TEXT: Cliffs of Elletarn
    
  
  CLIFFS OF ELLETARN
  Swig Kerrit, one of many bounty hunters operating 
  in the Port Brax underworld, is seeking assistance 
  in his latest endeavour. Word is out that the ex 
  borderlands scout is planning to capture a griffon 
  from the Great Plains. 
  A Curious Beast 
  Griffons are a strange and terrible beast, a vicious 
  amalgam of hunting bird and giant cat. Precise 
  traits vary from flock to flock, but most exhibit the 
  body of a horse sized lion or tiger, with an eagle’s 
  head, fore talons, and powerful wings.  
  Inclined towards high mountains and clifftop 
  eyries, griffons may range hundreds of miles in a 
  single hunting expedition, scouring the seas, plains 
  and open forest in search of suitable quarry. 
  Wolves, deer, dolphins and small bison are their 
  favourite meals, along with barbarians and skorn 
  in small numbers. All adult griffons understand 
  that humans carry weapons, and will attack from 
  cloud cover or from behind to maximise their 
  chances of a successful ambush. 
  In this adventure, the PCs are offered 500gp by 
  veteran scout Swig Kerrit (human male, 30s, bald, 
  man of few words, lightweight travelling garb, bow 
  and scimitar) to assist him to in capturing a live 
  griffon, and return it to Port Brax. 
  Swig Kerrit, AC 14, HD 3 (20 hp), Scimitar 
  1d8+2, 19: disarm, S14 D15 C13 I10 P15 W11 
  Ch8 L9, Mv 30 ft. Swig has advantage on 
  wilderness lore related checks, and may choose 
  from the following Rangercraft talents twice per 
  combat: Sharpshooter, Cover Fire, Veteran Scout 
  (applies to whole party) or Slip Away.  
  Swig explains the griffon must be white in 
  colouration (a special rarity) and returned alive. 
  His employer, who wishes to remain anonymous, 
  has provided him with six vials of potent 
  tranquilizer to pacify the creature. In addition to 
  the drugs, Swig has three nets, some grapple ropes, 
  and one horse sized set of steel manacles.  
  Over Land or Lake 
  Swig’s instructions are that there is a flock of 
  griffons nesting along the Cliffs of Elletarn, north 
  of the Stimbark river that divides the Great Plains, 
  about 60 miles northwest of Port Brax.  
  2
  
  At least two options present themselves as 
  travelling routes. PCs may hire a boat and sail 
  around the coast of Lake Argos and into the river 
  inlet, a voyage of about 80 miles, with the final 20 
  miles on foot (assuming 20 mile hexes on the 
  below overland map). Or they might travel 60 
  miles on foot straight across the plains (crossing 
  the river about 35 miles in).  
  If the party wish to travel by ship, they might find 
  a captain willing to drop them at a particular point 
  along the river, and return at a specific time, but 
  no vessel will drop anchor and wait in the wilds. 
  The risk of attack by barbarians, skorn or worse is 
  simply too great.  
  The plains are dominated by verdant grasses that 
  grow up to four feet high. Whilst the borderlands 
  of Port Brax are farmed and the outskirts 
  patrolled, beyond this rudimentary taming the 
  rolling expanse runs unchecked. Xenophobic 
  thuel clans such as the Skull Drinkers, Burnt Ones 
  and Half Crows ride the plains, taking advantage 
  of their mobility to avoid the skorn horde that 
  controls the region. Horses, bison, wolves and 
  similar animal life are abundant. Many birds of 
  prey, including giant variants, are also plentiful. A 
  wide variety of small game live and hide within.  
  Unfortunate travellers might encounter more 
  monstrous foes, including the last of the territorial 
  centaurs, burrowing bulettes and belligerent ogre 
  tribes. Outsiders are not welcome here, and 
  civilized men keep to the eastern fringes under 
  heavy escort. 
  Each day of travel requires a roll on the Overland 
  or Voyage Events table (LFG p.131 or 135), or 
  alternatively there is a 60% chance of a random 
  encounter every 24 hrs (roll 1d6):  
  Voyage: 
  1.
  A massive 16 ft Giant Serpent (or perhaps
  Sea Serpent, either way 10 HD, Bite
  2d10, Boss Monster with Major Exploit 
  Protection and Off Turn Attacks)
  attempts to snatch a PC or other crew
  member from the ship’s deck. If
  successful, it attempts to constrict and
  drown the target whilst swimming away.
  2.
  The Steward’s Eye, a patrolling warship
  from Northgate, appears on the horizon
  and hails the party’s ship. They want to
  board and search for contraband (60
  crew, Carrack with twin onagers and
  ballistae, LFG p.121).
  3.
  A secret enemy is aboard the ship and
  targets one of the PCs, roll 1d3: (i)
  pickpocket, (ii) poisoner, (iii) bounty
  hunter on behalf of a prior enemy or rival.
  4.
  Many of the crew engage in gambling with
  dice and cards, which the PCs are invited
  to join. Roll on the Gambling table
  (Companion p.17) or make a Luck check.
  If successful, the PC doubles their wager
  (up to 50 gp).
  3
  
   
   
   
  5. Descending from the clouds is a buzzing 
  hunting party of 3d6 Waspmen. They are 
  intent on taking back at least 1d4+1 
  captives to their coastal hive. 
   
