TEXT:  
   
  The Eastern Front 
   
   
  
   
   
  2364: The war, mostly on the continent of Magos, between the Elven Compact and the Alliance of 
  Many. Now nearly a year old, the Great War has seen trench lines divide Magos and war divide her 
  nations. Across the continent the magic of Magos’ antiquity mixes with the industry of her today, 
  producing monstrous mechanisms for a conflict with no end in sight. 
   
   
   
  
   
   
  The Eastern Front 
  Quite distinct from the Western Front of the Great War, the Eastern Front is a long and mobile 
  combat-zone, absent the trench warfare in the west. This is because of the length of the Eastern Front 
  – stretching all along the wilderness borders of Durwuz Ruf and delving into the uncertain edges of 
  the Border Crowns – ensuring a much lower density of soldiers arranged in defensive lines that are 
  easy to break. The vast space of the Eastern Front also makes communications sparser whilst also 
  rendering it difficult for reinforcements to rush a broken line – securing or sealing any rupture.  
  Durwuz Ruf before the Great War 
  Before 2364, Durwuz Ruf was divided. While it had given Magos the steam engine it was Albion that 
  had used it to bring on the industrial age. The face of Albion’s economic might and the political 
  triumphs of the Elven Princedoms uniting into Svartheim propelled these two nations to the front 
  ranks of Magos. Even for Magos’ other nations, the history books brimmed with the Elven Imperium 
  and this became a source of national unity that reconciled together rich and poor, rural and urban. 
  Though the Jarls of Durwuz Ruf all answered to the King, the royalty only truly set international 
  policy. Each Dwarvern stronghold, located in the bowls of a mountain range, was geographically 
  isolated from their nearest neighbour by leagues of wilderness and thus functioned as a nation unto 
  itself. By 2360 the growing military might of Svartheim and fears of a renewed Imperium had caused 
  some great concern within King Gunni, who felt spurred to unify Durwuz Ruf. Involvement in the 
  Border Crowns in 2363 was Gunni’s attempt to bring some sense of national unity to Durwuz Ruf, a 
  great and patriotic struggle that would build a sense of national unity and bring together the 
  strongholds. Unfortunately, it was not to be. 
  The First One- Hundred Days on the Eastern Front 
  Shortly after war was declared, Durwuz Ruf quickly mobilized forces stationed within Voludim and 
  marched north of the Eltil Mountains – hoping to cross through Alheim and invade Svartheim. The 
  invasion cut directly above the mountains through the province of Raanor, where they met a force of 
  Imperial Cavaliers from Alheim. Despite Durwuz Ruf possessing superior numbers, the slow trudge 
  of the Dwarvern Phalanx was easily out paced by the Cavaliers – who were themselves backed by 
  reinforcements from Svartheim. The attack itself proves to be a costly ploy played by Durwuz Ruf. In 
  the time it had taken Alheim’s Cavaliers and their Svartheim infantry allies to confront and repel the 
  forces from Voludim, King Gunni had mobilized forces at the more northerly fortress of Valheth and 
  backed the his army with a regiment of Moghund (the infamous Bear riding nomads). By the time the 
  army from Valheth and the Moghund had arrived, the Svartheim forces had been recalled and re-
  dispatched, leaving Alheim’s Imperial Cavaliers sorely outmatched. 
  While Raanor fell quickly into the hands of the Alliance of Many Races, the loss of Alheim’s bordering 
  province gave Svartheim’s generals pause for concern and led to a fast focus on the Eastern Front as 
  an area of anxiety. The creation of the Svartheim Army of the East was the result of that concern – 
  stationed along the borders of Raanor. While the Army of the East has not yet managed to retake 
  Raanor from Durwuz Ruf, it has had a two-fold effect. On one hand, the Army of the East has 
  checked the Alliance advance from Raanor. On the other, it has lifted the pressure on Alheim, who 
  have applied forces outward from Helturm fortress. This has transformed Raanor from a foothold for 
  Durwuz Ruf, to the beginning of a long frontier zone with fighting that stretches from the province 
  itself across the foothills of the Eltil and Nautil mountains to the Border Crowns below. 
  At present, most of the fighting is focused around the fortress-city of Tarmal, an independent 
  principality on the borders of Durwuz Ruf and Alheim on the river Malragni.  
  
