ESSENTIAL ENEMIES 4
BETWEEN
TWO
WORLDS
ESSENTIAL ENEMIES 4
BETWEEN
TWO
WORLDS Written by Johnstone Metzger
Illustrated by Nathan Jones
Requires Old-School Essentials
Contents
The Abnormality 2
The Amalgam 8
Bugbears 12
Echo Tourists 14
The Frost Giant 16
The Griffarcus 24
The Howling Helm 28
Living Psychopomp 30
Mouth Eyes 32
Slugbears 38
Spirit Trader 40
Vancouver
Canada
2023
The ABNORMALITY 2
When the ancient city of Zom Urduk ◆◆ Some of the angels sent to Earth
was destroyed, the scribes wrote that a lay with human women, and thus
corrupted, demonic angel descended became corrupted. Because they were
upon it and wiped it off the face of the tempted by the material world, they
Earth. The land has been cursed ever were cursed by Heaven to merge
since, and only recently have explorers with their lovers, to be of one flesh
dug away the sands to explore it remains. in truth as well as words. Or perhaps
When the very same being came they merged instead, or also, with
again to destroy the city of Koressia, the their children, those half-mortal,
people who survived returned to their half-divine. More recent sources
homes much sooner. But they could not report that it was only the children of
stay, for they found the place polluted these unions who were so cursed, but
and unlivable. It took centuries before have the years made them any more
the city was rebuilt. reliable? Either way, this composite
But scholars and scavengers were able monstrosity is now an agent of
to feast upon this tragedy much sooner. retribution, a warning for all who
In the academies, professors compiled would defy the divine, no matter how
accounts of other cities so destroyed, and strong they become. Some scholars
made connections between them and the believe it was gods, and not angels,
strange arcane meats that were harvested who made this warning after they
by brave or foolish adventurers. But only mingled with their mortal followers.
the written words still remain. If they will punish even their own
descendants this way, no one can
Possible Origins expect to receive their mercy.
When the Abnormality arrives to destroy
◆◆ It was once the mightiest of the
a city, it does not explain itself. It offers
angels, who was then corrupted by
no reasons, delivers no ultimatums, and
the darkness of the Abyss. Now,
grants no quarter. Over the last thousand
this angel tries to save himself by
years or so, scholars have developed
absorbing other angels, hoping to
several theories as to what it is, and why.
struggle free while they are consumed
Some of these have been adopted as
in his place. But the Abyss claims
religious dogma, some are the products
them all—and also the souls of the
of arcane visions, and others are just wild
mortals they absorb when the stars
guesswork. Which one is true, and who
allow passage to the physical world.
will find out?
◆◆ It is a kind of sinkhole, a disembodied
◆◆ It is the embodiment of infernal
pit that sucks angels, gods, and
corruption, a demon-god whose four
mortals alike into itself, thus attaining
great faces show the descent of man
physical form. It’s four heads are the
into the ruin of temptation. Its arrival
strongest of the divinities that have
is the work of cults and witches, but
been claimed, still fighting back
there is no sense to its destruction,
against its annihilating gravity even
for it cannot be controlled.
though they have been driven mad
◆◆ Once every thousand years, the King by the effort. Perhaps if they were
of Hell is able to send his child to destroyed, this hole in reality would
wreak destruction upon the Earth. no longer have a connection to this
Holy cities are protected, but the world, and it would never appear
heathens are left vulnerable. again.
4 THE ABNORMALITY
The Abnormality The Four Faces of Doom
Over 30’ tall, with too many arms Each of the Abnormality’s four most
and legs. It has skin like marble, the prominent faces has its own power. If a
ragged wings of an angel, and even face is specifically targeted by an attack
more heads and faces than its many and suffers 20+ damage at once, it is
limbs would suggest. destroyed and its power is lost.
AC 2 [17], HD 33**** (146hp), Beauty: The least corrupted face has
Att 1 × tentacle tongues (2d8 and the power to hypnotize the weak-willed.
touch), 3 × fists (1d8 and touch), Creatures with 5 HD or fewer who
THAC0 5 [+14], MV 240’ (80’) on foot, behold the Abnormality must save vs.
360’ (120’) flying, SV D6 W7 P9 B11 S9 paralysis or be unable to move, speak,
(C9), ML 12, AL Chaotic, XP 25,500, or think until it leaves. This power also
NA 1, TT None, except for meat. affects creatures with 6+ HD who have
a specific vulnerability to art or beauty.
▶▶ Absorption: Any living creature
that touches (or is touched by) the
Abnormality must save vs. death
or be stuck to its body. Those stuck
suffer 1d8 damage every round and
are unable to move or attack (but
may cast spells). Those reduced to
zero hp are entirely absorbed into
Envy: This face is responsible for
the Abnormality.
the Abnormality’s spell immunity. If
▶▶ All-seeing eyes: Unaffected by destroyed, it no longer has this power.
illusions or invisibility effects. Can
Rage: Those who behold the
sense the location of all living
Abnormality and are not hypnotized by
creatures within 33 miles.
it must save vs. death or spend 1 turn
▶▶ Demolition: Instead of attacking the fleeing from it. Success means the fear
living, can destroy walls and other is held at bay until sunrise or sunset,
built structures. Each combat round whichever comes first. Creatures who
it can break through stone roughly cannot feel fear are not affected.
its own size or rend metal bars.
▶▶ Mundane damage immunity: Can
only be harmed by magical attacks.
▶▶ Spell immunity: 1 in 6 chance that a
spell has no effect. Roll each time a
spell affects it; if the result is a 1, the
Abnormality stays immune to that
Terror: A mockery of enlightenment,
spell until it dies.
whose third eye bores into the souls
▶▶ Unique: There is only one of those who gaze upon it, the face of
Abnormality. If killed (reduced to terror has several tentacles instead of
zero hp), it is banished to another a tongue, which can extend to great
plane until summoned once again, length and attack once per round.
which cannot happen sooner than Though it looks the most fearsome of
a thousand and one years. the four, it is not the most powerful.
THE ABNORMALITY 5
The Meat of an Angel ◆◆ Organs: There are 2d10 abnormal
The Abnormality rages for a week and organs of various types within the
one day. After eight straight days of corpse available to be salvaged.
murder and destruction, it collapses They smell and taste awful, and
into a mound of rotting flesh and dies. turn to stone after 1d20 years. After
For the next 1d4 weeks, this flesh can an additional 1d100 years, they
be harvested for magical items and crumble to dust which then vanishes.
ingredients. Since none such item can Consuming an organ before then
be found in any arcane collection known causes you to memorize a random
to man, scholars believe the time draws magic-user spell (roll 1d6 for level),
near for the Abnormality to come again. which may be cast once before it is
Each time adventurers scavenge the forgotten. This is in addition to any
corpse of the Abnormality for a random other spells memorized and even
body part, they suffer 1d8 damage (save works for those who have no magical
vs. poison for half) from caustic fluids, ability.
poison gases, and tiny parasites that
◆◆ Skin: The skin turns solid almost
have not yet died themselves (thieves
immediately, like the marble it
can use their find traps ability to avoid
resembles, then crumbles to powder
harm altogether). This damage cannot
as the inner organs and muscles swell
be healed by magic. Roll 1d8 for each
to bursting. If this powder mixes
attempt to see what can be salvaged:
with the viscera, it turns into an
obviously toxic substance (save vs.
1d8 Body Part
poison or die if ingested or inhaled).
1-2 A handful of skin. But if it can be harvested and kept
separate, the grainy white powder can
3 One bone.
be a great boon. Keeping a handful
4-5 One eye. about your person, in a small bag,
grants an AC bonus of +2, due to
6 One organ.
transitive properties. After 1d100
7-8 One tooth. years, a collection of powdered skin
turns grey, and its properties change.
◆◆ Bones: A single piece of polished Now it is euphoric and addictive if
bone has a 1 in 6 chance of negating consumed, but no longer offers any
any spell cast within 30’ of it. substantive benefits. 1d100 years
There are 3d20 bones available and after that, it turns black. Any sudden
each lasts for 2d20 years before it movement causes the black powder to
evaporates like boiling water over the ignite and open a portal to the Abyss,
course of 1d100 hours. through which demons may access
this world.
◆◆ Eyes: Stripping the lens out of an
eyeball produces a clear face mask ◆◆ Teeth: Each tooth removed from
that allows the wearer a 4 in 6 chance the Abnormality can be turned into
to see through illusions (including a magical mace +2. No more than
invisibility). Roll for each spell or 3d6 teeth can be harvested from the
effect. A maximum of 2d6 eyes can be corpse before they turn to caustic
salvaged from the corpse, and each ichor. Removed and polished, a tooth
eye lasts for 1d20 × 10 years, after lasts for 1d6 × 100 years before it too
which it breaks into pieces. turns black and gelatinous.
