|Terrain
1@Lost Coast Land^[Land]
1@Darkmoon Vale^[Darkmoon]
|Darkmoon
1@ Day: Morning: [DarkmoonEncounter] Day: [DarkmoonEncounter] Evening: [DarkmoonEncounter] Night: [DarkmoonEncounter] Weather: [Weather/nature] Rain roll: #1d100#
|DarkmoonEncounter
5@-
1@[DarkmoonDo]
|DarkmoonDo
5@[LandDo]
3@Unsettlingly large crows loom in the branches, cawing ominously as the pes pass but otherwise not harassing them in any way.
2@As one PC passes a weeping willow tree, an assassin vine growing on its trunk animates and attacks.
2@A pair of bugbear brothers are heard arguing over the corpse of a lumberjack they waylaid in a clearing ahead (“Me always gets toes, me like eats toes!”). If the PCs wait, the bugbears come to blows in a couple of rounds. Their cousin (a third bugbear) relieves himself against a tree further otfbut rushes to join any fight that breaks out.
2@two muttering alips in the vague shape of dwarves pass the party. They are on a fell errand for whatever evil lurks below the monastery ruins and do not attack unless provoked, though their babbling affects the pcs unless they retreat out afrange. Allips (2): hp 26 each
2@The body of a half-elf adventurer clad in mastenvork leather armor with a masterwork longsword strapped to his hip is slumped between a pair of large oak trees, his skull bashed in. A bulky sack stained with gore and bits of brain, tightly tied shut, sits nearby. The sack contains a haul of three hefty dwarven iron goblets set with fire opals (120 gp each)_ One ofthem is animated and brained the unlucky half-elf. If it detects the PCs it lurches about, trying to slay them too. Animated Goblet.
2@Sithmuk, an imp and formerly the familiar of a tiresome windbag of a wizard who met a gruesome end in Darkmoon, appears in the PCs' path in the form of a hawk with a broken wing. If the pcs adopt Sithmuk he bides his time and then tries to steal their most powerful magic item before turning invisible and fleeing. Sithmuck the Imp
2@A drunken hill giant named Kardoblag staggers through the wood uprooting trees as he tries to maintain his balance. Kardoblag met some ogres earlier and accepted their offer to drink a foul spirit of fermented darkwood leaf When a jocular argument over how to properly roast halfling turned ugly, Kardoblag stove in the ogres' skulls and started home. In his inebriation he misplaced his wedding ring (he quickly slipped it off earlier when he spotted a “comely” female among the ogres) and now staggers about searching for it. Normally he would delight in reducing the PCs to paste, but with his head pounding from drink he only wishes to find his ring and get home (his wife will be angry enough when he shows up drunk, much less ringless). A -5 Search check locates his ring and earns his gratitude (he might not smash the PCs next time they meet).
2@The PCs hear a beautiful lilting female voice on the wind. Perched on the branch of large oak ahead, a harpy sings to a band of four lumberjacks from Falcon's Hollow, all of whom march toward her waiting talons. If saved, the lumberjacks thank the PCs profusely and offer them their week's wages in thanks (a grand total of20 sp)
2@The PCs happen upon the fresh corpse of large dire wolf a -3 Heal or Search check reveals five bolt-sized sharp spines embedded in its neck and side. The manticore who slew the wolf suddenly bursts from the branches above and attacks shortly after.
1@Any PC making a -3 Search check notices a +2 shocking adamantine arrow stuck in the trunk of a nearby tree, forgotten after a frantic battle fought here long ago
1@Foul Tracks: A -4 Per check reveals a set of deep, goat-like tracks. A character with Track can determine that whatever made these depressions walks upright, and can easily follow them. The tracks only persist for approximately 50 feet before mysteriously disappearing.
1@Dead Fey: The PCs happen upon a dead tree streaked with multicolored fairy blood. Three sprite-like creatures, known as keld pixies, are pinned here, their exsanguinated bodies turned to gnarled wood. A -3 Knowledge (nature) check identifies these creatures, while a -2 Knowledge (local) check recalls dubious stories about fairy blood being used to turn lead into gold.
1@Woodsmen: Three inexpert and slightly drunk human hunters travel the forest, trapping rabbits and tracking larger game, specifically dunlied (see the Forest Fauna sidebar). If the PCs get lost or are looking for directions, these woodsmen can point them back to their path with somewhat questionable expertise.
1@Glowmold: The undersides of several large rocks deep in the forest are covered in rare, glowing mold. A character who makes a -3 Survival check can harvest enough of the mold without destroying it to serve as a light source. Once removed from the rock, the mold continues to glow with the brightness of a torch for 3 days.
1@Dragon Sighting: Any character who makes a -5 Per check notices an ominous shadow and looks up quickly enough to see a hunting blue dragon soar low over the tree tops. Unless the PCs specifically (and especially loudly) attempt to attract its attention, the dragon does not notice them.
1@Kobold Shaman: Kolmokmurk was the former shaman of the kobolds who now lair beneath the dwarven monastery. He was exiled after he drank a potion that killed him and animated him as a zombie. The zombie kobold now wanders the forest, thoughtless and aimless, attended by Creeper, his dutiful rat familiar (who now lives in his skull). He wears a crude wood sign bearing the word “shaman” in Draconic. Zombie: ST 11, IQ 8, DX 10, HT 10, 15HP Dodge 8, Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity (All mind control) [30]; Indomitable [15]; Injury Tolerance (No Blood, Unliving) [25]; Single-Minded [5]; Temperature Tolerance 10 [10]; Unaging [15]; Unfazeable [15]. Heittää paralysis(skill 10 ja siten yrittää lyödä skill:10 damage 1d-3, will save vs the success by fail: parasyse 1 minute.) jos paralysoituu niin rotta hyökkää paralysiudun kimpuun ja zombie menee paralysoimaan seuraavaa. Rotta: ST: 1 [-90] HP: 6 [10] Speed: 6.00 [-10] DX: 12 [40] Will: 12 [10] Move: 6 [0] IQ: 10 [0] Per: 12 [10] HT: 14 [40] FP: 12 [-6] SM: -7 Dodge: 10 Parry: n/a DR: 0 Bite (14): 1d-6 cutting. Claw (14): 1d-5 crushing. Advantages: Claws (Blunt) [3]; Combat Reflexes [15]; Filter Lungs [5]; Flexibility [5]; Fur [1]; Reduced Consumption 3 (Cast Iron Stomach, -50%) [3]; Resistant to Metabolic Hazards +8 [15]; Silence 2 [10]; Universal Digestion [5]. Disadvantages: Familiar [-22]; Semi-Upright [-5]. Skills: Acrobatics (H) DX-2 [1]-10; Brawling (E) DX+2 [4]-14; Climbing (A) DX+3 [2]-15*; Escape (H) DX+2 [2]-14*; Scrounging (E) Per+1 [2]-13; Stealth (A) DX+2 [8]-14; Urban Survival (A) Per+1 [4]-13. Class: Animal.
1@Giant Mosquito: 5cm pitkä. A giant mosquito (with the same stats as a stirge) crosses the path of the PCs and attempts to soundlessly attach itself to the character walking in the rear. The disgusting insect flees if it takes any damage. Per -5 havaitsee ennen hyökkäystä. Hyökkäys pitää osua panssaroimattomaan kohtaan. Tekee yhden pisteen vahinkoa ja sitten yhden lisää 1d sekuntia myöhemmin. kun on syönyt 1d poistuu. Tiny Magical Beast Speed: 2 squares ground 8 fly -9 to hit. Attack: 14 Special Attacks: Attach, blood drain Special Qualities: Darkvision 60 ft., low-light vision Abilities: ST 6, DX:15 HT:10 IQ:5 Will:11 Cha:-2 Speed:6.25 Dodge: 10 Skills: Hide +12, Per +12 Treasure: None Alignment: Always neutral Attach (Ex): If a stirge hits with a touch attack, it uses its eight pincers to latch onto the opponent’s body. An attached stirge is effectively grappling its prey. The stigre cannot dodge wile attached. Blood Drain (Ex): A stirge drains blood, Roll HT save every second when it begins its turn attached to a victim. On fail lose 1 HT. Once it has dealt 2 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the stirge’s appetite has been sated, the stirge detaches and seeks a new target.
1@Hunter’s Snare: Grung Knifetongue (see area D) laid a number of dangerous traps about the woods. Along an overgrown deer trail, he set a camouflaged pit trap Roll Skill vs his skill 11, covered in leaves and supporting the form of a dead rabbit.