   
   
  Geography 
  Unlike the Western Front, the Eastern Front is mostly a long stretch of wilderness with two distinct 
  geographic boundaries – the Zugzhorn Marshes and Azutroth Forest. Both the marshes and the forest 
  present areas that are grossly difficult to travel across and entering them is seen as a tactically poor 
  decision. This has forced the fighting south and currently, the Eastern Front is largely focused on the 
  space between the Eltil and Nautil Mountains as a frontier and conflict zone, with both the Alliance 
  and Compact attempting to take and hold the city of Tarmal. At present, neither side can gain the 
  advantage to out manoeuvre the other and lay claim to Tarmal but it is theorized that whoever takes 
  the city will win the east. 
  Azutroth 
  Along with the Zugzhorn Marshes, the Azutroth Forest – also known as the Great Dwarvern Forest – 
  is one of the most imposing features of the Eastern Front. Stretching from Voludim down the 
  Malragni River to Tarmal and the borders of Alheim the forest is largely trackless. The Elgor – or the 
  wild Elves of Durwuz Ruf – call Azutroth home and have little love for the Dwarvern Jarls who 
  consider them outsiders or the Elf-folk of Alheim or Svartheim who consider them barbarians. Prior 
  to the war, safe passage was ensured by sticking to travel on the Malragni River or by remaining on 
  the fringes of the Azutroth in one of the numerous logging towns that dwelt there. Since the war 
  began, however, all game is fair to the Elgor.  
  Dunlur & Drinlur 
  Twin trading towns along the banks of the Malragni, both of which were specifically born of river 
  trade to and from Tarmal. While Drinlur was built on workmanship from Grimnen, Dunlur was 
  established with ore from Voludrim. The townships have traditionally had a sporting rivalry.  
  Eltil 
  The Eltil Mountains of northern Alheim separate the nation proper from the Raanor province and 
  Durwuz Ruf as a whole. The area itself contains staggeringly high peaks and the little roads that 
  weave through them take detours through numerous caves and tunnels. While there are a few 
  notable castles, monasteries and other structures in the Eltil Mountains the winding paths make the 
  terrain highly defensible. While Durwuz Ruf has advanced into the mountains, they are not yet ready 
  for the push to take them into Alheim’s open ground. Not until their position can be solidified from 
  Tarmal or Kazkro.  
  Fornen & Yarnen 
  Twin rivers, originating from the Eltil and Nautil Mountains respectively. Flowing down from the 
  mountains, both the Fornen and Yarnen feed into the Malragni – with all three rivers meeting at 
  Tarmal. 
  Grimnen 
  Originally a trading fort founded in 890, by the Dark Age Grimnen had grown to vibrant craftsman-
  settlement based on drawing unique materials from the Zugzhorn Marshes. Most of the wares made 
  in Grimnen are of high quality and possess magical properties. As such, the city has become host to 
  unique magical constructions. It was one of Grimnen’s craftsmen, Zerom Amber Mountain, who 
  blended a variety of local designs to create the first Steam Engine. Essentially, the industrial age 
  
   
   