The AMALGAM
The island of Wazmirkal was a quiet A New Beginning
place, crowned in snow and devoid What emerged was a creature of chaos,
of creatures larger than men, before probing the space between spaces with
the archmage Coraleith arrived to live its inhuman senses, infused with arcane
through the last of her days. Having seen might and totally dedicated to the
her mighty armies finally defeated and destruction of barriers. No more would
whittled away into nothing, she accepted the soul of Coraleith be bound by walls
the High King Aurelio II’s terms of exile or gates, or even the membranes between
and left the civilized world behind. the planes. She was free.
She despised the island and the But she was not alone in this new
people on it, with their rough and form. The spells had woven her together
cluttered speech, and their lack of with the souls of everyone else on the
luxury. Every day it felt more and more island—fishers, villagers, her servants,
like a prison to her—one she desperately and even the few apprentices she had
longed to escape from. But since the managed to smuggle into her household.
Aurelian dynasty only grew stronger All their minds and souls were crowded
with the passage of time, she knew she together in this new flesh, merging and
could not return to the lands she once splitting, sharing their thoughts, hopes,
called home and had tried to rule over. and dreams, and swelling their mutual
She knew her pathway out lay in other skin near to bursting. This new form
dimensions. was an amalgam of all of them, at once
Although society had cast her out, a singular entity and yet also a collection
she still had her magics, the one thing of individuals.
no man could take away from her. She
could still probe the walls of the material Holes in the Air
world around her, in search of an exit. Now the Amalgam continues going
After years of fruitless research, she was about its original purpose, driven by
at last inspired by one of Drakdagor’s Coraleith’s indomitable will and the blind
creations—the bluish multitudes—and desires of the others that share her new
began testing variations on the theory. body. It tears open gateways between
Such sorcery may have destroyed various dimensions of the multiverse, so
Drakdagor, but he was a mere hedge their contents might spill into each other.
wizard compared to Coraleith, unworthy It roams through the worlds of Creation,
of the title “archmage.” She was certain looking for the points where their walls
these forces could be controlled. can be unravelled.
Instead of an infection that lessened But its pathway through the planes
those it touched, merging them together is haphazard. The Amalgam is an arcane
with others into one disgusting blob repository of minds, many of which
creature, she realized she could use this fight each other over decisions that
combination process to bind power to they may or may not even have control
her body without losing her mind. She over—for the Amalgam will not, and
could build a repository to gather arcane does not, cease its work of burrowing
energy, focus it upon herself, and infuse through reality. And yet, despite this, it
it into her mind, body, and soul. Aged is not entirely a prison for those inside
and withered, she at last climbed into the it. The body is not always the sum of its
mystical cocoon her minions had built parts, but there is no one consciousness
for this very purpose. The next phase did controlling it, and all inside it have a
not take nearly so long. voice that contributes to the chaos.
THE AMALGAM 9
The Amalgam
Greyish mass of multiple, churning
bodies flowing into each other.
AC 6 [13], HD 8** (36hp), Att 2 × grapple,
THAC0 12 [+7], MV 150’ (50’),
SV D11 W12 P11 B14 S12 (M8), ML 7,
AL Chaotic, XP 1,750, NA 1, TT None.
▶▶ Surprises others: On a 1-3.
▶▶ Spell Immunity: 2 in 6 chance.
▶▶ Grapple: After being grappled, foes
suffer 1d8+1 damage each round
(from transdimensional teeth and
claws; counts as multiple forms of
magical damage) unless taken to
another plane of existence. Those
Reaction Table
Roll 2d6 to determine the Amalgam’s
grappled can save vs. paralysis to
reaction to the party. If an individual
escape on their turn.
deals with it one-on-one, roll again and
▶▶ Resistances: Immune to harm unless add that character’s Charisma modifier.
caused by direct, conscious intent
(accidents, environments, and traps Roll Amalgam Reactions
have no effect). Half damage from
0-3 The Amalgam sees another
non-magical weapons and all lawful
world inside one of the PCs,
characters.
and attacks, in order to create
▶▶ Vulnerability: Double damage and a gateway out of them.
effect from chaotic mental attacks
4-6 The Amalgam attempts to flee
and magic that makes the Amalgam
as fast as possible, leaving
more chaotic.
a portal behind. If the PCs
▶▶ Remove barriers: Instead of attacking interfere, it turns on them.
or causing damage the Amalgam
7-9 The Amalgam is cautious, and
may destroy on barrier, obstacle, or
moves to a more defensible
restraint, as long as it is physical
position. It will entertain
in nature. The Amalgam may also
attempts to parley, though
tear open a hole between worlds,
awkwardly.
but must roll 1d6 to determine how
successful this action is: 10-11 The Amalgam ignores the PCs
until they want something.
1d6 Remove Barriers Results Then it will listen and try
to help fulfil their needs by
1 The Amalgam cannot tear
opening a gateway.
open a hole here.
12+ The Amalgam offers to open
2-3 The hole opens immediately.
gateways or destroy physical
4-6 The hole takes 1d4 rounds to barriers, obstacles, and
open completely. restraints for the PCs.
10 THE AMALGAM
When the Amalgam tears portals in the
walls between the many spheres of the
multiverse, all sorts of things could be
waiting on the other side. Here are some
example dimensions that the Amalgam
is fond of:
Aether Mines
As soon as the Amalgam tears open a
hole to these mines, aetheric mist pours
forth, obscuring vision and coating
everything less than 100’ away in a
glaze of dew (unless blocked by walls or
doors, in which case it takes 1 turn for
the mist to penetrate). Paper products
that remain in the mist for more than Moons of Maldoran
4 rounds are ruined, including magical The far-off planet Maldoran has multiple
scrolls. But magic potions exposed to the moons, each of which casts a baleful
mist have their durations doubled. influence down upon the world they
encircle. When the Amalgam opens a
Crystal Caves portal to let this moonlight shine down
The Amalgam uses these caverns made on another world, it undergoes an
of glittering crystalline shards as an interdimensional change, and its effects
escape route, or just a way to leave are enhanced.
pesky creatures behind. Noise made Roll 1d4 twice to determine which
inside these caves echoes out of control moons cast their light through (in the
until it becomes a deafening cacophony. case of doubles, it is only one moon).
Every turn until silence is magically This lasts until the Amalgam closes the
restored, creatures who can hear suffer portal or it closes up on its own, after 1d6
1d4 damage. The Amalgam of course is hours.
immune to this, and able to commute
through this space to another dimension 1d4 Moon Effects
with great alacrity. The crystals are as
1 Crimson: All attack rolls made
hard as iron, but if they are destroyed,
under the influence of this
there is only the solid stone of the
moon have a -2 penalty.
Elemental Plane of Earth behind them.
2 Green: All creatures have their
The Fires of Dis movement rates halved under
Intense hear, and even flames, pushes the light of this moon.
through this hole in the air. All creatures
3 Purple: All saving throws
within 50’ suffer 1d4 damage every
made under the light of this
combat round, and all creatures further
moon have a -2 penalty.
away but still within 100’ suffer 1 point
of damage every combat round. There 4 Yellow: The duration and
is a 1 in 6 chance each turn that a fire damage of all spells cast in
elemental (see page 20) emerges from the light of this moon are
the portal. halved.
THE AMALGAM 11
The Stone Prison
This dimension consists entirely of
hollowed-out spheres of black stone,
connected by thin tubes, through which
clear streams of water flow. Numerous
tunnels and holes have been created over
the centuries, by magic, giant monsters,
and the will of gods. These hollow
spheres have been used as prisons
by wizards with their own command
over dimensional gateways, to house
people temporarily, or immortal beings
indefinitely. What will you find on the
stone side of the portal?
1d10 Contents of a Stone Prison
1 An alien demon, made out of
The Warm Glow
The fabric of reality tears open like paper,
an extinct species’ fears.
burning with a turquoise flame. Beyond
2 A dead body, now fully is a pinkish, magenta glow. Only four
desiccated and mummified. things dwell upon this plane of existence:
3 An elemental spirit of air, ▶▶ Blue Slime: A liquid that is always
earth, fire, or water. slightly warmer than room
temperature and hardens when
4 An elemental spirit of acid, oil,
struck, granting a +1 AC bonus if
lightning, or winter.
slathered all over your body.
5 A human being who is secretly
▶▶ The Glow Itself: Radiates excitement,
a demon in disguise.
but also the sensation of being
6 An imprisoned deity, now upside-down, a fear of failure and
freed to once again contact the kind of disappointment you feel
its followers (if anyone still when the wrong drugs kick in.
remembers it exists).
▶▶ Pink Fingerworms: Nubs of living,
7 A messenger, princess, writhing flesh with no discernible
servant, spy, or wizard, organs. If consumed, save vs. poison
newly imprisoned by an evil or die. If used as a component for a
archmage. harmful spell, causes +1d6 damage.