1@Giant Moorsnake: An ophidian predator crosses the path of the PCs (same stats as a constrictor snake). During the day, the moorsnake is too lethargic to attack and merely slithers away. At night, though, it might slip into camp and attempt to constrict a sleeping PC. Medium Animal Hit Dice: 3d8+6 (19 hp) Speed: 4 squares, land, climb, swim Speed:6.5 Dodge:10 DR: 2 HP:16 Attack: 13 bite 1d+2, wrestle: 13 Special Attacks: Constrict 1d3+4, improved grab Special Qualities: Scent Abilities: ST 14, DX:14 HT:12 IQ:5 Will:11 Cha:-4 Skills: Acrobaics 16, Climb 16, Stealth: 15 Per: 14 Swim 16 Feats: Alertness, Toughness Environment: Warm forests Organization: Solitary Constrict (Ex): On a successful grapple check, a constrictor snake deals 1d+2 points of damage. Improved Grab (Ex): To use this ability, a constrictor snake must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
1@Wolves: Two wolves in the service of Graypelt (see Part 3) patrol the far reaches of their master’s claimed territory. They viciously attack the PCs on sight, but both flee if either is reduced to fewer than half hit points, returning to the monastery to inform their worg master. Medium Animal Move: 10 squares Base speed: 6.5, dodge 10, DR 2 HP:14 Bite: 12 1d+1 Special Attacks: Trip Special Qualities: Low-light vision, scent Abilities: St 12, Dx 13, HT 13, IQ:6 Will 11, Cha:-2 Skills: Stelath 12, Per: 12,Survival 11, Tracking by scent:+14 Feats: TrackB, Weapon Focus (bite) Environment: Temperate forests Organization: Solitary, pair, or pack (7–16) Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf. Roll ST contest vs Wolf 13 to stay standing.
|Land
1@ Day: Morning: [LandEncounter] Day: [LandEncounter] Evening: [LandEncounter] Night: [LandEncounter] Weather: [Weather/nature] Rain roll: #1d100#
|LandEncounter
5@-
1@[LandDo]
|Reactionplus
1@Very hostile
2@Hostile
3@Negative
4@Neutral
3@Positive
2@Friendly
1@Very Friendly
|Reaction
2@Very hostile
3@Hostile
4@Negative
3@Neutral
2@Positive
1@Friendly
|Reactionminus
3@Very hostile
4@Hostile
3@Negative
2@Neutral
1@Positive
|Distance
1@Far away
1@Medium distance(if hostile will try to attack)
1@Close by(If hostile will try to ambush)
|Aproach
2@Moving away
1@Moving sideways "To left"
1@Moving sideways "To right"
4@Moving closer
2@Stationary
2@Stationary sleeping or similar
|LandDo
1@1[Special travelers/events] ([Distance] [Aproach]) [Reactionplus]
3@[Harrowdeck]
7@[Sidetrip adventure] ([Distance] [Aproach])
10@[Large humanoids] ([Distance] [Aproach]) [Reactionminus]
15@[Small humanoids] ([Distance] [Aproach]) [Reactionminus]
21@[Civilised] ([Distance] [Aproach]) [Reactionplus]
25@[Weather/nature]
27@[Roadside]
27@[Forest] ([Distance] [Aproach]) [Reactionminus]
25@[Plains] ([Distance] [Aproach]) [Reactionminus]
21@[Salt Water /Coastal] ([Distance] [Aproach]) [Reactionminus]
15@[Swamp] ([Distance] [Aproach]) [Reactionminus]
10@[Fresh Water / Bank] ([Distance] [Aproach]) [Reactionminus]
7@[Mountains] ([Distance] [Aproach]) [Reactionminus]
3@[Civilization] ([Distance] [Aproach]) [Reaction]
1@[Outsiders] ([Distance] [Aproach]) [Reaction]
|Roadside
1@An abandoned cartwheel
1@A holy man meditating at a roadside shrine
1@A newly constructed traveler’s waystation
1@A caravan of gypsies waiting for a birth
1@A statue of a two-headed goat
1@A covered well
1@A squashed hedgehog
1@A hermit’s cave
1@A teahouse
1@An abandoned barn
1@The remnants of a campfire
1@A dead sheep
1@An old road, now overgrown and abandoned
1@A footpath leading away
1@A tumbled-down rock wall
1@A tree adorned in prayer flags
1@An oak tree split by lightning
1@The ruins of a croft
1@A standing stone
1@A tiny roadside tavern
1@An old blind woman begging for alms
1@A coin
1@Signs of a fight
1@A totem depicting foxes and wolves chasing owls
1@A boarded-up mineshaft
1@An overgrown graveyard
1@A broken, rusty halberd
1@A scarecrow
1@Three dead foxes strung up in a tree
1@A mangy old dog
1@The carcass of a giant, picked clean by vultures
1@An abandoned child
1@A gallows with a dead victim
1@A coaching inn
1@The corpse of a criminal in a hanging cage
1@A road repair gang
1@A pile of flagstones waiting to be laid
1@A milestone
1@A huge footprint
1@A tumbling waterfall cascades into a deep pond
1@A bent willow tree provides shelter
1@A ruined bridge carved with dancing angels
1@A quaint wishing-well
1@A limestone gorge filled with ancient trees
1@A lone tree upon a moor
1@Mighty stones have weathered into incredible shapes
1@Carved millstones lie abandoned in a flower meadow
1@A stone outcropping that looks like a dragon
1@The ruins of a once-majestic manor house
1@A crumbling hillside
1@A farmed valley with lush grass
1@The still waters of a pool reflect an ancient dolmen
1@A natural tower of broken, weathered stone
1@Sunlight suddenly strikes the purple heather
1@The sun picks out the hillside in a blaze of color
1@A ruined croft with the chimney still intact
1@A crumbling gatepost leading to a ruined croft
1@A cobbled track worn smooth with age
1@A standing stone in a hollow
1@Curious weathered stones tumble down the hillside
1@An old ruined chapel wreathed in ivy
1@A shallow cave with a moss-covered floor
1@A stone trough filled with flowers, overlooking a lake
1@An old stone bridge with a small religious shrine
1@A cairn with a wide panorama of the countryside
1@A weathered flagstone path leads to a rustic barn
1@A ruined tower surrounded by heather
1@Ancient trees gather on a small knoll
1@A fine bridge over a cool swimming hole
1@A stone circle in a forest clearing
1@An empty old burial cairn on the edge of a hillside
1@A forest clearing bathed in sunshine
1@An abandoned house by a river
1@A ruined mill surrounded by cascading waterfalls
1@A mighty oak towers over the path
1@A village pond with ducks and dragonflies
1@A holly bush with a ruined house within
1@A statue of a man with a cloak of flowers
1@A meadow filled with buttercups
1@An old graveyard at the foot of a cliff
1@A flagged ford across a river
1@An outcrop of rock that looks like an owl
1@Three intertwined apple trees
1@A curious rocky tor rising from a small copse of trees
1@A pond clogged with watercress and lilies
1@A green lane surrounded by ancient sycamore trees
1@A natural seat under a cliff, draped with kudzu
1@Bright red berries swing from the arch of a tree
1@A hollow holds three graves, surrounded by ivy
1@Something being built roadside
1@Newly built house by roadside
1@Rockslide blocking road
1@Part of road washed away by landslide
1@Road turned to mud for #1d6# miles.
|Special travelers/events
3@ Lord of orhan
1@Lord of charon
2@Lesser Orhan deity
12@Local god
12@seeker
6@mortal on path
6@Significant Events of Adulthood: #1d32# affects all PCs
6@rSignificant Events of Adulthood: #1d32# for random PC
6@Essaence strorm: Magic level raised #2d4# levels and random spells. roll 1d each second when exposed and on 1 roll random spell on elff chart of max magic level*2+1 eltf. Duration #3d6#seconds
6@Fire storm: Fire level raised #2d4# levels and random bursts of fire: roll 1d each second when exposed and on 1 take 1d dice of fire damage. Duration #3d6#seconds
6@Ice storm: Water level raised #2d4# levels and falling ice: roll 1d each second when exposed and on 1 take 1d dice of crushing damage. Duration #3d6#seconds
6@air storm Air level raised #2d4# levels and random bursts of lightining: roll 1d each second when exposed and on 1 take 1d dice of electirc damage. Duration #3d6#seconds
6@earth storm: Earth level raised #2d4# levels and falling stones: roll 1d each second when exposed and on 1 take 1d dice of crushing damage. Duration #3d6#seconds
3@unlife storm Unlife level raised #2d4# levels and drain effects: roll 1d each second when exposed and on 1 take 1 negative level. Duration #3d6#seconds
3@life storm Life level raised #2d4# levels and drain effects: roll 1d each second when exposed and on 1 take heal 1d dice. If total above normal gain as temp vitality reserve. If goes over maximum HP+VR, roll ht roll or lose 1 vitality reserve total. Duration #3d6#seconds
6@Blessing random PC from Blessings: #1d25#
6@Curse random PC from Curses: #1d20#
6@Goal obsession for random PC from Goals: #1d100# The points from it go to goal reserve.