  begins in Grimnen. And while the industrial age takes off elsewhere, Grimnen is forever transformed 
  into a mechanized township. While Zerom originally applied his Steam Engines to mining, others 
  follow Albion’s example and construct factories. But in Grimnen, industry is blended with the arcane 
  - constructing Mage Engines and other oddities. By 2360, Grimnen’s industry has come to be 
  dominated by factories and its streets are patrolled by Cog-Golems. Still, on Gak Thong Street, 
  craftsmen still work in the town’s traditional way – with materials drawn from Zugzhorn. And as 
  such, the items made on Gak Thon Street have magical properties due the unique materials they are 
  constructed from. These items can be found in the stores of many individual craftsmen who make a 
  living peddling such wonders at a cost in gold pieces of the item’s base value multiplied by 500 and 
  contain a magical property suitable for its type, determined by the Labyrinth Lord. Additionally, 
  should the Labyrinth Lord use the item saving throw rules, wares from Gak Thon Street never break. 
  Helturm 
  Helturm was built in 830 as a border-fort to monitor and police traffic from the pre-Durwuz Ruf 
  kingdom of Ajum into the Elven Imperium and back again. Over the centuries, Helturm has grown 
  into an elaborate castle and immense border fortress. The express purpose of Helturm has been to 
  protect Alheim for Durwuz Ruf and it is also here that forces from the south – marching either over or 
  around the Nautil Mountains through Kazkro are met. For that reason, Helturm has historically been 
  a great focus for Alheim’s generals and will become a key focus of the Eastern Front should Tarmal be 
  taken by the Alliance. Should that day come, Helturm will once again earn its name as the “gates of 
  hell.” 
  Kazkro 
  Like the other Border Crowns, Kazkro is a principality in its own right and was so under the Oruk 
  Empire – named for its capital and only city. One of Kazkro’s distinguishing features, however, was 
  that it was a land cursed with lycanthropy. The Red Plague, as it is called, has always troubled 
  Kazkro and in the Dark Age wild packs of Werewolf roamed the countryside by night. Still feudal, 
  industry and medicine have not yet penetrated Kazkro and so the only common treatment for the Red 
  Plague so far is death. Packs of wild Werewolf do not haunt Kazkro’s night’s any longer, though. A 
  curfew, Hunting licences and lucrative bounty and monthly nocturnal purges – grand events in 
  which any citizen breaking curfew is considered a Werewolf – keeps the beasts in check. 
  Malragni 
  The great river of western Durwuz Ruf, the Malragni continues to provide the easiest rout of 
  transport through Zugzhorn and Azutroth. While the Elgor of Azutroth have made river transport 
  somewhat more dangerous than it was a year prior, control of the river continues to provide Durwuz 
  Ruf with a distinct military advantage, allowing them to move troops into the warzone between the 
  Eltil and Nautil mountains quicker than Svartheim. Prior to the war, the river saw a great deal of 
  trade flowing into and out of Tarmal, spawning more than a few trading posts and towns up and 
  down the river. 
  Nautil 
  Nautil has long been nicknamed “the shield of the Imperium” and rightly so, the high mountains 
  provided a natural barrier between the Elven Imperium and southern peoples, between Alheim and 
  the Oruk Empire. Anyone wishing to advance from the south into Alheim has had to either cross the 
  mountains themselves or take the longer but easier rout of marching around. The mountains 
  
   
   
