  From the Planar Wastes
  Chaos Elemental
  Chaos elementals are beings of pure magical
  energy. They are physically incoherent masses
  of sparkling, crackling force that roll across the
  ground. Wherever they go, they leave a trail of
  disintegrated matter in their wake.
  Chaos elementals generate spontaneously
  in
  the
  magic-steeped
  Planar Wastes.
  They
  are
  unintelligent and instinctively driven to spread
  entropy and destruction. Most of the time, they
  are invisible and incorporeal, but they can take
  a physical form for a few minutes each day. In
  Chaos Elemental
  No. Enc.: 2d4 (2d4)
  Alignment: Chaotic (neutral)
  Movement: 120’ (40’)
  Armor Class: 2
  Hit Dice: 8
  Chaos elementals can only be harmed by
  magic and magical weapons. Although their
  physical
  forms
  are
  ever-changing,
  they
  average around 8’ tall and 8’ in diameter.
  They attack by touching or embracing their
  victims, inflicting 2d8 damage. Every round,
  at the start of its turn, or whenever the
  elemental suffers 20 or more damage from
  a single attack, roll 1d20.
  On
  a result of 1, the elemental loses its
  physical
  form.
  It
  becomes
  invisible
  and
  this form, they disintegrate anything they touch.
  They are also highly unstable and often break
  apart or explode in a burst of magical energy.
  Due to their chaotic and ephemeral nature,
  chaos elementals cannot be conjured, bound, or
  controlled by wizards.
  Chaos elementals stalk the Planar Wastes in
  their
  incorporeal
  form.
  When
  they
  see
  an
  opportunity for destruction, such as group of
  creatures, they become
  physical
  and attack.
  Chaos elementals primarily travel alone, but
  occasionally form groups and cause cataclysmic
  levels of havoc.
  Attacks: 1 (touch)
  Damage: 2d8
  Save:F8
  Morale: 10
  Hoard Class: None
  XP: 1,800
  incorporeal. It cannot take any actions or
  affect the physical world in any way for the
  next 24 hours.
  On a result of 20, the elemental explodes in
  a burst of magical energy. The elemental is
  destroyed, and any creature within 10’ of it
  (including another chaos elemental) takes
  8d6
  damage.
  A successful
  saving throw
  versus spells reduces the damage by half.
  38
  
  Prismatic Ooze
  The Prismatic Ooze is a one of a kind mutant
  ooze. This unique monster was created by a
  wizard in Straffshire, but it killed its creator and
  escaped from her lab alongside numerous other
  oozes, jellies, puddings, and slimes. With its
  entourage in tow, the Prismatic Ooze fled into
  the Planar Wastes.
  The
  Prismatic
  Ooze
  is
  a
  mass
  of perfectly
  transparent slime. In dim lighting, its clear form
  is practically invisible.
  In bright lighting, the
  ooze’s crystalline structure
  acts
  as
  a
  prism,
  emitting
  beams
  of
  rainbow
  light
  in
  every
  Prismatic Ooze
  No. Enc.: 1 (unique)
  Alignment: Neutral
  Movement: 20’ (6’)
  Armor Class: 8
  Hit Dice: 10
  The
  Prismatic
  Ooze
  is
  a
  dome
  of
  transparent slime 10’ in diameter and 5’
  high. It is invisible in dim lighting. In bright
  lighting, the ooze’s body acts like a prism,
  refracting light and
  producing
  beams of
  rainbow radiance. Under this condition, any
  creature
  that
  looks
  at
  the
  ooze
  must
  succeed on a saving throw versus spells or
  become confused (like the confusion magic-
  userspeHj
  direction.
  Unlike
  other
  oozes,
  the
  Prismatic
  Ooze is most active in the light.
  The Prismatic Ooze lives by absorbing organic
  matter.
  It
  disables
  its
  prey
  with
  hypnotic
  patterns of light and kills them with beams of
  magical energy. The Prismatic Ooze’s abilities
  are powered by bright light, and the ooze avoids
  hunting in dim or dark lighting. When forced to
  fight in darkness, it relies on the other oozes,
  jellies, puddings, and slimes in its cluster for
  protection.
  The
  Prismatic
  Ooze
  lives
  symbiotically with other species of gelatinous
  creatures. It protects them in bright lighting and
  they protect it in darkness.
  Attacks: 2 (slam)
  Damage: 3d6
  Save:F10
  Morale: 12
  Hoard Class: None
  XP: 8,500
  The Prismatic Ooze attacks by slamming
  victims with its gelatinous tendrils. While in
  bright lighting, it can also produce a blast of
  rainbow-colored energy 3 times per day.
  This beam functions like the prismatic spray
  illusionist spell.
  The Prismatic Ooze perceives by sensing
  vibrations. It senses have a range 120’. It
  never
  hunts
  alone
  and
  is
  always
  accompanied by 2d4 other oozes, jellies,
  puddings, or slimes.
  39
  
  Starfire Golem
  The Starfire Golem is a one of a kind construct.
  It was forged from the molten core of a crystal
  meteor, and its crystalline body glows with the
  blinding brilliance of a star. No one knows who
  built the Starfire Golem. It endlessly patrols one
  square mile of the Planar Wastes and attacks all
  Starfire Golem
  No. Enc.: 1 (unique)
  Alignment: Neutral
  Movement: 60’ (20’)
  Armor Class: 3
  Hit Dice: 14
  The Starfire Golem stands 10’ tall. It has no
  true intelligence and is unaffected by hold,
  charm, and sleep spells. Since it is not truly
  alive, it is also unaffected by poison or gas.
  Spells
  are
  ineffective,
  and
  fire-based
  magical attacks actually repair the golem at
  a rate of 1 hp per 1 damage that would
  have been inflicted. Only magical weapons
  that are +2 or better can harm the golem.
  _.-\
  who enter its domain. This region of the Planar
  Wastes hasn’t been thoroughly explored, and at
  least one adventurer claims that the Starfire
  Golem guards a gate to a new and unknown
  plane. When wandering the wastes, it’s easy to
  tell if the Starfire Golem is nearby. Its glow can
  be seen from miles away, and the golem leaves
  a trail of scorched destruction wherever it goes.
  Attacks: 1 (fist)
  Damage: 3d8
  Save:F14
  Morale: 12
  Hoard Class: None
  XP: 7,250
  The Starfire Golem casts bright light in a
  120’ radius around itself. Any creature that
  sees the golem, and is within 30’ of it, is
  blinded for 1 round. Creatures within 30’ of
  the golem also take 3d6 fire damage each
  round from its intense heat. A successful
  saving throw
  versus
  spells
  reduces
  the
  damage by half.
  4O
  
