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(TFT) starting a cidri/Dran gazetteer??



Okay all........,
I did some stuff a while back..some area encounter tables (Garg. mtns, Dran
& Elfwood..) I've done bits and pieces of towns (Dill, Podliforku,
Dranning, Newdelve, Huldre Forest, Thargi Swamp - listing personalities &
local politics & stuff) what follows is obviously rough & unfinished - as i
can't see myself ever playing by email or whatever I highly doubt I'll
actually play against anyone on the tft dicussion grp. I also made a few
new monsters ( I got a big fat .doc file of tons of monsters I converted
etc.) - I'll stick the relevant ones on the end (NB: I converted cyclopes &
ettins before the giant revelations...)
So anyone who's done anything else with areas from the map at the back of
ITL i'd love to see what you've done (eg Canigli, Tro, Duchy of Deseret
etc.

Cas

Places in Cidri
Gargoyle Mountains: Settled in some parts, wild and dangerous in others,
inhabitants include isolated tribes of neanderthals as well as, naturally,
gargoyles and trolls. Gryphon eyries attract intrepid (or greedy)
adventurers. 
Gargoyle Mountains Encounter Table
3: a large roc
4: a small roc
5: 1d3 giant eagles
6: 2 wild gryphons
7: dwarven mining crew *
8: 1d3 wyverns
9: 2d6+1 cavewights
10: dwarven patrol *
11: 1d6 trolls
12: a band of gargoyles * 
13: a band of neanderthals *
14: a hungry cave bear
15: 1d6 ogres
16: a monstrous nightgaunt (roll 3 dice + 6 for ST, 3 dice for DX, 3 dice
for IQ)
17: 1d2 7-hex red dragons
18: a 14-hex red dragon
* a dwarven mining crew comprises 2d6+2 miners (ST 11 DX 13(11) IQ 8
weapons: mining picks (1+3) and small axes (1+3) for throwing, wearing
cloth armour with large shields(1/3).Talents: thrown weapons, running) and
Bedrock, their foreman/spokesman (ST 12 DX 15(12) IQ 10 weapon fine (+1 DX)
military pick (2+1),wears leather & large shield (2/4) also has $400 rough
cut diamond & an invisibility potion (up to $4000 if cut finely)Talents:
recognize value, business sense, charisma, new followers) & his bodyguard
Boswell, a 6' 4'' human who was raised as a dwarf and is intensely loyal to
them (ST 16 DX 9 IQ 9 has a BIG sword (3+1), loincloth (2-warrior &
veteran) Talent: alertness). Depending on a reaction roll, many outcomes
may be possible. The crew may feel like resorting to a little banditry to
boost their incomes or bartering with intent to rip off (Bedrock has some
Fool's Gold which he can attempt to pass off as a nugget or two. A 5/IQ
roll will see through this, 4/IQ for a dwarf or someone with recognize
value, 3/IQ for alchemist or goldsmith. His excuse for trading is to divide
them up between his group who he says re going separate ways)  if a bad
reaction roll is made. A good reaction roll may mean more honest bartering;
the group also has 4 $300 nuggets. Any fighting that fares badly will see
Bedrock fleeing by using his potion. If this happens, the adventurers will
have made an implacable enemy who may form a band to track them down for
revenge.

* a dwarven patrol consists of 2d6+2 doughty warriors (ST 11 DX 13(10) IQ 8
wielding maces (2) & small throwing axes(1+3), wearing leather & large
shields (2/4) Talents: thrown weapons, running), a dwarf wizard (ST 10 DX
13(12) IQ 12 wielding staff (1), wearing cloth armour & small shield(1/2)
Spells: freeze, mage sight, break weapon, rope, sleep, summon bear, staff
to snake, analyze magic/ literacy, human, shield) & dwarven commander (ST
13 DX 15 (11/14) IQ 10 wielding a flail(2+2) & light crossbow (2), wearing
chainmail & large shield (3/5) Talents: missile weapons, tracking,
alertness)
*a band of gargoyles will contain 1d6+1 of them. There is a 2 in 6 chance
of one being a wizard(ST 16 DX 11 IQ 10 Spells: trip, far vision, detect
enemies, drop weapon, avert, magic fist / literacy, human, thrown weapons).
*a band of neanderthals consists of 1d6+3 braves (ST 16  DX 10 IQ 7
wielding clubs (1+3) or flint knives to use in HTH combat (1+3), wearing
skins(1)) & their leader (ST 18 DX 10 IQ 9 wielding  a great maul (1+5) and
a flint knife (1+4 in HTH), wearing heavy hides(4) Talents: alertness,
warrior, veteran, tracking (inherent)
There is a 2 in 6 chance this encounter will also include a neanderthal
shaman (ST 16 DX 10 IQ 8) dressed in bizarre skins with a mammoth skull as
headdress. He maintains actual contact with the Spirit World, and his deity
has granted him one spell-like power summon bear. 