  themselves are heavily forested, prone to narrow passes and littered with small, fortified villages and 
  lofty castles. The combination of defensive geography and guarded architecture makes the Nautil 
  Mountains a tactical nightmare for an army to march across, let alone hold. For this reason, the Oruk 
  Empire took and held Kazkro first before advancing on Alheim. It is commonly theorized that should 
  the Alliance of Many Races manage to woo Kazkro to its side, then Tarmal will be rendered tactically 
  irrelevant and the Nautil’s geographic advantage be rendered useless. 
  Raanor 
  Formerly Alheim’s great northern pastures and agricultural land, Raanor is currently occupied by 
  Alliance forces from Durwuz Ruf and takes the brunt of the assault from Svartheim’s Army of the 
  East as it marches down along the edges of Zugzhorn and Azutroth. With their backs to the Eltil 
  Mountains, however, the Alliance forces are thoroughly dug into the province. And it is in Raanor 
  that one will find stable trench-lines and other defences more commonly associated with the Western 
  Front in the East. While Alheim has contemplated simply sending an army across the Eltil’s peaks or 
  flying them over the prospect of facing Dwarves in the mountains is terrifying indeed.  
  Tarmal 
  A fortress city located on the fork where the Yarnen and Fornen meet the Malragni River, Tarmal is 
  an independent principality within Durwuz Ruf. In that sense, Tarmal is regarded as the most 
  northern of the Border Crowns and it is the presence of Tarmal within Durwuz Ruf that forms the 
  foundation of Dwarvern claims to the region. In a strategic location and with only a small army at its 
  disposal, however, Tarmal has fast become a pawn for the Alliance and Compact to battle over. While 
  Tarmal has not been attacked directly yet, fighting has occurred in the region surrounding it and the 
  city as a whole is preparing to be subject to a siege. Tarmal was originally constructed in 360 as a 
  trading colony from the Elfish city-states to the ancient kingdom of Ajum. 
  Voludim 
  Currently the chief staging and command point of the Eastern Front for the Alliance of Many Races, 
  Voludim is less a single metropolitan area than a series of towns and settlements, linked by 
  subterranean passages all arranged around a single hub-city and contained within the mountains. 
  Over a decade ago this was hardly the case. But when Jarl Detam Bittergrip took the throne in 2341 he 
  began a rapid process of industrialization that quickly brought prosperity and literal growth to 
  Voludim, turning the city into a string of boom-towns. Bittergrip’s process of modernization was 
  nothing new for a Dwarvrn city: Mining, but drawn more rapidly from the mountain itself through 
  application of both popular and experimental industrial techniques. Bittergrip followed the 
  revolution of mining with other industries, quickly implementing factories. The Great War has not 
  dampened Voludim’s growth. If anything, the need for weapons has aided Voludim to expand its 
  industry further. 
  Zugzhorn 
  The Zugzhorn Marshes are the great northern obstacle of the Eastern Front, with the Azutroth Forest 
  providing the southern obstacle. The marshes themselves occupy a series of dense woodland 
  interwoven with numerous swamps, moors, ponds and streams. The entire area of the marshes 
  seethes and bubbles with primordial magic – causing great monsters to emerge here. As the magic 
  transmutated the surroundings, however, Zugzhorn also became a source of strange ores and other 
  materials and by 1497 the township of Grimnen had emerged to service craftsmen craving unique 
  
   
   
  materials. No small feat given the dangerous nature of the marshes, it is largely shunned by travellers 
  and authorities across Durwuz Ruf – making it a haven for criminals and undesirables. Anyone who 
  drinks the waters of the Zugzhorn must make a Save vs. Spells or be transformed into a Lurk. Those 
  who fall into or swim in the water may make this check at +5 as they essentially must avoid opening 
  their mouth, even a little.  
  Scout Class 
  Requirements: None. 
  Prime Requisite: DEX. 
  Hit Dice: D8. 
  Maximum Level: None. 
  The Scout is a style of soldier often sent ahead of the main force, into No Man’s Land or more 
  typically the wilds of the Eastern Front, to track enemy movements and stalk particular targets. As 
  such, most Scouts are also skilled woodsmen – trained in stealth, survival, beast-mastery and 
  tracking. Scouts suffer no reduction of Movement for wilderness terrain. Likewise, any d% roll made 
  by the Labyrinth Lord to see if the Party loses direction in the wilderness gains -10% for having one or 
  more Scouts in the group. Scouts are also excellent survivalists, finding sufficient food from foraging 
  on a D6 roll of 1-2 (instead of the usual 1) and game on a 1-3 (instead of 1-2) when hunting. 
  Because of their need for speed and freedom of movement, Scouts cannot wear armour heavier than 
  Leather. Nor can a Scout employ a shield. Scouts may also use any weapon they desire and often 
  carry a versatile array, though they favour ranged weapons and receive a +1 attack bonus on all 
  ranged attacks (this bonus does not modify any damage rolls). 
  Level 
  Experience 
  Hit Dice (1D8)  
  1 
  0 
   
