22. The Frog King
When encountered, the Frog King simply appears to be an overly large frog, perched on an odd black stone. This large frog, however, can talk. Given the chance, he will introduce himself as
King Bertram of the Grand Wood. His "kingdom" is whatever he can see and his subjects are whoever or whatever is before him. He will treat an encountered party as if they were his vassals.
If threatened, King Bertram can summon the
Seven Brothers of the Wind, minor wind elementals (4 HD) which wink into existence within one round and are under the Frog King's command for 7 rounds, one Brother returning to the Elemental Plane of Air each round. The Frog King can summon the Brothers once per day.
23. The Night Claw
This
Faerie Cat prowls the Highlands. It's disposition varies depending on the time of day. In the morning (sunrise to noon), the Claw is friendly and playful, in the afternoon (noon to sunset) the Claw is haughty and standoffish. In the night (sunset to sunrise), the Claw is a malevolent predator, attacking mortal beings, human or animal, without pause.
The Night Claw can blink 4 times per day and hide in shadows and move silently with 90% success. Once the Night Claw kills its prey, it keens over the corpse, wailing loudly. If attacked during the keening, the Night Claw runs off but stalks its attacker, seeking an opportune time to attack.
24. Foren and Dymer
When encountered, two men are seen sitting on a tree branch, talking with each other. They are having an animated conversation about the High King. Foren (on the left) hates the High King and believes that the Clans should rule themselves. He sees no need for a High King, seeing the position as simply a drain on the Clans' resources with no benefit given to the people. Dymer (on the right) argues that under the High King, the people of the Highlands are finally united, finally at peace, the King's patrols keep that peace. Dymer points out that the recent Goblin War took its toll on the Highlands but it would have been much worse without the High King.
If not molested, Foren and Dymer will continue arguing, ignoring any other beings in the area. If interrupted or attacked, the two will leap off the branch and attack. These are
Hostile Spirits, two very angry men who were killed near here 250 years ago. Hostile Spirits simply exist to fight, either physically or verbally. They will not relent until dispatched, and even then, they reform the following day unless their physical remains are completely destroyed. The bodies are buried at the base of the tree where the two spirits are first found.
25. Little Children Lost
A few yards in the distance is the sound of children's voices, singing, laughing, playing. When approached they all giggle and clap their hands together and run toward the party, singing a song about eternal summer and playing and laughing.
These are
Song Spirits, Faeries who seek to charm living beings into a state of eternal pleasure. Each round the children sing their song, every mortal being who hears it must save vs. spells or succumb to their special charm person ability. A charmed person finds themselves transported to a realm of great pleasure, whatever the mortal being's greatest pleasure is. The reality is that the charmed mortals simply fall to the ground, catatonic for 4d6 hours. Song Spirits simply desire to spread joy and pleasure (even if it illusory) and have no conception of the danger they put mortals in: falling under charm in the middle of a stream, for example, or the exposure to weather and predators their charmed victims experience.
The Song Spirits will flee if threatened and always move on whenever all their victims fall under charm (or seem to, they can be tricked easily). Song Spirits are not violent or aggressive in any way.
26. The Seven Brothers (and their True Forms)
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| Seven Brothers |
Seven men, all dressed in identical clothing, all bearing heavy sacks on their backs lumber through the region. Six of the brothers have bushy black beards while the seventh is clean shaven, looking to be the youngest. If approached, the Seven Brothers will stop for a rest. Only the unshaved brother will speak when encountered. The bearded brothers watch every move the unshaved brother makes and all six of the bearded brothers seem to work in concert, as if they anticipate one another's movements.
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| The True Form of the Seven Brothers |
If the unshaved brother is threatened, the six bearded brothers begin speaking in unison, threatening whoever or whatever threatens the unshaved brother. In combat, the six brothers work as a perfectly timed unit while the unshaved brother acts very independently of the other six.
If the unshaved brother is killed, the other six fall over dead as well.
Inside the huge, heavy sacks are the brothers' true forms: four foot tall, deep green demonic creatures:
Changeling Imps. If a bag is opened, the imp will leap out as the bag envelops the Brother and becomes a hump on the back of the Changeling Imp. The Imps are aggressive and unpleasant, attacking without provocation and hurling insults at every opportunity. When one imp is released, all seven will reveal themselves and attack. If killed, the Changeling Imps will be forced back to the Outer Darkness, but they leave behind the seven sacks. A humanoid being can cover him or herself with the sack (jump in it, as it were) and project the image of one of seven brothers as a disguise.
27. The Seedoak
This mythical tree is never found in the same place twice. Some believe that it doesn't really exist in this reality at all but is a bit of heaven that sometimes touches the mortal realm or some kind of Faerie tree. Regardless of its origin, whenever the Seedoak is encountered, the locals rejoice at the blessing that it bestows.
The Seedoak has strange, elongated fruit hanging from the branches (and no acorns). A mortal being can pluck a single fruit from the tree. Once a fruit has been taken, the mortal creature can see no other fruit on the tree, even though a moment before it was loaded with hundreds of these odd fruits.
