97. Cabbage of Sustenance: a single ordinary-looking cabbage, but whoever eats a soup made from it will be fully fed for one week. They will still need water at this time, however. 98. Staff of Herding: this magic staff will allow you to guide a flock of up to 50 sheep unassisted. The sheep will follow the wielder and not get lost; however, predators may still attack them. The sheep will automatically follow the staff-wielder, but he cannot otherwise command them to do things. 99. Retractable Sword: This sword appears to be a regular sword, but on a command word, the sword will magically retract into the hilt, leaving only the hilt visible. On a second command, the sword will expand again. The sword can harm creatures immune to normal weapons. 00. Ring of Earthworm Control: This ring allows the wielder to control any number of ordinary common earthworms found within a 100’ radius. Earthworms can’t do anything beyond their normal abilities, though if enough of them are gathered together and controlled, they might be able to move or push objects, which could certainly be unnerving. Magic Items Magical items should generally be fairly rare, and it would be quite possible for a character not to obtain a first permanent magic item until they are high-level. Still, within that context, there are no particular restrictions to what type of magic items can be available, except that any magic item that can raise the dead should be avoided (likewise, a GM may want to avoid items that grant wishes or if they include these make it clear that the resurrection of the dead is not a viable wish). Most magic items should have a story of some kind, even if, in many cases, those stories will not necessarily be known by the PCs who find the items. Sometimes, the story might just be, “this talisman was crafted by a magician and still works.” But the greater the item (especially weapons), the more special its story should be, and characters with appropriate skills or lores should be able to roll checks to see if they can identify not just what the item does but its background story. Objects become magical either by intentionally being crafted as magic (as in the case of Alchemical and Talismanic magic, holy water, magical cures, etc.) or because of the dark influence of chaos (for objects which have been made by Elves or Demons, or by pagan sorcerers or witches), or sometimes because 194
of being objects of significance involved in some great moment of significance. The latter is especially true for two common types of objects: magic weapons or sometimes armor, which may get some little or great magic from having been crucial to some great battle; or holy objects that belonged to a great holy person (a saint), which then become what the Church calls “second-class relics” (the first-class relics being the bones of the Saint themselves). Magical Items (1d100) 1-4 Carpathian Bows: made from the yew tree, a symbol of death, mountain folk have used these bows since ancient times. Most are just common, but the older ones were made with deep magic for the greatest hunters of those monster-filled lands. These ancient Yew Bows are very rare today. They count as magical for striking supernatural creatures with arrows, and against the dreaded Gnomy and other evil fairy creatures, they get a +1 bonus to hit and do double damage. 5 Book of Byzantine Magic: this text is written in Greek, probably a copy of a book from as early as the 4th century. The book describes the technique that a magician can use to perform a ritual that will allow them to obtain a conversation with an Angel, which will, in turn, guide them in using magic. The ritual takes 40 days to complete and requires the use of a magician’s temple (see Banishing, 3rd power) and magical incense and oils to a total cost of 4Gr. During the entire performance of the ritual, the magician must abstain from meat or alcohol and cannot travel or engage in other activities. If the magician breaks these rules or interrupts his ceremony, he must make a saving throw vs. magic or will be cursed with misfortune: if he rolls a natural 1, he falls dead on the spot, but if he only fails normally, from then on he is cursed to roll all saving throws twice and taking the lesser result. If he completes the ritual, he must make a DC18 spell check. If he succeeds, he will thereafter gain a permanent +1 bonus to all spell checks, +2 to astrology, and a +4 bonus to all summoning and dominion checks for binding demons. 6-8 Blasting Rod, greater: the secrets to creating this greater form of a blasting wand have been lost since the fall of Babylon, but some of the Blasting Rods themselves survive. A magician who finds one that is intact and knows how to create ordinary blasting rods could perform that same ritual to ‘activate’ a surviving blasting rod to work for them. The rod functions in every way identical to an ordinary blasting wand, except for two details: first, it will do a base of 2d6 damage for every 3 levels of the wielder (instead of 1d6+1). Second, it can strike a target from a distance of up to 80’ away, not requiring physical contact (whenever a magician wishes to attack from a distance in this way, they will have to make a ranged attack roll rather than a melee attack roll). 9 Caduceus Wand: these magical artifacts are very rare now, as the knowledge of their construction has been lost. But in the times of the ancient Greeks, they were a common item of powerful magicians. They have the form of a long wand with two snakes intertwined around them. The wand is made of an alloy of metals, the exact formula of which is lost, but it certainly involved tin, copper, and mercury (probably gold and silver too). If the wand is damaged, it will lose its powers, but it does not naturally rust or corrode. A caduceus wand held in the hand of a magician will grant them a +1 to all spell checks. Additionally, a magician who touches a living thing with the wand (in combat, this would require an attack roll) can put that creature to sleep if it fails a saving throw versus magic. This slumber is magical and will last for one hour per level of the wielder, during which time nothing will wake them. Anyone who successfully saves 195
cannot be affected by the wand again. A touch of the wand can also awaken anyone who is asleep (naturally or by magic). 10 Ice Dagger: this dagger called “Lod” seems to have a blade made out of solid ice. It never seems to melt. It counts as magical for the purpose of hitting supernatural creatures. Against most opponents, it does +1 damage from cold but only does half-damage against cold-based creatures. Against creatures made of fire or who use fire (including dragons), it does triple damage (3d4+3). 11 Demon Sword: this sword was bound to a demon by pagan magic. It counts as magical for striking supernatural creatures and grants a +2 to hit and damage. However, the sword counts as cursed, and any time the wielder faces an opponent of more HD/ levels than himself, the wielder must make a saving throw vs. magic, or the sword will turn against the wielder, causing a -2 to hit and damage and -2 to AC. When the sword’s curse is activated, the wielder will find he cannot drop the sword until all opponents in the battle have been slain or fled beyond the line of sight. 12-14 Cursed Sling: this sling will have double the normal range of a common sling, and any stone or bullet thrown by it will have a +2 bonus to hit and damage. However, any time the wielder rolls a natural 1, the sling missile will instead hit the person within range that the wielder cares for the most. 15-17 Chief’s blades: most commonly found in ancient kurgan mounds dating to when the local chiefs buried their dead kings rather than cremating them; these ancient magical short swords, spears, or occasionally daggers were likely created by ancient magic. Most of them do not grant any special bonus but can do damage to creatures immune to normal weapons. About 1 in 6 of them will have some other quality: either they will cast a 30ft light when concentrated upon, do +1 to hit and damage, or do double damage against a specific type of non-human creature. 18-19 Cloak of the Wolf: also known as Wulfcloak, this is a cloak made from wolf fur created by the magic of the heathen Vikings. Whoever puts the hood of the cloak over their head (while wearing the cloak, of course) transforms into a dire wolf. In that state, they retain their intelligence but cannot speak, and magic-users cannot cast spells in dire-wolf state. They have all the standard combat abilities of a dire wolf and have a +2 bonus to any perception checks due to heightened senses. They do not count as humans when regarding spells or effects that only affect humans. They can return to human state at will and can make this transformation as often as they wish. However, whenever they try to return to human form, there is a cumulative 1% chance that they will be trapped in a wolf state. Banishing will restore them to human form but does not reset the cumulative count. The percentage 196
chance of being trapped in a dire-wolf-state is calculated for each character, so if a different character starts to use the cloak for the first time, they will only have a 1% chance of being trapped, but this will not reset the cumulative percentage chance for a character that had been previously using the cloak. If any character becomes trapped in Dire Wolf form, a Banishing or other means of removing curses (divine intervention, for example) will restore them to human form as usual. Still, the character will then have become a Werewolf, his lycanthropy involuntarily manifesting itself in the next full moon. Lycanthropy counts as a mutation and can only be cured by divine intervention, and even then, only if the victim is a Christian and makes a successful saving throw vs. magic. This can only be attempted once. 20 Szczerbiec: the sword of Boleslaw the Bold was used to break open the gates of Kiev in 1018 and has become a symbol of the Piast crown. It is meant to be in Piast hands, so getting this result means that the Royal Sword has been stolen or lost somehow. Szczerbiec is a Holy Sword. In the hands of normal humans, they grant a +1 to hit and damage, but in the hands of a Lawful Holy Warrior or Fighter of at least 5th level and the social status of a Rycerz (knight) or higher, they do +3 to hit and damage. Furthermore, if the wielder is a faithful follower of Christ, they will do +5 to hit against Chaos-creatures (including all demons and the undead) and do double the usual damage against the same. 21 Svarog Sword: some of the pagan magician-priests of Svarog know how to create swords holy to that high God, which imbues it with certain magical power. This is done by carving certain glyphs associated with Svarog on the sword. In the hands of pagan warriors, this sword will be able to strike the undead (even ones that are immune to normal weapons) as well as injure any creatures that are vulnerable to fire or sunlight. 22-25 Mieszko Shield: these shields are those that survive of the men who fought in the first campaigns of Mieszko I to bring the Christian faith to the Polans. Only a few remain, and most of those are in the possession of old knightly families. However, some are occasionally found in lost wilderlands, no doubt left there by fallen knights on quests. These holy shields grant a +2 bonus to armor class, in addition to the standard shield bonus, but only to those who are faithful Christians. 26 Thief Gloves: these colorful gloves were said to have been created by a Skomroszny magician of particular skill. They appear as relatively fanciful gloves made from linen. When worn, they grant a +1 bonus to any checks for picking pockets, picking locks, or disarming traps. They also grant a +1 bonus to armor class if worn unarmored. 197