Newdelve: Established after Rubydelve became a battleground, Newdelve is
primarily a dwarvish city with a moderate number of gnomes and a few
gargoyles. Vigorous enforcement of law and order here make it a safe place;
rules include no knock keys, no gate-locks, no casting missile spells in
public.
Wizards' Guild
This small but dynamic chapter is led by Zachodnia (ST 12 DX 14 IQ 20
Spells:  summon giant badger, summon demon
Zachodnia is always accompanied by his apprentice/bodyguard Quartz, a
gargoyle (ST 16 DX 13 IQ 12 Spells: aid, drop weapon, trip, sleep),
fanatically loyal after Zachodnia found arcane ways of raising his IQ.

Duchy of Dran: A duchy led by Duke Severin (Dran XII) and nominally loyal
to the King of Elyntia. He is a lover of magic and technology
Duchy of Dran Encounter Table (rougher areas add 4)
2-  1d6+1 compsagnathi
3- a merchant caravan *
4-  1d6 giant bombardier beetles (hungry) 
5- dwarvish mobile smithy *
6-  1d6 rural folk *
7- a Dran patrol *
8- a band of robbers *
9- local militia *
10- a giant weasel
11- a pack of wolves: roll 3 dice
12- a band of rowdy orcs*
13- 1d6+1 fanged bounders
14- 1d3 wandering cyclopes, looking for human females
15- a werewolf (attribute total 40) in human form
16- a 7-hex dragon

*A merchant caravan guarded by 4 centaurs (ST 15 DX 11(10) IQ 8 MA 24
wielding pikeaxes (2+2) & heavy crossbows (3), wearing cloth barding (1)
Talents: human, elf), owned by the merchant Odrik, a human (ST 8 DX 13 (11)
IQ 12 wields galvorn dagger (1+2), wears +1 HS/A leather (3) & blur ring.
Talents: assess value, detect lies, business sense, charisma, literacy,
centaur, dwarf) & his 2 sons; Odrik jr. a wizard (ST 10 DX 11(10/13) IQ 12;
wields staff (1), wears fine cloth(2) Spells: fireball, sleep, analyze
magic, mage sight, repair/ literacy, missile weapons) & Rurik, a burly
warrior (ST 14 DX 11(9/12) IQ 9 wields bastard sword( 3-2) or longbow(1+2),
wears leather, warrior (3) Talents: missile weapons, horsemanship), riding
a riding horse(ST 22 DX 12 IQ 5 MA 24 1+1 damage)
The caravan carries $(1d6 x100), (1d6-3) lesser magical items, (1d6-5)
greater magical items, and $(1d6 x 1000) worth of merchandise.
  
*A dwarvish mobile smithy will comprise some dwarves travelling from town
to town to sell and make weapons:
Leader (ST 16 DX 13 (11) IQ 12 Wears mithril chainmail (4 hits stopped,-2
DX only) and wields a fine (+1 dam) battleaxe (3+2)  Talents: master
armourer, warrior, veteran, tactics,   analyze magic, old dwarvish, human)
Bobby, the Goldsmith (ST 14 DX 12(11) IQ 11 wears galvorn chainmail (5 hits
stopped!) and wields a great hammer(2+3) which has +2 DX bonus & amazing
gold inlay- it's worth LOTS  $5000, but is easily recognizable..... 
Talents: armourer, goldsmith, warrior, animal handler)
1d3+1 apprentices (ST 11 DX 11(9/11) IQ 10 wearing cloth & large shields
(1/3) & wielding hammers (1+2) talents: thrown weapons, armourer, recognize
value)
Bobby's big doggy (ST 10 DX 14 IQ 7 MA 14 dam 1+2 HS/A 2 (spiky collar)
tracking)
They may have fine weapons to sell (roll 1d6-3; <1=0); roll  2d6+4 to
determine which ST table to roll on.

*a band of robbers intent on robbing people: bandit leader-half-orc (ST 11
DX 15 (18) IQ 11 wields 2H spear(1+1) or longbow(1+2),twice a turn; wears
fine cloth armour(no DX-) barkskin belt (2), has $30 Talents: tracking,
missile weapons, charisma) 1d3+3 human or orc thugs (ST 11 DX 13(11) IQ 8
wearing leather & small shield(2/3 ) wielding small axes (1+2)
Talent:thrown weapon, running) and one of the following:
1- orc warrior (ST 13 DX 12 (9) IQ 8 wields morningstar (2+1), wears
leather & large shield (2/4) Talents: running, human)
2- half-elf wizard (ST 9 DX 12(10/13) IQ 12 wears leather(2),wields
staff(1) Spells: fireball, sleep, rope, reverse missiles, silent movement/
missile weapons)
3- pet great ape (ST 20 DX 12 IQ 7 ; 1+4 in HTH)

*- local militia; a low reaction roll means they are very paranoid and
looking for villains, maybe even attacking the party on sight (
"furreigners!"). If the party fight them they may have some very serious
explaining to do to local authorities. 1d6+7 villagers (ST 11 DX 12(11) IQ
9 weapons: scythes (1+1) or machetes (2-2), wearing cloth(1)). If fighting,
they fight as a disorganized rabble, fleeing if 2 or more are slain.