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  G
  Demons
  Demon Halo
  Demon halos are circles of blazing flame that
  hover above the ground. They come from the
  Abyss where they are created by demons to act
  as servants. Demon halos travel alone or in
  packs on
  missions for their demon
  masters.
  They are often sent through planar gates to
  scout or cause destruction
  in
  advance of
  a
  demon army.
  Demon halos live to serve their master. They
  are barely intelligent and cannot act without
  instruction.
  They
  do
  not
  speak,
  but
  can
  communicate telepathically with their master
  across vast distances, even between planes. In
  this way, they receive commands and share
  their
  observations.
  If
  their
  master
  is
  incapacitated
  or
  destroyed,
  the
  halos
  will
  continue to act on their last orders. When those
  are complete, the halos will hover at the ready
  until
  another appropriately powerful
  demon
  takes control of them.
  Occasionally, if left without leadership for long
  enough, one or more demon halos might begin
  operating
  independently.
  In
  these
  rare
  instances,
  the
  halos
  typically
  act
  out their
  instinctual
  desire
  to
  incinerate
  everything
  around them.
  When demon halos attack, they sow chaos and
  destruction.
  They
  speed
  through
  the
  air,
  spinning and diving to scorch as many creatures
  as possible. The halos have no self—preservation
  instinctive,
  only
  a
  desire
  to
  unleash
  fiery
  carnage.
  When
  wounded,
  they
  will
  often
  intentionally self-destruct in a fiery explosion.
  Even among demons, creating demon halos is a
  lost science. Only especially learned demons
  know the demon halo conjuring ritual. Demon
  halos are rare, and their presence indicates the
  interest of a powerful demon lord.
  41
  
  Demon Halo
  No. Enc.: 4d4 (4d4)
  Alignment: Chaotic (evil)
  Movement: Fly: 180’ (60’)
  Armor Class: 7
  Hit Dice: 1
  Demon
  halos
  are
  rings
  of
  fire
  1’
  in
  diameter. They cast light in a 30’ radius and
  also have 60’ infravision. They are immune
  to fire-based magical attacks and poison,
  and take half damage from non-magical
  weapons.
  Demon halos attack by ramming into their
  victims and scorching them for 1d6 fire
  damage. A halo can instead use its attack to
  self-destruct, destroying itself and inflicting
  2d6 fire damage to all creatures in a 10’
  radius.
  Maggotkin
  Maggotkin are humanoid, maggot-like demons
  who
  live
  in
  servitude
  to
  other
  demons.
  Maggotkin are not the weakest or stupidest of
  demons, but due to their servile personalities,
  they occupy the lowest ranks of the demonic
  hierarchy. They perform menial tasks or die in
  great numbers in the armies of their masters.
  Maggotkin
  reproduce
  instantaneously
  using
  magic.
  A
  maggotkin
  can
  cause
  another
  maggotkin to spring fully grown from the corpse
  of another creature.
  Maggotkin
  could
  easily
  outpopulate any other creature in the planes.
  Attacks: 1 (ram)
  Damage: 1d6
  Save:F1
  Morale: 12
  Hoard Class: None
  XP: 50
  A
  demon
  halo
  can
  communicate
  telepathically across any distance, but only
  with its master. The master is a creature
  (typically a demon) that the halo is bound
  to
  serve.
  The
  halo
  cannot
  act without
  instructions
  and
  can
  only
  follow
  basic
  commands. For example: ”Go to the village
  and
  destroy
  any creature
  you
  see.”
  or
  ”lncinerate the forest. Don’t leave a single
  tree standing.”
  However, maggotkin are voracious eaters, and if
  they did not regulate their own population, all
  of them would starve. Also, their overlords treat
  them as if they are disposable, and attrition
  keeps their numbers in check.
  Maggotkin
  live amid
  rancid decay. They eat
  decaying organic matter (preferably flesh) and
  reproduce
  using corpses. They wear clothes
  made of hides, use weapons of rotting wood
  and
  bone, and
  live in
  massive colonies built
  from garbage
  heaps. Their demonic masters
  force them into this squalor to humble them,
  but over time, the maggotkin have adapted to
  their lifestyle and learned to revel in it.
  42
  