  1 
  2 
  1,425 
   
  2 
  3 
  2,845 
   
  3 
  4 
  5,685 
   
  4 
  5 
  11,365  
  5 
  6 
  22,725  
  6 
  7 
  45,445  
  7 
  8 
  90,885  
  8 
  9 
  181,765  
  9 
  10 
  301,765  
  +1 HP Only 
  11 
  421,765  
  +2 HP Only 
  12 
  541,765  
  +3 HP Only 
  13 
  661,765  
  +4 HP Only 
  14 
  781,765  
  +5 HP Only 
  15 
  901,765  
  +6 HP Only 
  16 
  1,021,765 
  +7 HP Only 
  17 
  1,141,765 
  +8 HP Only 
  18 
  1,261,765 
  +9 HP Only 
  19 
  1,381,765 
  +10 HP Only 
  20 
  1,501,765 
  +11 HP Only 
  
   
   
  On Reaching 9th Level: A Scout will become renowned for their adventures throughout the lands, 
  with plays, radio shows and stories written about them.  This fame will attract 2d6 Level 1 Scouts to 
  the hero, who will join their band and seek to learn from their experience and partake in their 
  adventures.  
  Saves:  
  Level 
  Breath  
  Poison   
  Petrify   
  Wands  
  Spells 
  1-4 
  14 
   
  11 
   
  13 
   
  11 
   
  14 
   
   
  5-8 
  11 
   
  8 
   
  9 
   
  8 
   
  11 
  13-16 
  8 
   
  5 
   
  6 
   
  5 
   
  8 
  17+ 
  6 
   
  3 
   
  4 
   
  3 
   
  6 
  New Magic Items 
  Mage Engine 
  A Mage Engine is a device capable of casting spells as if it were a Level 1 Magic User. The Mage 
  Engine achieves this through the precise turns of its cogs and gears that act in place of the gestures 
  and actions of a Magic-User, drawing in ambient mana as a means of powering the Spell. Anyone 
  using a Mage Engine is thus able to perform feats of magic. Unfortunately, the Mage Engine can only 
  draw in so much mana, limiting the quantity of Spells it may cast to one per day. Wrongly famed as 
  death knell of Wizards and Witches across Magos, the initial Mage Engine was first built by James 
  Polymath in 2271, only a handful of Mage Engines have been built from the prototype and the device 
  has not been fully realized or widespread in their use. Partly, this is due to the cost of building a 
  Mage Engine – averaging around 3000 Gold Pieces.  Still, the Mage Engine caused quite a stir on its 
  initial construction and the idea of industrialized magic still plays in the public imagination. Though 
  rumours persist of larger Mage Engines capable of casting more powerful spells more frequently, the 
  average Mage Engine weighs 300 lbs. and stands some 5 feet high. 
  Thunderstones 
  Thunderstones are regarded by Dwarves as the remnants of the Geist times, a left over from the 
  transmutation process that turned the world from burning mana to earth. While Geist Stones emanate 
  magic, however, Thunderstones do the opposite – absorb it. Often found deep underground, in the 
  cavernous reaches below the earth, Thunderstones are often employed by Dwarves. Any spell cast 
  within 10’ of a Thunderstone instantly fails. The Thunderstone does, however, gain a number of 
  charges equal to the level of the Spell (or the Hit Dice of its caster in the case of monstrous magical 
  abilities). Anyone holding the Thunderstone can, with a successful Wisdom Check, unleash the magic 
  contained within the stone – depleting all charges. The result is a random Spell of a level equal to the 
  amount of charges held by the Thunderstone (i.e. six charges results in a 6th level Spell being cast). 
  Should a Thunderstone ever gain more than ten charges, it instantly explodes – inflicting 10D10 
  damage on everything within 10’ of it. 
  New Monsters 
  Clockwork Duellist 
  Since the industrial age brought its wonders of steam and clockwork, many a swordsman has trained 
  with the aid of a specialist sparring partner – the Clockwork Duellists. Manufactured and made 
  
   
   
  custom to order, a Clockwork Duellist is an elegant form of homunculus constructed from an 
  ingenious arrangement cogs and self-winding coils inside a metal frame. Not needing hands, the 
  Clockwork Duellist’s arms end in long blades that see the Duellist riposte and parry with the greatest 
  of ease – often simultaneously. Naturally being mechanical, a Clockwork Duellist is immune to 
  Charm, Poison, and Sleep. 
   