  Waspmen, AC 15, HD 2+2, 4 x Claw 1d4 and 
  Bite 1d4+1, 19: special, S16 D13 C12 I4 P10 W10 
  Ch6 L10, Mv 60 ft flying or 30 ft.   
   
  Waspmen are insect like 7 ft humanoids with 
  chitinous carapaces, four clawed arms, and a wasp 
  head. Entirely driven by the needs of the hive, 
  these voracious carnivores target anything they 
  think they can carry away (which include horses or 
  similar if the monsters co-operate to lift them). On 
  a Nat 19, the waspman grabs hold of the target and 
  flies away with it (up to 60 ft). Entirely insectoid in 
  nature, they communicate only the most basic 
  concepts via clicking and chemical pheromones. 
  Waspmen have no sense of self preservation and 
  will die rather than fail the needs of the hive.  
   
  6. One of the crew members is carrying a 
  slow acting (1d6 days instead of normal 
  incubation time) random disease they 
  picked up last voyage, and is only now 
  beginning to manifest. 1d4 random PCs 
  must make a Luck (Con) save or contract 
  the disease (LFG p.123).  
   
  Overland 
   
  1. Cresting a low hill, the party spy 4d6 
  mounted thuel warriors nearby (as human 
  Berserker with spears and short bows). 
  They are clearly marked as the Half Crow 
  tribe (decorated with black feathers, crow 
  skull/feet totem fetishes, and so on). The 
  band is out scouting and will pounce on 
  outsiders.  
   
  2. A large warparty of 3d6+20 Skorn are 
  making 
  their 
  way 
  through 
  nearby 
  grasslands. There is a 50% chance the 
  hunting party already has the PCs’ scent 
  and is tracking them.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  3. This region of the plains has shorter grass 
  (one ft high) and a colossal herd of 
  thousands of bison feeding within. Going 
  around the herd will take an extra day of 
  travel. Going through is easy enough, 
  provided the bison don’t stampede for 
  some reason (the beasts are twitchy after 
  recent western panther attacks; 25% 
  chance of a stampede, Luck save to avoid 
  rolling on the Injuries & Setbacks table).  
   
  4. A large waterhole lies nearby, attracting a 
  wide range of animal and humanoid life to 
  the area. 4d6 creatures arrive at about the 
  same time as the party, roll 1d6: (i) wolves, 
  (ii) bison, (iii) deer, (iv) giant wasps, (v) 
  giant ants, (vi) ogres. The animals have 
  come for water and pay the party little 
  heed. The monsters on the other hand 
  would appreciate some food to go with 
  their drink.  
   
  5. A storm rolls in over the plains, blanketing 
  the region in water, thunder and lightning. 
  Accompanying the weather is a 30 ft 
  Stormraven (Companion p.154), scouring 
  the land for a meal. 
  4
  
  6.
  The overgrown mounds of old cairns can
  be found here (six mounds, each about
  fifteen years old). Careful inspection
  reveals Varnori names on the graves
  (Ingvar, Gnut, Idonea, Siggd, Eir and
  Dagmyr), but no animal prints are found
  in the immediate area. The graves contain
  a combined total of 1 x Carry Loot and 1
  x Valuables, but interfering with them
  conjures the angry Ghost of Dagmyr (slain
  by thuels, whom the spirit hates above all
  else).
  Griffon Cliffs 
  Elletarn’s sandstone cliffs range from about 
  500 to 1,000 ft in height, rocky escarpments 
  overlooking the green grasslands and central 
  lake below. Several small griffon flocks live in 
  the region, as do ogres, skorn and thuels of the 
  Burnt Ones tribe. Bison, deer, wolves and a 
  variety of birds are common throughout, 
  particularly around watering holes.  
  Random Encounters 
  Every twelve hours, there is a 30% chance of a 
  random encounter in the basin. If an encounter 
  occurs, roll 1d8 (+1 if the party are in the top half 
  of the map). 
  1.
  A large warband of 5d10 Ugathi skorn 
  (see Area 5) are camped at a small
  waterhole nearby. They have sentries set
  around the perimeter with crude horns,
  and are on the lookout for thuels to eat.
  2.
  A heavy downpour settles in over the
  region, bringing with it clinging mists. The
  odds of a random encounter are reduced
  to 10% for the next 48 hours.
  3.
  2d4 of Ybaak’s Ogres (Area 9) are chasing
  three young bison that were separated
  from the herd. One animal has already
  been snagged and is being torn apart by
  two of the monsters (they are clearly
  ravenous).
  4.
  During the coming night, a Cave Stalker 
  (Companion p.127) begins tracking the
  party, intent on snatching one away to
  devour in their hidden cave. The stalker
  will strike swiftly, and attempt to choke the
  sentry to prevent them alerting others.
  5.
  2d4 Giant Eagles appear overhead, riding
  the high winds as they survey the land for
  something edible. They are happy to
  target small bison, humans and skorn.
  Shiny humans glinting in the sun will
  attract their interest.
  6.
  A Western Panther (Midlands p.101)
  lurking in nearby grasses suddenly leaps
  on the rear PC! A Perc (Detection) vs Dex
  16 test determines whether the PC is
  taken by surprise.
  7.
  2d6 Giant Worker Ants and a single
  Solider ant are scurrying about here,
  5
  
   
   
   
  scouting out new areas for possible food 
  sources before they return to their 
  subterranean colony (see Area 1).  
   