27 Thief Armor: this padded or padded-splint armor, almost always of a colorful nature, was also probably created by Skomroszny magicians. They function exactly as normal armors of that kind, except that they do not suffer a DEX penalty to actions or casting. 28-30 Ancient Shortbows: these magic bows are commonly found in the Kurgan mound tombs of ancient Slavic pagan chiefs. They act as magical weapons, so even common arrows fired from them can harm creatures otherwise immune to normal attacks. But beyond that, they are made for swiftness. The wielder of one of these short bows gets a +2 bonus to any initiative round where his intended action is to fire it. Furthermore, if he rolls a ‘natural 20’ in his attack, he resolves that hit normally and then may immediately fire another shot (if he continues to roll natural 20s, he may continue to fire further shots). 31-32 Dispel Ring: these rings are made by Elves and are incredibly rare in the mortal world. Whoever wears such a ring is completely immune to all magical effects (against their own person; for example, this would not protect against an earthquake or magic storm). The ring cannot distinguish between good or bad magic, so while worn, the wearer cannot benefit from magic that would help him. About 10% of these rings are cursed so that when put on, they can never be removed (except by severing the finger). 33-35 Elf Tunic: these astounding garments are said to be worn by common elven soldiers. They look like a fine silvery silk tunic, but when worn, they grant an AC of 15, without any penalties to initiative or DEX checks. The protection of this tunic does not stack with any other armor besides a shield. 36 Little Star Ring: this ring was created by some great pagan wizard, and looks like a thin silver band with a blue topaz gem inset. Its name is said to be “little star” because of the quality of the gem. It has two main qualities: first, the wearer can see perfectly outdoors at night, so long as the stars are visible. Second, the wearer will always sleep well without disturbances or nightmares. While wearing the ring, they will be immune from any kind of magically-induced nightmares, dream visions, or visitations. However, they will sleep so soundly, even during loud noises or dangers, that to wake will require a saving throw vs. magic. However, the ring’s wearer will wake up if attacked or soundly shaken. 37 Witch Hunter’s Bow: one of a set of short bows created by a Witch Hunter skilled in secret magic. Arrows shot from it could harm magical creatures, and it granted a +1 bonus to hit. Additionally, if the target is a supernatural being immune to normal attacks, even if an attack roll missed, the arrow would still graze the target for 1 point of damage. 38-40 Woodsman Boots: these boots were said to be made of magic by a shaman for the early Piast kings for their woodsmen. When worn, they grant a +1 bonus to skill checks for sneaking and leave no tracks in natural environments. 198
41 First-Class Relic: this is the term for any true relic of one of the Saints. “First class” means the relic is actually part of the Saint’s body; it could be the blood (usually kept in a talisman of some kind that is visible through glass), bones, or sometimes hair. The vast majority of these relics are in the control of the Church (indeed, every cathedral has at least one relic, usually several, and many churches or chapels have some minor relic). However, some relics were lost during pagan uprisings, and some saints were martyred deep in pagan territories; their relics might not yet have been obtained by Christians. First-class relics will give everyone within 30’ of the relic a +1 to all saving throws as long as they are Christians. Additionally, any creatures of chaos within 30’ of a true relic will suffer a -2 to all D20 rolls (attacks, saving throws, spellchecks, or skill checks). A Holy Man or Holy Warrior touching or holding a relic will get a +4 to all prayer checks (and to divine intervention). More powerful relics of famous saints may also perform specific miracles related to their patronage. Note that there are also a much vaster number of false relics, rather than true first-class relics. 42-43 Witch Hunter Ring: these rings were created for Witch Hunters, though anyone can use them. They are meant to protect against a favored and dangerous magic of witches: blasting rods. Anyone wearing the ring will have any damage from a blasting rod reflected back on the caster, causing the caster to take full damage. If a ring reflects more than 50 points of damage in 24 hours, it shatters. 44-47 Griffin Claw: Griffins are magical creatures found in the hills and mountains. The front claws of a griffin have a magical quality: if the claw touches anything poisonous, it turns black. It can only do so four times before it is ruined. 48-50 Hand of Glory: a minor chaos artifact whose creation method is often taught by demons to cultists. It requires the speciallypickled hand of a man who was hanged alive. When enchanted by chaos power, this hand can open any locked door. When a candle made from the fat of the same dead man is placed in the palm of the hand and lit, it has the power that all who gaze upon it must save versus magic or become paralyzed for as long as the candle is in their line of sight. The candle, once lit, can only be put out with milk. 51-52 Hermit’s Robes: Albion has a long tradition of many saintly monks and holy men and women who retired to live the lives of hermits. These holy men’s vestments (usually plain wool or sack-cloth) are minor relics enchanted to grant some protection to the wearer. While worn, these robes grant a +1 to Armor Class and Saving Throws, so long as the wearer is Christian. Furthermore, if they are devout Christians, once per day, the robes also allow the wearer to activate an effect identical to the miraculous power of “sanctuary,” lasting 2 rounds per level of the wearer. The robes cannot be worn with any armor. 53 Jarl’s Ring: legend holds that seven great Viking warriors of the line of Ragnar were given magic rings by a wandering vitki (Viking wizard) to protect them from harm. Some of these rings may have found their way to Poland through the trade and settlement of the Vikings in Pomerania. These rings are all made of electrum and inscribed with various Viking runes. They all have the same effect: they quickly staunch bleeding in whoever wears them. The wearer of a Jarl’s Ring will be completely immune to infections; additionally, if they are reduced to negative hit points (but not killed), they will automatically be stabilized (suffering no ongoing bleeding). They are likewise immune to any effects (magical or not) that would normally cause ongoing bleeding. 199
54 Byzantine Invisibility Ring: This ring has a small gem set on it, and when the ring is turned so the stone faces the palm of the hand, the wielder will become invisible to the eye (he may still be heard, or his tracks seen, etc.). True invisibility of this sort was a form of magic known to ancient magicians in Greece and the Middle East, and this ring would most likely originate from Byzantium. 55-56 Liber Officiorum: This text, of which there are many copies (though some imperfect), is of unknown origin and is considered to be the greatest book of demonology. It contains a collection of names, sigils, and descriptions of the powers of 65 Demons; although there are many imperfect copies (some common copies contain only 30, or others only 47 of the demon entries). The demons are 1 knight, 10 lords, 7 counts, 12 marquis, 21 dukes, 5 princes and 9 kings. Note that many lesser grimoires of demons will have copies of some of these names and sigils, so a magician who already has access to some demonic names and sigils might find that they are repeated in the book. 57-58 Magician’s Cap: some of the caps worn by great magicians of the past are said to grant some hint of their knowledge when worn by magicians in the present. A magic cap of these sorts grants a +1 to any INTbased lore check while worn. 59 Fairy Maid Ring: These rings originate from the world of fairies and would originally have been obtained from a fairy maiden. They have the incredible power that any mortal who wears them is immune to non-magical weapons, except if the weapons are made of silver, in which case they do full damage, or of steel, in which case they do half damage. 60 Ring of Eleazar: the followers of the Jewish magician Eleazar, who lived in the time of the Emperor Vespasian, were gifted (as a token of recognition) with alchemical rings of Eleazar’s own invention. Some of these have survived over the years. Eleazar was fiercely dedicated to fighting demons, and a ring of Eleazar grants anyone who wears it a +1 to all saving throws against magic or a +2 to saving throws against chaotic powers (such as the powers of demons or the undead), as well as a +2 bonus to the saving throw required to achieve dominion over a demon during summoning. Additionally, any magician who wears a ring of Eleazar gets a +1 to spellchecks for all techniques of Banishing. 61-63 Elf Shot: these magical arrows were said to belong to faerie archers. The arrows will not break under normal circumstances of use in combat (though they could be destroyed with enough force). They count as magical against opponents, and whoever fires one of these arrows must be worthy of them: the shooter gains a bonus OR penalty to hit and damage equal to their CHA bonus/penalty. 200
64-66 Runecharm: Common rune-charms are the most typical magic of the Viking magicians (known as “vitki”). The presence of Viking communities in Pomerania means these charms can often be found in many areas of Poland. See the section on Rune magic for more details. This result means that a single functional rune charm has been found (GM pick or choose randomly): ² 1. fehu: +1 to reaction rolls involving trading or business ² 2. uruz: +1 to CON-based saving throws ² 3. thurisaz: +1 to melee damage ² 4. ansuz: +1 to spell checks ² 5. raido: +1 to initiative ² 6. kenaz: +1 to perception checks ² 7. gebo: +1 to reaction rolls with nobles ² 8. wunjo: +1 to follower morale ² 9. hagal: +1 to saving throws versus disease ² 10. nauthiz: +1 to saving throws against instant death ² 11. isa: +1 to saving throws versus cold ² 12. jera: +1 to checks involving farming ² 13. iewaz: +1 to hit undead ² 14. perthro: re-roll any single d20 roll once per day (must keep the second roll) ² 15. algiz: +1 to Armor Class ² 16. sigul: +1 to ranged attacks ² 17. tiwaz: +1 to melee attacks ² 18. berkana: +1 to saving throws versus poison ² 19. eoz: +1 to horsemanship ² 20. mannaz: +1 to reaction rolls with peasants ² 21. laguz: heal +1 extra hp per night of rest ² 22. inguz: +1 to attack rolls against surprised opponents ² 23. dagaz: +1 to any INT-based nonmagical checks ² 24. othala: +1 to any reaction rolls among your own kinfolk 67-69 Healing Mead: a strong mead with curative properties, created by pagan wise women. A bottle of healing mead is typically good for as many as 10 doses. Drinking a long swig (one dose) of healing mead will heal 1d4hp within a couple of hours. However, the imbiber must make a saving throw vs. poison or will become drunk to the point of uselessness and swiftly fall unconscious. If more than one dose is drunk in a single day, every dose after the first requires another saving throw with a (cumulative) -2 penalty. 70-72 Wolin Bows: Mieszko I defeated the Pomeranians at Wolin in 967 in his first major campaign against the pagans following his conversion. The archers who fought by his side significantly cut down the heathen forces (and some of their German allies). Some of their bows were passed down over time as items of great worth. Many of these bows have achieved magical quality through their legend, and arrows fired from these bows count as magical for the purpose of harming creatures immune to normal weapons. 73-74 Roman Spear: Romans never conquered as far as Poland, but in ancient times, their legions had reached as far into Poland as Lake Goplo during the reign of the Emperor Augustus. Some of the Roman’s spears were kept as prizes by ancient pagan tribes, and others have been found in Roman burial sites, and have been imbued with magical qualities through legend. These Roman spears will harm creatures 201
immune to non-magical weapons and do +4 damage against creatures of chaos. However, they are extremely fragile and will break on a roll of natural “1” to hit. After that, even if repaired, their enchantment is lost forever. 75 Cross of St. Adalbert: The most famous Saint to the Polish people is St. Adalbert, originally of Prague. He engaged in religious missions to the Hungarians, Poles, and Pomeranians and was martyred by a pagan mob in Pomerania in 997. Any cross that belonged to St. Adalbert is an important minor relic. In the hands of a Holy Man or Holy Warrior, it functions as any holy symbol would but grants a +1 to prayer checks. Additionally, when held up for one round in the midst of battle by any true and pious Christian, a DC15 WIS check may be made (Holy Men and Holy Warriors also add their level to the check) to cause terror in any unbaptized intelligent creatures who see the cross. Any intelligent creature who is not a Christian in those conditions must make a saving throw versus magic or turn and run until they have moved beyond the line of sight of the cross. Obviously, the Church would have great interest in securing any such cross. 76-77 Sealskin Cloak: these hoods are said to have been made by a type of elves called marmenniar, who have the power to transform into seals. While worn, the wearer transforms into a seal and can breathe underwater. However, each time it is donned, there is a cumulative 1% chance that the wearer will be unable to turn back into a human (so someone who puts on the cloak for the 10th time has a 10% chance of being trapped in this form). 78-80 Thornspear: a type of magic spear created by vitkis (Viking wizards) for their greatest warriors, these weapons are sometimes found in Pomerania. Thorn spears count as magic weapons for harming creatures immune to normal weapons. Furthermore, if the wielder cries out the command word “thurisaz” on a successful hit, the spear tip will dig itself further into the wound, doing double the usual damage. However, after doing so, the weapon will remain stuck inside its foe for 1d4 full rounds; if the wielder (or anyone else) wishes to remove the spear before then, they must spend a round trying to remove it and succeed at a DC15 STR check to pull it out (doing so will do an extra d6 damage to the victim). A character with a thornspear embedded in them will have a -2 to attacks and any actions requiring movement. 81-91 Sword, +0: Also called “fey swords”, these are probably the most common variety of magical swords (keeping in mind that all magical swords are fairly rare) found in ancient barrows and tombs. They were almost certainly the weapons of elves from ancient times. They have a variety of sizes and styles. These swords have a simple enchantment that gives no bonus to hit or damage, but that does allow the sword’s wielder to harm magical creatures immune to normal weapons. 92-93 Sword, Smierc: The term for a blade made from ancient times with strong magic against the dead. “Smierc” simply means death, and most of these blades are short swords. There are also Smierc daggers, smierc axes, and occasionally smierc longswords. Regardless of the variation of the weapon type, this magical weapon ordinarily counts as a +1 weapon to hit and damage. However, when fighting against any Undead creature, it always does double damage and will disintegrate the undead on a natural 20. It has a serious drawback, however (which can only be identified with a difficult skill check by someone with an appropriate skill/lore): anytime the possessor of the weapon is in the visible presence of ANY undead, regardless of whether Smierc is the weapon they are currently wielding, they will feel an irresistible urge to draw Smierc and rush forward into combat with the undead until they (or the wielder) is slain. This effect applies 202