  Clockwork Duellist 
  No. Enc.: 
  1 (1) 
  Alignment: 
  Neutral 
  Movement: 
  120’ (40’) 
  Armour Class: 
  5 
  Hit Dice: 
  4 
  Attacks: 
  2 
  Damage: 
  1d6/1d6 
  Save: 
  F6 
  Morale: 
  12 
  Hoard Class: 
  None. 
  XP: 
  320 
  Notes: 
  Immune to Charm, Poison, and Sleep. 
   
  Cog-Golem 
  Like other Golems, the Cog-Golem is a constructed humanoid brought to life. Unlike other Golems, 
  however, the Cog-Golem is not built with magic. Rather, the Cog-Golem is motivated by pressurized 
  steam and constructed of gears, springs, coils and piles all arranged around a central steam engine.   
   
  Cog-Golem 
  No. Enc.: 
  1 (1) 
  Alignment: 
  Neutral 
  Movement: 
  120’ (40’) 
  Armour Class: 
  4 
  Hit Dice: 
  8 
  Attacks: 
  1 Weapon 
  Damage: 
  2d6 or weapon type 
  Save: 
  F5 
  Morale: 
  12 
  Hoard Class: 
  None 
  XP: 
  560 
  Notes: 
  Immune to Charm, Poison, and Sleep. 
   
  Elgor 
  The Elgor, or Wild Elves, of Azutroth have been likened to a force of barbarism: neither good nor evil, 
  but dwelling in a state of nature that worships only strength. Most Elgor dwell deep within their 
  woodland home. Once the Elgor emerged at times only to trade but since the war began, the Elgor 
  have begun preying on folk who travel through or dwell within and near their forest. For their chosen 
  weapon, Elgor favour swords. 
   
   
  
   
   
   
   
  Elgor 
  No. Enc.: 
  1d6 (3d10) 
  Alignment: 
  Neutral 
  Movement: 
  120’ (40’) 
  Armour Class: 
  5 
  Hit Dice: 
  1+1 
  Attacks: 
  2 weapons. 
  Damage: 
  1d6/1d6 or weapon/weapon. 
  Save: 
  E1 
  Morale: 
  8 
  Hoard Class: 
  I (XXI) 
  XP: 
  15 
  Notes: 
   
   
  Hunter 
  Hunters stalk down Werewolves, Vampires, the undead and other terrors across the Eastern Front. 
  During the Dark Age, Hunters were much more common but in the industrial age they have become 
  less so. Largely modern communications such as radio and telegraph along with the concentration of 
  the population into urban centres mean that monsters struggle to go unnoticed as they did when they 
  had leagues of wilderness to hide in and word took weeks if not months to reach its destination. Still, 
  in the rural reaches of Magos – particularly Durwuz Ruf and the Border Crowns – hunters are still in 
  high demand. 
   
  Hunter 
  No. Enc.: 
  2d4 (1d6x10) 
  Alignment: 
  Lawful 
  Movement: 
  120’ (40’) 
  Armour Class: 
  7 
  Hit Dice: 
  1 
  Attacks: 
  1 
  Damage: 
  1d6 or Weapon Type 
  Save: 
  Scout 1 
  Morale: 
  8 
  Hoard Class: 
  XXII 
  XP: 
  10 
  Notes: 
  Hunters typically carry at least one silver 
  weapon. 
   