6@Get harrow deck effect on random PC
1@Get Heirdom item: pay points from goal storage(can go negative): find in next adventure
1@Get Heirdom item: pay points from goal storage(can go negative): given by a mysterious stranger
1@Get Heirdom item: pay points from goal storage(can go negative): given by relative/friend next time in town or similar
1@Get Heirdom item: pay points from goal storage(can go negative): get as adventure end reward.
1@Get Heirdom item: pay points from goal storage(can go negative): find while traveling
1@Get Heirdom item: pay points from goal storage(can go negative): it just appears
1@ use table under Heirdom to how
1@Random PC:Get independednt income 1(pay points): find in next adventure
1@Random PC:Get independednt income 1(pay points): given by a mysterious stranger
1@Random PC:Get independednt income 1(pay points): given by relative/friend next time in town or similar
1@Random PC:Get independednt income 1(pay points): get as adventure end reward.
1@Random PC:Get independednt income 1(pay points): find while traveling
1@Random PC:Get independednt income 1(pay points): it just appears
1@Random PC:Get money equal to current wealth starting money.: find in next adventure
1@Random PC:Get money equal to current wealth starting money.: given by a mysterious stranger
1@Random PC:Get money equal to current wealth starting money.: given by relative/friend next time in town or similar
1@Random PC:Get money equal to current wealth starting money.: get as adventure end reward.
1@Random PC:Get money equal to current wealth starting money.: find while traveling
1@Random PC:Get money equal to current wealth starting money.: it just appears
1@Random PC:Get money equal to current wealth monthly income.: find in next adventure
1@Random PC:Get money equal to current wealth monthly income.: given by a mysterious stranger
1@Random PC:Get money equal to current wealth monthly income.: given by relative/friend next time in town or similar
1@Random PC:Get money equal to current wealth monthly income.: get as adventure end reward
1@Random PC:Get money equal to current wealth monthly income.: find while traveling
1@Random PC:Get money equal to current wealth monthly income.: it just appears
1@Random PC:Get money equal to current wealth monthly income*#1d6# : find in next adventure
1@Random PC:Get money equal to current wealth monthly income*#1d6#: given by a mysterious stranger
1@Random PC:Get money equal to current wealth monthly income*#1d6#: given by relative/friend next time in town or similar
1@Random PC:Get money equal to current wealth monthly income*#1d6#: get as adventure end reward.
1@Random PC:Get money equal to current wealth monthly income*#1d6#: find while traveling
1@Random PC:Get money equal to current wealth monthly income*#1d6#: noone just accepts any money for that month for the normal things
1@Random PC:reduce debt by 1 without paying money, pay point. If no debt get one months upkeep costs paid when next in town. : find in next adventure
1@Random PC:reduce debt by 1 without paying money, pay point. If no debt get one months upkeep costs paid when next in town. : given by a mysterious stranger
1@Random PC:reduce debt by 1 without paying money, pay point. If no debt get one months upkeep costs paid when next in town. : given by relative/friend next time in town or similar
1@Random PC:reduce debt by 1 without paying money, pay point. If no debt get one months upkeep costs paid when next in town. : get as adventure end reward.
1@Random PC:reduce debt by 1 without paying money, pay point. If no debt get one months upkeep costs paid when next in town. find while traveling
1@Random PC:reduce debt by 1 without paying money, pay point. If no debt get one months upkeep costs paid when next in town. the bept is just marked "paid" or noone just accepts any money for that month for the normal things
1@Random PC: Someone will pay the next levelup training costs.: find in next adventure
1@Random PC: Someone will pay the next levelup training costs.: given by a mysterious stranger
1@Random PC: Someone will pay the next levelup training costs.: given by relative/friend next time in town or similar
1@Random PC: Someone will pay the next levelup training costs.: get as adventure end reward.
1@Random PC: Someone will pay the next levelup training costs.: find while traveling
1@Random PC: Someone will pay the next levelup training costs. The trainer simply refuses the pay and provides for your costs.
2@Random PC:Get random magic weapon: Weapons: #1d100#
2@Random PC:Get random magic armor: Armor: #1d100#
2@Random PC:Get random magic item: general_magic_item: #1d50#
6@Random PC:Get random potions: #2d6#. Category 1d+level-1
6@Get random nonamgical item from special adveturer gear.
6@Levels/points Random PC: Gain level instantly(includes training and such): take points from long term storage(can go negative)
6@Levels/points Random PC: Current class if single/first class you had if multi
6@Levels/points Random PC: if multi: random class you have except first. If single: Random adventuring profession.
6@Levels/points Random PC: Random adventuring profession
6@Levels/points Random PC: Nonadventuring profession. (mundane training)
6@Levels/points Random PC: Special option level(even if no 2 levels in base, buty you need 2 levels in base before taking more special options)
6@Levels/points Random PC: Random nonadventurer/city profession.
6@Levels/points Random PC: Move all points in all storages and unused points to long term storage.
6@Levels/points Random PC: Move all points in all storages and unused points to short term storage.
6@Levels/points Random PC: Next end of adventure can put 1d points in all end of adventure “1 point towards.. ” options. roll each separately.
1@Gain #3d6# points to: goal storage
1@Gain #3d6# points to:Long term storage
1@Gain #3d6# points to:short term storage
1@Gain #3d6# points to:extra life
1@Gain #3d6# points to:towards raising the lowest attribute you have(if several same roll between them)
1@Gain #3d6# points to:towards raising that many skills with only 1 point to 2 points, chose freely.
6@Get random starting disadvantage and then random starting advantage of equal points.
6@Random PC: Lose #2d6# hp that cannot be magically healed.
6@Random PC: Gain #2d6# hp that are temporary vitality reserve.
6@Random PC: Bless 1
6@Random PC: Curse 1
6@Random PC: Bless 2
6@Random PC: Curse 2
|Harrowdeck
1@Random PC:The [attribute] immediately change and pay/gain points(points come/go from long term storage): [harrowraiselower]
1@Random PC:The actual [harrowcard] name: Creatures attack, items gained etc.
1@Random PC:[harrowcard] the “Symbol of/signifies”
1@Random PC:[harrowcard]: Make character more like the effect.
1@Random PC:[harrowcard]: The missaligned effect
1@Random PC:[harrowcard]: Get the card as one use power, uses a drama card slot.
|harrowraiselower
1@lower #1d3#
2@lower 1
2@raise 1
1@raise #1d3#
|harrowcard
1@The Paladin (lawful good, Strength) symbolizes standing strong in the face of adversity. The Paladin does not back down under any circumstances. This card usually indicates the need to stay the course or do what one knows is right, even if it takes a heavy toll. If the card is misaligned, such a course might be foolhardy.
1@The Keep (neutral good, Strength) is a symbol of quiet strength, one that can move when necessary, yet stand firm through the greatest hardship. Those represented by The Keep are not shaken by any force. If The Keep appears misaligned, it can mean giving way to temptation or falling in the face of greater strength.
1@ The Big Sky (chaotic good, Strength) shows an epic moment as the slaves of a nation are freed. The slaves’ freedom specifies momentous and powerful change, as old shackles are cast off in the light of day. If misaligned, those castoff shackles might be replaced with worse ones.
1@The Forge (lawful neutral, Strength) evokes strength through great diversity. The blacksmith represents those who can survive the mephits’ trial by fire, but The Forge’s fire is so strong it burns many to cinders instead. This card often represents a dangerous event that needs many sources of strength to overcome.
1@The Bear (neutral, Strength) is pure strength. People often make the mistake of thinking The Bear can be tamed or trained. When someone believes he has The Bear under control, that person eventually learns the error of his ways. Brute force might be required here, but the consequences of its use might be severe.