  8. Far overhead, the party spot 1d3 griffons 
  flying across the sky, carrying small bison 
  corpses, en route to Area 8. A Perc 
  (Detection) check at disadvantage suggests 
  that one of the beasts is of white 
  coloration. 
   
  9. A lone griffon is flying relatively low (but 
  outside of bow range) across the northern 
  sky. If studied carefully (Perc (Detection) 
  check), an observer notices that it appears 
  to be wearing some kind of saddle.  
   
  Trinkets of the Plains 
  As the party explores the plains and plateaus, the 
  GM might substitute a 1d12 roll on the following 
  table instead of the usual LFG Carry Loot or 
  Trinkets & Curios tables:  
   
  (i) 
  A feathered headdress decorated with 
  crow’s feathers (23 gp). 
   
  (ii) 
  A skorn skull painted ink black, with 
  a series of intricate and unfamiliar 
  purple star constellations (31 gp). 
   
  (iii) 
  A dagger crafted from the tooth of a 
  wyvern. Touching the blade to 
  spoiled or po isoned material (or a 
  thing or creature) causes the user to 
  feel pain in their chest (Minor 
  Charm).   
   
  (iv) 
  A ratskin pouch of 6d6 silvers.  
   
  (v) 
  A hand carved ten inch wooden 
  statuette of an owl standing upright 
  with its wings tucked in. The idol is 
  perfectly painted and astoundingly 
  lifelike (40 gp).  
   
  (vi) 
  A shrunken and blackened six inch 
  griffon’s talon, bound up with tiny 
  beads of quartz. The foot acts as a 
  good 
  luck 
  charm 
  (one 
  off, 
  temporarily increases the PCs’ Luck 
  by 2 points).  
   
  (vii) 
  A leather wrapped flask with a toggle 
  lid. 
  The 
  liquid 
  inside 
  smells 
  absolutely rank and is sure to make 
  anyone drinking it very ill.  
   
  (viii) 
  An ancient talisman of stamped 
  copper in the shape of a blazing sun. 
  If 
  presently 
  forcefully 
  towards 
  Undead, the user may 
  invoke 
  Turning like a Cultist of their level 
  (once every 1d4 days, requires 
  attunement over 1d6 hours). Any 
  further attunements are at the GM’s 
  discretion.   
   
  (ix) 
  A brown leather helm with stag horns. 
  Could double as an awkward weapon 
  in a pinch (18 gp). 
   
  (x) 
  A bison skin drum painted with 
  grasslands and sky motifs (15 gp). 
   
  (xi) 
  A satchel of dried fish, bison jerky 
  and two small pouches (salt and 
  aromatic spices). 
   
  (xii) 
  A crudely fashioned cold iron heavy 
  mace with a bald ball head. Parts of 
  the weapon are rusting and pitted, but 
  it remains serviceable (300 gp).  
   
   
   
   
   
   
   
   
   
   
   
   
  6
  
  Map 
  
  Area 1 – Giant Ant Colony 
  These 1,000 ft high cliffs gradually flatten off 
  towards the north, easing into the central basin of 
  the plains. A Giant Ant colony lives beneath the 
  plateau, many hundreds of man eating insects that 
  scour the rockface and grassy tracts for food, often 
  feeding on horses and bison. Towering  anthills up 
  to 60 ft tall and 20 ft wide dot the landscape, 
  growing increasingly common as one nears the 
  main hive, where the queen resides.  
  Worker and sentry ants range far afield (many 
  miles) and will almost certainly make contact with 
  the PCs before they begin to notice to tell tale hive 
  mounds. Initial encounters will be with 2d6 
  worker ants, increasing by a further 1d6 every mile 
  until reaching the centre (labelled “1”). Any ant 
  encounter has a 50% chance of 1d4 Soldier Ants 
  as well.  
  Worker Ant, AC 13, HD 2, Bite 1d6, 19: the 
  worker knocks the target prone, S16 D10 C16 I1 
  P10 W10 Ch4, L5, Mv 40 ft and may climb walls, 
  ceilings etc. Workers may swarm a target, gaining 
  +1 to hit for each additional ant beyond the first
  (maximum +4).
  Soldier Ant, AC 15, HD 3+3, Bite 2d4 + poison, 
  19: the soldier spits acid on the target, causing 2d4 
  damage, S19 D12 C16 I1 P12 W12 Ch8, L6, Mv 
  40 ft and may climb walls, ceilings etc. Soldiers 
  have a venomous bite that requires a Luck (Con) 
  save or the target loses 1d4 Con. May swarm a 
  target like a worker.   
  Dead barbarians, skorn and others sometimes 
  produce valuables dropped or discarded by the 
  ants, particularly around the hive mounds. There 
  is a 50% chance of 1 x Carry Loot /Plains Trinket. 
  Area 2 – Giant Eagle Nests 
  Many Giant Eagles nest in these high cliffs, 
  clashing from time to time with the smaller griffon 
  populations over hunting grounds. For the most 
  part however the two species studiously avoid each 
  other.  
  The eagle eyries are situated on the faces of the 
  cliffs themselves, not dissimilar to griffon nests, 
  and are easily mistaken for such in the absence of 
  any live sentires to ward off intruders. Each mile 
  investigated with generally turn up 1d2 giant eagle 
  nests, with a 50% chance of an encounter 
  (otherwise the nest is old and long abandoned). If 
  an encounter occurs, roll 1d4:  
  1.
  Female sitting on 1d4 eggs (worth 200 gp
  each to the right buyer).
  2.
  Female and 1d4 hatchlings; will defend
  the nest vigorously.
  3.
  Flock of 1d4+1 Giant Eagles (some
  younger, but use the normal stats).
  4.
  Empty nest. Roll 1d3: (i-iii) twigs and
  feathers, (iv) broken eggs, (v) 1 x Carry
  Loot/Plains Trinket, (vi) 1 x Valuables.
  8
  