  Maggotkin
  No. Enc.: 4d6 (8d6)
  Alignment: Chaotic (evil)
  Movement: 60’ (20’)
  Armor Class: 7
  Hit Dice: 1
  Maggotkin stand 3’ tall. Like most other
  demons, they take half damage from cold,
  electrical,
  fire,
  and
  gas-based
  magical
  attacks, as well as attacks by non-magical
  weapons. They have 120’ infravision.
  By touching the corpse of a human-sized or
  larger creature,
  a
  maggotkin
  can
  cause
  another maggotkin to grow instantly from
  those remains. The new maggotkin is fully
  grown, intelligent, and capable of acting in
  the following round, although it does not
  Rawhead and Bloody Bones
  Rawhead and bloody bones are the primary
  soldiers of Wal-She-Add, the demon
  lord of
  starvation. Following her directive, they spread
  hunger and terror across the Material Plane.
  Rawhead and bloody bones are formed from
  the
  discarded,
  inedible
  parts of slaughtered
  livestock. They are usually created by Wal-She-
  Add herself, but sometimes form spontaneously
  if an animal is slaughtered in a particularly cruel
  way.
  All
  rawheads,
  even
  those
  generated
  randomly, are subservient to the demon lord.
  Rawhead and bloody bones appear as hulking
  heaps of animal bones, snouts, ears, tendons,
  and cartilage. They are roughly humanoid, and
  their heads are the skulls of beasts. Their bodies
  are slick with oozing blood and smell like the
  rancid air from a slaughterhouse.
  Rawhead and bloody bones dwell in swamps,
  ponds, and bogs outside of communities. They
  Attacks: 1 (weapon)
  Damage: 1d4 or weapon
  Save:F1
  Morale: 8
  Hoard Class: |
  XP: 20
  possess
  a
  weapon
  or other equipment.
  Once a corpse has been used in this way, it
  is disintegrated and cannot spawn more
  maggotkin.
  Every day, a maggotkin must eat its own
  weight in decaying organic matter. If it does
  not
  eat
  enough,
  it
  becomes
  weak
  and
  lethargic after
  24
  hours,
  suffering
  a
  -2
  penalty to hit. After 2 days, it becomes
  comatose, and after 3 days, it will die.
  snatch passing travelers, drown them, and
  consume
  their
  remains.
  Their
  favorite
  victims
  are children.
  Like
  most demons,
  rawheads do not need food to survive, but
  they will eat for the pleasure of it. When a
  rawhead feels confident and well fed, it will
  seek out farms
  and
  homes,
  killing
  and
  eating people, and putrefying any edible
  food.
  The
  more
  people
  and
  food
  it
  destroys, the bolder the rawhead becomes.
  Eventually,
  it
  will
  begin
  sneaking
  into
  communities
  by
  night,
  massacring
  the
  inhabitants, and destroying as much food
  as possible.
  Long ago, rawhead and bloody bones were
  creatures of the Plane of Faerie. They were
  wild, violent, and destructive, which led to
  their exile from that plane. The homeless
  rawheads were found by Wal-She-Add and
  turned into her servants.
  43
  
  Rawhead and Bloody Bones
  No. Enc.: 1d4 (2d4)
  Alignment: Chaotic (evil)
  Movement: 120’ (40’)
  Armor Class: 7
  Hit Dice: 3
  Rawheads stand 8’ tall. Splashes of blood
  and bits of gore constantly fall from their
  bodies, leaving a trail wherever they go.
  Each rawhead is surrounded by a magical
  aura
  of
  corruption
  that
  permanently
  putrefies all food, drink, and water within
  60’ of it.
  The touch of a rawhead inflicts 2d6 damage
  and induces extreme hunger. The victim of
  the attack must roll a saving throw versus
  Attacks: 1 (touch)
  Damage: 2d6
  Save:F3
  Morale: 10
  Hoard Class: IV
  XP: 65
  poison.
  If the
  save
  is
  unsuccessful, the
  victim’s maximum hit points are reduced by
  the damage of the attack. These lost hit
  points are regained after the victim eats a
  meal.
  By consuming the corpse of a human-sized
  or larger creature, a rawhead can heal 1d8
  hit points. Eating the corpse take 1 minute
  (6 rounds).
  44
  
  Chapter 7: Game Master Tools
  Getting to Straffshire
  Straffshire has no permanent location and it
  shifts between planes every tenth of a second.
  It’s unlikely for a group of adventurers to reach
  the village
  by accident.
  Following are some
  suggestions
  on
  how
  to
  bring
  the
  PCs
  to
  Straffshire.
  The Old Fashioned Way: One of the PCs breaks
  a pact with Wal-She-Add. The demon lord could
  have
  saved
  the
  PC’s
  life
  or
  given
  them
  a
  powerful spell or artifact. In exchange, the PC
  might have to destroy one of Wal-She-Add’s
  enemies or act as the demon lord’s servant. If
  the PC does not fulfill their part of the pact,
  Wal-She-Add and her demons will pursue the PC
  relentlessly.
  While fleeing Wal-She-Add, the PC is visited by
  the Queen of Air and
  Darkness. The Queen
  offers
  the
  PC
  sanctuary
  in
  Straffshire
  in
  exchange for one or more favors. Most typically,
  the Queen will approach wizards so she can
  exploit them and steal their magical research.
  Summoned: One of Straffshire’s wizards has
  been scrying across the Material Plane. He is
  seeking champions to come to Straffshire and
  help defeat Wal-She-Add. After learning of the
  PCs’ exploits, the wizard may approach them
  and ask for help, or he might cast a spell that
  summons them to Straffshire whether they
  want to come or not.
  On Accident: One of the PCs wanders through a
  planar gate or miscasts a teleport or dimension
  door spell and ends up in the Planar Wastes.
  Upon reaching Straffshire, the
  PCs might be
  mistaken
  as
  spies
  for
  Wal-She-Add
  and
  detained.
  Existential
  Threat:
  Something
  is threatening
  Straffshire, and the Queen of Air and Darkness
  is
  looking
  for
  champions
  to
  help.
  She
  approaches the PCs with an offer. If the PCs are
  uncooperative, the Queen might trick them into
  visiting Straffshire and trap them there until
  they agree to help. This plot works best if the
  PCs are high level. After all, the Queen and the
  people of Straffshire are powerful. There aren’t
  many
  problems
  that
  they
  can’t
  solve
  themselves.
  Adventure Hooks
  Once
  the
  PCs
  arrive
  in
  Straffshire,
  the
  opportunities for adventure and intrigue are
  numerous.
  Following
  are
  some
  possible
  adventure hooks.
  Bouncers:
  The
  residents
  of
  Straffshire
  are
  holding their annual ball. Due to his anti-social
  behavior, one member of the community is not
  invited this year. He is a powerful necromancer
  with
  a
  vindictive
  streak,
  and
  the
  ball’s
  organizers are worried he will try to crash the
  party in a destructive way. Almost everyone in
  the village is attending the ball, and the PCs are
  the only remaining people qualified to act as
  security for the event.
  Breaking and Entering: A prominent wizard of
  Straffshire has disappeared. He has not been
  seen
  in
  several
  weeks,
  and
  his
  friends
  are
  starting to suspect something is wrong. They
  45
  