even if the weapon is not on the character’s physical person but in the nearby vicinity (within 90’). There is no saving throw against this effect, but a Banishing cast on the wielder will temporarily remove the compulsion (likewise if the weapon’s magic is temporarily suppressed with any other magic-annulling effect). 94 Sword, Tyrthing: This legendary and lost magical (short) sword belonged to the great chief Svafrlami, a legendary king of the Kievan Rus. He captured two skilled dwarfs, Dvalinn and Durinn, forcing them to forge the sword. But the dwarfs made the sword cursed. The sword is notable for its golden hilt. It will always hit in a melee attack against an opponent, requiring no attack roll against an opponent within reach, doing normal damage. It can harm supernatural beings immune to normal weapons. It has the quality that it can cut through rock or iron as though these were cloth. However, it has two curses: whenever it is drawn, it must kill a man; this can be an enemy, but if not, it must be someone. The definition of “man” means a human being (regardless of gender), so supernatural creatures do not count for the kill. The wielder can choose who it slays, but if he hesitates, the wielder must make saving throws (vs. magic) each round that he does not attack. Should the wielder fail, he will attack the nearest person. Secondly, others will conspire to kill the man who possesses the sword, and such attempts will continue for as long as he owns it. 95-96 Varangian Axe: these mighty magical battleaxes are used by the Varangian Guard, the elite guard of Kievan Rus mercenaries who serve as bodyguards to the emperor of Byzantium. Occasionally, these axes are misplaced and can be found in the region. Varangian Axes get +1 to hit and damage; additionally, any time the wielder gets a result of 22 or higher on an attack roll against an opponent, they do regular damage AND can break either the opponent’s weapon or shield (as long as they are non-magical objects). 97-98 Jotun-Staff: this magic staff was created by Viking magicians to fight giants. Under normal circumstances, it is a magical staff with a +2 to hit and damage. But against giants of any kind, it does double damage. 99 Red Lands Sword: Said to have been created by a magician-blacksmith in the Red Lands near Przemysl, this sword was created to fight the fearsome giants found in the Carpathians. The sword can harm creatures immune to normal weapons and does double damage against giants. 00 Fire Sword: this weapon dates to ancient history and was said to have been forged from magical fire by pagan magicians. The sword in the hands of a commoner will be able to do damage to supernatural beings. But if the wielder is a Rycerz or a Noble, the sword will additionally glow when held in the hand with a light able to illuminate a 40’ area. And when a fight begins, the sword will burst into flames, doing an extra 1d6 damage and double damage to creatures of water, ice, or cold. However, if a natural 1 is rolled to hit, the wielder will do 1d6 fire damage to himself. 203
Monsters 204
The following are simple stat-blocks for just a few creatures that could be found in the medieval authentic setting of “Baptism of Fire.” Monster stat blocks are as follows: Initiative (Init): any bonuses or penalties to initiative rolls for the creature. Armor Class (AC): the typical armor class of the creature. Movement (MV): base combat movement per round, also noted any special movements like flying or swimming. The base movement is the amount the creature can move and still make a regular attack. If they charge (assuming they’re capable), they could move up to double the base movement. If they take no other action besides movement, they can move up to triple the rate listed. Hit Dice (HD): this is the number of dice that the GM should roll to determine the creature’s hit points. It’s also equivalent to the creature’s “level” compared to the player characters’ levels. The number of hit dice also determines the saving throw value (SV) of the creature using the following table: Hit dice Saving throw 1-3 16 4-6 14 7-9 12 10-12 10 13-16 8 17-20 6 21+ 4 Alignment (AL): listed as Lawful (L), Neutral (N), or Chaotic (C). The GM should consider alignment seriously when thinking of how the creatures will react to a PC party in an encounter. Morale(Ml): The morale score of the creature (see the rules on “Morale” above). Attacks(ATT): the number of attacks, bonus to those attacks, and damage. Special: This section contains any special information, powers, etc. of a creature. Animals Badger, common Init:+2 AC:16 MV:15 HD:1d4 SV:16 AL:N Ml:8 Att:1 claws (+2, 1d4) + bite (+2 1d3) A very aggressive small mammal. Badger pelts are valuable, a typical pelt being worth 1-3dn Badger, Giant Init+2 AC:16 MV:30 HD:3d6 SV:16 AL:N Ml:9 Att: 2 claws (+3, 1d4 each), 1 bite (+3, 1d6) These much larger badgers are very rare and may have been the product of magic. They are most commonly found in the Thornlands (Vistulan region) 205
Bear, Common Init: +0 AC:13 MV:30 HD:3D6 SV:16 AL:N Ml:7 Att:2 claws (+3, 1d3 each) + bite (+3, 1d6) Special: if a bear hits with either claw rolling a natural 18-20, it will do an extra 2d4 damage. Bear, great Init:+0 AC:14 MV:30 HD:6d8 SV:12 AL:N Ml:8 Att: 2 claws (+6, 1d8 each) + bite (+6, 1d12) Special: if it hits with either claw rolling a natural 18-20, it will do an extra 2d8 damage. A great bear will keep fighting until it reaches -4 hit points. Boar, wild Init:+1 AC:13 MV:40 HD:3d4 SV:16 AL:N Ml:8 Att: 1 gore (+3, 3d4) Special: boars will keep fighting until they reach -4 hit points. Boars might be solitary or found in groups of 2d4. Boar, great Init:+0 AC:14 MV:30 HD:7d6 SV:12 AL:N Ml:9 Att: 1 gore (+7, 3d6) Special: boars will keep fighting until they reach -4 hit points. They are found solitary or in groups of 1d4+1 206
Dog Init:+1 AC:13 MV:40 HD:1d4+1 SV:16 AL:N Ml:7 Att: 1 bite (+1, 1d4) Special: some large dogs will have 2d4 hit points Hawk, giant Init:+1 AC:13 MV:5/120(fly) HD:4d10 SV:14 AL:N Ml:7 Att: 2 claws (+4, 1d6 ea) + 1 bite (+4, 2d6) Special: Mainly found in the mountainous regions. They get a +4 attack bonus if they’re aerially charging (diving) at an enemy, doing double claw damage but no bite attack. They are typically solitary but might be encountered in a mated pair. Horse, riding Init:+0 AC:13 MV:60 HD:2d8 SV:16 AL:N Ml:7 Att: 2 hooves (+2, 1d4 ea) Special: The above are statistics for horses made for speed or distance riding. For heavy draft horses, change MV to 30 and HD to 3d8. Mules or Donkeys have MV30 and HD2d8, and ponies have HD1d8. Warhorses have MV40, HD3d8, Ml:8, and hooves attack at +3 for 1d6 damage each. Lion Init:+1 AC:15 MV:30 HD:5d6 SV:14 AL:N Ml:7 Att:2 claws (+6, 1d4 each) and bite (+6, 2d6) Special: Lions are extremely rare in Poland, usually only found in deep mystical forests, mainly in the Sandomierz region of the Vistulan lands. In Poland encounters are almost always solitary males, though sometimes it might be a group of 1 male and 1d8 females (with a 30% chance of 1d4 cubs). 207
Lynx Init:+1 AC:14 MV:30 HD:1d6+2 SV:15 AL:N Ml:7 Att:2 claws (+3, 1d2 each) + 1 bite (+3, 1d3) Special: a Lynx can pounce from up to 10’ away. If it pounces, any claw attack will do double damage as it also hits with its rear claws. Lynxes are very good at remaining hidden (as a +6 stealth bonus), and if someone gets into their territory, they will attack by surprise if they can. Mice, Giant Init:+1 AC:13 MV:30 HD:3d4 SV:16 AL:N Ml:7 Att:1 bite (+3, 1d6) These giant mice are typically only found around Lake Goplo (Greater Poland region). They are undoubtedly a product of the curse that led to the death of Popiel and Brunhilde. Typically, an encounter will be with 2d10 giant mice. Rat, Giant Init:+2 AC:13 MV:30 HD:1d2 SV:16 AL:N Ml:6 Att:1 bite (+0, 1d2) Special: almost always come in swarms of 3d20. Anyone bitten by giant rats will have a 5% chance of being exposed to the plague. Spider, Giant Init:+2 AC:16 MV:30 HD:4d8 SV:14 AL:C Ml:7 Att: 1 bite (+5, 1d8 + poison) Special: These are found only in very deep forest areas; even there, they are quite rare. They are most commonly found in the Sandomierz forest (Vistulan region). Typically, 1d8 are encountered. These giant spiders are actually fairy animals. Giant spiders make giant webs between trees, usually high in the treetops but sometimes near the ground. They are easily seen; if someone touches a web, they have a chance of getting stuck, requiring a Saving 208
Throw (STR) to break away from it. Failing means the victim is stuck, though others could attempt to free him. Fire will quickly burn webs in two rounds of burning. The bite of a giant spider is highly poisonous. Anyone bitten by a spider must make a saving throw vs poison (CON) after 1 round, or they will drop dead. Stag Init:+1 AC:13 MV:60 HD:3d6 SV:16 AL:N Ml:7 Att: 1 gore (+4, 2d4) Special: Male deer, 1d4 will be encountered, along with 1d6 females for each male, and at some times of the year, their young as well. Only stags will fight aggressively to defend the herd. Stag, Giant Init:+1 AC13 MV:50 HD:5d8 SV:14 AL:N Ml:7 Att: 1 gore (+6, 2d6) Special: Particularly large stags, usually found in deep forests, especially where faeries dwell. They are usually solitary. Toad, Giant Init:+0 AC:13 MV:5/25(swim)/45(jump) HD:3d6 SV:16 AL:N Ml:7 Att:1 bite (+7, 2d4) + special Special: Giant Toads are about the size of a very large dog. In green environs, they get a +4 to hide and will often attack by surprise. They have a tongue that can reach out up to 10’ away. If they hit an opponent closer than 5’, their victim is automatically pulled down, and they do immediate damage; but if their opponent is more than 5’ away, they will only pull in their target and do damage if the target fails a saving throw (modified by STR). 209
The skulls of giant toads contain a special stone. When rubbed over a wound containing poison (from a bite or cut), this stone will cure the poison. Each “toadstone” can be used only once and must be removed from the toad’s head no longer than one hour after it has died, or it will have dissolved. Giant Toads are most commonly found in swampy areas, particularly in Pomerania. Giant toads are almost always found solitary, but in some very wild regions might be found in a group of 2d20. Tur (Auroch) Init:+0 AC:13 Mv:40 HD:3d8 SV:16 AL:N Ml:7(6) Att:1 horns (+3, 1d6 or 2d4) Special: The Tur, also known as the Auroch, is the wild cow, the ancestor of the domesticated cattle. In this time, Tur were still found in relatively large numbers throughout the wooded areas of Poland. An encounter with Tur usually means a herd, but this will vary seasonally, as Tur will gather in larger herds during the winter (6d20), while in summer, they spread out into smaller groups (1d20). Tur are physically larger but thinner than domesticated cattle, with longer legs. Both female and male Tur have very large horns compared to cattle (female horns do 1d6 damage, male horns 2d4). Any herd of Tur will typically have 1 bull for every 20 females (minimum 1). The bulls are more aggressive and territorial, but females are also more aggressive than normal cows and can attack intruders if they feel threatened. Morale for Tur is normally 7, but if a single animal in the herd flees, the morale of the rest of the herd reduces to 6. The horns of slain Tur are popularly used as drinking horns (and pagans considered it a test of manhood to hunt a Tur). Pagan magicians also know how to use the head-hair of a Tur to create a belt that will make women more fertile. Wisund Init:+0 AC:13 MV:40 HD:5d8 SV:14 AL:N Ml:6 Att:1 horns (+5, 2d6) In modern terms, known as the European Bison, it is also called Zubr in Polish (“Wisund” being a Viking term more commonly used in northern Poland). Wisunds are very large, sometimes up to 7ft in height, and a wisund bull can weigh up to 1300 lbs or more. Wisunds operate in herds, but herds (outside of mating season) consist of either male or female herds. Female herds will be of 3d4 adult females and their young. Male groups are much smaller, consisting of 1d4 bulls, who will usually travel somewhere near a female herd but not right alongside them. They are less territorial than Tur/Aurochs, and male wisunds only compete with each other during mating season, unlike tur bulls, who can fight each other for dominance at any time. They are usually aggressive if approached too closely but are less combative than Aurochs. The horns of a wound are often made into drinking horns. 210
