Written by John Fiore, based on the B/X Dungeons & Dragons games of the early 80s; illustration by Adam Otero The Humans of the city of Glimmerhope, the Elves of the Old Forest, and the Winged Folk of the Aerie struggle to keep the forces of chaos at bay while exploring the wondrous ancient and secret powers that are hidden in their lands. Together, brave adventurers of each race band together to combine their abilities in might, magic, and mischief to thwart the evildoers that lurk around them. However, the multitudinous Goblins, the brutish Hill Giants, and the enigmatic Wyverns lie in wait about the edges of civilization along with other terrible monsters longing to strike. Out in the wilds, regions of ruin recall a lost world of great Titans, mad wizards, and mysterious magic, and both heroes and monsters alike have made these strange places their battlefields. Can order survive chaos, or will this world be lost like the last? Fighter - Combat
specialist; uses any armor or weapons. Magic-User - Spell caster; understands
arcane knowledge. Thief - Picks locks &
pockets, moves silently in shadows, backstabs. Elf - Versatile demi-human; has infravision, detects
secret doors, fights and casts spell but with less power than a human. Winged Folk - Flying demi-human; has telescopic vision but is claustrophobic when in
confined spaces too long. *Choose a type or race, not both. Hero
Affiliations Lawful - Selflessness,
justice, and order. Neutral - Self-centeredness and balance. Chaotic - Selfishness,
anarchy, and evil. 12 Recurring Locations Conflict Lists Site of a mysterious tidal force that draws ships to their doom, treasures to the shore, and undersea horrors to the surface. 1. Malevolent sea birds swooping down to pluck out human eyes, their favorite delicacy. 2. Rotting sea monster corpse(s), horrifying in appearance and smell. 3. ____________________________________ 4. Razor-sharp rocks blocking any traveler’s way; capable of cutting easily through bone. 5. SHARK-KIN, chaotic humanoids; Physical Abilities - Ruthless Leader (Elder only), Net or Trident Users, Biters, Swimmers, Murkvision; Metaphysical Abilities – Intimidators, Shark Telepaths; emerge on coast for meat, useful objects, or to choose a new Elder. 6. ____________________________________ 7. Massive wave crashing down on unprepared travelers and dragging them out to sea. 8. DRAGON TURTLE, chaotic monster; Physical Abilities – Biter, Slasher, Steam Breather (3 times per day), Swimmer, Shell Wearer; Metaphysical Abilities – Treasure Hoarder; vicious beast that tramps up the coast looking for loot to bring to its undersea collection. 9. ____________________________________
10. ____________________________________ Castle Undermoon Ruins
of a stone citadel of unknown origin always surrounded by green fog; its
interior is a labyrinth of oddly-shaped rooms wherein visitors’ eyes often play
tricks on them. 1. Clockwork figurines of dull gray metal moving incrementally when anyone walks by. 2. TROGLODYTE(S), chaotic humanoid; Physical Abilities – Biter, Slasher, Scale Color Changer, Stink Emitter; Metaphysical Abilities – Savage Slayer; uses camouflage to surprise prey in attacks carried out for malicious pleasure. 3. ____________________________________ 4. Magical sculpture(s) appearing different to each viewer who will see a manifestation of a personal nightmare but fear sharing it. 5. GARGOYLE(S), chaotic monster; Physical Abilities – Biter, Slasher, Gorer, Flyer, Vulnerable only to spells and magic weapons; Metaphysical Abilities – Sly Predator; sits still near statues to surprise prey, then attacks. 6. ____________________________________ 7. Impossible architecture defying the senses and confounding the most skilled dungeoneer. 8. LIVING ROCK STATUE, chaotic construct; Physical Abilities – Lava Discharger, Crusher, Immune to sleep spell; guardian of a room, attacks until trespassers are killed or flee. 9. ____________________________________
10. ____________________________________ Fangheart Swamp A humid forest swamp thick with aquatic vegetation and woody trees, deep patches
of fresh standing water, and tribes of evil Lizard People, allies of the
Goblins.