  ‘1 ”"l-n
  \‘
  lil
  /ll¢
  want to search the missing wizard’s mansion for
  on the criminal. The crime might be genuine, or
  clues,
  but
  the
  residence
  is
  protected
  by
  it might be a misunderstanding. The accusing
  dangerous magical and physical defenses. The
  wizard could have even fabricated the crime to
  PCs are asked to enter the manor and look for
  denounce his rival.
  indications
  of
  the
  missing
  wizard’s
  whereabouts.
  Dirty Politics: One of Straffshire’s four factions
  has been waxing in power under an outspoken,
  In
  another
  version
  of
  this
  hook,
  one
  of
  new leader. An agent from a rival faction asks
  Straffshire’s wizards hires the PCs to break into
  the PCs to find or fabricate information that he
  his rival’s mansion to steal an artifact or spell
  can use to denounce this new leader.
  formula.
  Enemies of the Queen: The Queen of Air and
  Criminals on the Run: The people of Straffshire
  Darkness
  has
  many
  enemies.
  These
  include
  have mistakenly identified the PCs as spies for
  rivals
  in the fey courts,
  demons that
  have
  Wal-She-Add.
  The
  PCs
  might
  wind
  up
  as
  threatened her subjects, or mortals that have
  prisoners
  in
  Straffshire
  or
  as
  fugitives.
  To
  defied her in some way. If the PCs owe the
  prevent severe punishment, they must find a
  Queen a favor, she might require them to visit
  way to
  clear their
  names
  or
  escape
  from
  another plane and foil the machinations of one
  Straffshire altogether. The PCs could have been
  of these foes.
  framed by an actual spy living in the village.
  Gatecrashing: A wizard has discovered a new
  Detectives: A wizard claims that another wizard
  planar gate in the Planar Wastes. He wants to
  stole one of his most precious artifacts. The
  enter the gate
  and
  explore,
  but
  dangerous
  accused
  wizard
  denies the
  accusation.
  Both
  monsters have emerged from it. The wizard is
  wizards
  are
  prominent
  members
  of
  the
  worried that the gate may lead to a hostile,
  community with many allies, and their feud is
  monster-infested location. He wants to hire the
  causing strife throughout the village. Since they
  PCs to escort him through the gate and protect
  are impartial outsiders, the PCs are asked to
  him as he explores the other side.
  investigate the alleged crime and pass judgment
  46
  
  Rampaging
  Creature:
  A
  wizard
  conjured
  or
  created
  a
  powerful elemental, golem, djinn,
  undead, or demon. He lost control of it, and the
  creature is rampaging through Straffshire. The
  creature
  might threaten the
  PCs directly or
  endanger their allies. The creature’s master asks
  the PCs to help get his creature under control,
  but if they seem intent on destroying it, he will
  oppose them.
  Repel
  the
  Invaders:
  One
  of
  Wal-She-Add’s
  generals has discovered a planar gate into the
  Planar
  Wastes.
  A
  demon
  army
  has
  come
  through the gate and is attacking Straffshire.
  The village will be overrun unless the PCs help
  defeat the invaders and seal the gate for good.
  If the PCs manage to destroy the demon general
  or the
  planar gate,
  they would
  be
  greatly
  rewarded by the people of Straffshire or the
  Queen of Air and Darkness.
  Spy Hunt: A member of the Faction of the
  Informed suspects that one of Wal-She-Add’s
  spies has infiltrated Straffshire. He believes that
  the spy
  is
  a prominent member of another
  Faction. The wizard asks the PCs to investigate
  one or more suspects and determine if they are
  agents of the demon lord. Since his reputation
  could
  be
  damaged
  if
  he
  makes
  a
  false
  accusation, the wizard
  is unable to lead the
  investigation himself.
  If one of Wal-She-Add’s spies is in Straffshire,
  their
  mission
  might
  be
  to
  sabotage
  the
  Teleportation Stone (see Chapter 3: Places of
  Note).
  If
  the
  spy
  is
  successful,
  another
  adventure might involve the PCs searching for
  rare magical materials to repair the damaged
  device.
  Themes
  Following
  are
  the
  Straffshire
  setting’s
  most
  prominent themes.
  Magic
  Gone
  Wild:
  Wizards
  and
  their
  experiments
  run
  unchecked
  in
  Straffshire.
  Countless spells have warped the village and its
  surroundings into unearthly forms. The village’s
  buildings
  are
  highly
  unique
  and
  highly
  enchanted. One wizard might live in a mansion
  shaped from
  mist. Another might
  live
  in
  a
  completely invisible tower. Yet another might
  live in a clockwork cottage that walks on spider-
  like
  legs.
  Beyond the village
  is
  a wasteland
  permeated by magical radiation. Magic storms
  sweep the ever-changing terrain, and planar
  gates suck passing creature into unknown lands.
  Planar
  Melting
  Pot:
  Straffshire’s
  diverse
  residents come from
  across the
  planes and
  represent many races and cultures. Demons,
  fey, and intelligent animals are as common as
  demihumans. Elementals, golems, spirits, and
  the undead regularly walk the village streets.
  This odd mixture of people and attitudes is a
  constant source of competition and conflict.
  Faction
  Intrigue:
  Straffshire
  offers
  many
  freedoms to its residents, but it’s basically a
  prison. The villagers don’t leave the village for
  fear of being hunted down by Wal-She-Add and
  her
  minions.
  Within
  the
  village,
  they
  are
  watched by the Queen of Air of Darkness and
  forced to do her bidding. Most of Straffshire’s
  residents dream of escape, and they unite into
  factions to make this dream
  a reality.
  Each
  faction hatches their own plots to defeat Wal-
  She-Add, and when these factions work at cross
  purposes, conflict often erupts.
  Decadence: With the power to control reality,
  many wizards
  develop
  a
  disregard
  for
  law,
  order,
  and
  societal
  norms.
  Straffshire
  is
  an
  anarchic
  place
  where
  wizards
  pursue
  their
  obsessions
  without
  intervention.
  They
  experiment with dangerous spells, bargain with
  supernatural
  beings,
  and
  research forbidden
  lore to their heart’s content. Many seek power,
  knowledge,
  and
  pleasure
  regardless
  of the
  costs, and traditional ideas of right and wrong
  are of little consequence to them.
  47
  