*A band of rowdy orcs have wandered in from the orcish settlements from the
south looking for treasure and combat. They'll attack anything, unless paid
off or they have ulterior motives... There will be 1d6+1 base thugs (ST 10
DX 14(11) IQ 8 weapons cutlasses(2-2) wearing leather + large shield(2/4)
,1d3-1 mean dudes (ST 14 DX 14(11) IQ 8 weapons great hammers(2+2) &
longbows(1+2) wearing chainmail(3) and a leader (ST 13 DX 17(13/18) IQ 11
weapon morningstar(2+1) & longbow(1+2) x2/rd, wearing leather + tower
shield (2/5) skills: tactics, monster followers, tracking, missile weapons,
human)
There is a 4 in 6 chance this resourceful leader will have found a mascot
from the following:
1: troll (ST 30 DX 10 IQ 8 MA 8 Dam 2 dice Armour 1 pt skin , heals 1
pt/turn except from fire)
2: cyclops (ST 24 DX 12 IQ 7 MA 10 Dam 1+6 (club) Armour, 1 pt skin- 2/IQ
to disbelieve illusions)
3: ettin (ST 30 DX 9 IQ 6 MA 10 Dam 1+6 & 1+4 (2 clubs) Armour , leather
(2))
 
Dranning: A lively city with a population of 15,000 or so souls, 75% human
with elvish and dwarvish quarters. Due to the presence of significant
numbers of their enemies, orcs and goblins are scarce here .
Wizards' Guild
The nonhumans are attracted by the flourishing Senior Chapter of the
Wizards' Guild, led by one Ayrkana the White. She is a half-elvish wizard
with the modified telepathy spell, usable to enable forgetting of talents
and spells. This has proven immensely popular, bringing in much money to
the guild and duchy (Duke Severin had a personal hand in hiring Ayrkana). 
Ayrkana (ST 11 DX 15 IQ 20 Spells: forget, wizard's wrath, analyze magic,
control person, dissolve enchantment, geas  Magic Items: 10 pt ST battery, 
Ayrkana is currently negotiating with the Newdelve Dwarvish Wizards' Guild
to procure  summon giant badger from her rival, the dwarvish guildmaster
Zachodnia.
Anyone bringing a greater magic item for analysis to the guild in Dranning
has a 3 in 6 chance of attracting Ayrkana's attention. She may hold the
item for safekeeping until the adventurers do a favour for her, by Geas or
promise.
Mechanicians' Guild
Much fewer in number than wizards, the mechanicians hold their own through
ownership of some really awesome technological devices (or are they just
well placed rumours....) and the dynamic leadership of Grand Master Khytril
(ST 12 DX 13(12/15) IQ 16 has ionizing pistol/missile weapons(3 dice
damage, fires once per round, reload after 6 shots) ,wears fine mesh armour
(HS/A 6, -2 DX )Talents: master mechanician, diplomacy, detect & remove
traps, gnome, literacy, charisma). The guild is mainly human, with a few
gnomes. Khytril has also engineered a loose alliance with the Dranning
Thieves' Guild, to the consternation of the wizards. 
Elfwood
The principal population centre of elves in the Duchy, with probably some
1,500 scattered within its borders. Elves here generally live here to get
away from other races and not too friendly with outsiders (-1 reaction).
Anyone entering the forest will be expected to pay a $50 entry fee per
person once only, for which they get a silver pendant which they can show
as proof of payment for future encounters. Centaurs and other elves are
exempt from this tariff
Elfwood Encounter Table
1: a giant badger
2: 2 hungry bears (black)
3: 1d3 centaurs (2 in 6 they are drunk & surly; -1 on reaction)
4: 1d6 al-mi'raj
5-6: elf patrol *
An elf patrol will consist of 1d6+3 warriors ( ST 11 DX 13(11) IQ 8 weapons
longbows(1+2) and spears(1+1), wearing leather armour (2 hits stopped), MA
10), 2 apprentice wizards (ST 9 DX 13(11) IQ 12 weapons staves(1) wearing
leather armour(2),MA 10 spells: fireball, sleep, mage sight, rope,
illusion, summon bear, aid, detect enemies ), a leader (ST 12 DX 15(12) IQ
11 weapon broadsword(2) wearing mithril chain + large shield(4/6), MA 10
skills: tactics, acute hearing, )  and his lieutenant (ST 9 DX 14(12) IQ 14
wearing leather(2) wielding staff(1) spells: lightning, remove thrown
spell, spell shield, explosive gem, telepathy talent: thrown weapon has:3 2
dice explosive gems and a 4 dice explosive gem). They will supply silver
pendants after asking travellers to cough up $50 each. Nonpayment invites
attack or very least escort to the forest's borders.
Osley
This village of about 500 souls is about a third human, elven and
half-elven. The Elfwood elves have ideological problems about having such
close contact with humans and generally avoid the place. However, this
village happens to be Ayrkana the White's home town and she is rigorously
encouraging settlement here, to the extent of setting up a small subchapter
of the guild here, led by her cousin Bombala the Brown, called a wizard by
her friends and witch by her enemies. All agree she is an alchemist of
great ability. Bombala has a laboratory and book containing recipes for the
following potions, any of which may be available at her shop subject to