  Giant Eagle, AC 13, HD 3+3, Bite 2d4 and 2 x 
  Claws 1d6, 19: the target is grabbed and may be 
  carried away, S16 D14 C14 I2 P15 W14 Ch7, L6, 
  Mv 90 flying.  
  Area 3 – Brown Griffons 
  This plateau is approximately 12 miles long and 4 
  miles wide, filled with large outcroppings of 
  uneven stone and scrabbling scree. A series of 
  griffon nests may be found on the northern cliff 
  faces, 1d3 every mile or so, jutting out on ledges or 
  set into large cave mouths. Each nest has a 40% 
  chance of an encounter (otherwise the nest is long 
  abandoned). Importantly, all of these griffons are 
  brown, grey or black in colouration. There are no 
  white griffons to be found here.  
  Griffon, AC 14, HD 4, 2 Claws 1d4+1 and Bite 
  2d4, 19: special, S19 D15 C16 I2 P14 W13 Ch8, 
  L7, Mv 120 ft flying. On a natural 19-20 a 
  humanoid target is grabbed and may be flown 
  away with (victims may use their action to make a 
  Str or Dex Contest to break free). 
  If an encounter occurs, roll 1d8: 
  1.
  1d6 newborn hatchlings waiting for their
  griffon parents to return. They are
  squawky and look hungry (worth 200 gp
  each to the right buyer). If investigated, 
  25% chance mother and/or father griffon 
  swoops in to kill the intruders!  
  2.
  1d4 broken eggs (50%) or 1d2 live eggs
  (50%, worth 300 gp each to a collector)
  seemingly undefended.
  3.
  1d3 infant griffons are learning to fly,
  copying the flapping movements of their
  mother and father. Upon sighting the
  PCs, the parents either (i) land nearby and
  screech threateningly, or (ii) swoop in for
  the kill, encouraging their young to do the
  same!
  4.
  An injured griffon is sleeping in this nest,
  its wing clearly savaged by some
  dangerous beast.
  5.
  A recently dead griffon is rotting here,
  some manner of metallic object beneath
  (requires a Perc (Detection) check to spot,
  1 x Carry Loot). Disturbing the griffon
  risks infection of some kind (50% random
  disease, otherwise Flesh Grubs, LFG
  p.123).
  9
  
   
   
   
  6. A sizable family of 2d6 griffons are 
  returning from hunting, carrying a 
  number of skorn among them (including 
  children), 1d100% of whom are still alive. 
  The beasts land in the nest the PCs were 
  intending to investigate, and begin 
  dropping the beastman in the centre and 
  screeching loudly. 
   
  7. A pair of griffons are sleeping in this nest, 
  huddled together against the wind. It’s not 
  clear if there are any eggs or other 
  interesting items beneath their bulk.   
   
  8. A brown griffon with white flecks, Tutha, 
  is feeding on the dismembered body of a 
  Rising Dust barbarian (it’s prior handler, 
  see Area 8). The beast is wearing a crude 
  saddle (two seats, one behind the other) 
  and does not appear startled by the PCs (it 
  is quasi trained, but like all monstrous 
  beasts, not at all safe).  
   
  If the PCs allow Tutha to satiate her 
  hunger, she might permit them to ride her 
  (Cha (Animal Lore) check at a -2 penalty). 
  The griffon can carry up to four people 
  (two in t he saddles, one in each talon). No 
  matter the PCs’ attempts at co ntrol, 
  Tutha will only (willingly) take them one 
  place: Area 8. On the way there however, 
  the PCs might be able to coax the griffon 
  to take a circuitous route, allowing them 
  to scout parts of the region.  
   