Wolf Init:+1 AC:13 MV:45 HD:2d6 SV:16 AL:N Ml:7 Att:1 bite (+3, 1d4+1) Special: usually found in groups of 2d10. Wolf, Dire Init:+0 AC:14 MV:45 HD:4d6 SV:14 AL:C Ml:8 Att:1 bite (+5, 2d4) Special: Wolves that have been altered by chaos, larger and more fierce than ordinary wolves. They are found in groups of 1d12. Demons -for statistics for Demons, see the “summoning” section of the Magic chapter. Demonic Creatures Bieda Init:+0 AC:N/A MV:N/A HD:N/A SV:12 AL:C Ml:N/A Att: see below Special: a strange demonic spirit, the bieda in its natural form appears like an ethereal figure of a very tall, very thin old woman dressed in rags and tatters. She is often sighted at a crossroads. Whoever gazes upon her must make a saving throw vs. magic. If they fail, the bieda will follow them invisibly and take the form of an object they will happen upon or hide itself among their possessions. If more than one person looks at the bieda and fails their saving throw, she will randomly choose one target. The item she takes the form of will be an object of some kind of value, something the PC would be unlikely to ignore or throw away. It will sometimes be inconspicuous (like a common coin in their money purse) or, at other times, notable. From that point onward, the possessor of the item will have financial misfortunes. Gradually, objects will break, animals they own will die, money will be lost, crops will fail, properties will burn, food will spoil, and so on. This will continue until the person becomes absolutely destitute. Even if the person realizes that the object is the cause of their distress, and tries to get rid of it, the bieda will only return in the form of another object. If they try to destroy or burn the object, the bieda will emerge from it in spectral form with a horrific shriek and seem to flee, but will again soon return. The only way to stop the bieda is through the use of magic to remove curses or banish spirits. 211
Blotnik Init:+0 AC:20 MV:30 HD:8d6 SV:12 AL:C Ml:9 Att: 1 strike (+9, 2d8) Special: The “Puddle Man,” the blotnik, is a demonic monster who takes the form of a man made of black mud. It is believed that demons create blotniks by transforming humans who were full of greed for gold (and possibly made some foolish pact with them). A blotnik manifests in swamps, always at a distance from travelers. He carries a lamp, providing a light that may fool people into following him, particularly if they are lost. But he guides them deeper into the most dangerous parts of the swamp, where they will be tricked into bogs, quicksand, sinkholes, or attacked by dangerous creatures. Blotnik do not seek to attack people directly and can move with freedom of action throughout the swampy terrain, making it difficult for anyone to catch up to him. However, if someone could reach him, he has a physical form and could be harmed (albeit only by magic or magical weapons). He is a spirit, not undead (thus, he cannot be turned), but he could be magically banished. Wherever blotniks are found, there is treasure somewhere near, as that is the source of the blotnik’s greed. The blotnik will try to lead people to their doom to keep them away from his treasure. Normally, it would be very difficult to find such a treasure in swampy places, but it is said that if someone throws even a couple of coins or some other silver or gold on the ground in the direction of the Blotnik, it will rush to scoop them up and run towards its treasure. Even so, keeping up with it could be very difficult, given its free movement ability. And if adventurers find its lair, it will fight viciously to protect it. Boruta Init:+0 AC:20 MV:30 HD:67hp(16HD) SV:8 AL:C Att: 4 strikes (+11, 2d4 each) Special: a powerful demon who has, at least for a few centuries, existed in material form, living in the supernatural swamplands around the Bzura river (Masovian region). He is a proud demon noble and has dedicated his time in 212
the world to getting human chiefs and nobles to make pacts with him, offering them gifts, power, and aid in exchange for their servitude. All the pagans in Greater Poland, Masovia, and Pomerania (as well as well-informed pagans in the Vistula and Silesian regions) know about Boruta. Pagan aristocrats often try to make their way into the swamplands (out of desperation or lust for power) to seek Boruta’s gifts. Boruta is utterly contemptuous of human commoners. If a commoner encounters him without being accompanied by an aristocrat, Boruta will usually slay them (a possible exception is if they can convince Boruta they have come on behalf of their noble lord). One of Boruta’s main priorities is to oppose and corrupt the growing Christian power in Poland. So, lately, he has been directing his followers to attack and sabotage the efforts of the Piast crown to spread the faith. Note that he is quite happy to accept Christian lords or nobles as followers, as this is perhaps the best strategy for him to destabilize the Christian Polish Kingdom. Boruta is a demon Marquis who can see in the dark and see invisible. He is immune to non-magical weapons and only takes half of the damage from magical fire, cold, or energy attacks of any kind. Boruta can take the form of a human or look like a humanoid demon. Once per day, he has a 50% chance of summoning 1d6 demon commoners or a 40% chance of summoning a demon knight. He has the power to make someone accept a human’s offer of matrimony, the power to cause a conflict between husband and wife, the power to cause a judge to condemn someone in a trial, the power to cause a lord to become selfish or abusive to his vassals/peasants, or the power to grant someone the friendship of a noble. Strzyga Init:+0(+2 owl) AC:11(14 owl) MV:30(50 fly, owl) HD:8d6 SV:12 AL:C Ml:7 Att:2 claw (+9, 2d4 each) + bite (+9, 2d6) Special: the Strzygi are a type of demon that possess the bodies of women who engaged in witchcraft, wishing for power, revenge or immortality. They will appear as deformed crones, with grayish skin, twisted claw-like hands and bulging with wiry muscles and two rows of vicious fangs. They do not age or suffer from diseases or poisons but are filled with blood lust. They will drink the blood of animals but prefer the blood of humans. They have the power to shape-shift into large grey owls at night, which is when they hunt. They slowly regenerate even after being apparently slain, and can only be truly slain if they are decapitated. They could be freed of possession by magic that exorcises spirits, but as the possessed being was usually willing to make the union with the demon, they get a +4 bonus to any saving throw to resist this exorcism. 213
Dragons Zmij: the Polish term for “dragon.” The most famous of these was Smok, the dragon of Krakow. Dragons are intelligent, though sometimes bestial. As infants, they appear very similar to snakes, only growing legs and wings in adolescence (after a few decades). Some dragons have the power of weather magic, creating storms or great winds. Some dragons also have the power to transform into the form of a human, and there are stories of dragons disguised as men or women taking a human lover. The lover of a dragon will become disoriented, weak, and irrational as the dragon’s affection magically curses them (this can be reversed by magic to remove curses). Dragons cause instinctual terror in humans (characters above level 1 get saving throws to resist), and some dragons can hypnotically command those affected by this dragon-fear to obey simple orders. Dragons typically live in caves (like the cave lair of Smok, below Krakow), most often in the mountains. In the past, they were more common; now, they 214
are relatively rare. Nevertheless, dragons are still sighted in the Carpathians, especially in the Tatra mountains (southern Vistulan and Silesian regions). Dragon, Small Init: +1 AC:18 MV:25/60(flying) HD:8d10 SV:12 AL:variable (usually C) Ml:9 Att: 2 claws (+9, 1d6 ea), 1 bite (+9, 2d8) OR breathe fire Special: Small Dragons can see in the darkness and see invisible creatures. They automatically cause fear in anyone of level 1 or below, and anyone between levels 2-4 must make a saving throw (modified by WIS) to avoid fleeing in terror. 25% of small dragons have the power to command anyone who is affected by their dragon-fear. Subjects will only get a saving throw if the dragon orders them to do something clearly and directly suicidal or breaks their solemn vow; Holy Men and Holy Warriors get a +4 bonus to resist a dragon’s commands. They are intelligent and can speak several languages (but might not speak Polish). The dragon’s breath weapon extends 70’ in length and 25’ across, doing 6d8 damage to everyone in the area (saving throw modified by DEX against area effects to take half-damage; even immunity to fire will only reduce the total damage by 6 points). When they use their breath weapon, they can make no other attacks and only use their breath weapon twice daily. 25% of small dragons have the power to take human form. They have the power to charm a lover, enchanting them to be disoriented and obedient to the disguised dragon. Saving throws are applicable as with dragon-fear above. Dragon, Large Init: +0 AC:22 MV:30/75(flying) HD:12d12 SV:10 AL:variable (usually C) Ml:11 Att: 2 claws (+10, 1d8 ea), 1 bite (+10, 6d6) OR breathe fire Special: Large Dragons can see in the darkness and see invisible creatures. They automatically cause fear in anyone of level 1 or below, and anyone between levels 2-6 must make a saving throw (modified by WIS) to avoid fleeing in terror. They are intelligent and can speak several languages (but might not speak Polish). 50% of large dragons have the power to command anyone who is affected by their dragon-fear. Subjects will only get a saving throw if the dragon orders them to do something clearly and directly suicidal or that breaks their solemn vow. Holy Men and Holy Warriors get a +4 bonus to resist a dragon’s commands. The dragon’s breath weapon extends 90’ in length and 30’ across, doing 12d12 damage to everyone in the area (saving throw modified by DEX against area effects to take half-damage; even immunity to fire will only reduce the total damage by 12 points). When they use their breath weapon, they can make no other attacks and can only use their breath weapon three times per day. 50% of Large dragons have the power to take human form. They have the power to charm a lover, enchanting them to be disoriented and obedient to the disguised dragon. Saving throws are applicable as with dragon-fear above. 35% of Large dragons have the power to create storms and winds; to initiate this is a free action for them, which they can do once a day. The rainstorm will cover a vast region, lasting between 40 minutes and 8 hours depending on local humidity, and will be powerful enough to reduce line of sight and cause a -4 penalty to any ranged attack. The storm will persist even if the dragon leaves the area or is slain. 215
Elves Elves in the style of English/Welsh/Irish folklore could theoretically be found in Poland but would be very rare compared to the fairy monsters living in the Polish wilderness. For more information about Elves, see Lion & Dragon, or Appendix 1 of the Cults of Chaos sourcebook. Fairy Creatures Biesy Init:+0 AC:14 MV:30 HD:8d8 SV:12 AL:C Ml:8 Att:2 attacks (+9, 1d8 each) or Shriek Special: a type of violent nature-spirit, the Biesy can take many forms, but usually, when they manifest physically, it is in the form of a creature that looks partly like a wild animal and partly like a tree. They are most often found deep in wild places, forests, and swamps. They are known to murder travelers and to keep their treasure. Biesy are very strong and aggressive; additionally, their shriek can cause terror in those who hear it. Any character of less than 7th level/HD must make a saving throw vs magic or be frozen in fear at the shriek of the Biesy. Biesy will sometimes venture closer to human populations for reasons unknown, and when they do, it is in order to pass on an animalistic possessing spirit to a human. They will stalk the border of a forest or near a crossroads, and when someone crosses their path, they will leap on them and breathe out a spirit that will possess their victim. If the victim fails the saving throw vs. magic, they will be possessed and will be driven insane and behave like a savage animal, losing their humanity. The effect can only be cured if the spirit can be exorcised or dispelled with magic. Domesticated animals can sense when a Biesy is nearby and will act frightened and begin to make unusual sounds. As Biesy are extremely good at sneaking and stalking, it is sometimes the only warning that potential victims get. They have a +6 bonus to sneaking and can move unimpeded through heavy wilderness. 216