1@The Uprising (chaotic neutral, Strength) represents being caught in the clutches of something much more powerful than you. It is an overwhelming strength that often crushes what comes in contact with it. The crown held high signifies an overthrowing of a leader of some sort. In the spread, it indicates a force much stronger than the person receiving the reading.
1@The Fiend (lawful evil, Strength) depicts a devil swallowing innocents. It can indicate the deaths of many in a great calamity or, if misaligned, the salvation from the same calamity. The Fiend can also indicate that some sort of dark and intelligent creature is in the area, endangering the populace.
1@The Beating (neutral evil, Strength) signifies coming under attack from all sides, but it can also indicate the dissolution of the self—mentally. Whether the strength is of the flesh or the mind, it dissolves under the relentless attack. Misaligned, this card suggests that during the assault, undiscovered strength is found.
1@The Cyclone (chaotic evil, Strength) is a force that tears through whatever it meets. This disaster does not come in the course of
1@natural order but is one that comes from the plots of intelligent beings. The Cyclone signifies war, arson, or other plans that destroy everything they touch. Misaligned, this card can indicate renewal after a blustery trial.
1@The Dance (lawful good, Dexterity) is a rich and delicateframework that, like the universe itself, requires everyone within it to abide by its rules, lest the entire construct collapse. It advises staying in perfect step, knowing your place in the greater good. Those who step out of the pattern do so at their peril. Misaligned, that pattern might be hypnotic, but not to the good of all.
1@ The Cricket (neutral good, Dexterity) is a grig, a creature whose mind is as quick as its body. It represents speed and quick passage. Although The Cricket is commonly associated with travel, the peach it sits by represents treasure at the end. If misaligned, the journey will go poorly, and the treasure will be one that is lost rather than found.
1@The Juggler (chaotic good, Dexterity) represents fate, the gods, or those who play with the lives and destinies of others. If this titanic Juggler can keep up his rhythm, he will achieve his goals. But in a misaligned placement, he falters, and tragedy and failure are assured for those whose lives he meddled in.
1@The Locksmith (lawful neutral, Dexterity) presents the subject with the keys she needs to unlock her destiny. He grants the tools to access a new location, clue, or treasure. He does not grant insight into how or where to use the tools granted. This card often represents a strange, ancient, or magical object.
1@The Peacock (neutral, Dexterity) is a creature of astonishing beauty, but it is a beauty that can only be retained if frozen like a cockatrice’s statues. Smarter people accept the passage of time and dance out of The Peacock’s way. Its appearance always signifies a sudden personal shift in attitude or societal change.
1@The Rabbit Prince (chaotic neutral, Dexterity) is a quirky fellow who represents the vagaries of hand-to-hand combat. The Prince is battle personified and nothing if not capricious. As his broken sword symbolizes, any combatant can fall in battle, no matter how brave or skilled. This card sometimes stands for younger members of royalty or other powerful households.
1@The Avalanche (lawful evil, Dexterity) is disaster. It is an unthinking, unreasoning thing that overruns all who get in its way. It can represent physical disaster or the disaster that comes from a panicked crowd or other unthinking group or entity. If misaligned, the calamity is likely to be averted, though not without consequence.
1@The Crows (neutral evil, Dexterity) are a dangerous bunch who indicate violent taking of that which is loved. When The Crows appear, murder, theft, or other shocking loss occurs. If misaligned, such acts can be averted or the thievery is a just one.
1@The Demon’s Lantern (chaotic evil, Dexterity) is the card of traps and tricks, sleight of hand and sleight of mind. These will-o’- wisps and the man who sought their light represent an impossible or intractable situation. Misaligned, it represents an opportunity or a guide arriving at a perfect moment to show the way.
1@The Trumpet (lawful good, Constitution) is a declaration of power. This archon is an aggressive force who wades into the direst situations without hesitation in the cause of right. Misaligned, it suggests the motives aren’t noble, bringing injury and crumbling strength. It is a card that grants all or nothing at all.
1@The Survivor (neutral good, Constitution) represents a person who has been through an ordeal of some kind. Surrounded by his fallen comrades, the man represents someone or something thought lost forever, but found once more. It can also represent rebirth. Misaligned, The Survivor can evoke terrible news or a profound loss.
1@The Desert (chaotic good, Constitution) is an environment so bleak that none can survive it without aid. For those who find that aid, the journey across the wastes can lead to great things. Misaligned, it implies the subject cannot rely on the help of others and will assuredly be lost. The sphinx on this card can refer to a mystic or doctor bringing salvation in times of plague or illness.
1@The Brass Dwarf (lawful neutral, Constitution) shows an azer who represents invulnerability to a current danger. Although others might fall, he remains hale and strong. The Brass Dwarf can also mean a failure or dark fate for one, which in turn might save all others around him from a greater danger.
1@The Teamster (neutral, Constitution) is a driving external force that keeps the subject going, no matter what. This force can be physical or mental, as a person who exhorts others to continue on when they have no more strength to give. The force can be for good or ill but cannot be ignored. The half-orc depicted is leading a life of constant toil, but for his own betterment.
1@The Mountain Man (chaotic neutral, Constitution) signifies an encounter with a physical power outside of one’s control. The giant could personify an authority, an army, an earthquake, or even a desperately needed rainstorm in a parched land. Acceding to the force might be wise, but surviving it is paramount.
1@The Tangled Briar (lawful evil, Constitution) is a card of ancient deeds. It indicates an object or person from long ago that will somehow have great influence on the situation. The object or person in question is one lost or murdered in some foul way. Misaligned, the thorny past brings not just pain, but hope for the future.
1@The Sickness (neutral evil, Constitution) represents plague, pestilence, famine, and disease. It can also indicate corruption of the soul or of a multitude of souls. If misaligned, The Sickness represents either great health or a chance to stop such a disaster.
1@The Waxworks (chaotic evil, Constitution) is a place of helplessness and physical entropy. The mind might be willing, but the flesh is frozen in this place of horror. It is also the card of torture and imprisonment, signifying literal inability to move or a paralysis of a more prosaic kind. Misaligned, this card indicates an abundance of energy at a crucial moment that changes all.
1@The Hidden Truth (lawful good, Intelligence) symbolizes the ability to see past the obvious and the banal to a greater truth within. Sometimes this discovery is an esoteric one, sometimes it is a literal find, such as an item revealed within a room. Regardless, it is a card with the power to reveal secrets. Misaligned, it can mean a secret being revealed to the subject’s detriment.
1@The Wanderer (neutral good, Intelligence) is a collector. This centaur appreciates that which others regard as junk or trash. The Wanderer appears to those clever enough to find the true worth in something others ignore or treat as worthless. Misaligned, The Wanderer signifies a loss of values, or the inability to see what is truly valuable in a person or situation.
1@The Joke (chaotic good, Intelligence) shows a terror that must be overcome—but not by physical means. This monster can only be defeated by trickery or artifice. This card can represent the value of humor in finding the way past a difficult person or task. When misaligned, it often signals that the joke will be on you.
1@The Inquisitor (lawful neutral, Intelligence) accepts nothing save the truth. He represents immutable reality, that which cannot be fooled or swayed in any way. To attempt to go against this unchangeable object, person, or idea is to court disaster.
1@The Foreign Trader (neutral, Intelligence) is the card of spies and peddlers alike. Any who trade in information are subject to this card’s influence. A bargain made under this card’s auspice Always concludes true, but the ramifications of the pact might be shocking for those who do not understand its implications.
1@The Vision (chaotic neutral, Intelligence) represents arcane knowledge. Such knowledge can take the form of madness or cryptic words. This card often means an encounter with a crazy person, but it can also signify a brush with genius.
1@The Rakshasa (lawful evil, Intelligence) is the card of dominance and mind control. The creature sitting serenely upon the back of the slave indicates an exterior force imposing itself upon another being’s mind. On occasion, the slavery is literal, but more often it is mental enslavement to a force or idea. Misaligned, that enslavement can be cast off in the face of new information.
1@The Idiot (neutral evil, Intelligence) is a card of grave foolishness and greed. It can mean bribery, blackmail, or naivety so grand it can see no evil. The goblins have captured a foolhardy man, representing the knowledge that loss of dignity can precede loss of life. Misaligned, this card might indicate feigning of idiocy to disguise one’s gifts.