  Area 4 – Central Lakes 
  This large lake receives run off from nearby 
  plateaus and rising ground water, drawing many 
  creatures to drink. Bison, deer, horses etc are here 
  in large numbers, keeping a careful eye out for 
  predators. As far as animal predators (such as 
  panthers and wolves) are concerned, small 
  mammals usually make more appealing prey than 
  armoured PCs (10% chance something attempts to 
  stalk the PCs, roll 1d4: (i) Western Panther, (ii) 
  Giant Crocodile, (iii) War Wombat, (iv) Owlbear). 
  There is however one exception. Hibernating on 
  the easternmost island is a dreaded Purple Worm.  
  The 100 ft column of rubbery flesh, man 
  shredding maw, and poison stinger is a terrifying 
  behemoth of the highest order. Slumbering atop 
  the one mile island for decades, long grasses have 
  overgrown it’s balled, centipede like shape. Over 
  the years, the animals have forgotten the danger, 
  but no skorn or barbarian dares set foot here.  
   
  If the PCs explore the island, there is a 60% base 
  chance the worm awakens, plus 10% per hour (it 
  detects their sweet man scent and is hungry 
  beyond measure). Inexperienced players might 
  benefit from a reminder about the Party Retreat 
  rule. If the worm is somehow defeated (or 
  outwitted), its guts (or perhaps petrified faeces) 
  include 1 x Carry Loot, 1 x Valuables and the 
  Leathers of Agmundr. 
   
  Leathers of Agmundr 
  Ensorcelled two centuries ago by Runeseer 
  Agmundr, this surprisingly flexible leather armour 
  is imbued with incantations of elementalism, 
  doom and defiance. Exiled by the Council of 
  Varnor for crimes unspoken, the unaging warlock 
  died forty winters ago in a bulette ambush on the 
  High Plains (eaten in turn by the Purple Worm).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  10
  
  Attunement takes 2d6 weeks except by Magic 
  Users who require 2d6 days. Once attuned, the 
  user finds their ability to sense magic improves 
  dramatically (when attempting to sense magic p.83 
  LFG they automatically succeed). This enhanced 
  connection to the Veil however also increases the 
  user’s starting DDM by 2 points. Both of these 
  traits fade over 1d12 months if attunement ends.  
  Attunement benefits are as follows: 
  1.
  The wearer may sacrifice Reroll dice to
  cast spells they know instead of expending
  spell uses. The number of Reroll dice
  required is equal to the spell level plus one
  (eg a 2
  nd level spell costs three Reroll dice).
  2.
  Once every 1d4 days, the user may change
  the element of one magical effect to
  another (eg from fire to frost, wind or
  stone).
  3.
  Once per week, the user may spend an
  action to invoke Channel Lightning, Gift 
  of the Fiery Furnace, or Blast of Frozen 
  Ruin (at the user’s level or minimum
  caster level, whichever is higher).
  4.
  Once per month, upon being Staggered, 
  the user may unleash an immediate
  backlash against their attacker. For each
  point of Con the user gives up, the
  attacker suffers 1d10 elemental damage
  (no save, the user chooses the element).
  Con points lost in this way cannot be
  restored until the next Downtime period.
  Area 5 – Ugathi Skorn 
  The Ugathi Skorn, numbering in the high 
  thousands (including women and children), 
  effectively control the entire region. Their 
  permanent village is located on the western plateau 
  and adjacent cliffs, 1,000 above the grasslands, 
  constructed of mud bricks, bison bone and 
  occasional pieces of wood.  
  Hunting parties search the grasslands day and 
  night (80% chance of an encounter with 4d10 
  skorn every 6 hours within 4 miles of Area 5), 
  returning with live victims for Karg Khorob and 
  the tribe to feast upon. Humans and rival 
  beastmen are favoured, but the skorn will resort to 
  animals or cannibalism rather than go hungry. 
  The karg and his younger brother Hornuk are 
  infected 
  with 
  skorn 
  lycanthropy and are 
  Werebison.    
  Skorn, AC 11, HD 2, Club 1d6+1, 19: the target 
  is clubbed in the head, losing its next action (Luck 
  (Will) save resists), S15 D10 C13 I7 P12 W8 Ch8, 
  L5, Mv 30 ft. Rudimentary dark vision, advantage 
  when detecting danger or scents.  
  Werebison, AC 13, HD 5, Big Club 2d8, 10 ft 
  reach, 19: a bison comes to the lycanthrope’s aid, 
  S19 D9 C17 I7 P14 W11 Ch7, L8, Mv 30 ft. AC 
  13, HD 6+4, Bite 2d6, 19: S18 D14 C14 I10 P15 
  W13 Ch8, L8, Mv 30 ft. Lycanthrope with all the 
  usual benefits. May spend an action to exert 
  control and issue orders to bison, which are 
  compelled to obey. Rudimentary dark vision, 
  advantage when detecting danger or scents. Skorn 
  lycanthropy cannot be spread to non skorn. 
  Bison, AC 11, HD 4, Horns 2d4, 19: target is 
  pushed backwards 10 ft, drops anything they are 
  holding, and is prone, S19 D8 C15 I3 P12 W10 
  Ch7, L7, Mv 40 ft. On a critical hit, the target is 
  gored, requiring a Luck (Dex) save to avoid rolling 
  on the Injuries & Setbacks table.  
  In truth there is little for the party in the skorn 
  village. Attempting to defeat the Ugathi in a 
  pitched battle is obvious suicide and doomed to 
  failure, even with the assistance of the Burnt Ones 
  and Ybaak Ogres combined. If the karg’s tent can 
  be infiltrated however, there is a basket of spoils 
  that the leader has amassed over the years (1 x 5 
  HD Lair Treasure, plus 1 x Scroll and 1 x Potion).  
  11
  