A Seedoak fruit is filled with some kind of seeds. Most of these are normal seeds, wheat, barley, apple seeds, etc. which are extremely hearty and yeild up to a hundred fold per seed if planted. 5% (or 1-in-20) of the fruits contain magical seeds.
Seedoak Magical Seeds
Roll d6. Each fruit contains 1d10 magic seeds.
1. Giant Beanstalk seeds
2. Fireseeds
3. Seeds of Knowledge (eating one grants +1 to Intelligence for 24 hours, save vs.poison negates)
4. Seeds of Wisdom (eating one grants +1 to Wisdom for 24 hours, save vs. poison negates)
5. Seeds of Discord (eating one causes eater to become aggressive and angry, save vs. poison negates)
6. Dragon's Teeth (sowing these seeds causes a warrior to sprout up from the ground 1 turn after sown - Warrior is F1, 8hp, armed with magically hardened wooden chainmail and weapons which have the same characteristics as normal items. The warrior serves the sower for 24 hours or until killed, after which it collapses into a heap of rotted leaves).
28. The Brute
This hooded creature roams the Highlands challenging mortal beings to a wrestling match. When encountered, the Brute will call out the strongest looking person before him, challenging the person to a wrestling match, the stakes being permission to pass through the area. If ignored, the Brute will grab the arm of a person and throw him or her to the ground yelling, "I will not be ignored."
A simple way to simulate wrestling would be strength checks. Roll d20 and add strength (the Brute's strength is 18), highest wins the round. Best three of five wins the match.
If the Brute wins or loses, he claps his opponent on the back and laughs, "Good match. You are a worthy opponent." He then stalks off into the distance.
If the Brute's hood is pulled off, there is no head under it, but the hood itself is the Brute's head. If the hood is removed, the Brute will evaporate into a puff of black smoke, leaving behind the hood (which functions as a bag of holding, but has to be wrestled open every time).
29. The Crow
An extra-large crow (not giant, just big for its kind) perches high in a tree, cawing loudly at any passersby. Caught in the branches at the crow's feet is a ring with 3 keys on it. The keyring is not immediately evident from the ground. If the bird is left unmolested, it will grab the keyring and fly off (d8 for direction: 1=North, 2=Northeast, 3=East, etc.). The crow will fly erratically, giving it an additional bonus of 2 to its Armor Class if anyone targets the flying bird.
If the bird is attacked in any way (arrow, rock, spell, etc.), the bird will fly off without the keyring as listed above (direction and bonus for erratic flying).
The 3 keys on the keyring are magical, they are the
King's Keys. One key is iron, one key is brass and one key is silver-plated brass. Each key will work only in a lock of the same metal: iron with iron, brass with brass. The third key will actually work on brass or silver. A King's key will unlock the first lock that the key of the proper type of metal it is used on. That particular key will be forever linked to that particular lock.
King's Keys were created by the Mage King of Aerias three hundred years ago after he had been held prisoner by a rival king for nearly a decade. The Mage King fabricated hundreds of these keys from a variety of metals and secreted them throughout his kingdom. He always carried a dozen or so on his person so he could release himself from any bondage he was put in. The keys are rare, scattered throughout the Midlands, deeply coveted by assassins and thieves.
30. Procession of the Twelve Widows
Heard through the mist is the sound of keening pipes and a dirge drum. Fading in and out of sight is a procession: three musicians leading twelve women dressed in heavy black mourning wear. Three small figures attend the twelfth woman, carrying the train of her dress. Bringing up the rear of the procession is what appears to be a tall, gaunt priest.
This macabre procession wanders the Highlands on dark nights, usually glimpsed from a distance as no one who has encountered the Procession directly has survived.
All the figures are non-corporeal undead.
The musicians are Soulless Jongleurs, undead musicians whose songs affect the very soul of mortal listeners. The musicians play The Lament of the Dark Night, a tune that causes Hopelessness (as per the 8th level MU Spell Symbol of Hoplessness). Saves vs. the Hopelessness caused by the music are dependent on the distance of the listener from the musicians: normal save at 120’ or greater, 120’-80’ save -2, 80’-40’ save -4, 40’-5’ save -8.
The first eleven widows are Mourning Dames, undead widows who wander the mortal realms in search of their dead husbands. The gaze of a Mourning Dame causes Fear (per the spell, as if cast by a 12th level spellcaster), the touch of a Mourning Dame is withering (causing 1-8 hp damage and aging the target 1 year per hp damage inflicted).
The twelfth widow is a Noble Mourning Dame, a more powerful apparition, and the only one of the group with a voice and the remains of a mortal intelligence. The Noble Mourning Dame, whose name in life was Mistress Annabet, has the abilities of a Mourning Dame. In addition, her voice acts as a Suggestion spell (as if cast by a 10th level spellcaster) and she can create the effects of Phatasmal Force twice per day.
The priest is a Spectre, whose name in life was Azgarod Zoth, has bound to this procession by some long-forgotten demon prince.
The “attacks” of the undead are primarily sound based (except for the withering touch of the Mourning Dames and the Spectre’s touch), so deaf creatures, or those affected by a Silence spell, are not affected.