  War of the Gods: Although most of them don’t
  realize it, the people of Straffshire are pawns in
  a battle between the demon Wal-She-Add and
  the Queen of Air and Darkness, a fey deity. This
  conflict
  is primarily covert,
  but could
  easily
  escalate.
  In
  an
  all-out war,
  these
  powerful
  entities
  would
  mobilize
  their
  armies
  of
  monstrous minions, and Straffshire would be
  caught in the middle.
  48
  
  Chapter 8: New Magic Items
  Unlike most places on the Material Plane, magic
  items are a common commodity in Straffshire.
  On
  any given
  Market
  Day
  (see The
  Egg
  in
  Chapter 3:
  Places of Note), dozens of items
  change hands. Since most people in Straffshire
  rarely leave the village, they have little use for
  magical weapons, armor, and adventuring tools.
  As a result, items of convenience and comfort
  are much more common.
  The magical trinkets described in this chapter
  represent a small sample of the many items
  regularly used and traded in Straffshire. Any of
  them could be offered in a vendor’s stall on
  Market Day or found in a rubbish pile in the
  Planar Wastes. Although money is not used in
  the village, a value in gold pieces is listed for
  each item. This can
  be
  used
  as
  a point of
  reference if a PC wants to barter for a particular
  item.
  d100
  Item
  Value
  Weight d100
  Item
  Value
  Weight
  1
  Boots of False Trails
  1,000 gp
  2 lb.
  51-52
  Perpetual Ice
  100 gp
  10 lb.
  2
  Branching Path
  500 gp
  1 lb.
  53-54
  Pet Whistle
  250 gp
  —
  3-5
  Cooling Spice
  25 gp
  —
  55
  Plant Ager
  50 gp
  1 lb.
  6-7
  Cursed Dice
  100 gp
  —
  56
  Potion of Air Breathing
  100 gp
  —
  8-9
  Cursed Sausage
  50 gp
  1 lb.
  57
  Potion of Child Development
  1,000 gp
  —
  10-12
  Egg Surprise
  50 gp
  —
  58-59
  Potion of Fetal Development
  500 gp
  —
  13-14
  Ever—Bouncing Ball
  100 gp
  —
  60-62
  Potion of Hair Growth
  100 gp
  —
  15-17
  Ever—Lasting Makeup
  250 gp
  1/2 lb
  63-65
  Potion of Hair Removal
  100 gp
  —
  18-19
  Folding Chair
  250 gp
  5 lb.
  66-68
  Potion of Sleep
  100 gp
  —
  20-21
  Heraldic Banner
  250 gp
  10 lb.
  69-71
  Potion of Sleeplessness
  100 gp
  —
  22-23
  Hunting Stone
  250 gp
  —
  72-74
  Potion of Sobering
  100 gp
  —
  24-25
  Ice Pearl
  50 gp
  —
  75-77
  Prismatic Ink
  50 gp
  —
  26-27
  Incubation Stone
  100 gp
  —
  78
  Rainbow Torch
  500 gp
  1 lb.
  28-30
  Insect Attracter
  25 gp
  —
  79-80
  Rain Orb
  250 gp
  1 lb.
  31-33
  Insect Repellent
  25 gp
  —
  81
  Ring of Doppelganger Detection 500 gp
  —
  34
  Living Mask
  500/1,000 gp
  1 lb.
  82-84
  Safety Pouch
  500 gp
  1/2 lb.
  35-36
  Living Stuffed Animal
  250 gp
  —
  85-87
  Scented Candle
  25 gp
  —
  37
  Measuring Rod
  500 gp
  3 lb.
  88
  Scroll Copier
  1,000 gp
  1/2 lb.
  38
  Oil of Buoyancy
  500 gp
  —
  89
  Shark’s Tooth Talisman
  500 gp
  —
  39
  Oil of Flow Reversal
  1,000 gp
  —
  90-92
  Spunk Radish Wine
  100 gp
  1 lb.
  40-42
  Oil of Invisibility
  1,000 gp
  —
  93-94
  Stasis Jar
  500 gp
  1 lb.
  43-44
  Oil of Rustproofing
  250 gp
  —
  95-96
  Sunless Dial
  250 gp
  1 lb.
  44-45
  Oil of Scar Removal
  50 gp
  —
  97
  Surf Bell
  250 gp
  3 lb.
  47-48
  Paint Rod
  100 gp
  3 lb.
  98
  Talking Basket
  500 gp
  1 lb.
  49-50
  Perpetual Flame
  100 gp
  —
  99-00
  Talking String
  500 gp
  —
  49
  