availability: acute hearing, healing, universal antidote, youth and speed.
Bombala (ST 9 DX 13 IQ 17, wears +2 DX leather(2) & wields staff (1),
Talents/Spells: alchemy, ) will be very interested in new recipes and
adventurers bringing her ingredients. 
Terrik
This small orcish town's citizens are more law abiding than most. People
say the orcs here have learnt to keep their word as they have many goblin
residents serving as role models. A group of goblin merchants and their
families from Canigli came here years ago and have a thriving trade,
capitalizing on Terrik's position on several trade routes. This is a good
town to come to buy & sell anything. Due to the apparent wealth of the
inhabitants, many burglars over the years have tried their luck  in this
town, generally with little success. 
Terrik's most notable feature is a large inn, The Goblin Market (named
after the weekly event in the village square), run by Calabrio the
Crimson-a goblin wizard of some repute (ST 8 DX 14 IQ 18 weapon-mithril(+1
DX +2 DAM) dagger(1+1), wears cloth armour & barkskin ring (3), has a giant
rope rope. Spells/Talents: sleep, wizard's wrath, megahex freeze, analyze
magic, lock/knock, reveal/conceal, mage sight, drop weapon, persuasiveness,
detect enemies/recognize value, assess value, human, orc). There are 2
bugbears here who serve as the inn's bouncers; Humphrey & Rupert (ST 14 DX
14 IQ 9 Humphrey wields a 2H sword(3-1) & Rupert a great hammer(2+2), wear
leather/warrior (3) Talents: running, alertness, silent movement(innate)) .
It is a fairly safe place to stay. Calabrio keeps most of his money safe
with his family in Canigli, but does have a lucrative bedroom; the ST 40
door is protected by 3 lock spells (6 dice to open) as is the window, which
is reinforced with bars (ST 30). Inside are a comfy bed and wardrobe, the
door of which has 2 lock spells. On the inside of the wardrobe door is a
delicate crystal statuette of a humanoid creature, actually a bound lesser
demon which will attack interlopers for 12 turns before leaving if broken.
Inside the wardrobe are Calabrio's clothes and a locked chest containing
1000 GP, $800, a $5000 diamond and a lens of translation (old dwarvish,
human, goblin, elven)  
Also in Terrik are the Goblin Bank, and 2 merchant shops. One, run by
Vincenzo, is fairly honest, the other, by Basil Long-Ears, is quite
unscrupulous.
The bank also serves as a moneylender (at a rate of 1% a week). The
building is sturdy, but its safety lies in the fact that there is a gate in
the cellar to the main branch of the Goblin Bank in Canigli (where all the
cash is).The gate is controlled- only employees allowed through.  
Tore
An old village built on extensive, half buried stone ruins populated by
humans, with some gnomes and dwarves who liked the stonework. The mayor is
the popular and garrulous Lindra , a witch of some repute. She makes it her
business to know everything in the village, trying to keep everyone as
friendly and happy as possible. There is an old graveyard which is rumoured
to be haunted.
Dill
A small town with lots of orcs, this place is dangerous; a bad reaction
means a fight. The orcs originally settled here, hired as mercenaries by
Melglos Mystwielder, a great-uncle of Duke Severin. His grandson, Ruven the
Red, also a great wizard, lives in an estate outside Dill and keeps the
orcs under control at the behest of Duke Severin.. There is much enmity
between Ruven and Ayrkana, but the duke protects him and has allowed him to
run a small rogue wizards' guild of sorts for the orc wizards. Ruven is not
especially malevolent or ambitious - he'd just like to be left alone. One
reason why orcish wizards are rare is that the guild in Dranning has
eliminated most of them.
The "mayor" of Dill is Gorki the Chief, a huge orc ruffian:

The main watering hole in town is the One-eyed Lion, a real den of iniquity
where the unwary may run into real trouble.
Sample Orcish Ruffians
1- a band of feisty grunts*
2- Jesper the Wizard & his bodyguards*
3- Big Bruno, a surly giant, & his dog Gnasher*
4- Han-the-Lightfingered & his gang*
5- Kanadar the Wizard(ly Thief)*

*a band of feisty grunts comprises 1d6+2 grunts (ST 11 DX 13(11) IQ 8
weapons shortswords(2-1) and throwing daggers(1-1), wearing leather armour
and small shields(2/3)) thrown weapons, running
These guys have a fairly low morale and will flee if any 2 of them take
more than half damage or one is killed.

*Jesper (ST 11 DX 14(13) IQ 13 weapon (wizardly) quarterstaff (1+2),
boomerang (2) wears cloth armour(1) Spells: control person, curse, break
weapon, freeze, invisibility / thrown weapons, literacy, human) & the
"twins" (both ST 13 DX 13(10) IQ 8 weapons: morningstars(2+1), wearing
leather & large shield(2/4)). Jesper also has a pet great ape (ST 20 DX 12
IQ 7 damage:1+4 (HTH)), who gets to eat the corpses.