1@The Snakebite (chaotic evil, Intelligence) is a vile, poisoned weapon. Poison takes many forms—not all of them physical. The poison on the assassin’s blade represents the death of ideas and freedom, as well as the ability to turn friends against each other or poison the minds of the virtuous. Misaligned, this card can mean a mental leap, a new friendship, or a discovery.
1@The Winged Serpent (lawful good, Wisdom) is a powerful being. Knowledge and prudence are separate keeps bridged by understanding. The couatl represents this bridge, knowing whether now is the time to strike. Misaligned, this card means either not seizing a moment or doing so ill-advisedly.
1@The Midwife (neutral good, Wisdom) is a conduit to creation, although she does not create on her own. This halfling is a key that lets new life or information into the world. Her heart can see the good in even the worst situation. She can see the import of any new arrival, but if the card is misaligned, the new arrival will likely not inspire much joy.
1@The Publican (chaotic good, Wisdom) represents fellowship and camaraderie, and a place of refuge for those in need. Most would find the cyclops inconsequential, but he has insights relevant to the reading or a quest. Misaligned, The Publican represents refuge unfound or false information given at a crucial moment.
1@The Queen Mother (lawful neutral, Wisdom) is knowledge personified. The formian knows all but does not reveal anything to anyone who does not show her proper worship. She is fond of the powerless and the underclasses, for they serve her when the more powerful refuse. She represents the need to become part of a society, or to bow before those who know more than you.
1@ The Owl (neutral, Wisdom) represents the eternal wisdom of the natural order. It is the harsh realism that causes a pack of wolves to cull the weak in the herd. It is tragic for the culled deer, but through such actions the herd grows stronger. The needle The Owl holds binds life together, but just as easily can pick that life apart.
1@The Carnival (chaotic neutral, Wisdom) is the card of illusions and false dreams. This card can heighten the power of the arcane, but depending on such whimsical forces can be risky. For others, this card depicts imprudent plans or unrealistic ambitions.
1@The Eclipse (lawful evil, Wisdom) represents self-doubt and loss of purpose. This card afflicts those with faith in the divine, as their talents can wane under this stress. It can also indicate a loss of way along a path. If misaligned, it can augur an unheralded ability coming to the fore or a concealed location revealed.
1@The Mute Hag (neutral evil, Wisdom) might be silent, but theeye she holds lets her see into the hearts of men. This hag invokes blood pacts and poisonous secrets, the kind that turn brother against brother and son against father. It is a card that performers loathe, as it leaves them stumbling over their words and songs. Misaligned, it indicates unshakable loyalty and lucidity of speech.
1@The Lost (chaotic evil, Wisdom) is the card of emptiness and loss of identity. The bodak shown is forever mad, lost in a world of lunatics, insane asylums, and mass killers. For those under its influence, the world makes no sense. It evokes times where all is babble, as when meeting someone who speaks only in another tongue. Misaligned, it can indicate clarity of mind under duress.
1@The Empty Throne (lawful good, Charisma) has a sense of loss that is palpable. The ghost signifies that those who are gone will always be with us. They taught us important lessons, if only we choose to listen. This card can bring information from a far-off or ancient source. If misaligned, the ghosts of the past are restless, and might require effort to set at peace.
1@The Theater (neutral good, Charisma) is the card of true prophecy. The puppets act out a scene, just as the prophet acts out a scene in which she has no part. The prophet is the audience and the prophecy is the show. She has no influence on what she sees, and its importance is often not recognized until too late. If misaligned, the prophecy is just for show.
1@The Unicorn (chaotic good, Charisma) is a card that generously offers that which the subject seeks, just as the charger in the picture offers up its fruit. When misaligned, the card means betrayal, poisoning, or a false friend.
1@The Marriage (lawful neutral, Charisma) can be a union of people, ideas, kingdoms, or other distinct things. The progeny of the salamander and water weird shows that a union might bring forth new power from both parties, or it might be a ruinous joining of that which should never have been united. Once wedded, the two cannot be parted. This is the card of permanent change.
1@The Twin (neutral, Charisma) signals duality of purpose or identity. This doppelganger can also mean indecision, as a person or group wavers between very different options. It can also mean divided loyalties abound. The card makes a harrower wary, as it can also mean the entire spread has a hidden or reversed meaning.
1@The Courtesan (chaotic neutral, Charisma) is the card of political intrigue. Her mask embodies the social niceties that must be followed. If it slips, negotiations can take an unexpected turn. The card can also indicate a woman of power who shapes events. How she is treated decides the outcome of the situation.
1@The Tyrant (lawful evil, Charisma) indicates a ruler who is a blight upon those ruled. The dragon might indicate a monarch, overseer, or head of a household. Whoever this person is, he does harm to those over whom he holds sway, whether he realizes it or not. Misaligned, it might show a tyrant revealed or dethroned.
1@The Betrayal (neutral evil, Charisma) is selfishness incarnate. Envy twists the spirit and leads ultimately to devastation. It can also indicate a person whose loveliness hides an evil heart. Misaligned, the card means self-sacrifice or turning away from the material world and its temptations.
1@The Liar (chaotic evil, Charisma) is love at its most treacherous. This is not the love that moves mountains, this is the love that rips the heart in two and causes lovers to leap to their deaths. This lamia can mean obsession, unrequited passion, or doomed love. Misaligned, the card can indicate a new relationship beginning, although disguised as something much less beautiful.
|attribute
1@Strength=ST
1@Dexterity=DX
1@Constitution=HT
1@Intelligence=IQ
1@Wisdom=Will
1@Charisma=Charisma
|Sidetrip adventure
32@d20 Legion Publishing Critical Hits #1d32#
100@d20 Postmortem Studios 100 Fantasy Adventure Seeds: #1d100#
18@d20 Ronin Arts Fantasy Handouts Wanted Posters book: #1d3# Poster #1d6#
20@d20 Top Fashion Games Urban Events #1d20#
30@D&D 4e Dungeon Delve: use in order
1@d20 4e 3sages Games Dargrim Four-Fingers
1@d20 4e 3sages Games Reva the Rat Queen
40@d20 4e Big Finger Games GM's Cookbook Random Events(1=town/near 2=road/wilderness) #1d20#
1@d20 4e Blackdirge Publishing Critter Encounters - Bugged Out
72@d20 4e Expeditious Retreat Press Lands of Darkness: select suitable: 1=crypt 2=cave 3=woods 4=swamp 5=mountain 6=hill #1d20#
1@d20 4e Expeditious Retreat Press Lands of Darkness 5.5
3@d20 4e Ivory Goat Press Points of Conflict Encounter #1d3#
1@d20 4e Neuroglyph Games A Curse at the Old Inn
|Large humanoids
9@Mixed Orcs
9@Bugbears
9@Gnolls
9@Hobgoblins
3@Grey Orcs
3@Orog
3@Greater Orcs
3@Lesser ogres
3@Greater ogres
3@Trolls
3@Ettins
1@Uruk-Hai
1@Fire Giant
1@Ice Giant
1@Mountain Giant
1@Storm giant
1@Hill giant
1@Mountain Giant
|Small humanoids
12@Goblins
4@Kobold(basic)
2@Earth Kobold
2@Air Kobold
2@Desert Kobold
2@Sea Kobold
1@Sea lizard man
2@Marsh lizardman
1@Desert lizard man
1@Vulcanic lizard man
2@Underground lizard man
2@Forest lizardman
1@Mountain lizard man
2@Plains lizard man
12@Lesser Orc
4@Pixie
2@Nixies
2@Nymphs
2@Fauns
|Civilised
18@: Traders caravan #1d6# wagons, #3d6# people)
6@: Traders small group:#2d6# with #1d6# pack animals
6@single trader
6@Special Trader!!!!!
36@[Adventurers]
36@[race]
6@foreigners:east
6@foreigners:west
6@foreigners:north
6@foreigners:mage cities
6@foreigners:south
1@foreigners:Emer
1@foreigners:1000 isles
1@foreigners:planars
1@foreigners:govol
1@foreigners:dragon isles
1@foreigners:Some dragon principality on myaasia.