8 A powerful magic item, too ▶▶ Yellow Spheres: Translucent amber
dangerous for mortals to use spheres with a hard, red core that
safely or properly. taste like spicy cheese. Eating one
heals 1d4 damage but causes
9 The texts of a lost or fallen
1d4 damage an hour later unless
civilization, preserved here for
washed down with alcohol. If left on
eternity.
human skin for two days, becomes
10 A sleeping golem with one permanently attached. If used to
or more human minds stuck replace a missing eye, grants sight
inside of it. and the ability to see magic.
BUGBEARS
Where once they were used to protect the portals activated by chance or foolish
overfilling treasure vaults of malevolent meddling. They come from a blasted
summoners, these days few wizards even wasteland of ashes and dust, where little
know what bugbears are. Now, these alien grows and most animals have been made
creatures wander here through magical extinct; where legions of fire elementals
make constant war against each other,
and poison clouds cling to the ground
Bugbears for miles and miles, year upon year. In
some respects, this world is like a larder
AC 5 [14], HD 2 (9hp), Att 2 × claw to the bugbears, full of tasty meats, and
(1d4), THAC0 18 [+1], MV 90’ (30’), yet our world remains an intriguing
SV D12 W13 P14 B15 S16 (2), ML 8, curiosity to them. There are things here
AL Chaotic, XP 20, NA 1d6 (2d8), that they have never eaten before, and
TT T (B). will sometimes wander through these
magic portals of their own accord, just
▶▶ Bite: If both claw attacks hit,
to find out what is here.
automatically bites, inflicting
1d4 damage and making AC of
target’s armour 1 point worse. Greater Bugbears
▶▶ Resistances: Immune to fire
and poison. No need to breathe AC 4 [15], HD 4 (18hp), Att 2 × claw
(immune to toxic gas). (1d6), THAC0 16 [+3], MV 90’ (30’),
SV D10 W11 P12 B13 S14 (4), ML 8,
▶▶ Vulnerabilities: Double damage from AL Chaotic, XP 75, NA 1d4 (2d6),
necromantic magic. TT U (B).
▶▶ Types: 1 in 6 chance that half the
▶▶ Bite: If both claw attacks hit,
bugbears in a group are insane,
automatically bites, inflicting
and 2 in 6 chance that a group is
1d6 damage and making AC of
followed by a lone bugbear next turn.
target’s armour 1 point worse.
▶▶ Resistances and vulnerabilities: See
main entries.
Insane Bugbears
AC 3 [16], HD 1+1 (5hp), Att 2 × claw
(1d4), THAC0 18 [+1], MV 120’ (40’), Lone Bugbears
SV D14 W15 P16 B17 S18 (NM), ML 8,
AL Chaotic, XP 15, NA special, TT T (B). AC 4 [15], HD 3 (14hp), Att 2 × claw
(1d6), THAC0 17 [+2], MV 90’ (30’),
▶▶ Bite: See main entry. SV D12 W13 P14 B15 S16 (3), ML 8,
▶▶ Resistances and vulnerabilities: See AL Chaotic, XP 35, NA 1, TT U.
main entries.
▶▶ Bite: If both claw attacks hit,
▶▶ Insane: Test morale every round. automatically bites, inflicting
Those who fail run away and return 1d8 damage and making AC of
to the area 1 turn later. target’s armour 2 points worse.
▶▶ Groups: Rarely encountered outside ▶▶ Resistances and Vulnerabilities: See
the company of “sane” bugbears. main entries.
BUGBEARS 13
Treasure Behaviour
Like many creatures from their world of Bugbears ignore creatures that are
origin, bugbears are partially metallic— neither tasty not threatening, but they are
their fur is made of iron-like metal always willing to try eating something
filaments. Even though bugbears do not they have never eaten before. They are
eat metal (or, if they do, they cannot basically culinary tourists here, and they
digest it), they are no strangers to mixing want to sample every type of living thing
it with living meat. Thus it is perhaps no they can.
surprise that they would press gold and Their first response to possible threats
gems and other treasures into their skin, is a violent a physical assault. If another
permanently making them part of their creature is too strong to be defeated, the
bodies. bugbear becomes docile and plays along,
observing that creature’s weaknesses.
Once it sees an opening, it strikes again,
returning to its original offensive tactics.
ECHO TOURISTS 14
In the remotest part of the desert, there the wizards who build this portal. Who
stands an ancient tower. Abandoned can say what the ancients did, now that
long ago by some forgotten civilization, it their works are so far in the past? The
is nonetheless a place that sees the most current visitors employ the gate because
remarkable of visitors. Slug people from they enjoy the acoustics of this site. The
beyond the stars come here to ride their warm sun, the soft sand, and the strange
flying carpets. They are rare, however. tower—this, apparently, is what makes it
Some who have made the forbidding a tourist destination.
trek out to this remote building say they This civilization of slugs has only
have waited days or even weeks to see recently been introduced to the human
this singular sight. But they also say it concepts of light and vision. While they
was worth it. might be curious about such things, too
The now-empty tower once held a many of their wizards who have come
magic gateway, that was used to bring here to experiment with foreign notions
strange beasts to this world, perhaps so have been driven mad. They used spells
they could fight in the arena. Or maybe to evolve their bodies, but then they did
they were used to guard the riches of not stop. Their bodies warped beyond
recognition and their motivations
became as alien as this world is to them
Echo Tourists (and theirs is to us). Thus it is rare for
Lavender slugs with highly-developed them to venture further out than this
organs for hearing sound. They like to tower, which they enjoy too much to
ride flying carpets. shun completely. The acoustics, you see,
are just too good.
AC 8 [11], HD 2, Att 1 × psychic shout,
THAC0 18 [+1], MV 240’ (80’) flying,
60’ (20’) on the ground, SV D12 W13
P14 B15 S16 (2), ML 5, AL Lawful,
Trading for a Carpet
Echo tourists usually ignore humans
XP 20, NA 2d4 (4d8), TT C. who arrive at the tower, just as they
ignore animals. They know the dangers
▶▶ Psychic shout: One target up to 60’
of interacting with aliens. However, if
away must save vs. spells or suffer
you can find a way to communicate with
1d6 damage (no to hit roll).
them, they might just sell you a flying
▶▶ Echolocation: “Sees” through hearing carpet. Some say that if you arrive with
echoes and projecting psionic energy. goods to trade and think hard enough
Ignores light and darkness, immune for long enough (which might be hours
to visual illusions. or even days), they will eventually realize
your intentions and agree to a trade.
▶▶ Flying carpet: Each tourist brings their
Being blind, they have no interest
own flying carpet.
in visual art, gems and jewellery, or
▶▶ Telepathy: When paying attention, the written word. Complex musical
can detect surface thoughts of living instruments, drugs and medicines, and
creatures up to 150’ away. tasty foodstuffs in bulk are what it takes
to interest them (which better be good,
▶▶ Resistances: Half damage from fire
if they demand a sample first). Sparkling
and heat.
wines and expensive champagnes are
▶▶ Vulnerabilities: Double damage from what they prefer the most. Perhaps they
cold, frost, and sonic attacks. are not so alien after all!
The FROST GIANT 16
The frost giant lives in a cave, deep ice and has no real friends amongst the
underground. Inside this cave, there warmth-loving creatures of this world.
burns the frost flame, a bonfire darker For his ultimate aim is to turn off the sun,
than night that sits upon a frozen stone shroud the world in darkness unending,
floor. It consumes no fuel and its touch and destroy its heat forever. He would
does not burn—nay, this cold fire turns bring about an age of frost, and let the
any flesh it tickles black with frostbite, Realm of Winter rule unchallenged over
and coats all around it in layers of rime. this plane of existence.
Even the frost giant is coated so, his
naked flesh all glittering from the weird
shards of unnatural ice. Frost Gnomes
Though he trades with other The frost giant summons these
magicians and cultists of forgotten gods creatures from the Realm of Winter
for items of an arcane or alchemical into bodies created by the magical
nature, the frost giant dwells only in substances he buys from other
magicians. For now, they obey him,
because he does the work of advancing
The Frost Giant the Realm of Winter. But the frost flame
He was a mortal man once—a wizard is their true master, and should they
who delved into the magical heart ever need to turn on their creator, they
of winter and gave himself over to will.
the cold. Since then, he has worked
tirelessly to increase the influence of AC 5 [14], HD 3 (13hp), Att 1 × claw
the frost flame. His old life is gone, his (1d8), THAC0 17 [+2], MV 120’ (40’),
naked flesh now frozen, covered in ice. SV D11 W12 P14 B16 S15 (C3), ML 8,
He barely remembers the days when AL Chaotic, XP 35, NA 1d6 (2d6), TT E.
his blood ran hot and quick.
▶▶ Thieves: With a successful claw
AC 5 [14], HD 7 (31hp), Att 2 × claw attack, may also grab a random
(1d12), THAC0 13 [+6], MV 120’ (40’), possession the victim carries but
SV D9 W10 P12 B14 S12 (C7), ML 10, is not currently holding. They drop
AL Chaotic, XP 450, NA 1, TT D. stolen items upon suffering damage,
and will attempt to make off with
▶▶ Frost cloud: Up to 2 × day, instead of them, preferring magical over
attacking, can exhale a great breath mundane equipment.
of frost that inflicts 2d8 damage
▶▶ Resistances: Immune to cold and
(save vs. breath weapon for half) on
frost-based attacks.
everyone in a 20’ × 20’ area in front
of him. This also extinguishes any ▶▶ Vulnerabilities: Double damage from
open flames, even magical ones. fire, heat, and lightning.