*Big Bruno (ST 25 DX 9 IQ 7 weapon great axe (3 dice), wearing chainmail &
tower shield (3/6)) & Gnasher, a wolfhound (ST 11 DX 14 IQ 6 MA 14 1+1
damage bite, 1 pt fur)

*Han-The-Lightfingered, a orcish thief (ST 8 DX 14 IQ 14 weapon
dagger(1-1), wearing a barkskin ring(2) Talents: thief, alertness, silent
movement, recognize value, spy, assess value, thrown weapons) & his gang of
grunts (ST 9 DX 13(11) IQ 10 weapons  rapiers(1), wearing leather armour &
small shields (2/3) Talents: silent movement, thief, running). Han is a
poor fighter; don't forget he is a spy when evading pursuit.

*Kanadar is a half-orc wizard whose light fingers earnt him too many
enemies in Dranning before coming here to Ruven's guild. He takes strongly
after his human father (Orcs will recognize him as a half-orc on 3/IQ), but
secretly bears a grudge against all humans. Kanadar is friendly enough, and
may join a party, but only to steal from them: (ST 9 DX 12 IQ 12 weapon
staff(1), wears no armour. Talents/Spells: thief, literacy/ silent
movement, sleep, illusion, invisibility, staff, lock/knock, reveal/conceal)

Huldre Forest
A dark and forbidding place these days, home to all manner of beasties.
Some elves and gnomes still remain, but a generation ago the infamous green
dragon Viridian claimed most of the forest for himself and his kobolds.
Huldre Forest Encounter Table
2- a 7 hex green dragon
3- a 4 hex green dragon
4- elvish commando raiding party *
5- band of rowdy orcs *
6- hungry palug cats (2d6-1)
7- kobold patrol *
8- a swarm of stirges (2d6+2)
9- giant spiders (1d6+1)
10- gnome adventurers *
11- wolves (3d6-1)
12- deinonychi (1d6)

*An elvish commando party will contain 1d6+3 warriors ( ST 11 DX 13(11) IQ
8 weapons longbows(1+2) and spears(1+1), wearing leather armour (2 hits
stopped), MA 10), 2 apprentice wizards (ST 9 DX 13(11) IQ 12 weapons
staves(1) wearing leather armour(2),MA 10 spells: fireball, blast, mage
sight, rope, illusion, summon bear, sleep, detect enemies ), a leader (ST
12 DX 15(12) IQ 11 weapon broadsword(2) wearing leather + large
shield(2/4), MA 10 skills: tactics, acute hearing, ) and his pet, a great
wolfhound(ST 10 DX 14 IQ 6 Damage 1+1 MA 14 1 pt fur)
They will attack any orcs, goblins or reptiles they see before asking
questions as they are primed for combat and on an adrenaline high.

*A band of rowdy orcs have wandered in from the orcish settlements from the
west looking for treasure and combat. They'll attack anything, unless paid
off or they have ulterior motives... There will be 1d6+1 base thugs (ST 11
DX 13(11) IQ 8 weapons small axes(1+3) wearing leather + small shield(2/3)
,1d3-1 mean dudes (ST 14 DX 14(11) IQ 8 weapons great hammers(2+2) &
longbows(1+2) wearing chainmail(3) and a leader (ST 13 DX 17(13/18) IQ 11
weapon morningstar(2+1) & longbow(1+2) x2/rd, wearing leather + tower
shield (2/5) skills: tactics, monster followers, tracking, missile weapons,
human)
There is a 4 in 6 chance this resourceful leader will have found a mascot
from the following:
1: troll (ST 30 DX 10 IQ 8 MA 8 Dam 2 dice Armour 1 pt skin , heals 1
pt/turn except from fire)
2: minotaur (ST 25 DX 12 IQ 7 MA 10 Dam 3 dice (battleaxe) Armour 1/3
(large shield), has acute hearing, dark vision, tracking)
3: ettin (ST 30 DX 9 IQ 6 MA 10 Dam 1+6 & 1+4 (2 clubs) Armour , leather
(2))
4: a loathely slig (ST 18 DX 12 IQ 10 MA 10 Dam 3 (great axe) or 3 (heavy
crossbow) Armour 3 pt skin + resists fire (-1 per die of damage),skills
thrown weapons, alertness, set traps, can spit for 1-1 (-4 DX to hit eyes).
There is a 3 in 6 chance the party will blunder into a pit trap set by this
creature: 4/IQ to see, 4/DX to avoid falling in, 4/ST to hold onto the
edge. Falling does 2-2 damage.
5:harpy (ST 13 DX 13 IQ 8 MA 6/12 Dam 2+1 (morningstar) Armour 1 pt
feathers; skill: touch as control person - combat precludes singing)
6: cyclops (ST 24 DX 12 IQ 7 MA 10 Dam 1+6 (club) Armour, 1 pt skin- 2/IQ
to disbelieve illusions)