  Boots of False Trails: The wearer of these boots
  can change their footprints at will. The prints
  can be half or twice as large as normal and can
  resemble the prints of any creature. Regardless
  of the tracks they leave, the boots maintain the
  same appearance.
  Cost: 1,000 gp
  Weight: 2 lb.
  Branching Path: This unusual item resembles a
  forked, arm-length twig. When snapped in half,
  the twig teleports the creature that broke it to a
  random place. The destination might be ten feet
  away, a million miles away, or on another plane.
  A user of the branching path usually teleports to
  a reasonably safe location, but there is a 5%
  chance
  they
  end
  up
  somewhere
  extremely
  dangerous
  such
  as
  underwater,
  inside
  a
  volcano, or high in the sky. Once the branching
  path is broken, its cannot be used again.
  Cost: 500 gp
  Weight: 1 lb.
  Cooling
  Spice:
  A
  dash
  of
  this
  enchanted
  seasoning removes the
  heat from
  even the
  spiciest foods. Cooling spice has no flavor and
  does not
  reduce the food’s taste, only the
  sensation of spiciness. One ounce is enough for
  three normal-sized servings of food.
  Cost: 25 gp per ounce
  Weight: —
  Cursed Dice: These normal-looking dice carry a
  cruel enchantment. They always roll whatever
  result is least desirable to the creature that
  rolled them.
  Cost: 100 gp
  Weight: —
  Cursed Sausage: This piece of cured meat is 3’
  long and
  has
  a delicious, salty taste.
  Unless
  eaten in one bite (impossible for human-sized
  creatures), the sausage instantly regenerates
  any piece torn off from it. The meat is tasty but
  unsatisfying.
  No
  matter
  how
  much
  of it
  a
  creature eats, they never feel full or gain any
  sustenance. The more they eat, the hungrier
  they feel. A creature can eat an infinite amount
  of the sausage since it does not take up any
  room in their stomach.
  Cost: 50 gp
  Weight: 1 lb.
  Egg
  Surprise:
  Although
  they
  are
  visually
  indistinguishable from
  a regular chicken egg,
  egg
  surprises
  are
  sought-after
  magical
  delicacies. The yolk of each egg surprise is a
  unique
  culinary
  experience.
  One
  might
  be
  enchanted to taste like beets marinated in spicy
  halfling wine. Another might taste like fresh
  dragon turtle sashimi. The variety of flavors is
  infinite and almost always pleasant.
  Cost: 50 gp
  Weight: —
  Ever-Bouncing Ball: When dropped or thrown,
  this coin-sized ball rebounds with equal force
  off any solid
  surface.
  The
  ball
  never
  loses
  momentum and will bounce perpetually. Since
  it is made of a soft, springy material, it inflicts
  no damage if hurled or used as a sling bullet.
  Cost: 100 gp
  Weight: —
  Ever-Lasting Makeup: The makeup in this kit
  never runs, smears, or washes off, even with
  water or acid. It can only be removed by a
  special solvent also included in the kit. The kit
  contains beautifying makeup and various colors
  of face paint. There is enough makeup for 2d6
  uses and enough solvent for the same number
  of removals.
  Cost: 250 gp
  Weight: 1/2 lb.
  Folding Chair: When its button is pressed, this
  wooden chair collapses into a fist-sized cube.
  Pressing the button again expands the chair to
  its
  full
  size.
  The
  chair
  takes
  1
  round
  to
  transform. While collapsed, it weights as much
  as a normal chair.
  Cost: 250 gp
  Weight: 5 lb.
  Heraldic Banner: The color and pattern of this
  flag can be changed at the will of its carrier. To
  change the flag’s appearance, a creature must
  50
  
  touch the flag or its pole and spend 1 round
  concentrating on the design they would like to
  create. The design persists until it is deliberately
  changed again. It can include any combination
  of color, pattern, imagery, and text.
  Cost: 250 gp
  Weight: 10 lb.
  Hunting Stone: These magic pebbles come in a
  wide variety of types. There are dragon hunting
  stones,
  ghoul
  hunting
  stones,
  elk
  hunting
  stones, and many others. When the stone rests
  on a flat surface, its arrow-like end points to the
  nearest creature of the appropriate type. The
  stone’s range of detection is unlimited.
  Cost: 250 gp
  Weight: —
  Ice Pearl: This pea-sized glass orb is icy to the
  touch. When shattered, it produces hazy gas in
  a 10’ radius. The gas disperses in air or liquid
  and will freeze water solid within 5 minutes.
  Other liquids might take more or less time to
  freeze. The gas dissipates after 10 minutes, and
  anything frozen by it begind to thaw.
  Cost: 50 gp
  Weight: —
  Incubation Stone: This smooth pebble radiates
  comforting warmth. Placing it against the shell
  of a fertilized egg causes the egg to hatch within
  24 hours. The stone’s magic forces the embryo
  to develop at an
  accelerated
  rate,
  and the
  hatched creature will be a fully-formed infant.
  Cost: 100 gp
  Weight: —
  Insect Attracter: When this fist-sized wad of
  wax is melted, it emits a sweet smell for 10
  minutes.
  During
  this
  time,
  all
  normal-sized
  insects within 100’ will swarm to the wax. The
  melted wax is sticky and traps any insects that
  touch it. Giant insects are unaffected. Once the
  insect attracter has been melted, it cannot be
  used again.
  Cost: 25 gp
  Weight: —
  Insect Repellent: When this fist-sized wad of
  dried fungus is soaked in water, it emits a spicy
  smell for 1 hour. During this time, normal-sized
  insects will not willingly come within 10’ of the
  fungus. If an insect involuntarily gets near the
  fungus, it will leave as quickly as possible. Giant
  insects are unaffected. Once the insect repellent
  has been soaked, it cannot be used again.
  Cost: 25 gp
  Weight: —
  Living Mask: Masks of this type come in many
  styles.
  They
  might
  resemble
  beast
  heads,
  demonic visages, or occasionally, human faces.
  Each
  is realistic, highly detailed, and unique.
  When worn, the mask is indistinguishable from
  living flesh. Its muscles move, and it seems to be
  the wearer’s real face, although a detect magic
  spell will reveal the mask for what it is. Creating
  a
  living
  mask
  requires
  great
  artistry
  and
  powerful magic, and a well-made or particularly
  eye-catching mask is very valuable. A mask can
  be custom-made to resemble any creature or
  person the wearer desires, although these are
  quite expensive and require at least 3 months to
  craft.
  Cost: 500 gp (premade), 1,000 gp (custom)
  Weight: 1 lb.
  Living Stuffed Animal: This fabric doll bears the
  likeness of a small animal such
  as
  a mouse,
  duck, or newt. When the command word
  is
  spoken, the doll transforms into a living animal
  of the species it represents. It behaves as a wild
  animal of its type would and does not know any
  commands. Speaking the command word again
  turns the animal back to a doll. The animal does
  not
  retain
  its
  memories
  between
  transformations so it cannot be trained.
  Cost: 250 gp
  Weight: —
  Measuring
  Rod:
  This
  metal
  rod
  magically
  measures distances. By pointing the rod at an
  object and concentrating for 1 round, the rod’s
  wielder knows the distance in feet between the
  rod
  and
  the
  object.
  The
  rod
  can
  measure
  distances up to 1 mile (5280’).
  Cost: 500 gp
  Weight: 3 lb.
  51
  