Borowc Init:+0 AC:20 MV:30 HD:9d10 SV:12 AL:N Ml:8 Att: 1 strike (+10, 3d6) Special: A type of nature spirit that lives in the forests of Pomerania, the Borowc are aggressive to adult humans who enter their woods, but they are kind to human children. To children wandering or lost in the woods, a Borowc will appear as a funny-looking dwarf covered from head to toe in long gray hair. If the child is hurt or lost, he will help them find their way out of the woods. But encountering adult humans, a Borowc will change into the size of a giant and will threaten the interlopers; if they are hunters who have slain animals or somehow damaged the forest he will attack them. Female Borowc are known as Borowo Cotka, and they look like short old ladies dressed in ragged clothes the color of the woods, sometimes with adornments made from twigs, pine cones, or leaves. Like the males, they will care for children but will generally retreat from adult humans. They only have 7d8 hp, and their attack only does 2d8. Brzeginia Init:+1 AC:12 MV:30(swim) HD:3d6 SV:16 AL:N Ml:6 Att:1 strike (+3, 1d4) Special: Brzeginias are river-fairies, nature spirits that can be potentially found in any river. They are venerated by local pagans who bring them offerings, particularly of roses, during annual festivals. In exchange, the Brzeginias will provide them with abundant fishing. Brzeginias are shy and not typically harmful to humans unless attacked. Gnomy Init:+1 AC:15 MV:30 HD:2d6 SV:16 AL:C Ml:8 Att: 1 bite (+3, 1d4 + disease) Special: a race of small evil fairy creatures, gnomes are usually less than half the size of a human. They always attack in groups, typically of 2d6. They are squat with very pale skin and so thin that their bones show. The gnomy’s bite causes a wasting disease of a magical nature. Any character bit who fails a saving throw vs. magic will afterward become infirm, losing 1 point of constitution for each day that they fail a saving throw vs. disease (CON). This point does not naturally recover with rest. Conventional medicine cannot cure it. Only a miracle or magic can provide a cure. One cure known to pagan magicians that specifically stops the effect of this disease involves creating a magic potion made with strong alcohol and powdered catfish eyes (the magician must succeed in a DC15 magic check for the potion to work). If magically cured of the disease, the sufferer begins to recover CON points at his normal rate, but 1 point of CON damage is permanent (assuming they’d lost at least one save). 217
Gwiazdor Init:+0 AC:15 MV:30 HD:80hp(15HD) SV:8 AL:N Ml:10 Att:1 blast (+11, 5d6+5, range 80ft) Special: The “Star Man,” Gwiazdor is a nature spirit that manifests itself during winter. Its appearance is most common in the period approaching and shortly after the winter solstice. He appears as a tall, older, humanoid figure with a strange face and who has long hair and a beard, both apparently made of straw. His arrival is heralded by strange whistling noises. He is sometimes seen in the company of another figure, a fairy woman in a white dress with colored ribbons and a crown of flowers on her head. She is referred to as “Piekna Pani” (“the beautiful woman”); her face is covered in a veil and she never speaks. These two are said to be spirits that govern the solstice and mark the “rebirth” of the sun following the solstice. When Gwiazdor appears, he will judge any humans he encounters. He carries in his hand a long rod with what appears to be a star on the tip. To those humans whom he judges as having behaved virtuously, he will give a blessing. To those that he judges as having behaved without virtue, he will smite with his star-rod. Gwiazdor (and Piekna Pani) is immune to all non-magical attacks, and he is immune to any kind of magic that affects minds (including enchantment or fear effects). He does not need to breathe, does not sleep or eat. Gwiadzor cannot be truly slain by any known means, though if reduced to 0hp, he would be dispelled and would not return to the mortal world until the next solstice. Jedza (Baba Jaga) Init:+4 AC:20 MV:30 HD:58hp(18HD) SV:6 AL:C Ml:7 Att: 2 claws (+11, 1d6+1 each) Special: A powerful and dangerous fairy creature that is usually encountered deep in forests. Jedza is sometimes also called Baba Jaga (meaning “Old Lady Witch”). She has the form of a very tall and thin old woman. She steals children, most often pre-pubescent children who have wandered into the woods without adult supervision. She takes them deep into the woods to her hut. She will keep them there while feeding the children rich foods for days or even weeks to fatten them up. Then, she will eventually kill and eat the children (typically cooking them into a pie). While Jedza appears gaunt and elderly, she is known to be supernaturally fast, strong, and tough. If her hut is located and she realizes it has been found, she will make the hut spring great chicken legs and run away at great speed to escape any pursuers. 218
Jedza is immune to all non-magical attacks. Her hut has 150hp and cannot be harmed by nonmagical means. When it springs its legs, it can run (unimpeded) through the wilderness at a rate of 180ft. It is believed that Jedza cannot truly be slain, though if apparently killed, she will not reappear in the mortal world for 1d10 years. 219
Leszy Init:+0 AC:16 MV:30 HD:8d10 SV:12 AL:N Ml:8 Att: 1 strike (+9, 2d6+3) Special: the Leszy are a type of fairy creature who live in forests. They appear in their natural form as very large (10’ tall) humanoid men with green skin and hair (typically with long beards and hairy chests, arms, and legs). However, Leszy have the power to change their form, to look like a human, tree or animal of any size. They are intelligent and can usually communicate in local human languages. However, like most fae/elves, the Leszy think in very alien ways from humans and are not very good at understanding human lines of thought, so it is difficult for them to blend in with other humans even when magically disguised (at best, they are likely to seem mad or highly eccentric). They are usually found in groups of 1-10. Leszy are neutral, not automatically hostile, but they are protective of their territory and highly temperamental (the GM should probably use reaction rolls to determine their temperament when first encountered). In areas where Leszy reside that are close to pagan villages or farmsteads, the local pagans are careful to be respectful to the Leszy and might warn outsiders (if they are on good terms with them). Leszy have a kind of society, though little is known about it. Pagans say they even have a king named Svyatobor, who has incredible power and rules from a forest beyond the veil between worlds. Experts on the topic say that there are also female Leszy, but they are almost never seen. Leszy also have a propensity for taking human babies and children away into the forest, never to be seen again. However, in almost all cases, the children taken are those who are being abused or have been abandoned by their parents. On some occasions, the Leszy will attack the parents of a child he thinks is being mistreated before taking the child with him. In pagan communities close to a Leszy, unwanted babies will sometimes be brought to a place in the forest to be given to Leszy. Although some think these children are eaten, the pagans who are closest to them believe that, in fact, the Leszy take them to the court of their king, where they will live out their lives in the fairy realm as the king’s servants. Nocnica Init:+0 AC:11/17(shadow) MV:20/60(fly, shadow) HD:8d6 SV:12 AL:C Ml:7 Att:1 bite (+9, 1d6) or Screech Special: a fairy creature whose name means “the Night-hag.” She appears as a hideous old woman. She has the power to turn into a shadow, during which state she is invulnerable to anything but magic. In her physical form, she can be hurt by steel or silver weapons. Night hags will sneak in shadow form into a house and, in physical form, sit on top of sleeping children, draining their blood. If discovered, 220
night-hags will attack by emitting her horrific screech, which can even have the ability to kill. Anyone who hears her screech attack must do a saving throw vs. magic each round she screeches or lose 1d4 points of CON. Lost CON points recover at their normal rate. Planetnik Init:+0 AC:18 MV:40’ HD:12d10 SV:10 AL:N Ml:8 Att:1 strike (+11, 2d6) or lightning bolt Special: Planetnik are an order of nature spirits of neutral alignment. They rule over clouds. Planetnik have magic cords that they can throw up into the air and use to pull a cloud into or out of an area. They can thus bring clouds to cause rain, move them away to end rains or bring in storms or hail. Pagan villages that show them respect with offerings can be granted good weather (either more or less rainfall, depending on the need). But if a human offends a Planetnik by disrespecting him in some way (and they tend to be easily offended), a village can be punished with drought or ruinous crop-destroying storms or hail. They can generate powerful storms or hail, which can be troubling, but generally aren’t quick or focused enough to be used as an attack. Planetnik generally look like very tall, old men with long beards, typically dressed in plain white linen clothing and wearing large hats made of straw. They always appear to be wet, as if they had been walking in the rain, even when there is no rain. In addition to their ability to move clouds, Planetnik can generate thick fog from any nearby body of water (a river, lake, or coastline); this fog would essentially blind anyone past a 5’ range of vision. 50% of the time, a Planetnik will have lightning bolts bundled behind his back. Lightning bolts have a range of 160’, a width of 5’ and will strike anyone in that area of effect for 6d6 points of damage (save vs area effect for half damage). They will have 1d4+1 lightning bolts, which are destroyed when thrown. These can be handled by a mortal, but unless they are immune to energy, they will take 2d6 damage from holding them. A mortal throwing the lightning bolt will need to make a ranged attack to hit its chosen target. 221
They behave in a very formal and aristocratic manner and tend to give humans a chance to show proper manners. They will not be averse to combat, being tougher than their delicate appearance, and might generate fog to flee. If a human is properly respectful, the Planetnik might do them some favor if it is within his power (typically to help with a problem related to rain). Some legends claim that Planetnik have previously recruited heroes to deal with evil dragons causing harm, knowing of trouble they cause from their flight patterns through the clouds; obviously, such quests are rare. On some occasions, a Planetnik will fall in love with a human woman, and as a product of that union, a human child is born who has the uncanny ability to predict weather and, in some cases, to cause storms to abate. Planetniks are typically encountered as solitary or in groups of 2d4. Purtok Init:+1 AC:14 MV:30 HD:1d6 SV:16 Ml:6 Att: 1 (+2, 1d4) Special: a hideous, short fairy creature that sometimes takes residence in the garbage heaps of villages. Purtok are only 1-3’ tall and quite good at hiding as long as they’re near garbage or manure (+6 to stealth in garbage). Otherwise, though they are stealthy, they give off a hideous stench that can give away their presence in an area. Purtok are drawn to human conflict, and wherever they settle, they will engage in mischief or vandalism intended to cause villagers to blame and start to fight with each other. Typical encounters will be with 1d10 to 4d10, depending on the size of garbage heaps. Satyr Init:+0 AC:15 MV:45 HD:5d6 SV:14 AL:C Ml:8 Att: 1 horns (+6, 2d4) Special: Satyrs are fairy creatures; quite rare in Poland, though sometimes spotted in deep forests. Satyrs are cruel and violent creatures, with lust for strong drink, bloodshed, and sexual aggression against human women (or sometimes attractive young males). They can only be harmed by metallic weapons or magic. They are experts at sneaking/hiding in woodland areas (with a +6 bonus). They may be found solitary or in groups of 2d4 to 4d4. 222