*a kobold patrol, which contains 1d6+2 base troops (ST 6 DX 13(11) IQ 7
wearing leather + small shield (2/3),weapons dagger(1-1) & sling(1-2) ),
1d6-2 elite troops ( ST 7 DX 11/14 IQ 9 wearing small shield(0/1) weapons
sling(1-2) & dagger(1-1),skills: missile weapon, running), 1d3 hurlers (ST
6 DX 12(11/13) IQ 8 wearing cloth armour + small shield(1/2) weapons 2
molotails each(4 pts, 2 pt splash), daggers (1-1) skills: thrown weapon,
running), 1 leader (ST 10 DX 13(11) IQ 10 wearing leather armour(2) weapon
naginata(1+2) & horsebow (1 dice) skills: naginata, horsemanship, missile
weapons) riding a riding lizard ( ST 20 DX 13 IQ 5 MA 20 bites for 2-1, 2
pt armour) and some 'pets':
1:  1d6 compsagnathi (ST 5 DX 10 IQ 3 MA 10 Damage 1-1 in reg. or HTH
combat Armour 2 pt skin)
2: 1d3+1 velociraptors (ST 8 DX 15 IQ 5 MA 16 Dam 1 die (fencing) Armour 0)
3: 1d3 giant weasels(ST 13 DX 13 IQ 5 MA 14 Dam 1+1 then blood drain for 1
die/rd,1 pt fur)  

*a band of gnome adventurers out for blood and revenge. There will be 1d6+3
warrior types (ST 9 DX 14(11/17) IQ 8 MA 8 wearing leather & large
shields(2/4) wielding javelins & spear throwers (1-1;1+1 thrown) talents:
thrown weapons NB: one has a 3-dice explosive gem), 1d3 wizards (ST 8 DX
12(11) IQ 11 MA 10 wielding staves(1 die) wearing cloth armour  spells:
summon bear, aid, control animal, sleep, trip, magic fist talent: thrown
weapons) and a leader (ST 11 DX 15(11/14) IQ 11 MA 8 wearing chain & large
shield (3/5) wielding fine shortsword (2 dice)& longbow (1+2) talents:
missile weapons, tactics, acute hearing, running  has: summon giant badger
gem)

Podliforku
A ramshackle town/port with a notorious reputation for piracy, Podliforku
has little in the way  of local government apart from a local Mafia-type
Thieves' Guild which employs most of the pirates. Not surprisingly, there
is a lot of money and black market goods in this town, which attracts
merchants and dwarves from all around. However no merchant admits to
dealing with folk in this city.


Thargi Swamp
A noxious place, home to many fell creatures, the Thargi Swamp
unfortunately straddles the Trassy and Lesser Trassy Rivers, which serve as
vital arteries of trade for the Duchies of Dran and Bolors. Numerous
reptilian and invertebrate vermin make the swamp dangerous.
The Fort: Thus Dran has built a fort on the Lesser Trassy, known simply as
"Fort Quag", reflecting the muddy conditions there. The Duchy is
continually trying to find personnel to man it as conditions are so bad and
monsters dangerous. At any one time there will be 4d6+16 32-35 pt human
heroes here plus the Fort Commander, Selvados, a human martial wizard and
cousin to the duke (ST 12 DX 15(14) IQ 16 weapon Staff of Power (2), wears
stone flesh necklace & Cloth armour(5). Has a 5 pt Strength Battery and 4 2
dice exploding gems. Spells: megahex sleep, long distance telepathy, staff
of power, lightning, giant rope, hammertouch, explosive gem, summon bear,
sleep, detect enemies, slow movement / literacy, charisma, tactics) and his
lieutenant, Talgar the Woodsman (ST 13 DX 14(12) IQ 11 weapon bastard sword
(2+1 or 3-2) or longbow (1+2), wears leather armour(2).Talents: naturalist,
woodsman, animal handling, alertness, tracking).Talgar also has a trained
War Dog (ST 10 DX 14 IQ 6 bite(1+1),1 pt fur), which will attack any who
attack his master. Selvados and Talgar are both loyal to Dran, though there
is a spy in the camp for the Duchy of Bolors, one Bakarat the Bold-human
mercenary (ST 11 DX 14(12) IQ 10 weapon spear(1 or 1+1)  & boomerang(2),
wears leather armour(2) Talents: thrown weapons, horsemanship, engineer).
Bakarat tends the fort's ballistas, of which there are 4.
Thargi Swamp Encounter Table
2: apep / 3-hex goo
3: 7 hex giant turtle
4: 4 hex snapping turtle
5: 1d3 crocodiles
6: 1d3 giant wasps (yes, it's breeding season....)
7: 1d6 giant bulldog ants hunting for food
8: 1d6+3 stirges
9:1d3+1 harpies
10: 1 4-hex black dragon
11: uncle teeth
12: 1d3 will-o-wisps