▶▶ Resistances: Immune to cold and ▶▶ Fire fear: Frost gnomes are
frost-based attacks. intelligent, but they do not
understand this world of fire and
▶▶ Vulnerabilities: Double damage from
warmth, and tend to panic and lose
fire, heat, and lightning.
control of themselves when fire is
▶▶ Spells: Knows Hold Portal, Read used as a weapon against them. Test
Languages, Read Magic, and Knock. morale when attacked with fire or
May cast each once per day. heat.
18 THE FROST GIANT
The Opposite of Fire But for every boon you are granted,
The frost flame is the main emissary of you must also select one taboo:
the Realm of Winter on the terrestrial
◆◆ Heat-cooked food is poison to you.
plane, through which the coldness of
winter seeks to destroy the heat of these ◆◆ You are no longer warmed by
warmlands. It also provides a way for sunlight (and, unless you are immune
creatures from this world to access to cold, you freeze to death).
the Realm of Winter and its elemental
◆◆ You cannot produce fire or lightning
coldness, either to draw upon its power
by any means, mundane or magical.
to fuel their frost magic, or in order to
You cannot deliberately cause fire to
travel into the realm itself. The first
spread.
comes with sacrifices, as wizards who
enthral their souls to the cold find their ◆◆ You suffer double damage from fire
bodies transformed as the warmth and heat.
is gradually drained out of them. Of
◆◆ Your flesh grows cold and you can no
course, some wizards may try to seize the
longer reproduce biologically.
frost flame’s power by force or trickery,
in order to remain aloof and unaffected
by it, but this inevitably incurs the wrath
of Winter. More dangerous still is an The Frost Flame
expedition into the cold of Winter’s A black-hued bonfire that emanates
realm, where heat—and thus life— neither heat nor light, but flickers and
cannot exist without powerful arcane dances just as fire does.
protections.
AC 5 [14], HD 9* (40hp), Att 2 × touch
The Frost World (special), THAC0 12 [+7], MV 0’ (0’),
SV D6 W7 P9 B11 S9 (C9), ML 12,
The Realm of Winter is not entirely
antagonistic to life. Some, like the frost AL Chaotic, XP 1,600, NA 1, TT None.
giant, voluntarily give up their warmth
▶▶ Freezing touch: Normally inflicts
and join the frost world, as it grows ever
1d8 cold damage, but creatures that
larger, in unlit corners everywhere.
are resistant or immune to fire suffer
If you swear allegiance to the Realm 2d8 damage instead. Creatures that
of Winter, you can select a boon after are immune to the cold still suffer
doing a favour for it, or advancing its 1d4 damage from the frost flame’s
foothold on this plane: touch, for it is not just made from
the absence of heat—it is anti-fire,
◆◆ You gain the ability to cast a spell
and thus always dangerous.
1 × day. Choose 1 each time you take
this boon: Floating Disc, Hold Portal, ▶▶ No mind: Completely immune to
Magic Missile, Shield, or a version of all mental effects and cannot be
Web that can be melted but does not surprised.
ignite.
▶▶ Resistances: Immune to all damage
◆◆ You stop aging physically and become except corrosive liquids, lightning,
immortal (unless killed). and radiance.
◆◆ You suffer half damage from cold and ▶▶ Extraplanar: Immortal projection
frost-based attacks (or you become of Winter. If destroyed (0hp), is
immune, if chosen a second time). banished back to Winter’s realm.
THE FROST GIANT’S DUNGEON
1 square = 5 feet.
20 THE FROST GIANT
1. Quiet Room 8. The Heart of Winter
◆◆ A pile of cold boots and shoes ◆◆ Every surface is covered in ice.
stacked against the wall. ◆◆ It is so cold in here that the living
◆◆ Unlit lanterns still full of oil sit on cannot help but shiver uncontrollably.
shelves made of ice, with nothing to ◆◆ The frost flame stands at the centre.
light them. ◆◆ Past the frost flame, covered in ice,
◆◆ Lengths of wet, rusty chain extend lies the treasure of the frost giant and
out of the ice, attached to the wall the frost gnomes, types D and E.
behind it. They break if used.
9. Throne of Ice
2. The Offering A large seat carved from the ice, upon
◆◆ Wooden rhinoceros, an offering which the frost giant spends his time
to ghosts unknown, covered in silently contemplating his next move or
hoarfrost. binding new frost gnomes to his service.
◆◆ Tiny pebbles on the ground. ◆◆ 4 in 6 chance the frost giant is here.
◆◆ Uncomfortably low ceiling. If not, he will return in 1d12 turns.
◆◆ High ceiling that drips constantly.
3. The Guardians ◆◆ Smooth, polished floor.
6 terracotta sculptures of the frost giant.
Each has a 300gp sapphire hidden inside 10. The Prisoner
it (revealed if the statue is broken), but Inside a glass jar, deep within the walls
1 also has a vial of poison gas in it that of ice that cover the walls here, flickers a
inflicts 1d8 damage (save vs. poison for bound and imprisoned fire elemental.
half) on all within 20’ if broken. The jar is marked with arcane runes and
symbols, beyond which no heat or fire
4. Guard Room may pass. The jar cannot be broken from
2d6 frost gnomes who respond to noise the inside. If freed, the fire elemental
or commotion in room 1 or room 5. creates rivers of melted ice that flow
through the dungeon.
5. The Antechamber
A pillar made of pinkish coral, an
imitation of the frost flame, lies on Fire Elemental
its side. The coral grew like this on A whirling mass of flame.
some other plane of existence and
was transported here, through nearly- AC 2 [17], HD 8* (36hp), Att 1 × blow
random strings of astral light. Any spell (1d8), THAC0 12 [+7], MV 120’ (40’),
that opens portals cast in this room will SV D8 W9 P10 B10 S 12 (8), ML 10,
open a portal to the tropical ocean the AL Neutral, XP 1,200, NA 1, TT None.
coral comes from, on a world far away.
▶▶ Size: 8’ tall, 8’ across.
Any teleportation spells will send their
targets to this same ocean. ▶▶ Blocked by water: Cannot cross a
channel wider than 8’.
6. Waiting Room ▶▶ Mundane damage immunity: Can
1d6 frost gnomes who attack intruders.
only be harmed by magical attacks.
7. Trash Heap ▶▶ Harm cold-based creatures: Inflict an
Nothing but broken pieces of dead frost extra 1d8 damage (cannot harm the
gnomes scattered across the ground. frost flame).
THE FROST GIANT’S DUNGEON
1 square = 5 feet.
1
4
2
5
3
6
9
10
7
8
The GRIFFARCUS 24
Most people who encounter a Griffarcus encounter an ancient, hoary Griffarcus
up close see only the steed of a powerful all by its lonesome. These loners are
mage or other adventuring type. Little usually even more dangerous than herds,
do they realize the danger it presents. however, being unafraid to attack those
A traveller between worlds, wandering who oppose their wanderings.
from plane to plane, the Griffarcus is Being mostly omnivorous, the
able to grow and shrink in size. But its Griffarcus eats vegetation, any kind of
most startling ability, perhaps, is that small animal that is slow enough to be
its tail transforms into an angry snake caught, and whatever carrion or garbage
at a moment’s notice. Those who wish that is left behind by others. Perhaps
to take a wild Griffarcus and make it because it travels so widely across
their steed must use magical spells to dimensional boundaries, the Griffarcus
counter this attack, or they will quickly is highly resistant to poisons, toxins, and
find themselves walking through Death’s other food impurities.
dark doorway. If you can fins the spells and rituals
On the surface, the Griffarcus seems that wizards and planeswalkers use to
to have the body of an alpaca or llama, tame them, maybe you can make one of
but its head is more like that of an them your own steed. But do not expect
anteater. It has white, feathery wings with someone else to sell you one, for the
which it can fly short distances. They Griffarcus is literally priceless—for the
normally travel in small herds, though spell only protects its caster from the
it is not unknown for planeswalkers to venomous bite of its serpentine tail.
26 THE GRIFFARCUS
Griffarcus Wandering the Planes
From 4’ to 18’ at the shoulder, whitish The Griffarcus is not impeded by the
fur, feathered wings, and a head that normal barriers that keep other creatures
almost resembles an anteater crossed from moving between different worlds
with a fox. The tail is not normally in and planes of existence. Normally, it will
the form a snake. use this ability simply to find new and
interesting sources of food, but wizards
AC 6 [13], HD 4+2 (20hp), Att 1 × bite have found a way to use this power for
(1d6 + poison), 2 × hooves (1d8), their own benefit—by creating a spell to
THAC0 15 [+4], MV 120’ (40’) on foot, tame the Griffarcus.