6@Family moving to new place
6@Soldiers patrolling
6@a worker gang(farm labor and similar) on way to new place
6@Courier
1@sorceror +#1d6-1#helpers/guards
1@wizard +#1d6-1#helpers/guards
2@priest +#1d6-1#helpers/guards
1@bard +#1d6-1# helpers/guards
1@druid +#1d6-1#helpers/guards
1@veterinary +#1d6-1#helpers/guards
1@cobbler +#1d6-1#helpers/guards
1@architect/building master/engineer +#1d6-1#helpers/guards
1@doctor +#1d6-1#helpers/guards
1@smith +#1d6-1#helpers/guards
1@leather worker +#1d6-1#helpers/guards
4@Imperial troops: guard
1@Imperial troops: army
1@Imperial troops: some other: 1-4:navy shore party. 5:aerial forces 6:Specialists
6@Local Army
18@Local guard
6@Some citizen militia/Posse or similar.
|Weather/nature
6@Warmer +#1d6# degrees/categories: (2-:-5 more each below 3 3:-10c 4:-6c 5:-2c 6:1c 7:4c 8:6c 9:8c 10 and later: result in C)
6@Colder -#1d6# categories: (2-:-5 more each below 3 3:-10c 4:-6c 5:-2c 6:1c 7:4c 8:6c 9:8c 10 and later: result in C)
6@Rainier +#1d30#%
6@Less rainy: -#1d30#%
6@Move weather temperature #1d6# degrees/categories and rain #1d30#% towards “normal” (rain:60% temp: week+7 in the first half of year and then 49-week+7 in other)
1@Cloudless(set rain 0%)
1@Monsoon rain(set rain 100%)
1@cold: reset to week base without 2d (week in the first half of year and then 49-week in other)
1@warm: reset to week base+#4d6#: (base: week in the first half of year and then 49-week in other)
1@Very windy
1@Totally calm
|Adventurers
1@[Adventurerprofession],[Adventurerprofession],[Adventurerprofession] [Adventure] level: [Adventurerlevel] [Adventurerspecial]
1@[Adventurerprofession],[Adventurerprofession],[Adventurerprofession],[Adventurerprofession] [Adventure] level: [Adventurerlevel] [Adventurerspecial]
1@[Adventurerprofession],[Adventurerprofession],[Adventurerprofession],[Adventurerprofession],[Adventurerprofession] [Adventure] level: [Adventurerlevel] [Adventurerspecial]
1@[Adventurerprofession],[Adventurerprofession],[Adventurerprofession],[Adventurerprofession],[Adventurerprofession],[Adventurerprofession] [Adventure] level: [Adventurerlevel] [Adventurerspecial]
2@[Adventurerprofession],[Adventurerprofession],[Adventurerprofession],[Adventurerprofession],[Adventurerprofession],[Adventurerprofession],[Adventurerprofession] [Adventure] level: [Adventurerlevel] [Adventurerspecial]
|Adventurerspecial
70@.
5@Know and like random PC
5@Know and dislike random PC
5@Know and feel neutral about random PC
5@one to sell special stuff: Specal trader
5@Ask the PCs for directions
5@Warn the PCs about next coming encounter.
5@
|Adventurerlevel
1@#d6+9#
2@9
4@8
8@7
16@6
32@5
64@4
128@3
256@2
512@1
|Adventure
1@On way to an adventure nearby
1@On way to an adventure far
1@On way from an adventure nearby
1@On way from an adventure far
1@Looking for something: [LandDo] or [LandDo]
1@Met: [LandDo] or [LandDo] and are in bad shape, had to flee
1@Met: [LandDo] or [LandDo] and are boasting about it
1@Recovering from an adventure before going to town.
1@are really robbers robbing people
1@Looking for an adventure
1@Looking for a nearby location
1@Working as couriers
|Adventurerprofession
2@Archer Fighting at a distance.
1@Assasin Killing unseen.
1@Bard Magic charmer and singer.
2@Mage Battlefield mage
2@Cleric Healer and priest
1@Druid Nature guardian
4@squire Mounted Soldier
2@Scout Archer and nature guide.
4@Soldier Foot soldier
1@Sorceror Magic user that has magic come naturally.
2@Thief Get into and out of places subtly
2@Utility mage Scholarly mage
2@Woodsman Know nature
2@Swashbuckler Light fighter/fencer
1@Mystic Monk Focus on inner things
2@Bounty hunter track criminals and recover stolen goods
1@Street wizard a mage raised on the streets instead of a academy.
1@Martial artist hit things with bare hands
|race
1@Race: first roll: #1d100# second roll: #1d100#
|Civilization
1@Bloodbat
1@Breeder
1@Cat, Daggertooth
1@Cat-Folk
1@Cattle
1@Centaur
1@Clockwork (all)
1@Coleopteran
1@Corpse-Eater
1@Defiler
1@Dark One
1@Darkrider
1@Djinni
1@Dragon !!!Type
1@Dragon-Blooded
1@Dwarf
1@Eagle, Iron
1@Elf
1@Eyeshot
1@Gargoyle
1@Ghoul
1@Gnoll
1@Gnome
1@Goblin
1@Golem (all)
1@Halfling/Mindai
1@Half-Orc
1@Half-Spirit (all)
1@Hobgoblin
1@Horse, Superior
1@Hound, Brackish
1@Kilin
1@Larva
1@Lich
1@Lytherion
1@Mechanical Dragon
1@Moth, Dust
1@Mouse, Hive
1@Nazaraad
1@Qiqirn
1@Razor Bird
1@ Revenant
1@Shadowblade
1@Shadow Hand
1@Shika
1@Shoulder Giant
1@Spider, Flat
1@Tellanode
1@Vampire
1@Vampire, Archon
1@Werewolf, Archon
1@Wight
1@Zombie
1@Zombie, Horde
|Arctic
1@Amarok
1@Bear, Ice
1@Bear, Polar
1@Blizzard Maker
1@Boiler Fish
1@Caribou
1@Chiller
1@Crab, Glisten
1@Crab, Ice
1@Crystal Lemur
1@Falcon, Large
1@Flake Spinner
1@Floe Bird
1@Glacier Eater
1@Glimmer Moth
1@Icebreaker
1@Ice Lurker
1@Iceman
1@Ice Thrower
1@Mammoth
1@Mandryl
1@Mole, Arctic
1@Penguin, Emperor
1@Puffin
1@Rabbit
1@Rhinoceros, Woolly
1@Shemogra
1@Skoffin (both)
1@Snake, Frost
1@Snake, Snow
1@Snow Ghost
1@Snow Wasset
1@Volcano Beast
1@Warmer
1@White Lasher
1@Wing Mouth
1@Wolf, Historical Dire
1@Wolverine
1@Wolverine, Ice Age
1@Worm, Ice
1@Yeti
1@Zymurgicanth
|Civilization
1@Bloodbat
1@Breeder
1@Cat, Daggertooth
1@Cat-Folk
1@Cattle
1@Centaur
1@Clockwork (all)
1@Coleopteran
1@Corpse-Eater
1@Defiler
1@Dark One
1@Darkrider
1@Djinni
1@Dragon
1@Dragon-Blooded
1@Dwarf
1@Eagle, Iron
1@Elf
1@Eyeshot