NEW MONSTERS ETC.
Gnome
ST:7                  MA:10
DX:8   +8          Armour:0
IQ:8
Gnomes are 1-1.3 m high friendly dwarflike humanoids who live in hilly
areas. Weighing 50 or 60 kg, they are almost as good at mining as dwarves,
but prefer gems to gold. They are enemies of all goblinoids (goblins,
svarts, kobolds, hobgoblins and bugbears) and have a -1 reaction roll
against them. Giants (and their kin) suffer a -2 DX penalty fighting
gnomes. 
All gnomes have a natural affinity with woodland animals and may gain the
benefit of animal handler  talent at a cost of 1 IQ point only. They may
also get, at a cost of 1 talent point, acute hearing. They also get an
automatic 4 dice roll vs. IQ when they see an illusion with auditory
components, unless it was created by a gnome wizard. All gnomes speak
gnomish as a first language.
Kobolds
ST:4                  MA:10
DX:8   +7          Armour:0
IQ:7
These horned halfling-sized creatures live underground or in dark forests.
They are vaguely reptilian in appearance though reptileman scholars
strongly deny any link. They are generally malign, hating gnomes, goblins
and halflings. They have dark vision and receive a -2 DX penalty in
sunlight. Giant-size (3-hex or larger) figures receive a -2 DX penalty
fighting kobolds. Kobolds often keep pets such as compies or fanged
bounders. They speak their own, guttural language.
Cavewights
ST:15-20          MA:10
DX:11-12         Armour:2 pt skin
IQ:6 or 7
Cavewights are evil creatures with large hands at the end of long arms.
They are well adapted for living in caves, possessing dark vision and
acrobatics with respect to stone constructions, due to their great
knowledge of stone. They attack for 2-1 damage, or more if they have
weapons. Cavewights are often found with ur-viles.
Some rare bands of cavewights have members with partial carapaces. Treat
these as having 4 point armour in rear- and side-hexes, with a 2 point MA
penalty
Cyclops, Common
ST:24-40                MA:7
DX:12                     Armour:1 pt skin
IQ:7
Bad-tempered and surly one-eyed gigantoids, Cyclopes live in badlands or on
islands and caves. They like eating humanoids, except female humans, who
are necessary for breeding purposes. Each female captured and impregnated
has an equal chance of producing a cyclops, hybrid or human, the latter two
being eaten by the father. Their 1 eye allows them a 2/IQ roll to
disbelieve illusions but a -2 on attacking rolls with thrown weapons
(Cyclopes, like giants, like to throw large objects (rocks, tree-trunks or
whatever) for 1+2 damage but are not bright enough to know that they aren't
very good at it), they usually fight with a 2-handed club for 1+6 damage.
Cyclopes are also able to hypnotize intelligent creatures within 5
megahexes, requiring a 3 dice roll vs. IQ (treat as freeze spell), but they
cannot attack on the same turn.
Smaller cyclopes are 1 hex figures while larger ones may be 3 hexes in size
Ettin
ST:30+               MA:10
DX:9                  Armour:0
IQ:6
These large (3-hex) 2-headed ogres have innate alertness, as 1 head is 
always on guard. They cannot use a 2-handed weapon in a coordinated manner,
but 2 weapons, the wrong hand (usually the left) attacking at -1 DX and -2
damage. Ettins are none too bright despite having 2 heads. They speak their
own primitive dialect of Ogre.
Slig
ST:15-20                 MA:10
DX:12                      Armour:3 pt hide
IQ:9-11
Sligs are malevolent goblinoids with rock-hard, orange plated hides and
long snouts with very sharp teeth. They often associate with bands of
humanoids they can bully, such as hobgoblins or kobolds, or outsmart, such
as ogres. A slig prefers a poleaxe, great axe or heavy crossbow as a
weapon, while eschewing armour generally. They can also spit venomous
spittle (treat as thrown weapon) for 1-1 damage. A slig can also elect to
spit at a victims eyes with a -4 to his adjusted Dex. They can spit only
once every 6 turns. Slig hide is resistant to fire, reducing damage by 1
point per die rolled.
Sligs have the following talents: thrown weapon, detect traps, linguist,
alertness and mechanician.
Will-o'-Wisp ( Corpse Candle, or Ignis Fatuus)
ST:30                       MA:20
DX:14                     Armour:0
IQ:14
These electrical, glowing creatures feed on the dying essences of victims'
fear, thus they often lurk near quicksand, bogs, cliffs and such places.
They are extremely hard to hit, being naturally blurred and very quick
flying, giving all opponents a -8 DX to hit or cast spells at them. Treat
all their hexes as front hexes. Adult will-o-wisps have an ST of 30,
attacking by means of electricity, which costs them 2 fST to inflict an arc
causing 2+2 damage. Treat this as a thrown weapon attack, which they can
utilize once a turn (i.e. -1 adjDX per hex distant). They can also go
invisible at a cost of 1ST/turn.
Immature will-o'-wisps, also known as boggarts, may have a ST of 15 or 20
and do less damage, say 1 or 1+2, for a cost of 1fST.
Al-Mi-r'aj (unicorn Bunnies)
ST:6                        MA:14
DX:11                      Armour:0
IQ:5
These territorial lagomorphs live in grasslands and hills. They are
generally non-aggressive unless they perceive their young to be threatened.
Their horns inflict 1-1 damage (doubled on charge, treat as pole weapons).
Gnomes and hobbits have been known to train and breed these creatures. The
ivory from their horns is worth $50 per al-mi-r'aj, but don't ever sell the
stuff to a gnome or hobbit (-2 on reaction) as they adore the creatures.
Ant-Lion
ST:30                    MA:14
DX:13                  Armour:3 pt exoskeleton
IQ:5
These monsters are the result of some hideous genetic manipulation by some
deranged wizard, who felt that felines could be trained more easily that
insects. They are literally an ant-lion hybrid, with the rear body, 6 legs
and chitinous exterior of a huge ant, and the head, neck and fearsome jaws
of a ferocious lion. They are 2-hex figures, attacking once a turn with a
bite for 2 dice damage in regular or HTH combat. They know no fear and are
immune to avert and control spells.
Coleurosaurs
Coleurus(Ornitholestes)       Compsagnathus                 Dilophosaurus
ST:10                                                5                     
              15
DX:9                                                10                     
             12
IQ:3                                                  3                    
                4
 MA:10                                            10                       
           12
Armour:2                                         2                         
           2
Larger coleurosaurs, known as coleuri, are ferocious, stupid predators
doing 1 die damage in regular or HTH combat. They gain a +1 on morale and a
-1 on reaction. Compsagnathi, or compies, suffer a -1 on morale (though
this disappears if they outnumber their foes by 2 to 1 or more) and do 1-1
in regular or HTH combat. Both are 1-hex figures. Compies are sometimes
trained by kobolds and are more effective in larger numbers.
The dilophosaur is larger, a 2 hex figure, and brightly coloured with a
bizarre inflatable bony double crest. It can spit poison from it accurately
(treat as having the thrown weapons talent) twice in a 4 hour period. The
poison inflicts a -4 DX and MA penalty due to its blinding effects and 2-2
damage if a 3 dice roll vs. ST is failed (1-2 otherwise) due to corrosive
effects. Its claws are weak, inflicting 1 die in regular or HTH combat. 
Walker lizards, known as struthiomimuses, are related but less aggressive..