1. Swarm of mosquitoes hovering around standing water. 2. Swamp gas stinging eyes and choking throats. 3. ____________________________________ 4. Bog muck that slows down any non-native walking through the area. 5. LIZARD MEN HUNTING PARTY, chaotic humanoids; Physical Abilities – Spear Throwers, Net Users, Swimmers; tracking down any kind of meat for their tribe. 6. ____________________________________ 7. Quicksand capable of slowly pulling down victims to their deaths. 8. LIZARD MEN WAR PARTY, chaotic humanoids; Physical Abilities – Superior Brute (Chief only), Spear Throwers, Club Users, Biters, Swimmers; Metaphysical Abilities – Intimidator (Chief only), Defenders of the Chief; traveling to meet with other Lizard Men tribes, invading a nearby village, or allying with Goblins. 9. ____________________________________ 10. ____________________________________Goblin Gorge A scar on the land; an ever-shadowed, narrow passage between two high cliff faces
dotted with cave entrances that lead to the sunless refuge of thousands of
savage Goblins.
1. Elf skulls on pikes intimidating trespassers. 2. Rocks thrown down by individual Goblins in concealed positions along the cliff face. 3. ____________________________________ 4. GOBLINS, chaotic humanoids; Physical Abilities – Dishonorable Fighters, Infravision, weak in sunlight; Metaphysical Abilities – Elf Haters; attack in mobs, flee when losing. 5. DIRE WOLF PACK; Physical Abilities – Biters; Metaphysical Abilities – Cunning Hunters; trained by Goblins to attack on command. 6. ____________________________________ 7. GOBLIN RAIDERS; armed Goblins mounted on Dire Wolves; fiercer version of both above. 8. GOBLIN KING, chaotic humanoid; Physical Abilities – Brutal Fighter, Infravision, weak in sunlight; Metaphysical Abilities – Morale Booster (his tribe only), Elf Hater; stronger than an average Goblin, always accompanied by large Goblin bodyguards; out of lair will be leading war party with Goblin Raiders and a host of Goblin minions from his tribe; may be allied with another Goblin King or humanoids. 9. ____________________________________ 10. ____________________________________Harrowing Hills Wildlands
that serve as a refuge for criminals and a home for Hill Giants.
1. Open space with little to no significant cover making any traveler easy to spy on. 2. BRIGAND(S), chaotic thief; Physical Abilities –Dirty Fighter; Metaphysical Abilities – Brazen Outlaw; always encountered near hideout. 3. ____________________________________ 4. ARCHER BUSH(ES), carnivorous plant; Physical Abilities – Thorn Shooter, Flesh Eater; man-sized shrubbery that uproots itself to devour prey overcome by thorn missiles. 5. CAVE BEAR(S); Physical Abilities – Biter, Render; Squeezer; trained by Hill Giants to guard loot or attack non-giant humanoids. 6. ____________________________________ 7. JUPITER BLOODSUCKER(S), carnivorous plant; Physical Abilities – Blood Drainer, Tangler, Smotherer; uses moving giant leaves to grab, suffocate, and drain blood from prey through small hollow thorns; fears fire. 8. HILL GIANT(S), chaotic giant humanoid; Physical Abilities – Savage Pillager, Club Wielder; Metaphysical Abilities – Human Hater, Thrill Killer; forms raiding parties to attack vulnerable human settlements; may have Cave Bears (above) with them. 9. ____________________________________ 10. ____________________________________Lost Olympia Ancient
marble ruins and fallen statuary overrun by a lush tropical rain forest;
secrets of lost Titans are said to be hidden here.