Skrzak Init:+1 AC:18 MV:20/60(fly) HD:3d4 SV:16 AL:C Ml:7 Att:1 claws (+4, 1d4) + 1 bite (+4, 1d6) Special: Dangerous fairy humanoids, the skrzak are small (1-3’ tall) creatures with purple skin, wings, and very sharp claws and teeth. They live in packs (typically 2d20) in caves or sometimes in ruined buildings, lurking like bats on the ceilings of these caves or structures. They are only marginally intelligent and extremely vicious. Before attacking unwary targets, they will begin to emit horrific cackling that will cause extreme confusion to anyone in earshot who fails a saving throw vs. magic. Anyone who fails will only have a 33% chance of being able to take action on each round for 1d10 rounds. Each is able to cackle once per day. When the targets are affected, they will fly down and attack as a group, trying to tear their targets to pieces before devouring them. Trolls Init:+0 AC:16 MV:30 HD:6d8 SV:14 AL:C Ml:9 Att:2 claws (+7, 1d4+4 each) + 1 bite (+7, 2d6) Special: Trolls are fairy creatures. They are one and a half times the size of a man. They can move through stone and live inside mountains, although sometimes they also choose to live in rocks or under bridges in isolated places. Trolls are dim-witted but incredibly strong and hate humans. They are very difficult to kill, being immune to nonmagical weapons (except for silver weapons). Even if they appear to be slain, they come back to life (with full hit points) in 3d6 rounds. They can only be truly slain by being exposed to sunlight, in which case they turn to stone. Trolls may raid isolated villages, but they are frightened away by the sound of church bells. Trolls are either solitary or in groups of 2d6. 223
Vila Init:+0 AC:11 MV:30 HD:2d6 SV:16 AL:C Ml:7 Att: 1 dagger (+3, 1d4) Special: found mainly in the southern areas of Silesia and the southwestern parts of the Vistula region, the Vila are female elven creatures known for their unstable temperament and dangerous obsessions. They are usually found in woods or valleys. They look like beautiful young maidens with fine skin and long (usually blonde) hair. They will sometimes ride on giant stags, which will fiercely protect them. They are not always evil or aggressive; on the contrary, they can sometimes be quite friendly to some humans. They might make friendships with younger humans, especially young pubescent girls. Occasionally, Vila will give a lock of their hair to a girl. This will make the human girl more beautiful, confident, and popular. However, it will also bind the girl to the Vila, making them obliged to obey the Vila’s command (they can make a saving throw to resist if the command is something strongly contrary to their character or morals). Vila are emotional, passionate and frivolous. Any male human of level 0-1 will automatically become enchanted by their beauty and unable to take any action. Male humans of levels 2-8 get a saving throw (with Holy Men or Holy Warriors getting a +4 to resist and other characters who swore celibacy or would not be attracted to a woman getting a +2). They may fall in love with particularly handsome boys or men whom they will attempt to enchant with their song or dance. Any male they target in this way will need to make a saving throw to avoid becoming magically love-struck by them. If the human falls in love with them, they will take him away with them somewhere deep into the wilderness as their lover. Such men will have very pleasant but short lives, as prolonged romance with a Vila will quickly drain away their life force in a matter of weeks. Their only hope will rest in someone finding them and rescuing them from the Vila, though they will be likely to resist such attempts at rescue. Occasionally, the Vila may require that her lover perform some task for them, in which case they will give their lover a lock of their hair to maintain the enchantment even while he is away from her. If a human man successfully resists their attempted enchantment, Vila are likely to become furious and will unleash their fury on the local area. Their magic allows them to cause fields to burn or livestock to die. They will wreak havoc until slain, forced to leave in some way, or until they encounter some other human that draws their attention. If a Vila fears for her life, she can attempt to escape by transforming herself into a falcon. There’s a 50% chance that a vila will have a magic dagger that can injure creatures immune to normal weapons and another 50% chance that she will have a magic ring that makes her immune to normal weapons. 224
Wologor Init:+0 AC:16 MV:30 HD:60hp(7HD) SV:12 AL:L Ml:8 Att: 1 strike (+8, 1d12) or charge or staff Special: On the border of Silesia and Bohemia (between Klodzko and Krosno) are the Karkonosze mountains (whose name means “giant mountains”). The Karkonosze are largely uninhabited except for a few villages in valleys between mountains, and they are rarely traveled to except by treasure hunters (as it is known that gold and other metals can be mined in these mountains). The Giant Mountains have a variety of creatures and spirits, but one in particular lives on a mountain on the Silesian side of the border known as Wolowa Gora (“Ox Mountain”). This spirit is called Wologor, and he appears as a man with the head of an auroch (a wild ox). He dresses in robes and carries a magical staff that creates heat and fire. Wologor appears to be a lawful spirit, tied to the mountain itself, and not automatically hostile to people. On the contrary, he often works to assist the local people (almost all pagans) who live around Ox Mountain. He will help lost travelers find their way, and his magic staff can cause snow to melt to assist travelers in peril. To the natives of the area, he sometimes appears in dreams to warn them of danger. On the other hand, he will try to harry or attack bandits, raiders, or anyone who seems intent on causing harm to the locals or the mountain and its woods and creatures. If Wologor charges, he can attack with his horns with a +9 to hit and do 2d12 damage. He can also use his staff to cause a blast of fire in a cone extending 80ft, doing 8d6 damage (a DEX-based area effect saving throw reduces damage by half). Wologor cannot be truly slain as he is linked to Ox Mountain, but if apparently killed, he will not be able to manifest again for 1d10 years. Fantastical Creatures 225
Alkonost Init:+1 AC:13 MV:30/50(fly) HD:3d6 SV:16 AL:C Ml:7 Att:2 claws (1d6 each) + song Special: The song of the Alkonost requires that all who hear it make a saving throw vs. magic, or they will become fully amnesiac, with no recollection of who they are or what their knowledge or abilities are. This song counts as a curse and can only be cured by magic or miracle. Anyone who saves against the Alkonost’s song cannot be affected by that particular creature’s song for 24 hours. The Alkonost is a magical being that has the form of a large, colorful bird with the chest, breasts, and face of a woman. It is said that a thunderstorm is caused when the egg of an Alkonost hatches. They are typically solitary, living in areas near rivers, lakes, or coastlines but not too close to human settlements. The Alkonost is a very dangerous creature because her song can cause anyone who hears it to be struck with a powerful curse of amnesia, forgetting who they are or anything they know. If the feathers of an Alkonost touch any fruit, that fruit will become enchanted with the power to heal; if the Alkonost is dead or the feathers are separated from its body, the feathers will only maintain this power to create healing fruits for a few (1d4) hours. Basilisk Init: +0 AC:16 MV:30 HD:6d4 SV:14 AL:C Ml:8 Att:1 bite (+6, 1d4+poison) + gaze Special: This creature with the body of a serpent and legs, wings, and beak of a chicken has a deadly gaze. Each round, it can direct its gaze at one opponent in its line of sight; that person must make a saving throw versus instant death (modified by DEX) or drop dead. Its bite is also poison: one round after being bitten, a victim must make a saving throw versus poison (modified by CON) or die. It lives in burrows, usually in plains or woodlands, but it can sometimes make a nest for itself in ruins or abandoned houses. 226
Black Dog Init:+1 AC:16 MV:30 HD:7d6 SV12 AL:C Ml:12 Att: 1 bite(+8, 1d10) + chilling aura Special: Black Dogs are a type of demonic chaos creature from the lower planes. They are usually brought to the world by some demon to hunt and kill a mortal, but may get loose in the world by some other means. When they fix on a victim, they will chase that victim relentlessly until they are dead. Only then will it select another victim. They are very intelligent and will be strategic about the hunt (not fighting in situations of disadvantage). In addition to their bite, anyone who is within 10’ of a Black Dog takes 1d6 points of damage per round automatically. Black Dogs have a +4 bonus to check to sneak and track their prey. Chaos Slime Init:-1 AC:12-14 MV:15 HD:3-10d8 SV: AL:C Ml:12 Att:variable Special: Chaos Slimes are semi-intelligent manifestations of chaotic protoplasm. They manifest in places of chaos, sometimes at the bidding of cultists or as guardians of chaos artifacts. They are highly varied in size and form. They have 1d8+2 HD, and their attack bonus is equal to their HD+1. Each chaos slime will have different types of attacks or damage caused, special abilities, and vulnerabilities. Chaos slimes tend to move very slowly but can ooze through even the tiniest cracks. They are immune to any kind of mind-affecting magic and do not eat, sleep or breathe. Holy water can do 1d8 damage to them. Roll randomly for each. Attack (1d8): 1- 2d4 2- 3d4 3- 2d8 227
4- 3d8 5- radiates cold or heat, 1d8 damage per round in a 10’ radius, no attack roll necessary 6- spits poison (as a ranged attack, save vs. poison, or develop a mutation) 7- spits poison (as a ranged attack, save vs. poison or die in 1d20 rounds) 8- disintegration touch attack, save vs death to avoid being instantly dissolved! Special ability (d10 - slimes will have 1d3 separate abilities): 1- can dissolve wood on contact 2- can dissolve metal on contact 3- splits into two creatures when cut with a slashing weapon (each slime has half the former’s hp) 4- blasting wand or electricity splits it into two (each slime has half the former’s hp) 5- immune to cold 6- immune to fire 7- attacks paralyze (on failed STR save) 8- immune to blasting wands 9- rot (CON save or lose 1d4hp per round until consumed; only magic can heal) 10- immune to non-magical weapons Vulnerability (roll 1d4): 1- double damage from silver 2- double damage from holy water 3- double damage from magical weapons 4- damage from sunlight (1d6 per round of exposure) Gadzin Init:+0 AC:15 MV:30 HD:6d6 SV:14 AL:C Ml:8 Att:1 bite (+7, 1d6) Special: A gadzin is a large fairy snake. It is sometimes found in swamplands but is also drawn to areas of human habitation, particularly where there are cattle. The Gadzin will drink the milk from cows. It can be dangerous to humans if provoked. Gadzin can make a grappling maneuver against one opponent at a time with a +10 grapple check; if they succeed, they pin the target and do 2d4 points of damage each round. Griffin Init:+1 AC:17 MV:30/75(fly) HD:7d8 SV:12 AL:N Ml:8 Att:2 claws (+8, 1d4 ea) + 1 bite (+8, 2d8) Special: Griffins are creatures with the body of a lion and the fore-claws, wings, and head of an eagle. They are found only in isolated hills and mountains. They will rarely go out beyond those regions to hunt or mate. Although they kill and eat horses, Griffins sometimes mate with mares; the offspring of this union are hippogriffs. Griffin eggs are known as a great delicacy worthy of kings. A griffin’s claw is a magical object (see the Magic Items section above), and a griffin feather, when dipped in holy oil, can restore sight to the blind (one use only per feather). Typically Griffins are solitary but sometimes will be found in mated pairs. When found mated, there’s a 75% chance that their nest will have 1d3 eggs. 228
Hippogriff Init:+0 AC:15 MV:40/90(fly) HD:3d8 SV:16 AL:N Ml:7 Att:2 claws (+4, 1d6 ea) + 1 bite (+4, 1d10) Special: Exceedingly rare in the ordinary world, Hippogriffs are the products of mating between Griffins and mares. They have the front bodies of great eagles and the hind parts of a horse. Apparently, in the twilight realm of the fairies, Hippogriffs are bred regularly as mounts for Elven knights and lords. Hippogriffs are found either solitary or in a herd of 2d4. Rarog Init:+4 AC:18 MV:5/60(fly) HD:1d2 SV:12 AL:N ML:5 Att:nil Special: A rarog is a tiny bird that looks like a fiery-red falcon, but it is only a few inches tall, no bigger than a flower. It is a magical bird, and if one catches a rarog and it is held in the hands of someone who is suffering from melancholy or depression, they will instantly be cured. Strix Init:+1 AC:12 MV:45(fly) HD:1d4 SV:16 AL:C Ml:7 Att:1 bite (+2, 1d4) Special: Strix are sinister birds in the form of owls with red wings and long yellow beaks. They are creatures of chaos and drink human blood, particularly enjoying the blood of infants. They are usually found around places of chaos and are often harbingers that worse creatures of chaos are nearby. They have a +4 to sneaking and prefer to attack sleeping victims. They are typically found in flocks of 3d8. Unicorn Init:+1 AC:18 MV:60 HD:4d8 SV:10 AL:C Ml:8 Att:2 hooves (+5, 1d6) + 1 horn (+7, 1d12) Special: Unicorns are creatures of fairy. They appear as beautiful white stallions with a long horn. They are extremely rare but more common in wooded hills and mountains in Silesia and the Vistula region. They are ferocious and aggressive but more intelligent than ordinary animals; if they are facing difficult odds, they will try to flee. If they charge, they attack only with their horn but do double damage. If they cannot flee, unicorns will always fight to the death. However, if they are approached by a virgin maiden, they will become entranced and will lay with their head on her lap and fall asleep. The horn of a unicorn is highly valuable; ground into a powder and dissolved in water, it can cure any disease or poison. They are almost always encountered solitary. 229