Dromaeosaurs
larger (Deinonychus ; 2-hex)                smaller (Velociraptor ; 1-hex) 
ST:12 -16                                                               
8-10
DX:14                                                                      
15
IQ:5                                                                       
   5
MA:16                                                                     
16
Armour:1 pt skin                                                        0
These sickle-taloned predators shred their prey with their claws, striking
for 1 or 2 dice damage, depending on species, with natural fencing ability.
They are usually found in scrub or woods, hunting in packs. Ancient tales
tell of the Mnoren creating a gate to a world of giant reptiles, but having
to eradicate most of the arrivals as they were too dangerous. However the
'raptors, as they were known, proved too elusive and have spread to become
noxious vermin as they are ruthless and efficient killers. most civilized
lands made concerted attempts to eradicate them and they are now thankfully
rare. Rumours of their existence are enough for most rulers to send out
squads of adventurers hired to kill any they see for a rich bounty.
Weasel
normal                                                giant
ST:7                       MA:14                ST:13                MA:14
DX:13                    Armour:0            DX:13               Armour:1
pt fur
IQ:5                                                   IQ:5
Weasels are vicious predators, biting for 1-1(1 die in HTH) or 1+1 damage
and draining either 1-3 pts or 1 die ST/turn (depending on size.). Both are
1-hex figures with pelts of value; $10-30 for normal or $200 for giant. All
weasels have alertness and acute hearing.
Giant Wasp
ST:12-14                    MA:6/14
DX:13                        Armour:0
IQ:2
Aggressive predators, giant wasps sting viciously for 1 dice damage plus a
virulent poison which requires a 3 dice roll vs. ST or paralysis. Even if
this roll is successful, the victim suffers an extra 1-1 damage anyway
(unless immune to poison somehow). A chemist can make an antidote, or
otherwise the universal antidote is useful.
If it is breeding season, giant wasps will try to paralyze and carry off as
many victims as possible in order to lay eggs into them, which hatch in
(1die + 3) days. This will obviously kill the host. If a paralyzed host is
rescued before this, a 5 dice vs. DX roll, 4 dice for those with naturalist
or physicker talents, or 3 dice for those with both or master physicker,
will allow the offending eggs to be extracted successfully.
Stirge
ST:4                     MA:6/10
DX:12                  Armour:0
IQ:2
These bloodsucking bat/bird/insect hybrids are often found in gloomy
forests or marshes. They are nocturnal, possessing dark vision, attacking
for 1-1 damage, which if successful allows them to drain blood for 1
die/turn for 4 turns maximum. As they are small flying creatures, they
attack others at no DX penalty, but hapless earthbound creatures suffer a
-4 DX penalty to hit them (but not when the stirges are sucking blood
however..)


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