1. Thick terrain slowing movement on foot. 2. Remains of lost heroes discouraging progress, either as rotting skeletons or turned to stone. 3. ____________________________________ 4. Section of the statue of a Titan of Lightning, Water, Death, War, Fire, Love, or Wine exerting influence over a human who is most vulnerable to its sphere of influence. 5. HARPY TRIO, chaotic monsters; Physical Abilities – Flyers, Renders, Enchanting Singers, Resistant to magic; attack in threes and first try to enrapt victims with songs. 6. ____________________________________ 7. Ruins collapsing around travelers or beneath their feet; marble columns pin victims down and require help to escape; cave-ins may reveal mazes beneath the jungle floor. 8. MEDUSA(S), chaotic monster; Physical Abilities – Gaze Attacker (turns victims to stone), Biter (snake hair), Poisoner (snake hair), Resistant to spells; will try to approach victims while cloaked and then reveal true nature to turn those seeing her to stone. 9. ____________________________________ 10. ____________________________________Mines of Mal Draco A labyrinthine mineshaft once the pride of Dwarves who were slaughtered by Orcs in league with the red dragon Mal Draco. 1. TRIBELESS ORC(S), chaotic humanoids; Physical Abilities – Crude Weapon User; weak remnants of a tribe beaten by other Orcs. 2. SHRIEKER(S) screaming when approached. 3. ____________________________________ 4. ORC(S) OF THE BROKEN BACKBONE, chaotic humanoids; Physical Abilities – Crude Weapon User; Metaphysical Abilities – Tribal Loyalist; at war with other Orc tribes of the mines. 5. ORC(S) OF THE EYE OF BLOOD, chaotic humanoids; Physical Abilities – Crude Weapon User; Metaphysical Abilities – Tribal Loyalist; at war with other Orc tribes of the mines. 6. ____________________________________ 7. Wooden supports failing when utilized. 8. MAL DRACO, RED DRAGON, chaotic dragon; Physical Abilities – Fire Breather (3x per day), Biter, Slasher, Tail Swiper; Metaphysical Abilities – Historian, Treasure Lover; united and led the Orcs to exterminate the Dwarves so that he could hoard Dwarven treasures; now ignores Orcs and does not care that they are wiping themselves out in petty tribal squabbles throughout the deteriorating mine. 9. ____________________________________ 10. ____________________________________Mount Salamanjaro The
solitary, mystical mountain home of Flame Salamanders living in magma in the
base warring against Frost Salamanders living in the frozen peak; between them are
miles of meandering, magical caverns.
1. Magical energy from the mountain’s core interfering with spell casting and magic items. 2. Severe heat or severe cold randomly cascading through the network of caverns. 3. ____________________________________ 4. Twisting tunnels glowing in hypnotic light (red closer to the base, blue closer to the peak) causing non-elementals to become dazed. 5. Salamander traps set by one race hoping to catch the other; spiked or with barbed nets. 6. ____________________________________ 7. FLAME SALAMANDER(S), chaotic elemental reptile; Physical Abilities – Biter, Slasher, Heat Radiator, Immune to charm, sleep, fire, and non-magic weapons; Metaphysical Abilities – Zealot (vs. Frost Salamanders). 8. FROST SALAMANDER(S), chaotic elemental reptile; Physical Abilities – Biter, Slasher, Cold Radiator, Immune to charm, sleep, cold, and non-magic weapons; Metaphysical Abilities – Zealot (vs. Flame Salamanders). 9. ____________________________________ 10. ____________________________________Razor Rock Mountains Savage
territory near the Aerie of the Winged Folk; rumored to be the location of
secret portals to other worlds.
1. GNOLL(S), chaotic humanoid; Physical Abilities – Crude Weapon User; hunting at night, sleeping during the day but easily awakened and quick to attack in groups. 2. GNOLL WAR PARTY, chaotic humanoids; Physical Abilities – Savage Brute (Leader only), Crude Weapon User; more heavily armed party of Gnolls, allied with Goblins. 3. ____________________________________ 4. Impassable rock terrain blocking the way. 5. MANTICORE, chaotic monster; Physical Abilities – Flyer, Biter, Slasher, Spike Slinger, Flesh Eater; looking for a quick bite to eat. 6. ____________________________________ 7. Rockslide from above striking climbers or from below causing climbers to slide down. 8. WYVERN(S), chaotic monster; Physical Abilities – Flyer, Biter, Stinger, Poisoner; Metaphysical Abilities – Winged Folk Hater; will attack Winged Folk with disregard to its own safety until all Folk in sight are slain; rumors suggest that a Wyvern is trained through evil magic to keep Winged Folk from finding a specific portal to a special place. 9. ____________________________________ 10. ____________________________________Spellblaze Valley
A huge,
magical desert in the middle of a fertile valley; created by the cataclysmic
end of an ancient duel of wizards.