Lindworm Init+0 AC:17 MV:40 HD:7d10 SV:12 AL:C ML:10 Att: 1 bite (+8, 2d6) + 2 claws (+8, 1d8) Special: The Lindworm is a wingless twolimbed sub-species of dragon. They pull themselves along the ground slithering, and their limbs are used for clawing attacks on foes. They are born very small but can theoretically grow to immense sizes; they love the taste of cattle. They cannot breathe fire, but some (30%) of them have poisonous breath attacks. Their level of intelligence varies, from particularly clever animals to fully intelligent creatures capable of speech. They tend to be found in hilly and mountainous regions. 30% of Lindworms have a poison gas breath that can be spit out once every 1d10 rounds. The gas cloud will cover an area in front of its mouth in a rough circle of a radius equal to half the Lindworm’s length. Everyone in the cloud must make a saving throw versus poison or die instantly. NOTE: the stats above are for a Lindworm between 20-50’ in length. Lindworms of less or more size should have their HD and the damage from their attacks altered by a couple of steps in either direction. Zar-Ptak Init:+3 AC:13 MV:40/120(fly) HD:4d4 SV:14 AL:N Ml:7 Att:1 claws (+4, 2d4) + bite (+4, 2d4) Special: The zar-ptak is a “fire-bird”, a bird about the size of a large falcon, with a long tail of long feathers not unlike a peacock’s. Its plumage is bright red, orange, and yellow, and the tail feathers glow with magic, as do the bird’s eyes. A typical Zar-Ptak has hundreds of feathers, but there are only about 2d20 of the larger glowing feathers at any given time. If any non-weapon magical attack is directed at a Zar-Ptak, the magic is annulled as long as it still has feathers (each time magic is used against it, one of the glowing feathers will disintegrate). The feathers of the firebird have magical properties even if separated from the bird; they continue to glow with enough intensity to illuminate an area of up to 40’ radius, and 230
a feather can divert magic, drawing away the harmful effects of a magical spell if the target of the spell is holding the feather in his hand (however, after doing so, the feather disintegrates). The feathers also have the effect of enchanting those who look upon it; anyone who sees a feather will feel drawn to have it (requiring a saving throw vs magic to resist) and will even engage in violence to possess it if they think they have a reasonable chance of succeeding (the feather’s draw is not so strong as to make someone attempt a suicidal effort to have it). Ultimately, the possessor of the feather will suffer misfortune from it; aside from the obvious problems of others wishing to have it, anyone who has a feather will tend to have general bad luck (which the GM should reflect in the form of various unfortunate or uncomfortable situations tending to happen to the PC). The firebird is very difficult to kill or capture. It is very strong and can be aggressive, but it is also quite fast in flight and running and able to move through rough terrain without penalties. If the firebird flees an assailant, it will automatically release one of its feathers as it escapes, which will instantly have the chance to distract its pursuers with its enchantment. Other Humanoids Dwarfs Init:+0 AC:17 MV:15 HD:1d6 SV:16 AL:C Ml:7 Att: 1, by weapon (+2 usually pickaxe 1d6) or thrown rock (+2 2d4) Special: The Polish name for dwarfs is “skarbniks”, while the Vikings call them “dvargr”. According to pagan legend, these fairy creatures that look like short (3-4ft tall) strong men were the first mortal race created by the gods (not counting spirits and elves). However, they displeased the gods in some way, and they were exterminated on the surface of the world. The survivors were condemned to live in caves. After this, the gods created the giants but were similarly displeased and tried a third time when they created humans. The skarbnik are found in deep cave systems, where they carve out great halls and excavate precious ores and gemstones. Skarbnik are not evil as such but very ill-tempered and highly distrustful of humans. They will assume that any men that enter their cave complexes are there to steal from them and will usually attack them (and Skarbnik are very strong, capable of hurling stones great distances and withstanding many blows). If they are somehow convinced that interlopers are not there to steal from them or otherwise harm them, they may be reasonable; there are even tales of dwarfs helping injured or lost wanderers find their way back to the surface. They are typically found in bands of 10-100. 231
Fish Men Init:+0 AC:15 MV:30/60(swim) HD:2d6 SV:16 AL:C Ml:7 Att:1, +3, by weapon (usually a trident, 1d6) Special: Fish Men are chaos creatures that live under the sea. Occasionally they will raid coastal settlements around Pomerania. Their chiefs or champions may have 3 or 4 HD. They can spend up to two hours out of the water but prefer to attack at night because daylight is irritating to them, giving them a -1 penalty to initiative, armor class, and attack rolls. They will usually attack in bands of 2d10. Giant, Forest (Vedi) Init:+0 AC:20 MV:30 HD:9d10 SV:12 AL:N Ml:9 Att:1 tree trunk club (+10, 3d6+3) Special: Ved (plural Vedi) are a race of giants, roughly as tall as a house (typically 10-15’ tall). They were the second race created by the gods, after the Skarbniks (dwarfs) and before men. Like the dwarfs before them, the Vedi displeased the gods and were thus driven aside in favor of humans. Vedi look like humans but larger and stronger, and their body is entirely covered in hair. They are strong enough to wield tree trunks as clubs and can make a mighty breath that can knock people down. Their shouts or singing can be heard from great distances. Vedi are not inherently evil, and there are tales of some Ved befriending a human family and protecting them. However, most Vedi are wary and aggressive toward men. Most Vedi live in deep forests, sometimes alone but often in small tribes (2d4). While some Vedi live in a very primitive fashion, other Vedi might create houses for themselves. It is common for Vedi to kidnap humans (usually just ones who come across them in the forest) and take them as slaves. 232
Giant, Mountain Init:+0 AC:18 MV:35 HD:12d10 SV:10 AL:N Ml:9 Att:1 fist (+11, 4d6) or thrown rock (+11, 3d6) Special: though rarer than they were in the past, Giants can be found in most mountainous (and some dense hill) regions of Poland, particularly the Karkonosze mountains (between Klodzko and Krosno). They are twice the size of normal men and are strong enough to crush the head of a bear with their fists. They can throw boulders at ranges of 50/150/300. They’re often solitary but might be found in a group of 2d4. Licho Init:0 AC:14 MV:30/30(swim) HD:1d6 Sv:16 AL:C Ml:7 Att: 1 weapon (+2 to hit) Special: found in forests and fields, a Licho is a type of goblin creature. Lichos are short, gaunt-looking, dress in black, and have only one eye (but not in the center of the forehead like a cyclops). They will typically only fight if they need to, first resorting instead to their powers of misfortune, able to curse people with bad luck. If someone tries to attack a licho, they must make a saving throw (modified by WIS) to avoid somehow stumbling and managing to fall or injure themselves. Lichos will sometimes give foolish people a “valuable gift.” This item is invariably cursed with misfortune and will always find its way back to the person it was gifted to unless they are liberated from it by magic or a miracle. Even if the object is destroyed in some way it will soon return in restored shape. A Licho can move freely in or on top of water. 233
The Vistula Mermaid Init:+1 AC:12 MV:10/40(swim) HD:32hp (7HD) SV:12 AL:C Ml:7 Att:2 claws (+8, 2d4 each) Special: The mermaid of the Vistula is a specific individual creature. There are other mermaids, usually found along the northern coastlines, which are typically less powerful (4d6 or 5d6 hit points). But long ago, one mermaid swam down the Vistula, and she is especially powerful and vicious. She is most often seen around the area of Brodno, though she occasionally travels several days up or downriver from there. She has the upper body of a beautiful maiden and the lower body of a fish. Her song has the power to enchant men. Anyone who hears this song will be drawn toward the mermaid and into the river unless they make a saving throw vs. magic (people who would not normally be attracted to a beautiful maiden and people who have taken vows of celibacy get a +2 to the saving throw). Once they are near her, she will tear them to pieces. The Vistula mermaid is very intelligent and will generally only attack lone individuals or pairs of humans, never larger groups. Werewolves Init:+1 AC15 MV:35 HD:4d6 SV:14 AL:C Ml:8 Att:1 bite (+5, 2d4) Special: Werewolves are created in two ways: either as a mutation of a follower of the demon, which in some pagan traditions is venerated as the “wolf god,” or when one of those bites an ordinary mortal, transforming them into a werewolf as well. Anyone so bitten will have a 25% chance of being infected. If they do not make a saving throw vs. disease (CON) they will become werewolves as of the next full 234
moon (bathing in wolfsbane before that grants a +4 bonus to the saving throw). Werewolves can only be injured by silver or magic. However, smoke from wolfsbane will drive them away if they fail a saving throw. Also, injury from weapons treated with wolfsbane that was prepared as a poisonous unguent requires that a werewolf make a saving throw 1d6 rounds after injury, or they will die (but to be injured, the weapon still needs to be silver or magical). Werewolves can command wolves, and will usually have a pack of 3d6 wolves in their service. Zmora Init:+2 AC15 MV:40 HD:5d6 SV:14 AL:C Ml:7 Att:1 bite (+6, 1d4) Special: a type of shapeshifter, the Zmora is a human woman who has been wronged, most often by having been promised marriage and then rejected, but other causes can also be responsible. The wronged woman is approached in a dream by the goddess Marzanna, who offers them a chance to take revenge on the world. They then gain the power to transform themselves into cat-like creatures at night, who will then jump onto humans, horses, or other livestock and drain their blood. They typically do not kill their target, but if they drink from them unmolested (the target itself will not wake at the zmora’s bite) for a number of rounds equal to their victim’s CON-2, the victim will fall into a coma. Zmora will often return to the same victim every couple of days to drink more from them. Zmora are fairly powerful and are immune to non-magical weapons except for silver weapons, but they are known to have one special weakness. When transformed, they cannot stand to see their own visage. So, if they glimpse their reflection, they will immediately become horrified and run away. Zmora are also vulnerable to holy water in spite of not being undead. If a Zmora attack is suspected, pagan witch doctors know of a certain concoction of herbs that, when used as incense, will keep a Zmora away. Likewise, covering all entrances with holy water will keep the Zmora away for a night. Humans 0-level Commoner Init:+0 AC:10 HD:1d6 SV:16 AL:N Ml:6 Att: 1, +0, by weapon Barbarian, low level Init:+0 AC:12 HD:1d6+1 SV:16 AL:N Ml:7 Att: 1, +1, by weapon (+1 damage) 235
Barbarian, higher level Init:+0 AC14 HD:1d6+1d12+3 SV:14 AL:N Ml:8 Att: 1, +3, by weapon (+3 damage) Cultist, typical Init:+0 AC:12 HD:1d6 SV:16 AL:C Ml:7 Att: 1, +1, by weapon Cultist, Witch/sorcerer Init:+1 AC:11 HD:1d6+1d4+3 SV:14 Ml:8 Att: 1, +1 by weapon Special: an evil sorcerer will usually have a blasting wand (2d6+2 damage). Their service to demons will have granted them several powers. There’s a 50% chance they may be able to call forth a demon commoner or knight at will. They may be able to change shape to disguise themselves and may have the technique of invisibility to enemies. This template is only one example, as they may well have any number of powers or mutations from their master. Fighter, 1st Level Init:+1 AC:15 HD:1d6+1d8 SV:16 AL:N Ml:7 Att: 1, +2, by weapon +1 damage Thug/Brigand/Soldier, low level Init:+0 AC:13 HD:1d6 SV:16 AL:C Ml:7 Att: 1, +1, by weapon Thug/Brigand/Soldier, higher level Init:+1 AC:14 HD:3d6 SV:16 AL:C Ml:8 Att: 1, +3, by weapon +2 damage Golems & Homunculi Golem Init:-1 AC:13 MV:20 HD:50hp(11HD) SV:10 AL:N(or C) Ml:12 Att: 1 blow (+10, 2d10+4 damage) Special: Golems are artificial beings created from clay. The secret of their creation is only known to very skilled alchemists. It is based on a formula first created by the third-century Jewish magician known as Rava, who lived in Chaldea. Golems obey their masters and can follow complex commands, though they cannot speak. They can also be ordered by their master to obey others until such time as the master rescinds the command. Golems usually wear a golden amulet, which grants them life; in some cases, the amulet is hidden within the Golem. If the amulet is ever removed, the Golem becomes inanimate. Golems are very rare in Poland, but there could be some either in the service of a 236