   
   
   
  Area 6 – Burnt Ones  
  Two thousand barbarians of the nomadic Burnt 
  Ones tribe have set up a temporary encampment 
  here, scores of portable oilskinned tents 
  surrounded by sleek horses. The thuels survive the 
  numerous skorn by way of mounted mobility, 
  punishing archery and unmatched horsemanship. 
   
  Chief Batousa (young, athletic, shaved head with 
  topknot, one side of his face burnt, loud and 
  ruthless) and his clan are xenophobic and 
  distrusting of outsiders, reserving a special 
  prejudice for the cowardly humans holed up in 
  their walled cities (“Suuda Nor” or “rabbit men”). 
  For an adventurer willing to demonstrate their grit 
  however, they might be willing to talk instead of 
  skewer. 
   
  If the PCs display true toughness, Batousa brings 
  them into the camp for further study (he isn’t 
  asking). He questions them about city life and what 
  they have seen in their travels, especially any intel 
  on skorn movements. Over the course of the 
  night, the PCs may attempt to impress the chief to 
  persuade him (i) not to imprison or kill them, and 
  (ii) gain some useful information.  
   
  A Party Challenge (difficult: 8 successes, focusing 
  on Cha, Will, Int, Con, Athletics, Acrobatics, 
  Persuasion, Leadership) resolves how much the 
  chief ultimately likes or dislikes them. Each failure 
  requires a valuable tithe to prevent falling into 
  disfavour (eg a steel weapon, healing kit, etc).  
   
  If the challenge is failed, the PCs are put to death. 
  If successful, Batousa decides he likes them (for 
  now) and offers one PC a “good burning” to 
  cement their favour with the tribe. Any use of 
  magic is instantly seized upon as dark sorcery, and 
  the transgressor beaten unconsciousness (reduced 
  to zero hp, make an All Dead or Mostly Dead 
  check as normal). All of the barbarians are marked 
  with burn scars, enduring marks of their warrior 
  heritage. A “good” burning must be visible, 
  typically on the forearm, back of the hand, or 
  neck. A PC willing to accept such a brand suffers 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  a Minor Scar (per the Injuries & Setbacks table, 
  but Luck (Con) save to avoid permanently 
  reducing their Cha by 1), and buys safe passage 
  through the Burnt Ones’ lands (as much as they 
  can claim such).  
   
  If at least one PC goes through the branding, they 
  secure the party’s release and elicit some useful 
  information about the region, including the Rising 
  Dust clan in Area 8. Batousa confirms seeing a 
  white griffon among their sky riders.  
   
   
  Burnt Ones, AC 13, HD 1, Spear 1d6+1, Axe 
  1d8+1, Sword 1d8+1 or Short Bow 1d6, 19: as 
  weapon, S12 D10 C13 I10 P10 W12 Ch11, L4, 
  Mv 30 ft. 30% of the tribe are berserkers, with S13, 
  +2 bonus to attack, Spear 1d6+2, and never check 
  for morale. 
   
  Chief Batousa, AC 13, HD 4, Spear 2d6, 19: 2d6 
  barbarians appear from nearby to aid the chief! 
  S15 D14 C14 I13 P12 W17 Ch14, L10, Mv 30 ft. 
  Batousa never checks for morale. 
   
  12
  
  Area 7 – Ruined Tower 
  Rising above the cliffs of the north western plateau 
  is a 120 ft tower of cracked and weathered stone. 
  The structure is mostly intact, but some sections 
  have crumbled or broken away over time, 
  exposing the interior to sunlight, wind and rain.  
  The tower’s former owner was a reclusive sorcerer 
  who perished in an aerial battle with local griffons 
  over a three decades ago. Astride his winged horse, 
  the pair were set upon by the northern flock (Area 
  8) and quickly torn apart. As fate would have it the
  battle took place near the tower, and some of the
  sorcerer’s bones fell in the vicinity (including his
  skull, which is cracked and now heavily overgrown
  with creeper vines).
  The sorcerer’s vengeful spirit, and that of his flying 
  horse, now haunt the tower and surrounding area 
  (up to a quarter mile). The spectre is unable to rest 
  until it exacts v engeance against the griffons (by 
  exterminating the flock) or his skull is destroyed. 
  Every few months (at seemingly random intervals) 
  the sorcerer is able to push beyond the half mile 
  boundary and attack the griffons in Area 8, killing 
  several before being forced to return. 
  The spectre retains scant memory of its former life 
  and is wholly consumed with vengeance. It 
  displays little interest in humans, but will emerge 
  from the skull like a demonic genie if the tower is 
  intruded upon.  
  During the night, the spectre may remain for as 
  long as necessary, but during the day, he is limited 
  to periods of 1 hour (then dissipating for another 
  hour before being capable of reforming). The 
  winged horse may manifest similarly, but only 
  outside the tower within a quarter mile. The horse 
  pays men no heed unless disturbed or set upon, in 
  which case it attacks.  
  The tower has three levels, with no other creatures 
  of note. Animals can sense the undead present and 
  do not enter within 1,000 ft. Similarly, skorn and 
  thuels know of the tower’s curse and give the 
  region wide berth. The interior is water logged and 
  decaying, with broken wooden furniture, rotting 
  books and linen. The second level holds the only 
  treasure of note; an iron bound chest containing 1 
  x Carry Loot, 1 x Valuables and 2 x Scrolls.  
  13
  