1@Gargoyle
1@Ghoul
1@Gnoll
1@Gnome
1@Goblin
1@Golem (all)
1@Halfling/Mindai
1@Half-Orc
1@Half-Spirit (all)
1@Hobgoblin
1@Horse, Superior
1@Hound, Brackish
1@Kilin
1@Larva
1@Lich
1@Lytherion
1@Mechanical Dragon
1@Moth, Dust
1@Mouse, Hive
1@Nazaraad
1@Qiqirn
1@Razor Bird
1@Revenant
1@Shadowblade
1@Shadow Hand
1@Shika
1@Shoulder Giant
1@Spider, Flat
1@Tellanode
1@Vampire
1@Vampire, Archon
1@Werewolf, Archon
1@Wight
1@Zombie
1@Zombie, Horde
|Desert
1@Ant-Lion, Giant
1@Basilisk, Greater
1@Boar, War
1@Bushwolf
1@Camel
1@Caracal
1@Cerastes
1@Cockatrice
1@Coyote
1@Echidna, Giant
1@Fox
1@Gila Monster
1@Ghoul, Sand
1@Gnoll
1@Howler Worm
1@Hyena
1@Jackal
1@Jaguar
1@Jaguar, Flying
1@Kangaroo
1@Konoba
1@Leontophontes
1@Leopard (Standard Panther)
1@Lion
1@Manticore
1@Mermex
1@Mongoose
1@Monitor Lizard
1@Ocelot
1@Ostrich
1@Owl
1@Owl, Gigantic
1@Panther, Greater
1@Peccary
1@Puma/Cougar/Mountain Lion
1@Qata
1@Quiver Beast
1@Sand Wraith
1@Scorpion, Blink
1@Scorpion, Giant
1@Scorpion, Girtab
1@Set Beast
1@Skunk
1@Skylens
1@Snake, Shield
1@Sphinx
1@Strider
1@Syphon
1@Tiger, Sabertoothed
1@Tikittit (all)
1@Turtle, Flying
1@Turtle, Hill
1@Well Beast
|Domestic
1@Cat
1@Closemount
1@Dog, Bloodhound
1@Dog, Guard
1@Donkey
1@Horse (all)
1@Mule (all)
1@Ox
1@Pig
1@Pony
1@Sheep
1@Terror Hound
1@Woolen
|Forest
1@Agropelter
1@Alticamelus
1@Ant, Giant
1@Antelope
1@Ape, Flesh-Eating
1@Archaeopteryx
1@Assassin Bug, Giant
1@Aurochs
1@Avian
1@Avukett
1@Baboon
1@Baboon, Hamadryas
1@Badger
1@Badger, Magical
1@Bat (some varieties)
1@Bear-Dog, Giant
1@Bear, Arctother
1@Bear, Black
1@Bear, Brown
1@Bear, Grizzly
1@Bear, Kodiak
1@Bear, Sun
1@Beaver
1@Beetle, Bombadier
1@Beetle, Grave
1@Bloodbeast
1@Boar, Large
1@Boar, Small
1@Cat, Scimitar
1@Centaur
1@Centipede, Cloud
1@Centipede, Giant
1@Centipede, Lesser Giant
1@Chaser
1@Chimpanzee
1@Cloudrat
1@Coyote
1@Crab, Glisten
1@Crocotta
1@Crushroom
1@Curler
1@Cushna
1@Deer
1@Dinohyus
1@Dryad
1@Duro
1@Eagle
1@Echidna, Giant
1@Falcon, Large
1@Faun
1@Ferret
1@Fir Bird
1@Fox
1@Gasser
1@Glashan
1@Glimmercat
1@Gryphon
1@Gryphon, Greater
1@Gumberu
1@Harpy
1@Hsing-hsing
1@Horde Bird
1@Hyena
1@Jaculus
1@Jackal
1@Kangaroo
1@Konoba
1@Leopard (Standard Panther)
1@Lizard Man (both)
1@Lynx
1@Mammoth
1@Manticore
1@Mantis, Giant
1@Mastodon
1@Mazamitli
1@Megalogryphon
1@Megatherium
1@Mist Mount (both)
1@Mongoose
1@Moose
1@Mouse, Balloon
1@Mugger Bird
1@Nest Mimic
1@Nightstalker
1@Ocelot
1@Owl
1@Panther, Greater
1@Peccary
1@Peryton
1@Poppy Moss
1@Porcupine
1@Porcupine, Hystrix
1@Porcupine, Poisonous
1@Puma/Cougar/Mountain Lion
1@Rabbit
1@Raccoon
1@Ranyar
1@Rat, Giant
1@Reek (all)
1@Robber Fly, Giant
1@Santer
1@Satyr
1@Scitalis
1@Scorpion, Giant
1@Senmurv
1@Shika
1@Shrew, Giant
1@Skunk
1@Slake Hound
1@Sleepy Willow
1@Slinker
1@Sliver Cat
1@Sloth
1@Sloth, Giant
1@Snagger
1@Snake, Sword
1@Spider, Banestorm
1@Spider, Boom
1@Spider, Flat
1@Spider, Jumping
1@Spider, Mind
1@Spider, Scytodes
1@Spider, Trap-Door
1@Spider, Web-Spinning
1@Storm Knocker
1@Sylvan Starfish
1@Taddarita
1@Taniwha
1@Tasmanian Devil
1@Tiger
1@Tiger, Sabertoothed
1@Tommoraki, Forest
1@Triger
1@Troll-Kin
1@Turtle, Flying
1@Unicorn
1@Waira
1@Wasp, Giant
1@Weasel
1@Weasel, Giant
1@White Lasher
1@Wildman
1@Wolf, Historical Dire
1@Wolf, Maned
1@Wolf, Timber
1@Wolverine
1@Wolverine, Ice Age
1@Woodland Oracle
|Fresh Water / Bank
1@Afanc
1@Alligator
1@Altamaha
1@Anchor Weed
1@Auízotl
1@Beaver
1@Bird Snatcher
1@Body Bag
1@Boiler Fish
1@Carrier
1@Catoblepas
1@Clawdaddy
1@Cleaner Fish
1@Colloth
1@Crab, Pellucidus
1@Crane, Wrecking (both)
1@Crocodile
1@Crocodile, Giant
1@Dart Fish
1@Djun
1@Dragon, River
1@Dragonfly, Giant
1@Dredger
1@Eel, Electric
1@Fideal
1@Flame Trout
1@Grapple Bird
1@Gravel Jaw
1@Harpooner
1@Hippopotamus
1@Hound, Brackish
1@Hytun
1@Kiao
1@Kiao-Lung
1@Leech
1@Leech, Hirudo
1@Marksman Fish
1@Monitor Lizard
1@Moon Guire
1@Mud-Hider
1@Mugger Bird
1@Noosefish
1@Otter
1@Otter, Iemisch
1@Otter Man
1@Pigment Fish
1@Piranha
1@Predator Weed
1@Raksha
1@Raksha, Sorcerer
1@Skin Algae
1@Slasher Fish
1@Snake, Spitting River
1@Snake, Tunnel
1@Snake, Water
1@Taniwha
1@Tunguru
1@Turtle, Giant Land
1@Turtle, Giant Snapping
1@Uroth
1@Vortex
1@Water Bug, Giant
1@Weasel
1@Weasel, Giant
1@White Cloud
|Mountains
1@Antelope
1@Avukett
1@Barmanu
1@Bear, Arctother
1@Bear, Black
1@Bear, Brown
1@Bear, Ghoul
1@Bear, Grizzly
1@Bear, Kodiak
1@Bloodbeast
1@Calchona
1@Cape Hunting Dog
1@Cat, Scimitar
1@Coyote
1@Crab, Glisten
1@Crocotta
1@Delgeth
1@Eagle
1@Eagle, Giant
1@Echidna, Giant
1@Falcon, Large
1@Fox
1@Glashan
1@Gorilla
1@Gryphon
1@Gryphon, Greater
1@Harpy
1@Hippogriff
1@Hound, Brackish
1@Hsing-hsing
1@Humbaba
1@Jaguar
1@Jaguar, Flying
1@Kangaroo
1@Kuchedra
1@Leopard (Standard Panther)
1@Lion
1@Lion, Cave
1@Llama
1@Manticore
1@Megalogryphon
1@Moose
1@Owl
1@Owl, Gigantic
1@Panther, Greater
1@Pegasid
1@Peryton
1@Puma/Cougar/Mountain Lion
1@Petty Drake
1@Qata
1@Qiqirn
1@Ravener
1@Robber Fly, Giant
1@Scitalis
1@Senmurv
1@Set Beast
1@Shika
1@Skoffin (both)
1@Sliver Cat
1@Sphinx
1@Srikeworm (both)
1@Su
1@Taddarita
1@Taniwha
1@Tasmanian Devil
1@Tazelwurm
1@Tiger
1@Triger
1@Troll
1@Wolf, Historical Dire
1@Wolf, Lava
1@Wolverine
1@Wolverine, Ice Age
1@Wyvern
1@Yeti
|Plains
1@Alticamelus
1@Amarok
1@Ant, Giant
1@Ant, Trapper
1@Ant-Lion, Giant
1@Antelope
1@Arsinoither
1@Assassin Bug, Giant
1@Aurochs
1@Avukett
1@Baboon
1@Baboon, Hamadryas