360’ (120’) flying, SV D6 W7 P8 B10
S10 (D4), ML 7, AL Neutral, XP 200, Tame the Griffarcus
NA 1d6 (2d10), TT None. Level 2 magic-user spell.
Note that scrolls of this spell cannot be
▶▶ Poison tail: Looks like a normal
used by 1st or 2nd level characters.
horse’s tail most of the time, but
Range: 120’.
transforms instantly into the front
Duration: Special.
end of a snake, which can make a
This spell affects one Griffarcus like a
bite attack against foes. The victim
Charm Person spell, regardless of the
of its bite must save vs. poison or
Griffarcus’s HD. Even if the Griffarcus
die. The normal head does not bite
makes a successful saving throw, it is still
unless the situation is desperate,
unable to attack the caster with its snake
and it is not poisonous.
tail for the next 1d4 turns. Additionally,
▶▶ Resistances: Half damage and effect even though the Griffarcus gets an
from environmental damage, such additional saving throw every month to
as climate (heat and cold), falling, resist the effects of this spell, the caster
lava, lightning storms, etc. knows immediately if that saving throw
has been made.
▶▶ Size shift: Can change in size from
Once a Griffarcus is tamed, its rider
human-sized up to as large as an
can attempt to ride it to any desired
elephant, at will.
destination by rolling 2d6 and adding
▶▶ Traverser: Can find its way to places their Intelligence modifier:
in other dimensions. It may not
always take the safest or shortest 2d6 Griffarcus Travels
route, but it will get there eventually.
0-6 The Griffarcus does not
▶▶ Trickery: Sometimes, a Griffarcus understand the instructions
pretends to be tame and friendly, correctly, and will go wherever
only to strike a prospective rider as it wants to go instead.
soon as their back is turned.
7-9 The Griffarcus does not fully
▶▶ Weak flight: The Griffarcus is not understand. It will go to the
a strong flier, using its wings to desired location, but it does
bypass mountain chasms and areas not take an optimal route.
of broken ground. It cannot fly for
10+ The Griffarcus takes the rider
more than 6 consecutive rounds (in
to their destination by the
combat) or turns (during overland
quickest route (which may
travel) in a row before needing to
still be dangerous).
stop and rest for a moment.
THE GRIFFARCUS 27
Pathways Through the Universe
When someone uses a Griffarcus mount to travel between worlds, you can use these
tables to generate the environments they pass through.
1d20 Environment 1d12 Vegetation
1 Abandoned city blocks. 1 Arctic lichens.
2 Boulders in shallow water. 2 Boreal forest vegetation.
3 Bridge over blackness. 3 Cacti and succulents.
4 Canyon with towering cliffs. 4 Crystalline blooms.
5 Cloud-covered mountaintops. 5 Fungal growths.
6 Crystalline valleys. 6 Grasslands.
7 Desert sands and rocky spires. 7 Green plants.
8 Endless twisting crypts. 8 Metal vegetation.
9 Fields of ashes and dust. 9 Sheets of slime.
10 Flowing lava fields. 10 Spore fields.
11 Gigantic, alien trees. 11 Tropical jungle vegetation.
12 Islands float in empty space. 12 Wetlands vegetation.
13 Land of rivers and lakes.
1d8 The Path
14 Megafauna graveyard.
1 Cleared path.
15 Nearly submerged marshland.
2 Dirt road.
16 Petrified clear-cut.
3 Paved road.
17 Plains made of glass.
4 Road of stone blocks.
18 Snowy glaciers.
5 Road or path of weird
19 Tunnels carved from stone. materials (bones, crystal,
flesh, rubber, etc).
20 Windswept plateaus.
6-8 There is no path at all, but the
Griffarcus knows which way
to go.
The HOWLING HELM
The howling helm was first created
by Tsiranna the Death Witch, but who Howling Banshees
has it now is the subject of implausible Ghostly spectres that howl in rage.
rumours. But there are many who would
certainly like to take possession of it. AC 8 [11], HD 1 (4hp), Att 1 × poltergeist
The helm allows its wearer to (1d4), THAC0 19 [+0], MV 120’ (40’),
summon a violent horde of banshees— SV D12 W13 P14 B15 S16 (1), ML 12,
unquiet ghosts of rage and vengeance— AL Chaotic, XP 10, NA special, TT None.
and send them against an enemy. Each
▶▶ Howling: Quite loud.
combat round, the wearer can choose to
summon up to 1d3 howling banshees. At ▶▶ Poltergeist: Attacks consist of
first, they attack a target of the wearer’s objects swirling in the air around
choice, then they go for the nearest living them, or by the banshees pushing
target. These spirits are mere fragments and pulling their victims.
of their true selves. If destroyed, they
▶▶ Undead: Immune to physical effects
remain trapped inside the helm and can
and mind-affecting or mind-reading
be summoned forth again later.
spells (e.g. charm, hold, sleep).
It also takes a full round for the
wearer to try to banish the banshees, ▶▶ Mundane weapon immunity: Only
who can resist if they save vs. spells. They harmed by silver weapons or magic.
do not stop attacking until banished.
Would-Be Owners The Spirit Trader
Those who want the helm do not all Sometimes the spirit trader’s greed gets
desire it for the same reasons. the better of it, and it does not always
acquire things through legitimate
The Amalgam means. But the spirits brought forth by
As a being made of multiple spirits, stuck the helm and so tempting, and the spirit
together inside a host, the amalgam trader cannot pass up such a magnificent
has its own unique perspective on the prize. It even has the most perfect little
helm and its abilities. Some parts of the isolated tower where it could keep such a
amalgam would like to absorb these spirit locked up tight, along with all the
spirits, adding them to the collective. others it has acquired so far.
But this is not a consensus opinion. The But the spirit trader cannot use the
amalgam does not proclaim this desire howling helm. It is for the humanoid
outright (merely hints at it), but acts dwellers of this plane and other creatures
upon it should the helm itself draw near. enough like them to be recognized as
kin by the banshees. The spirit trader’s
Living Psychopomp physique is too alien for this magic. It
This keeper of ghosts beneath the would have a dilemma on its hands,
mountain has heard of the howling except it has no hands. And so it is now
helm, and wishes to set its trapped souls in search of an alchemist, as well as a
to rest, just as they do with all of their burglar. It wants to steal the helmet, call
charges. Those who parley with the living forth the banshees, and capture one or
psychopomp may be asked to retrieve it two of them for its collection. But for this
and bring it to a special place under the it needs a human (or more than one!),
earth where it can be safely destroyed. and who can trust these fickle beings?
THE HOWLING HELM 29
Released Banshees ▶▶ Howling: Quite loud when attacking.
If the banshees are freed from the
▶▶ Mundane weapon immunity: Only
helm, they regain the full use of their
harmed by silver weapons or magic.
undead powers. In this form they can
be destroyed permanently, of course, ▶▶ Damage reduction: Half damage
but they do not care. They only want to from silver weapons.
drain the souls of the living.
▶▶ Energy drain: The victim of a
AC 6 [13], HD 6** (27hp), Att 1 × touch successful attack permanently loses
(1d6 + energy drain), THAC0 14 [+5], one experience level (or Hit Die),
MV 120’ (40’) flying, SV D10 W11 P12 B13 including one Hit Die worth of hit
S14 (6), ML 12, AL Chaotic, XP 725, points and all other benefits from
NA 1d6 (2d6), TT None. the drained level (e.g. spells, saving
throws, etc). A character’s XP is
▶▶ Undead: Make no noise until they reduced to the lowest amount for
attack. Immune to physical effects the new level. A person drained of all
and mind-affecting or mind-reading levels becomes a released banshee
spells (e.g. charm, hold, sleep). and hungers for life essence.
LIVING PSYCHOPOMP
They call it the unholy mountain because
of its ravenous hunger. Those who climb Living Psychopomp
it die, and yet there is no shortage of
those drawn to it. They feel its call AC 7 [12], HD 4+4 (22 hp), Att 1 × flash,
tormenting them and if they cannot THAC0 15 [+4], MV 120’ (40’), SV D10
resist, it draws them in. But there is little W11 P12 B13 S14 (4), ML 4, AL Neutral,
conquest here for the mountaineer. The XP 125, NA 1, TT See below.
treasures lie beneath the rock, not on its
▶▶ Blinding flash: All within 50’ must
peaks. Far below the surface lies the pit
save vs. spells or be blinded for
where ghosts are stored, a veritable well
1d6 rounds. The living psychopomp
of souls full of victims this mountain’s
uses this time to make their escape.
greed has claimed. But they are not alone
down there, for every jail comes with a ▶▶ Collection: Once a connoisseur of
jailer. Or if you say that this is not a jail, sound, now keeps a small library of
well, then a party needs a host, a crypt books, paintings, and other visually
requires a keeper, and every path to hell interesting objects. Includes 1d4+1
should have a guide. pieces of jewellery and 1d3+1 bulky
This mountain’s psychopomp is from items worth 1d6 × 100gp each.
a very different world, but once they
▶▶ Spells: Detect Evil, Detect Invisible,
discovered ours, they were obsessed.