   
   
   
  If either spectre is reduced to zero, they revert to 
  a mist like state and fly back to the sorcerer’s skull, 
  which absorbs them and prevents re-manifesting 
  for 7 days. Smashing the skull while the spirits are 
  within destroys them utterly. Given the speed at 
  which the spectres move, some manner of flying 
  (including riding a griffon) is required to follow 
  them back to the skull. Finding the skull by way of 
  pure luck is like finding a needle in a haystack.  
   
  Nameless Sorcerer Spectre, AC 15, HD 7, 
  Touch 1d8 + level drain, 19: the spectre and target 
  vanish to a nightmare realm of dark sorcery to 
  finish their duel. If the spectre is destroyed, the 
  target reappears, S- D15 C- I10 P13 W15 Ch8, L9, 
  Mv 90 ft in any direction. Incorporeal Undead, 
  passes through solid objects like water. A spectre’s 
  icy touch drains one level until the end of the 
  adventure (Luck (Will) save resists).  
   
  Winged Horse Spectre, AC 13, HD 5, Kick 
  1d10 + level drain, 19: the spectre “tramples” the 
  target draining two levels instead of one, S- D15 C- 
  I3 P13 W13 Ch5, L7, Mv 120 ft in any direction. 
  Incorporeal Undead, passes through solid objects 
  like water. A spectre’s icy touch drains one level 
  until the end of the adventure (Luck (Will) save 
  resists).  
   
  Area 8 – Rising Dust  
  The northern clifftops are approximately 900 feet 
  above the plains, the least empty of the plateaus 
  with scattered copses of trees along the ridges, and 
  a central woodland.  
   
  The area is largely controlled by the Ugathi skorn, 
  but a small tribeof thuels known as Rising Dust  
  (about 80 members) have managed to avoid 
  extinction by allying with the local griffons. Every 
  now and again the skorn attempt to eat the clan, 
  only to be frustrated by their ability to anticipate 
  attack and relocate elsewhere (care of their semi-
  domesticated griffons).  
   
  In fact the tribe has been dwindling for decades, 
  and it’s only a matter of time before the skorn trap 
  and slaughter them. But until that day, the chief 
  (known only as “Sky Caller”; a secret shaman in 
  his 60s, thin, stringy unkempt hair, toothless grin, 
  kind but firm) works tirelessly to keep them safe.  
   
  The tribe shelters in a warren of cliffside caves, 
  separate to but close by a series of large griffon 
  nests. At any one time, the tribe is able to call on 
  approximately twenty griffons; enough to whisk 
  them away from danger or make short range 
  sorties in the hunt for food.  
   
  Rising Dust Warriors, AC 12, HD 1, Short 
  sword 1d6 or Sling 1d4, 19: disarm, S10 D12 C11 
  I10 P10 W11 Ch11, L4, Mv 30 ft. 30% of the tribe 
  are berserkers, with S13, +2 bonus to attack, Short 
  sword 1d6+2, and never check for morale. 
   
  Sky Caller, AC 11, HD 5, Spear 1d6+1, 19: a 
  griffon swoops in to aid the shaman! S9 D11 C12 
  I15 P15 W15 Ch13, L13, Mv 30 ft. Sky Caller may 
  invoke the following spells up to twice per 
  encounter: Bestial Communion (winged creatures 
  only, does not trigger a DDM check), Shadows & 
  Dust, Soothing Edict, Riddle of Bones.    
   
  Spectre Problem 
  When the adventurers arrive, the Dust are highly 
  suspicious, yet also interested in potential trade (or 
  pillaging!), especially if the PCs possess any steel. 
  In particular, Sky Caller is interested to know if the 
  party possess any cold iron.  
   
  The reason for this is the tribe fears Neb Dakar, 
  the “Dark Ghost” (Area 7) is overdue for another 
  attack, and the Dust are bereft of weapons to 
  defend against him. If the PCs make a favourable 
  impression on the chief, Sky Caller offers to trade 
  them the white griffon they seek if they destroy the 
  spectres.  
   