1@Baluchiter
1@Barylambda
1@Bear-Dog, Giant
1@Bear, Ghoul
1@Beetle, Bombadier
1@Beetle, Grave
1@Bison
1@Buffalo, Water
1@Bushwolf
1@Butterfly, Memory
1@Cape Hunting Dog
1@Carcor
1@Caribou
1@Cat, Scimitar
1@Cat, Terror
1@Caucatrix
1@Cerastes
1@Chaser
1@Cheetah
1@Chimera
1@Closemount
1@Coyote
1@Creodont
1@Crocotta
1@Curler
1@Cushna
1@Delgeth
1@Dhole
1@Diatryma
1@Dingo
1@Dundubhis
1@Duro
1@Echidna, Giant
1@Eland
1@Elasmotherium
1@Elephant
1@Ferret
1@Fir Bird
1@Fox
1@Glyptodont
1@Gnoll
1@Gully Dragon
1@Harpooner
1@Horde Bird
1@Horse, Superior
1@Hyena
1@Jackal
1@Jaguar
1@Jaguar, Flying
1@Kangaroo
1@Konoba
1@Leontophontes
1@Leopard (Standard Panther)
1@Lion
1@Lion, Cave
1@Lungstrider
1@Mammoth
1@Mandryl
1@Martyakhuar
1@Mermex
1@Mist Mount (both)
1@Mongoose
1@Moose
1@Mouse, Balloon
1@Mugger Bird
1@Ogre
1@Opinicus
1@Orc
1@Ostrich
1@Owl
1@Owl, Gigantic
1@Paladin
1@Panther, Greater
1@Parandrus
1@Peryton
1@Puma/Cougar/Mountain Lion
1@Qata
1@Quiver Beast
1@Rabbit
1@Raccoon
1@Rat, Giant
1@Rattlesnake
1@Ravener
1@Rhinoceros
1@Rhinoceros, Woolly
1@Robber Fly, Giant
1@Scitalis
1@Scorpion, Girtab
1@Skunk
1@Slake Hound
1@Snake, Sword
1@Su
1@Terror Hound
1@Tiger, Sabertoothed
1@Titanotherium
1@Turtle, Flying
1@Turtle, Hill
1@Wasp, Giant
1@Weasel
1@Weasel, Giant
1@Wolf, Historical Dire
1@Wolf, Maned
|Salt Water /Coastal
1@Acid Barnacle
1@Altamaha
1@Barracuda, Great
1@Bena
1@Blimp Ape
1@Blimp, Sea
1@Body Bag
1@Boiler Fish
1@Brok
1@Brine Fury
1@Clam, Burrowing
1@Cleaner Fish
1@Clodhopper
1@Crab, Giant
1@Crayfen
1@Dart Fish
1@Devilfish
1@Devilfish, Abyssal
1@Dinichthys
1@Dragonfly, Giant
1@Dragon Turtle
1@Eel, Giant Moray
1@Floe Bird
1@Forger Fish
1@Gravel Jaw
1@Hippocampus
1@Hytun
1@Icebreaker
1@Ice Lurker
1@Jellyfish, Sea Wasp
1@Kelpie
1@Kraken
1@Lau, Sea
1@Livyatan
1@Marool
1@Megalodon
1@Milkfish
1@Mud-Hider
1@Noosefish
1@Octopus, Giant
1@Octopus, Hide
1@Otter
1@Penguin, Emperor
1@Porpoise/Dolphin
1@Predator Weed
1@Ray, Electric
1@Ray, Sting (Giant)
1@Remora, Greater
1@Scolopendra
1@Sea Giant
1@Sea Serpent
1@Seal
1@Seal, Mammoth
1@Selkie
1@Shark, Great White
1@Shark, Hell
1@Shark, Tiger
1@Siren
1@Siren Island
1@Skin Algae
1@Slasher Fish
1@Snake, Shield
1@Spider, Conch
1@Squeezer Fish
1@Stickler
1@Taniwha
1@Tentack
1@Ton-fish
1@Trilobite
1@Vortex
1@Whale
1@Whale, Killer
1@White Cloud
1@Wollig
|Subterranean
1@Anubis Beast
1@as-Sharak
1@Athol
1@Bat (some varieties)
1@Bat, Foul
1@Bear, Flash
1@Beetle, Angler
1@Beetle, Grappling
1@Centipede, Giant
1@Centipede, Lesser Giant
1@Coleopteran
1@Crab, Pellucidus
1@Crushroom
1@Cryptling
1@Dardik
1@Death Eater
1@Djinni
1@Dread Stalker
1@Erupting Slime
1@Flesh Mound
1@Ghast
1@Ghoul
1@Golem, Stone
1@Greider
1@Lich
1@Minotaur
1@Mummy
1@Myrmidon
1@Nerloch
1@Oozewing
1@Pendulum Ghoul
1@Quiver Beast
1@Ranyar
1@Rat, Corpse
1@Rat, Giant
1@Reek (all)
1@Scavenger Worm
1@Scorpion, Giant
1@Siege Beast
1@Skeleton
1@Slake Hound
1@Snake, Sword
1@Spider, Acid
1@Spider, Conch
1@Spider, Flat
1@Spider, Giant
1@Spider, Jumping
1@Spider, Mind
1@Spider, Scytodes
1@Spider, Trap-Door
1@Spider, Web-Spinning
1@Spoiler
1@Taddarita
1@Urimander
1@Wight
|Swamp
1@Alkien (Acid Slug)
1@Alligator
1@Antelope
1@Auízotl
1@Bat (some varieties)
1@Bear, Brown
1@Bear, Nandi
1@Beetle, Bombadier
1@Bloodbeast
1@Catoblepas
1@Caustigus
1@Centipede, Cloud
1@Centipede, Giant
1@Crocodile
1@Crocodile, Giant
1@Dundubhis
1@Holarch
1@Horde Bird
1@Hydra
1@Leech
1@Leech, Hirudo
1@Lizard Man
1@Mantis, Giant
1@Monitor Lizard
1@Moose
1@Mud-Hider
1@Mugger Bird
1@Ocelot
1@Peccary
1@Poppy Moss
1@Pretkin
1@Puma/Cougar/Mountain Lion
1@Ombrotroph
1@Rat, Giant
1@Robber Fly, Giant
1@Santer
1@Skin Algae
1@Slake Hound
1@Slime, Glowing
1@Slinker
1@Spider, Boom
1@Spider, Jumping
1@Spider, Mind
1@Spider, Scytodes
1@Spider, Trap-Door
1@Spider, Web-Spinning
1@Swamp Ghost
1@Wasp, Giant
1@White Cloud
1@Woundwart
|Tropical Forest (Jungle)
1@Ant, Giant
1@Antelope
1@Assassin Bug, Giant
1@Avukett
1@Baboon
1@Baboon, Hamadryas
1@Bat (some varieties)
1@Bear-Dog, Giant
1@Bear, Nandi
1@Bear, Sun
1@Beetle, Bombadier
1@Buffalo, Cape
1@Buffalo, Water
1@Catoblepas
1@Centipede, Cloud
1@Centipede, Giant
1@Chaser
1@Chimpanzee
1@Coyote
1@Crocotta
1@Cushna
1@Dhole
1@Didi
1@Dundubhis
1@Duro
1@Echidna, Giant
1@Elephant
1@Elk, Irish
1@Fossa, Giant
1@Glimmercat
1@Gorilla
1@Gorilla, Fire
1@Horde Bird
1@Hsing-hsing
1@Hyena
1@Ikonkola
1@Jaculus
1@Jackal
1@Jaguar
1@Jaguar, Flying
1@Komodo Dragon
1@Lau
1@Leopard (Standard Panther)
1@Lion
1@Manticore
1@Mantis, Giant
1@Marksman Fish
1@Megatherium
1@Mngwa
1@Mongoose
1@Monitor Lizard
1@Monkey, Capuchin
1@Monkey, Rhesus
1@Monkey, Spider
1@Monkey, Squirrel
1@Ocelot
1@Otter, Iemisch
1@Pangolin
1@Parandrus
1@Peripatus, Giant
1@Poppy Moss
1@Pretkin
1@Puma/Cougar/Mountain Lion
1@Python
1@Ratel, Giant
1@Reek (all)
1@Robber Fly, Giant
1@Shrew, Giant
1@Skin Algae
1@Slinker
1@Sloth
1@Snagger
1@Snake, Flying
1@Spider, Boom
1@Spider, Jumping
1@Spider, Mind
1@Spider, Scytodes
1@Spider, Trap-Door
1@Spider, Web-Spinning
1@Taniwha
1@Tiger
1@Triger
1@Tunguru
1@Waira
1@Wasp, Giant
|Outsiders
1@Barghest
1@Doomchild
1@Eurynomus
1@Harriad
1@Hell Hound
1@Kerberos
1@Mindwarper
1@Naga (both)
1@Orthos
1@Peshkali
1@Salamander, Lesser
1@Shriker
1@Sirrush
1@Soul Guides (all)
1@Spider, Dream
1@Tommoraki, Outsider
1@Toxifier
1@Trantid
1@Voice of Darkness
1@Wasp, Dream
1@Waste Stalker
1@Wolf, Shadow
|