1. NOMAD(S), chaotic fighter or magic-user; Physical Abilities – Scimitar User or Spell Caster; Metaphysical Abilities – Fanatic; wanders the valley to commune with wild magic surges left over from the cataclysm. 2. Fierce winds blowing gritty sand through the air; has the potential to go from a nuisance to a deadly sandstorm if conditions intensify. 3. ____________________________________ 4. GIANT SCORPION(S), chaotic monster; Physical Abilities – Slicer, Stinger, Poisoner; very aggressive toward other living things. 5. A mirage depicting one viewer’s deepest fantasy or nightmare; may temporarily become reality, able to actually aid or harm. 6. ____________________________________ 7. HELL HOUND(S), chaotic monster; Physical Abilities – Biter, Fire Breather, Invisibility Detector, Immune to fire; Metaphysical Abilities – Sly Stalker; the manifestation of the magical violence that created the valley. 8. DAY: Severe heat intensifying magic used; NIGHT: Severe cold diminishing magic used. 9. ____________________________________ 10. ____________________________________
A twisted, dark version of a sylvan wood; the source of childhood nightmares. 1. Thick treetop canopy blocking all light from reaching the forest floor. 2. SHADOW(S), chaotic monster; Physical Abilities – Strength Drainer, Stealth User, Immune to charm, sleep, and non-magic weapons; victims may become shadows if strength is drained too much. 3. ____________________________________ 4. Sentient trees trying to poke, trip, or steal objects from passersby. 5. WITCH(ES), chaotic female magic-user; Metaphysical Abilities – Spell Caster, Potion Maker, Shape Changer, Tempter; seeking materials for potions or children for dinner. 6. ____________________________________ 7. Chaotic spirits of the forest whispering words of doubt and despair into the ears of targets. 8. WEREWOLF, chaotic lycanthrope; Physical Abilities – Biter, Wolf Summoner, Shape Changer, Immune to non-magic, non-silver weapons; Metaphysical Abilities – Cunning Hunter; will sometimes poorly dress like a grandma or in sheep hide while in wolf form; may pass on lycanthrope to bite victims. 9. ____________________________________ 10. ____________________________________The Poison Quarter The unsavory side of the human city of Glimmerhope; features a Thieves’ Guild, black market magic, and seedy taverns; Elves and Winged Folk rarely ever venture here. 1. Prostitute propositioning potential customers and aggressively unhappy when turned down. 2. Beggar pleading for alms, though possibly faking his need for an underhanded purpose. 3. ____________________________________ 4. BANDIT(S), chaotic thief; Physical Abilities – Street Urchin, Brazen Cutpurse; loyal to the Thieves’ Guild, except when no one is looking. 5. “MIDNIGHT” WIZARD(S), chaotic magic-user; Metaphysical Abilities – Spell Caster, Arcane Researcher; trafficking in magic items and potions while trying to learn powerful spell. 6. ____________________________________ 7. DOPPLEGANGER(S), chaotic being; Physical Abilities – Shape Changer, Nimble Fighter; disguised as a denizen of the Quarter in preparation for an ambush or infiltration. 8. WERERAT(S), chaotic lycanthrope; Physical Abilities – Weapon User, Biter, Adroit Thief; Metaphysical Abilities – Sneaky Opponent, Intelligent Communicator, Rat Summoner; gang member sometimes affiliated with a Thieves’ Guild, but thoroughly untrustworthy. 9. ____________________________________ 10. ____________________________________
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