Detect Magic, Dispel Magic,
And thus was their downfall born. At
Infravision, Levitate, Light, Locate
first they used their magic to evolve and
Object, Phantasmal Force, Read
change. To grow new legs like us; a voice
Languages, Read Magic. May cast
that we could hear; an eye with which
up to 4 spells per day.
to see in ways we take for granted but
were then unknown to them. What was ▶▶ Summon spirits: Can send 1 hostile
at first inhuman became more and more spirit at a time against foes. Roll 1d6:
familiar—but not enough, perhaps. For
when a person from this world must 1d6 Spirit
face the mountain’s pull, they either die
1 Banshee. 4 Shadow.
upon its heights and thus consign their
ghost into the pit below or they pull back 2 Ghost. 5 Spectre.
in loathing and retreat. But this alien
3 Poltergeist. 6 Wraith.
wizard had already come too far, across
the gaps between the stars, to not see
▶▶ Encounters: Roll 2d6 plus the party
everything.
leader’s Charisma modifier to
And so they did. And now they are
determine reaction.
trapped, consigned in life to catalogue
and order all the ghosts and spirits held
Roll Living Psychopomp Reaction
down here in the mountain’s belly. This
psychopomp may guide the dead, but 0-5 Hostile: Sends spirits against
they yet live, and so can also guide the the party until they leave.
living to the ghosts they seek. They call
6-8 Neutral: Warns the party away
themself the ghostkeeper, because this
from this place, but explains
job is all they have. Perhaps they could
where everything is.
be freed from this position, but then
the unholy mountain would simply find 9+ Friendly: Gives a tour and helps
another. party find what they need.
MOUTH EYES 32
The Thing with Mouths In Its Eyes found Impressions
this world through a remote sandstone ◆◆ Smell: Burnt paper and vinegar.
cave. Was it because of the arcane ◆◆ Sound: Soft cooing, like pigeons but
symbols carved into the bare rock? Or with more bass.
merely coincidence? Who knows! Surely ◆◆ Taste: The flesh of Mouth Eyes’ body
not this weird, interplanar scientist. The is like bland, rubbery squid. It can be
cave leads only to a sealed tomb—Mouth burned but not cooked, and provides
Eyes cannot leave. But its curiosity must no nourishment.
be satisfied. It comes back, again and
again, waiting and searching. You will
find it there when you break into this Mouth Eyes
place, in search of loot. If it ever gets out
and discovers human society, it will have AC 7 [12], HD 8, Att 2 × bite (1d6), or
all the test subjects it could ever want. 1 × grab (paralysis), THAC0 12 [+7],
MV 120’ (40’) floating, SV D10 W11
Reversing Changes P12 B13 S14 (4), ML 6, AL Chaotic,
XP 650, NA 1, TT None.
Not everyone wants to live with the
severe alterations that come from being
▶▶ Experiments: Can fight, but prefers
subjected to the arcane powers of the
to expose humans to other planes of
outer planes. For those who wish to cure
existence and witness the results.
themselves (or others) of the changes
caused by Mouth Eyes, there are several ▶▶ Grab: Victim must save vs. paralysis
possibilities: or be numbed and immobilized for
1d4 turns by electrical shocks. The
◆◆ Find a deity willing to bless and
round after paralysing someone,
purify the victim, in exchange for
Mouth Eyes teleports to a different
worship, and almost certainly more
plane of existence, with the victim.
involved favours.
▶▶ Traverser: Can teleport to a different
◆◆ Find a wizard who is familiar with
plane of existence. Cannot take other
other planes. If they can identify
actions during the same round.
the plane responsible, perhaps its
energies can be extracted from the ▶▶ Return: After absconding this reality
victim, and the changes reversed. with a person in tow, returns 1d8
rounds later. The unwilling abductee
◆◆ Perform a complex magical ritual to
also returns, now changed by their
effect a kind of exorcism. Such a ritual
experience. Someone who goes
would require magical ingredients
willingly has a 1 in 6 chance of
and materials.
disappearing forever. In this case,
◆◆ Find another plane of existence that Mouth Eyes never returns either.
might be able to reverse the changes.
▶▶ Resistances: Half damage from blunt
Perhaps a portal to the Elemental
trauma, electricity, and lightning.
Plane of Time, for example, which
Immune to emotional magic and
could be used to turn back time
mind control, including charm, hold,
for the victim to before they were
and sleep effects.
changed. Or the Elemental Plane of
Negation, a kind of anti-magic realm ▶▶ Vulnerabilities: Double damage
where arcane effects are destroyed, as and effect from spells cast by lawful
if they had never happened at all. clerics and magic-users.
34 MOUTH EYES
Abduction 2. Colour Change
If you are the unfortunate victim of You travel through alien dimensions
interplanar transportation, roll 1d10 to of colour and light. Your entire being
see what happens to you: is reconstituted from these extraplanar
elements. Roll on the colours table to
1d10 Alteration Subtables determine new colours for your irises,
hair, skin, the whites of your eyes, and
1 Blood Substitution
for all your clothes and equipment. Roll
2 Colour Change 1d20 for each aspect or item separately.
Rolling the same colour multiple times
3 Different Abilities
does not mean they match. Magical
4 Different Limbs items remain unchanged.
5 Different Senses
1d20 Colours
6 The Gatekeeper
1 Aqua. 11 Turquoise.
7 The Home of Spells
2 Amber. 12 Yellow.
8 Memories
3 Crimson. 13 White.
9 Mouth Eyes
4 Electric blue. 14 Metal.
10 Throne of Chaos
5 Emerald. 15 Solid black.
6 Lavender. 16 Glowing…
1. Blood Substitution 7 Lime. 17 Iridescent…
Exposure to planes where life follows
different natural laws has replaced your 8 Magenta. 18 Pearlescent…
blood with some other substance that
9 Purple. 19 Sparkly…
functions the same (while it is still inside
you), an there is a 1 in 6 chance that you 10 Tangerine. 20 Two, shifting.
now suffer half damage from piercing
weapons. Roll 1d20: If you roll a metal, roll 1d12 on the
metals table below.
1d20 Blood Substitution
If you roll a glowing, iridescent,
1 Acid. 11 Poison. metallic, pearlescent, or sparkly colour,
roll 1d12 again on the table above. If you
2 Gasoline. 12 Powdered dye.
roll two colours shifting, roll 1d20 for
3 Glue. 13 Quicksilver. each, and if you roll a 20 again, add one
extra colour to the mix.
4 Honey. 14 Red-hot metal.
5 Ink. 15 Salt water. 1d12 Metals
6 Juice. 16 Sand. 1 Brass. 7 Metallic black.
7 Milk. 17 Sap. 2 Bronze. 8-9 Metallic colour.
8 Mucus. 18 Tar. 3 Chrome. 10 Nacre.
9 Oil. 19 Urine. 4 Copper. 11 Rose gold.
10 Paint. 20 Wine or beer. 5-6 Golden. 12 Silver.
ALTERATION TABLES 35
3. Different Abilities 1d20 Gifts
Your being is fundamentally altered by
1 +1 to one ability (you choose).
alien realms, and you return with 1 gift
and 1 faults. Roll 1d20 on both tables. 2 +1d20 temporary hp (once they’re
gone, they don't come back).
1d20 Faults
3 +1d6 hp, permanently.
1 -1d6 hp, permanently. If this
4 Half damage and effect from
reduces you to 0hp, you die.
disease and poisons.
2 -2 to one ability (you choose).
5 You always smell nice (according
3 Alcohol is poisonous to you now. to your own opinion).
4 Double damage from acid. 6 Your movement rate is increased
by +30' (+10'), permanently.
5 Double damage from blunt
trauma. 7 +2 to one save type (you choose).
6 Double damage from cold and 8 +3 to one ability (you choose).
frost.
9 Half damage from blunt trauma.
7 Double damage from cutting
10 Half damage from cold and frost.
and piercing weapons.
11 Half damage from electricity and
8 Double damage from fire and
lightning (and you are immune
heat.
to Mouth Eyes’ paralysis).
9 Double damage from lightning.
12 Half damage from fire and heat.
10 Double damage from poison.
13 Heal twice as fast as normal.
11 Double damage from silver
14 Whenever you cause damage,
weapons.
add an additional +1d4.
12 Double damage from spells.
15 You can drink salt water with no
13 You cannot rest inside someone ill effects.
else’s home, if they are human.
16 You can no longer be blinded by
14 You cannot stand to hold iron in bright lights or magic.
your hands, nor can you stand to
17 You can no longer be deafened
wear iron armour.
by loud noise or magic.