   
   
   
   
   
  The Beast 
  He, the hunter, had served as a soldier – a common Human of Alheim – and thus cannon fodder for the 
  Imperial Cavaliers in his time. Now, he stalked the woodlands of Kazkro under the light of the full 
  moon. The beast had bolted some ways ahead of him but, silver blade in one hand, big pistol in the 
  other, he found the trail of blood and guts it left after slashing its belly easy to follow. A low snarling 
  told him he was getting close and he bent low, readying himself for the inevitable charge of a monster, 
  wounded and desperate. A second snarl caused him some alarm and glancing at the wet soil beneath the 
  trees, he noticed the trail of blood went on but the ground was littered with recent paw-prints. Looking 
  about the trees in a panic, he suddenly recalled that the beasts were not particular about their food and 
  cannibalism was no taboo to a werewolf beneath the full moon… 
  
   
   
   
  Lurk 
  Exposure to the waters of the Zugzhorn marshes causes a transmutation process that can corrupt 
  creatures into a baser, feral form. The form itself varies from creature to creature, but they are 
  typically larger than their base, original form, and armed with spikes, claws, multiple limbs and 
  heads, row after row of teeth, and other such deformities. Typically the process happens incidentally, 
  undertaken by those who accidentally fall into or drink the marsh waters. The resulting monster 
  typically stalks the marshes in which they were created, stalking and hunting prey.  
   
  Lurk 
  No. Enc.: 
  1 (1d4) 
  Alignment: 
  Chaotic 
  Movement: 
  120’ (40’) 
  Armour Class: 
  4 
  Hit Dice: 
  1d6+1 
  Attacks: 
  1d6 (multiple limbs, tentacles, heads, maws, etc) 
  Damage: 
  1d6 or weapon 
  Save: 
  F6 
  Morale: 
  10 
  Hoard Class: 
  XIX 
  XP: 
  Varies, based on Hit Dice. 
  Notes: 
  +5 on Saves vs. Spells. 
   
  Mannequins 
  Somewhere between a doll and a body guard lays the Mannequin. A clockwork homunculus inside 
  body of fabric and porcupine, Mannequins were employed by the rich to display fashion, provide a 
  fashionable accompaniment on outings and most of all, act as a body guard should affairs turn sour. 
  Blindly obedient, being mechanical a Mannequin is immune to Charm, Poison, and Sleep. 
   
  Mannequins 
  No. Enc.: 
  2d6 (2d6) 
  Alignment: 
  Neutral 
  Movement: 
  120’ (40’) 
  Armour Class: 
  7 
  Hit Dice: 
  1+1 
  Attacks: 
  1 
  Damage: 
  1d6 or weapon 
  Save: 
  F1 
  Morale: 
  12 
  Hoard Class: 
  None. 
  XP: 
  15 
  Notes: 
  Immune to Charm, Poison, and Sleep. 
   
  Riding Bear 
  Predominantly employed by the Moghund, the nomadic bear riders, riding bears make up the most 
  feared cavalry mounts Durwuz Ruf has to offer. Not only is the rider most likely an armed fighting 
  
   
   
  man, but the bear itself makes a fearsome adversary. While the Moghund are known to sell their 
  bears to outsiders, there are few breeding pairs outside of Durwuz Ruf. A riding bear can generally be 
  purchased for 375 gold pieces. 
   
  Riding Bear 
  No. Enc.: 
  0 
  Alignment: 
  Neutral 
  Movement: 
  120’ (40’) 
  Armour Class: 
  5 
  Hit Dice: 
  4 
  Attacks: 
  3 (Bite, Claw x2) 
  Damage: 
  1d6/1d3/1d3 
  Save: 
  F2 
  Morale: 
  9 
  Hoard Class: 
  None 
  XP: 
  80 
  Notes: 
  Riding bears can be purchased for 300 Gp. 
   
   
   
  
   
   
   
   
   
  
   
   
  Over The Top is written by Nicholas William Moll. 
  Art by Kat Heywood. 
  Cover by Nicholas William Moll 
  Over The Top © Owlman Press 2015. 
   
  Thanks to Lachlan Duffy, Rayan Hawkins Beth Mooney, Patrick Stoney, 
  Tyson Thornton, Matthew Zimmermann and the rest of the Federation 
  University Gamers Guild for giving the Great War of Magos a time and 
  a place every fortnight.  
   
  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.goblinoidgames.com. 
   
  
SOURCE: textdata/thevault/Labyrinth Lord/Labyrinth Lord Adventures & Settings/Over the Top (LL)/Over the Top The Eastern Front (LL).pdf