  Oil of Buoyancy: When spread over an object,
  this
  oil
  makes
  the
  object
  float
  in
  water.
  Although the object is more buoyant, its weight
  does
  not
  change.
  The
  oil’s
  effect
  lasts
  indefinitely. A 1-ounce vial of oil can coat an
  object the size of a breastplate.
  Cost: 500 gp per ounce
  Weight: —
  Oil of Flow Reversal: This innocuous vial of clear
  liquid contains powerful nature magic. When
  poured into a river, stream, or other flowing
  body of water, it gradually reverses the water’s
  flow over a period of 3d10 days. Once reversed,
  the water flows at the same speed, but in the
  opposite direction. Even reversing the smallest
  brook
  can
  cause
  significant
  environmental
  upheaval
  such
  as
  flooding,
  water
  contamination, or the destruction of wildlife
  habitats.
  Cost: 1,000 gp
  Weight: —
  Oil of Invisibility: When smeared on an object,
  this
  oil
  renders
  the
  object
  completely
  and
  permanently invisible. The oil only affects non-
  living, inanimate objects and cannot be used on
  creatures, plants, undead, or golems and other
  automatons.
  Invisible objects can
  be sensed
  with the detect invisibility spell or by creatures
  that can see the invisible. A 1-ounce vial of oil is
  enough to coat one palm-sized object such as
  an amulet, key, or flask.
  Cost: 1,000 gp per ounce
  Weight: —
  Oil of Rustproofing: When spread over a metal
  object, this oil renders the object immune to
  rust. The potion’s effect lasts indefinitely. A 1-
  ounce vial of oil can coat an object the size of a
  breastplate.
  Cost: 250 gp per ounce
  Weight: —
  Oil of Scar Removal: When spread over a scar,
  this oil can heal the damaged tissue. Although
  the
  oil
  is
  inexpensive,
  it
  is
  prone
  to
  fail
  catastrophically so many people do not use it.
  Each application has a 25% chance of a failure in
  which
  case
  the
  scar
  is
  permanently
  and
  drastically enlarged. The oil
  has no effect if
  applied to the same scar twice. A 1-ounce vial of
  oil can coat 1 square foot of skin.
  Cost: 50 gp per ounce
  Weight: —
  Paint Rod: This rod is studded with dozens of
  stones
  in
  varying
  colors.
  When
  a
  stone
  is
  pressed, the rod hurls a correspondingly colored
  orb of paint. The orb travels up to 60’ and
  explodes on impact, coating everything in a 5’
  radius with paint. The paint dries in 1 hour and
  is not flammable, sticky, or greasy. Any living
  creature struck by the orb will probably flinch
  and close their eyes on impact and is unlikely to
  be
  blinded.
  The
  rod
  has
  2d6
  charges
  and
  expends 1 charge per use.
  Cost: 100 gp
  Weight: 3 lb.
  Perpetual Flame: Once lit, this candle cannot be
  extinguished until its fuel runs out. It will even
  burn without oxygen or underwater. The candle
  lasts 3d6 months before burning out.
  Cost: 100 gp
  Weight: —
  Perpetual Ice: This 1’ cube of enchanted ice
  never melts or grows warm. It remains solid
  even if exposed to normal or magical fire. Aside
  from its imperviousness to heat, it is otherwise
  identical to normal
  ice and can chopped or
  shattered by weapons or tools.
  Cost: 100 gp
  Weight: 10 lb.
  Pet Whistle: Each pet whistle is attuned to a
  particular species of small animal such as a dog,
  eagle, or turtle. The whistle produces no sound
  when blown, but if an animal of the appropriate
  species is within 30’ of the blower, it becomes
  agitated and retreats. The whistle has no effect
  on giant animals, familiars, or magical animals.
  Cost: 250 gp
  Weight: —
  Plant Ager: When this gnarled stick of wood is
  touched to a plant of any variety, the wielder is
  52
  
  able to know the plant’s age in months. This
  effect works with living or dead plants, but not
  petrified plants since they are no longer organic.
  Cost: 50 gp
  Weight: 1 lb.
  Potion of Air Breathing: The imbiber of this
  potion is able to breathe any gas that contains
  oxygen. This effect lasts for 1 hour. Most land-
  based creatures can already breathe oxygen
  and gain no benefit from this potion. It is usually
  imbibed by aquatic creatures, allowing them to
  breathe freely out of the water.
  Cost: 100 gp
  Weight: —
  Potion of Child Development: By drinking one
  of these potions each month, a child will age
  rapidly to adulthood. Using this potion, a human
  infant can become a fully-grown adult in 1 year.
  For races with shorter or longer lifespans, the
  growth period ranges between 6 months and 5
  years.
  Once
  a
  child
  reaches adulthood, the
  potion no longer affects them. The potion ages
  the
  child
  physically
  and
  mentally,
  although
  adults created by this potion tend to have a
  child-like naivete.
  Cost: 1,000 gp
  Weight: —
  Potion of Fetal Development: When a pregnant
  creature drinks this potion, the length of her
  pregnancy is drastically reduced. A 9 month
  pregnancy is shortened to 1 month. Despite this
  brief
  gestation
  period,
  the
  infant
  is
  born
  normal-sized.
  One
  potion
  can
  be
  used
  per
  instance of pregnancy, and additional potions
  have no effect.
  Cost: 500 gp
  Weight: —
  Potion of Hair Growth: This potion causes the
  imbiber’s hair (including facial and body hair)
  and fingernails to grow at 10 times the normal
  rate. The effects of the potion last for 1 month.
  Cost: 100 gp
  Weight: —
  Potion of Hair Removal: When rubbed on a
  creature’s skin, this potion gradually removes all
  hair from the application area within 24 hours.
  If drank, the potion removes all the imbiber’s
  hair within 24 hours. The hair falls out in
  a
  natural but accelerated way and will regrow at a
  normal rate.
  Cost: 100 gp
  Weight: —
  Potion of Sleep: 10 minutes after drinking this
  potion, the imbiber becomes drowsy and falls
  asleep. They remain asleep for 8 hours and will
  not awaken unless they take damage.
  Cost: 100 gp
  Weight: —
  Potion
  of Sleeplessness: After drinking this
  potion, the imbiber becomes
  unable to fall
  asleep for 3 days. This potion does not eliminate
  fatigue. It only prevents sleep. A creature under
  the potion’s effects is likely to be weary and
  may struggle to function normally.
  Cost: 100 gp
  Weight: —
  Potion of Sobering: When imbibed, this rancid-
  smelling potion induces a fit of vomiting that
  lasts
  1
  minute
  (6
  rounds).
  Afterward,
  the
  imbiber is cured of the effects of any ingested
  poisons, including alcohol. This potion cannot
  revive a creature that has already been killed by
  poison.
  Cost: 100 gp
  Weight: —
  Prismatic Ink: By touching this vial of ink and
  speaking the name of a color, a creature can
  change the ink’s color at will. The vial contains 1
  ounce of ink. The vial itself is not magical, and
  when
  its ink is expended, it has no special
  properties.
  Cost: 50 gp per ounce
  Weight: —
  Rainbow Torch:
  The carrier of this torch can
  change the color of its flame at will. To change
  the color, the carrier must concentrate for 1
  round. The flame can become any color in the
  53
  