15 You develop horrible nightmares.
18 You can now change your
16 You heal at half the normal rate. physical sex at will (primary and
secondary characteristics). It
17 You lose a half an arm.
takes a few minutes at most and
18 You lose half a leg. you remain recognizable.
19 Your joints creak and pop loudly 19 You get 2 attacks per round with
from now on. a specific type of weapon (you
choose: axe, bow, dagger, mace,
20 Your skin has an unpleasant
sword, warhammer, whip, etc).
texture that annoys everyone
who touches it. 20 Your touch is now adhesive.
36 MOUTH EYES
4. Different Limbs 5. Different Senses
You pass through the minds and bodies After being bombarded by information
of living creatures that constitute entire foreign to the human body and mind,
dimensions all on their own. Your body your senses have returned not quite the
changes itself (or is changed) to adapt or same. Roll 1d12 to determine what is
mimic the structures you were exposed now true about them:
to. Roll 1d20 to determine what is added
or changed: 1d12 Senses
1 You are no longer bothered by
1d20 Limbs
pain, though you can still feel it.
1 Additional heart.
2 You can always tell which way is
2 Additional mouth. magnetic north.
3 Additional pair of arms. 3 You can see, hear, smell, and
1 in 6 chance they have pincers taste magic, spells, and the
or spikes instead of fingers. supernatural. They feel distinctly
1 in 6 chance they are flexible, and different to your senses. You
more like tentacles than arms. always know when an item is
1 in 6 chance they are wings. magical, and what it does if its
effects are simple. You have a
4 Additional pair of eyes.
3 in 6 chance of identifying a
5 Additional thumb on each hand spell that you witness.
(and extra toes to match).
4 You can see infrared heat
6 Antennae. emissions.
7 Bone spurs at your joints. 5 You can see through up to one
inch of solid material at will.
8 Chameleoline skin.
6 You can sense all living animals
9 Extendable neck (1d4’).
larger than insects within 100’.
10 Gills on your neck and/or torso.
7 You can sense even the slightest
11 Horns on your head. vibrations in the air or through
solid matter.
12 Pharyngeal jaw.
8 You can sense the hostile
13 Quills or spines in your hair.
intentions of living creatures in
14 Scaly skin. your presence.
15 Small tentacles on torso. 9 You can track by scent.
16 Snake-like tongue. 10 You can use echolocation to
map your surroundings by
17 Tail. 1 in 6 chance it is long and
making soft clicking noises.
prehensile. 1 in 6 chance it is
long and spiked. 11 You see everything in black and
white and shades of grey.
18 Third eye.
12 Your fingertips become so
19 Translucent skin.
sensitive you can read text just
20 Webbed hands and feet. by feeling the ink.
ALTERATION TABLES 37
7. The Home of Spells
Because you were dragged through the
plane of reality where spells actually live,
you now have an additional, random
spell lodged in your brain. Roll 1d6 to
determine its level, then roll 1d12 on the
appropriate magic-user spell table.
You may cast this spell once per day, in
addition to any other spells you know.
8. Memories
In the few short moments you were gone,
you spent a lifetime travelling through
alien worlds. But now that you have
returned to your home plane, you can
6. The Gatekeeper barely remember any of it. You retain
1d6 special memories that may resurface
After being unceremoniously deposited
when needed in the future. Whenever
on some alien world by Mouth Eyes,
you want, describe what you remember
you find yourself trapped there. A gate
of your otherworldly adventures, and
exists that leads back home but the
then choose 1:
gatekeeper must be bribed with a gift of
your memories, experiences, or abilities. ◆◆ You recall a strength, weakness,
What will you give up? or special quality possessed by an
extraplanar creature.
If your bribe is paltry or close to
meaningless (something you don’t ◆◆ You recall being skilled in a narrow
particularly care about, or would rather field of expertise that you did not
be rid of), the gatekeeper allows your learn at home.
return, but extracts a price from you.
◆◆ You remember important qualities
Roll 1d20 on the penalties table.
about a specific astral plane, including
If your bribe is substantial and rather how to survive there.
important to you, the gatekeeper sees
you off with a small gift in exchange. Roll 9. Mouth Eyes
1d6 on the gifts table (page 35). You gaze into the elemental plane of
hunger and it gazes back into you.
If your bribe is precious and dear to
From now on, whenever someone looks
you, the gatekeeper sends you back
directly into your eyes, they see mouths
with a gift they believe is equal in value
instead. Mouth Eyes leaves you and your
(though your opinion may differ). Roll
companions in peace after this.
1d20 on the gifts table (page 35). If your
roll is between 1 and 6, roll again and
take two gifts instead of only one.
10. Throne of Chaos
Mouth Eyes seats you atop a throne of
If you have a way to trick the gatekeeper chaos and it changes you forever. How
or use mind control on them, you different are you now? You return with
can escape without consequences, but 1d4 gifts and the same number of faults
physical violence is useless in this place. (page 35), plus roll again on this table
The gatekeeper’s saves are all 10. with 1d8.
SLUGBEARS
Scholars say they arrived from a world
orbiting the star Rigel. As its civilizations Servant Slugbears
fell, one wizard’s arcane abominations Thick fur protects their arms and most
found a portal to this world, where they important organs. Their slime stays
have become known as slugbears. Often viscous at frostbite temperatures.
thought of as docile and even-tempered
creatures, owing mostly to the fact that AC 6 [13], HD 2 (9hp), Att 1 × claw
several noble houses have successfully (1d6), MV 90’ (30’), SV D13 W14 P13
domesticated them, there are two B16 S15 (M2), ML 6, AL Lawful, XP 20,
notable exceptions to their placidity. NA 1d4 (2d6), TT None.
Some slugbears fled into the wilderness
as soon as they arrived here, while ▶▶ Servants: Can be trained to follow
others on occasion go feral, joining their commands, carry out simple tasks,
unmastered cousins in the wild. and provide entertainment.
But slugbears also hate everything ▶▶ Owner: Roll 1d12 each for owner
else that comes from their homeworld and their most important quality.
and will attack other Rigelian beings Roll 1d8 to determine a servant
on sight. Magically created by a nihilist slugbear’s current task, if necessary.
to wreak havoc, their destructive urges
seem to apply only to their world of ▶▶ Resistances: Half damage from blunt
origin. Rigelian refugees who also trauma. Immune to mundane cold
escaped their world’s apocalypse may and frost-based attacks.
have no knowledge of these slugbears, ▶▶ Vulnerabilities: Double damage from
but even so, they will not be spared. magical fire.
▶▶ Indolent: Prone to overeating and
Feral Slugbears growing obese, if not exercised
Larger than their domesticated cousins. properly. Layers of fat exacerbate
their dislike of warm weather, they
AC 5 [14], HD 4+1 (19hp), Att 2 × claw become listless in the summer.
(1d8), MV 120’ (40’), SV D10 W11 P12
B13 S14 (4), ML 8, AL Chaotic, XP 125,
NA 1d8 (2d6), TT None. Slugbear Larvae
Dog-sized, slimy caterpillars, with claws
▶▶ Bearhug: If both claw attacks hit, already but no fur until they are at least
grabs target in bearhug, inflicting an a year old.
additional 1d8 damage.
AC 7 [12], HD 1 (4hp), Att 1 × claw
▶▶ Resistances: Half damage from (1d4), MV 30’ (10’), SV D13 W14 P13
blunt trauma. Immune to mind B16 S15 (M1), ML 5, AL Neutral, XP 10,
control (including charm, hold, and NA 2d6 (3d6), TT None.
sleep effects), mundane cold and
frost-based attacks, and ▶▶ Easily surprised: 4 in 6 chance.
necromantic magic.
▶▶ Resistances: Immune to mundane
▶▶ Vulnerabilities: Double damage from cold and frost-based attacks.
magical fire.
▶▶ Vulnerabilities: Triple damage from
▶▶ Angry: Attacks smaller terrestrial magical fire, double damage from
creatures as well as Rigelians. non-magical fire.
SLUGBEAR OWNERS 39
d12 Owner who… (quality): d8 Slugbear Task
1 Apostate princess… buys rare books. 1 Be the entertainment at a
child’s party.
2 Awful witch… can’t keep a secret.
2 Carry the master’s palanquin.
3 Community leader… collects admirers.
3 Deliver a parcel to someone on
4 Drunken magistrate… eats too much.
the other side of town.
5 Famous courtesan… has debts.
4 Grocery shopping.
6 Foreign exile… has no friends.
5 Guard a road and collect an
7 Horse trader… hates musicians. illegal toll from passers-by.
8 Retired knight… is a crime lord. 6 Kill one of the master’s rivals
and take the blame for it.
9 Shadowy duke… is deathly ill.
7 Muck out the master’s stables
10 Successful lawyer… is very gullible.
and clean the streets.