  That very night, the spectres attack. If the party 
  reduce the spirits to zero hp, they adopt gaseous 
  form and fly back to the skull with a base move 
  rate of 120 ft. An Int (Arcane Lore) check reveals 
  the nature of the misty transformation and likely 
  14
  
  return to a phylactery of some kind. Unless the 
  PCs have another way to track them, Sky Caller 
  points at a pair of saddled griffons and barks 
  “GO!”... If the PCs’ jump aboard, resolve this as a 
  Chase (LFG p.69, treating a “capture” as 
  successfully tracking them to the skull).  
  “Trained” Griffons 
  A griffon is not like a horse or a dog. Whilst they 
  appreciate the grooming humans provide, their 
  instinctive aggressiveness and proclivity for 
  violence makes them dangerous “pets” at the best 
  of times (apply the Monstrous Instincts rules, 
  Companion p.25). In truth, Sky Caller’s secret use 
  of Bestial Communion is what holds the alliance 
  together. Despite this, from time to time the 
  monsters will turn on the humans (see for example 
  Area 3, Entry 8). 
  The tribe has only one white griffon: Shiiga, a full 
  grown female with a feisty and combative nature. 
  She will initially co-operate with the party if Sky 
  Caller coaxes her to, but after 24 hours requires 
  Cha (Animal Handling) vs Will 15 checks to keep 
  her in line. Administering one dose of Swig’s 
  tranquilizer drug imposes a -4 penalty on Shiiga’s 
  roll for 8 hours (cumulative, if her Will is reduced 
  to 0, she is rendered unconscious). 
  Area 9 – Ybaak’s Ogres 
  The eastern plateau is 800 ft above the grasslands 
  and home to a large tribe of 5d10 Ogres. Strictly 
  speaking the ogres are nomadic, but in recent 
  months h ave set up a camp of sorts around a 
  series of deep caves.  
  Lead by the two headed “ogre” Ybaak (technically 
  one head is Baak, the other Yaak), the 12 ft Ettin 
  dominates her 9 ft minions with overt cruelty and 
  malice. In fact, things have gotten so bad the most 
  harassed ogres are planning to murder Ybaak in 
  her sleep. Unfortunately for them the ettin never 
  fully sleeps (she’s paranoid), keeping one head 
  awake at all times. Like all ogres the monsters 
  generally eat first and ask questions second, but if 
  the right circumstances arise, the PCs might just 
  find some unlikely allies here.  
  Baak & Yaak, Ettin, AC 13, HD 10+3, 2 x Big 
  Club 2d10, 19: target is knocked prone and 
  mercilessly mocked by both heads, S19 D10 C15 
  I8 P9 W14 Ch8, L10, Mv 40 ft. 10 ft reach, Cause 
  Injuries on criticals, Minor Exploit Protection,  Off 
  Turn Attacks.   
  Ogre, AC 12, HD 4+3, Spiked Club 2d8, 19: 
  special, S19 D8 C15 I6 P7 W8 Ch7, L7, Mv 40 ft. 
  When Staggered, an ogre enters a murderous rage, 
  gaining a free attack against every foe within reach. 
  On a 19+ attack roll, the target rolls on the Injuries 
  & Setbacks table (Luck (Con) save resists). 10 foot 
  reach.  
  The ettin jealously hoards her spoils, storing them 
  in hemp sack in the back of her private cave (1 x 
  Carry Loot, 1 x Plains Trinket, 1 x 5 HD Lair 
  Treasure).  
  15
  
   
   
   
  Aftermath 
  If the party return with the white griffon, Swig pays 
  them their due and they gain some fame as skilled 
  monster hunters in Port Brax (Swig may offer 
  them more monster hunting work in the future, if 
  they’re interested). Some months later they hear 
  that a white griffon is the prize attraction in 
  Delecarte’s Carnival of Wonders (AF #16).  
   
  If PCs return empty handed, their reputations are 
  unblemished; the odds of successfully capturing a 
  live griffon are incredibly low. PCs returning with 
  eggs or hatchlings might sell them or even attempt 
  to train them (see Companion p.24).  
   
  If Swig died in the wilds, his girlfriend Manildra is 
  upset but appreciates any information and/or 
  accoutrements the party can provide. If they treat 
  her kindly, other bounty hunters might approach 
  the PCs with work. If not, Manildra becomes an 
  enemy, blaming the PCs for her partner’s death, 
  blinded by her pain and need to lash out (see 
  Companion 
  p.13, Enemies 
  & 
  Rivals 
  for 
  inspiration).   
   
   
   
  16
  
  CREDITS 
  Author:  
  Layout, Proofing, 
  Art Curation: 
  Artwork: 
  Websites: 
  Products: 
  Stephen J. Grodzicki, Copyright © 2019 Pickpocket Press. 
  Stephanie Grodzicki 
  Some art copyright Grim Press and Bob Greyvenstein, used with permission, all rights reserved.  
  Some artwork care of Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games, used with permission. 
  Cliff map copyright Wonderdraft and Pickpokcet Press. Griffon icon on overland map copyright Luliia Adobe Stock, used 
  with permission.  
  Ogre icon on overland map copyright kozyrevaelena Adobe Stock, used with permission.  
  Eagle icon on overland map copyright Frienddesigns Adobe Stock, used with permission.  
  Some art copyright JEShields, used with permission. 
  Some art copyright Ryan Rhodes, Purple Duck Games, used with permission.  
  Ink splashes copyright Shutterstock, used with permission. 
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