  visible spectrum of light. A fire lit by the torch
  burns with the color of the flame that ignited it.
  The torch can burn indefinitely and never runs
  out of fuel.
  Cost: 500 gp
  Weight: 1 lb.
  Rain Orb: This fist-sized orb is made from highly
  polished stone. When it becomes damp and
  clammy, the orb is forecasting the fall of natural
  precipitation
  in
  the
  area
  within
  24
  hours.
  Although the orb is infallible, it cannot predict
  precipitation brought on by a control weather
  spell or other magical means.
  Cost: 250 gp
  Weight: 1 lb.
  Ring
  of
  Doppelganger
  Detection:
  This
  ring
  glows brightly when worn by a doppelganger or
  a
  polymorphed
  creature.
  Rings of this type
  typically resemble engagement rings and are
  used
  to
  protect
  people
  from
  unknowingly
  marrying a doppelganger or other shapeshifter.
  Cost: 500 gp
  Weight: —
  Safety Pouch: When this belt pouch is closed
  and the command word is spoken, the pouch
  becomes magically sealed until the command
  word is spoken again. The effect is similar to the
  arcane lock spell and can be thwarted by knock
  or dispel magic. The pouch itself can only be
  damaged by magic or magical weapon.
  Cost: 500 gp
  Weight: 1/2 lb.
  Scented Candle: This candle produces a strong
  odor as it burns. Scented candles come in many
  varieties.
  Pleasant scents such
  as roses, pine
  needles,
  or
  the
  ocean
  are
  most
  common.
  However,
  more
  unusual
  varieties
  also
  exist,
  such as meat, brimstone, or offal. Each candle
  burns for 1 hour.
  Cost: 25 gp
  Weight: —
  Scroll Copier: This cylindrical scroll case makes a
  copy of whatever scroll is placed inside. For the
  case’s magic to work,
  a scroll
  must remain
  inside for more than 1 minute (6 rounds) while
  the case’s lid is closed. When the case is opened
  again, it contains two identical scrolls. The scroll
  copier cannot copy spell scrolls or other scrolls
  with magic writing.
  Cost: 1,000 gp
  Weight: 1/2 lb.
  Shark’s
  Tooth
  Talisman:
  This
  talisman
  resembles a large, blood-stained shark’s tooth.
  The wearer can smell fresh blood up to 1 mile
  away. Also, they can only eat fresh, bloody
  meat. Any other food disgusts them and makes
  them ill. Once donned, the talisman cannot be
  removed without the aid of a remove curse
  spell.
  Cost: 500 gp
  Weight: —
  Spunk Radish Wine: This white wine, brewed
  from the subterranean
  spunk
  radish,
  has
  a
  unique,
  herbal taste and
  magical properties.
  Drinkers of the wine typically experience slight
  drunkenness after one or two glasses. They feel
  relaxed
  and
  lightheaded,
  but
  never become
  impaired or sick regardless of how much they
  drink.
  Cost: 100 gp
  Weight: 1 lb.
  Stasis Jar: There is nothing obviously magical
  about this 16-ounce glass jar, but any creature
  kept inside it can survive indefinitely without
  food
  or water.
  The
  contained
  creature
  can
  move around and behave normally. Holes in the
  jar’s lid prevent the creature from suffocating.
  Cost: 500 gp
  Weight: 1 lb.
  Sunless Dial: This saucer-sized sundial casts a
  shadow and
  indicates the correct time even
  without sunlight. It can track time at night or
  underground.
  Cost: 250 gp
  Weight: 1 lb.
  54
  
  Surf Bell: When struck, this iron bell emits a
  sound like roaring surf and crashing waves for 1
  minute (6 rounds). Although it is no bigger than
  a human head, the bell is unusually loud and
  can be heard up to 1 mile away.
  Cost: 250 gp
  Weight: 3 lb.
  Talking Basket: This goblet-sized
  basket can
  record and recite sounds. To use the basket, a
  creature must first open its lid. Any sounds that
  enter the basket will be stored within. When
  the basket’s lid is next opened, the recorded
  sounds will issue from the basket. Once the
  sounds have been recited, the basket must be
  opened once more, and new sounds must be
  recorded for the basket to work again. Speaking
  the words of a spell into the basket will not cast
  the spell when the basket is opened.
  Cost: 500 gp
  Weight: 1 lb.
  Talking String: This 100’ string has a loop at
  each end. To use the string, two creatures must
  each wear one of the loops around their neck.
  When either creature vocalizes, the other can
  hear them as if they were standing adjacent.
  Communication
  persists
  until
  one
  creature
  removes the loop or the string is broken. The
  string
  has the appearance and durability of
  ordinary twine.
  Cost: 500 gp
  Weight: —
  55
  
  Maps
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  56
  
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  57
  
  Legal Info
  OPEN GAME LICENSE Version 1.0a
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
  Williams, based on material by E. Gary Gygax and Dave Arneson.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
  Williams, based on original material by Dave Arneson and E. Gary Gygax.
  System Reference Document. Copyright 2000—2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook,
  Skip Williams, Rich baker, Andy Collins, David noonan, Rich Redman, Bruce R. Cordell, based on original material by E.
  Gary Gygax and Dave Arneson.
  System Reference Document 5.0. Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford,
  Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve
  Townshend, based on original material by E. Gary Gygax and Dave Arneson.
  59
  
SOURCE: textdata/thevault/Labyrinth Lord (osr)/Adventures & Settings/LL - Straffshire Village of Planar Fugitives.pdf