11 Vizier to the sultan… loves to travel.
8 Perform repairs on the city
12 Wealthy merchant… worships demons. streets and/or buildings.
The SPIRIT TRADER
What plane of the multiverse does this the elemental planes, the planets of
odd merchant hail from? Most of its the astral sea, and even the unknown
customers lose interest in its outlandish realms inside the darkening void, but
appearance and origins once they start in all places it seems welcomed. There
doing business with it. The spirit trader, are august scholars in every land who
as its name implies, deals in ghosts and have parleyed with it before, and might
other insubstantial entities. It is more devise an introduction, given the right
of a collector than a purveyor, but is incentives.
happy to exchange specimens it no Are you looking for a spirit of some
longer wants or needs for those that have kind? A ghost, a faerie, an elemental
newly caught its interest—or those it has genie? Bring something to trade. If it’s a
sought after for years. trapped incorporeal spirit, or some kind
It comes to this world on cold winter of device that assists in the trapping or
nights, in spring during the floods, controlling of spirits that the spirit trader
when sunset lights the sky on fire, when does not already possess, well then you
wars fill up the graveyards. It knows might just have yourself a deal.
SPIRITS FOR SALE 41
The Spirit Trader ▶▶ Pacifist: Not interested in fighting,
Though it looks awkward, the spirit desires only to collect more spirits,
trader’s inhuman body is actually and trade for ones it finds more
quite graceful. Its speech, on the other appealing. When confronted with
hand, is thick and rough. It must do violence, attempts to bargain or flee.
business in a myriad of languages, and But once it is safe, it turns to its
cannot master them all. large network of contacts in order to
get help and redress the situation.
AC 7 [12], HD 4+4 (22hp), Att 1 × mind
whip (1d8), THAC0 15 [+4], MV 150’ (50’) ▶▶ Spirit collector: A neutral reaction
swimming, 120’ (40’) walking, SV D11 roll is needed before a trade is
W12 P11 B14 S12 (M8), ML 5, AL Neutral, considered. Roll again for each
XP 125, NA 1 (1), TT 1d4 spirits. offering. With a roll of 9+, may lend
a spirit bottle that can trap the ghost
▶▶ Amphibious: At home in both air and of a person newly killed.
water (and faster in the water).
▶▶ Spirit binder: Able to sense all
▶▶ Burglar: Has all the special abilities immaterial entities, ghosts, and
of a 4th level thief (except backstab). spirits. Able to capture disembodied
beings in special spirit bottles,
▶▶ Mind whip: Psychic attack with a
which the spirit trader knows how
range of 30’. Appears to use its tail
to manufacture itself. Carries 1d4 of
to make this attack, but there is no
these bottles in its treasure gullet,
physical damage caused.
each of which contains a spirit that it
▶▶ Planeswalker: May travel to a can unleash upon attackers while it
different plane of existence, up to retreats. Roll 1d20 for each:
twice per day. Functions the same as
casting a spell (takes 1 round and no 1d20 Carried Spirit
other actions are possible).
1 Air elemental.
▶▶ Telekinesis: Able to psychically move
2 Banshee.
up to 50 pounds within 100’.
3 Djinni (lesser).
▶▶ Treasure gullet: Stores items inside
its mouth. 4 Efreeti (lesser).
▶▶ Resistances: Immune to mind 5 Fire elemental.
control, including charm, hold, and
6 Ghost.
sleep effects. Immune to fear and
energy drain caused by undead 7-8 Invisible stalker.
spirits.
9-10 Poltergeist.
▶▶ Vulnerabilities: Grievously injured
11-13 Shadow.
by the touch of alcohols, which are
corrosive to its body. Avoids places 14 Spectre.
where drink is consumed. Also
15 Water elemental.
repelled by salt crystals; cannot step
over a line of salt sprinkled upon the 16-17 Water fiend.
ground. Salt dissolved in water or
18 Will-o'-the-whisp.
other substances does no harm to
this creature—only pure, dry salt. 19-20 Wraith.
42 THE SPIRIT TRADER
The Conjuring Ring
The spirit trader is physically unable to
carry most of its wares around with it,
as it travels through the multiverse. Nor
would it wish to do so. Instead, it keeps
itself a tower built upon some lonely,
desolate sphere within the astral sea that
few have ever seen and fewer still are
cognisant of. This is where it keeps its
prized collection an its inventories for
trade. Numerous rooms and containers
here serve as jails for spirit forms ranging
from ghosts and godlings to efreets
and demons. By design, the pathways
through the planes to this prison of souls
is long and winding, no matter where
one begins. 2d6 Ring Conjuring Results
Although this would, ordinarily,
0-3 A hostile spirit is freed from
mean trades and transactions must
its captivity and attacks the
necessarily be punctuated by lengthy
ringbearer. Roll on the carried
journeys to and fro, the spirit trader’s
spirit table on the previous
business has been greatly expedited by
page.
one magical item in particular. It has
infused a magic ring with a tiny aspect 4-6 A dangerous entity of a
of this tower, and now the ring allows random type is conjured, still
its bearer immediate access to whatever tied to its container. Roll on
ghosts and spirits are inside. the carried spirit table on the
With this ring, the spirit trader is previous page to generate a
able to pluck a specific spirit—inside its stat block but roll on the spirit
container, of course—from the tower collection tables on the next
and present it to a prospective customer. page to determine personality.
Although the ring can be used by
7-9 The ringbearer conjures a
anyone, only the spirit trader knows the
spirit with one property of
layout of its own tower, and so it is the
their choice. Other properties
only one who can reliably transport the
are determined randomly. Roll
particular entity it, or a customer, desires
on the spirit collection tables
to its person. Anyone else can certainly
on the next page.
try their luck with it, assuming they can
get the ring away from its owner. But 10+ The ringbearer conjures the
that does not mean they will be happy exact spirit they desire, still
with the results of their labours. captive in its container. If they
do not have a specific spirit
in mind, they can conjure a
Anyone other than the spirit trader spirit with two properties of
who uses the ring to summon a spirit their choice, and all others
must roll 2d6 and add their Intelligence determined randomly. Roll on
modifier, then consult the table to the the spirit collection tables on
right: the next page.
SPIRITS FOR SALE 43
Spirit Collection 1d20 Spirit Properties
For each spirit conjured by the ring,
1 Artistry.
either by the spirit trader, as an offering
to trade for another, or by a thief, roll 2 Changing weather.
1d20for its nature; 1d20 one or more
3 Divination.
times for its properties, and 1d10 for its
container. 4 Emotional influence.
5 Energy creation.
1d20 Spirit Nature
6 Enhances magic.
1 Amalgamation of multiple
spirits. 7 Forbidden knowledge.
2 Demon. 8 Grants protection.
3 Divine spirit. 9 Harmful touch.
4 Elemental air spirit. 10 Healing properties.
5 Elemental earth spirit. 11 Illusory properties.
6 Elemental fire spirit. 12 Infernal taint.
7 Elemental water spirit. 13 Magical spells.
8 Fey spirit. 14 Matter creation.
9 Ghost of a dead person. 15 Mindless intent.
10 Ghost of a person who did 16 Monster attraction.
not die.
17 Natural laws break down.
11 One emotional aspect of a
18 Physical attacks.
person, in spirit form.
19 Psychic attacks.
12 One mental aspect of a
person, in spirit form. 20 Sound generation.
13 A person’s mind, removed
from its body. 1d10 Spirit Container
14 Someone’s knowledge, in the 1 Ceramic jar.
form of a spirit.
2 Crystal orb.
15 Someone’s memories, in the
3 Decorated skull.
form of a spirit.
4 Fancy medallion.
16 Spirit of an animal, or an
animal deity. 5-6 Glass bottle (probably made
by the spirit trader itself).
17 Spirit of a creature from
beyond time and space. 7 Lacquered box.
18 Spirit of a monster. 8 Locked book.
19 Spirit of darkness. 9 Metal tube.
20 Spirit of light. 10 Wooden bottle.
BETWEEN TWO WORLDS
Index of monsters in this volume, by Hit Dice:
1 HD 6 HD
Howling banshees, 28. Released banshees, 29.
Insane bugbears, 12.
Slugbear larvae, 38.
7 HD
The frost giant, 16.
2 HD
Bugbears, 12.
Echo tourists, 14. 8 HD
Servant slugbears, 38. The Amalgam, 9.
Fire elemental, 20.
Mouth Eyes, 32.
3 HD
Frost gnomes, 16.
Lone bugbears, 12. 9 HD
The Frost Flame, 18.
4 HD
Feral slugbears, 38. 33 HD
Greater bugbears, 12. The Abnormality, 4.
Griffarcus, 26.
Living psychopomp, 30.
Spirit trader, 41.
Old-School Essentials is a trademark of Necrotic Gnome.
The trademark and Old-School Essentials logo are used with
permission of Necrotic Gnome, under license.
CHTHONSTONE GAMES
As the walls between the worlds break
apart, what creatures walk, fly, or crawl
from one into another? The dead will rise
again, and the living will change forever.
A Chthonstone Games monster manual.
Written by Johnstone Metzger.
Illustrated by Nathan Jones.
Requires Old-School Essentials to play.