magician or one whose creation was flawed (in which case it has a chaotic alignment and is murderous) or has broken free of its master (either by neglect or the master’s death). Golems are immune to non-magical weapons. No mind-affecting magic can work on them, nor any magic that affects the soul or life force (including most curses). It cannot be hurt by mundane or magical heat, fire, cold, water, wind, electricity, poison, or disease. It cannot benefit from blessings or healing magic. Banishing magic cannot dispel a golem but can force it to retreat out of a circle, or be unable to enter a temple space. The spell to Make the Earth Tremble can affect it, but only if it is cast directly on it, which will then cause 5d10 points of damage and leave it stunned for one round. A magician’s blasting wand will do regular damage to it. Holy Light will not affect it unless its alignment is Chaotic. The weak point of a Golem is its amulet, but it has all the same immunity as the Golem itself; it has an AC23 and 5hp. If the amulet is not embedded in the Golem (only 1/20 are embedded ), then the amulet could be removed if the Golem is immobilized or someone succeeds in a grapple check to pull it off (golems have a +6 to grapple rolls). A character with Occultism would know about the importance of the amulet if they make a DC15 check. Homunculi Init:+1 AC:12 MV:25 HD:40hp(9HD) SV:11 AL:N(or C) ML:12 Att: 2 strikes (+10, 1d8+3) Special: Homunculi are artificial magical creatures created from plant matter through a complex process. Only very advanced alchemists know how to create one. The method of creating a homunculus was devised by the Byzantine magician Zozimus in the 4th century in Egypt. It looks like a small human, about half the size of a normal man (but with the proportions of a regular human, not a child or a dwarf). It will have a yellowish or tan colored skin in most cases. When first created, homunculi will usually be harmless and obedient to their masters. But if corrupted by chaos, or if ever ordered to kill a living thing by their masters, they will become chaotic and dangerous. Homunculi have STR18 for the purpose of any feats of strength. They have Climb+6 and Sneak+6. They are immune to all non-magical weapons. They cannot be affected by mindaltering magic, and most sorcerous attacks cannot harm them. Only magic based on cold can hurt them and will do double the normal damage. Magical fire or heat will actually heal them if they are injured, restoring one-quarter of the usual damage value of the attack in hit points. Ordinary fire or extreme heat will heal them at a rate of 1hp/10 minutes. Holy Light will harm them if they have become Chaotic. Humunculi are highly intelligent and will have a strong sense of self-preservation, though they are immune to fear. About 1/20 homunculi are capable of speech and will be able to see the invisible and detect magic. Mutations: -for examples of mutations created by Chaotic influence, see the “Cults of Chaos” sourcebook. 237
Undead Dziwozona Init:+0 AC:20 MV:30 HD:7d6 SV:12 AL:C Ml:8 Att:1 claw (+8, 1d8) Special: found in the Carpathian mountains, the Dziwozona is a dangerous corporeal spirit. Their name means “the strange wife”. Dziwozona are found in wilderness areas, though these could be close to settlements. They live in shrubs near creeks, lakes, or waterfalls. They look like unattractive older women with thick, unkempt dark hair and huge breasts. They wear red hats with leaves or twigs attached to them. Dziwozona are a type of undead who, in life, were unwanted women. That is an old maid who never knew a man, an unwed mother, or a pregnant girl who was murdered to prevent the birth of the child can rise again as a Dziwozona. They have the power to become invisible, and in their lair, they have protection against turning. While Dziwozona will sometimes attack lonely travelers (particularly men, but also potentially pregnant women) who pass near their resting place, the main risk they pose is that on the week of the full moon, they can move away from their place, become invisible, and sneak with great care into a farmstead or village, where they will attempt to steal away an infant and replace it with a demon changeling. The changeling will be notable for its swollen belly, having longer arms than a normal baby, and extremely sharp fingernails and teeth. The changeling will be aggressive to everyone around it except its “mother,” it will be constantly hungry and try to eat all the time, and will never sleep. It can cry and make infantile noises but will never learn to speak. Women in the Carpathians know of the risks of a child being taken by the Dziwozona and know of certain precautions that can help protect the child. If they tie a red ribbon around the baby’s wrist, the child will be invisible to the Dziwozona unless the child is exposed to the light of the moon. Also, the child cannot be taken by the Dziwozona so long as the baby’s mother is looking at the child. In the event that a baby is taken, that infant will be lost forever if the changeling put in its place is killed, but otherwise, the child might be retrieved. This would require that someone find the hiding place of the Dziwozona, slay her, and take the child. There is another way known to local pagan magicians, a ritual that will force the Dziwozona to return and exchange the baby for the changeling. This ritual requires that the magician and the mother of the stolen child take the changeling to the garbage pile of the farmstead or village at night under the full moon. There, the magician must make incantations (requiring a DC20 238
magic check, rolled on a D20+INT+caster level) while pouring water from an eggshell onto the changeling’s head, and while the mother whips the changeling with a birch twig calling out, “Take yours, give me mine.” If the ritual succeeds, the Dziwozona appears with the baby and is forced to hand it over and take the changeling back. Dziwozona are undead and can be turned but are immune to turning when they are in their lair. Ghosts Init:0 AC:20 MV:20 HD:10d6 SV:10 AL:C Ml:12 Att:1 death touch (+10, save or die) or possession Special: Ghosts are spirits of the dead who were usually killed by horrible violence, and some horrible event has made them cling to undeath. They can become invisible at will but can only attack or possess when visible. Anyone who sees a visible ghost must make a saving throw (modified by INT) or be terrified into running away for the next 20- 120 minutes; Holy persons get a +4 to the save, and anyone above 8th level is immune. When a ghost touches someone, they can either seek to kill them or possess them. The former requires the victim to make a saving throw vs. death (modified by CON), the latter a saving throw to resist possession (modified by INT; Holy persons get a +4 bonus). Anyone who dies from a ghost’s touch will rise up as a walking dead in 1d4 hours unless buried with proper funerary rites by a priest or Holy person. Anyone possessed is completely controlled by the ghost, who may then seek to kill others, destroy the body they inhabit, speak, or do anything else they wish. It may leave the body it inhabits at will (but usually won’t wish to do so). Ghosts cannot be hurt by normal weapons, only magic. Even if a ghost is reduced to 0hp or “destroyed” by the Turn Undead miracle, it will only be dissipated for 2d6 days. The only way to completely eliminate a ghost is to either resolve the cause for which they have clung to the material world or to find the resting place of the ghost’s body and perform a Banishing or a Turn Undead powerful enough to destroy the ghost. Latawce Init:+2 AC:16 MV:20/60(fly) HD:4d4 SV:14 AL:C Ml:7 Att:1 claws (+5, 1d4) + bite (+5, 1d4) Special: these spirits are undead creatures that are the souls of children who died in the womb, were stillborn or died in the early days of infancy before they could receive religious blessings. They appear in the night, and have the form of a large raven with the face of a human baby. They have the power to create strong winds, sometimes accompanied by storms, that can damage fields or harm buildings. They can also corrupt young unmarried women with enchantments that lead 239
them to become uncontrollably promiscuous (this effect requires a saving throw vs. magic and can be removed through magic that cures insanity or removes curses). Latawce cannot be harmed by normal weapons, only by magic, turning, banishing, or magical weapons. Phantom Warrior Init:+1 AC:18 MV:35 HD:7d6 SV:12 AL:C Ml:12 Att:1 Ghost Sword (+8, 1d8 + enervation) Special: Phantom Warriors are undead spirits of chaos-aligned warriors who committed great sins in life and died without proper funerary rites. They are incorporeal, unable to be harmed other than by magic, EXCEPT by their chosen foe (they will usually select the highest-level fighting class among those present). They will challenge that chosen foe and become corporeal toward him, giving him the chance to fight even if he does not have magic. Each time a Phantom Warrior strikes a foe, they will die instantly if they are level 0-2. Otherwise, they suffer a -2 penalty to all D20 rolls (attacks, saving throws, skill checks), which is cumulative each time they are struck. If the penalty total at any time exceeds their current level/HD, they will die immediately. The penalty will disperse at the next sunrise, but only if the character defeats the Phantom Warrior. Phantom Warriors will usually haunt ancient battlefields. Phantom Warriors can be turned but count as if they were 9HD for Turn Undead checks. Poludnica Init:+0 AC:16 MV:30/60(fly, incorporeal) HD:5d6 SV:14 AL:C Ml:8 Att:1 bite (+6, 1d4+paralysis) OR 1 sickle (+6, 1d6) OR special (see below) Special: a Poludnica (a “noon-wraith”) is a dangerous undead spirit, the ghosts of young women who were betrothed but died before they could be wed (especially if afterwards they were not given proper funerary rites). The Poludnica are unusual for undead in that they always manifest in the daytime, and sunlight does not harm them in any way. Also, they do not appear in lonely wilderness lands but instead on farmlands, in fields and gardens, usually of a village they were associated with (either their own or their betrothed’s). They can take the form of a small whirlwind of warm air, often the only sign of potential danger before they manifest and attack their target by surprise. Said targets are usually people who are on their own in a field; they will rarely ever attack a group. They typically attack men and sometimes young boys; it is highly unusual for them to attack women or girls (with the exception that they sometimes attack women who have been disloyal to their marriage or religious vows). When they take a physical form, it is that of a beautiful young woman in her wedding clothes, 240
but she is deathly pale, and her teeth are made of jagged metal, and she wields a sickle in her hand. In material form, her body is intensely hot, and her dress can radiate blinding light. She has several attack powers: her gaze can drive a man insane, her bite can paralyze, and she can cause blindness with her light (which is the most common form of attack she uses against young boys whose lives she normally spares but leaves blind). Against adults, her preferred form of attack is to paralyze her target and then slowly torture them with her sickle. Sometimes, she will ask her victim a riddle, and if the victim answers it correctly, she will spare their life but leave them insane or blinded. In the event that she is attacked by an opponent who resists (or others who come to the target’s aid), she can summon seven Black Dogs to help defend her. A Noon-wraith is immune to non-magical weapons but can be affected by holy water, turning, banishment, or any attack that affects the undead (as long as it’s not based on vulnerability to sunlight). But even if her physical form is destroyed, she will return regenerated unless her remains are found, sanctified, and given proper burial rites. Noonwraiths can turn incorporeal at will. Anyone who is within 5’ of a corporeal noon-wraith will take 1d4 heat damage each round, and the intensity of her light will cause a -2 to all attacks against her. If she focuses that light on a single target, that target must make a reflex saving throw (DEX) or be blinded (which can only be healed by magic or miracles). Her gaze attack against any man will require a saving throw versus magic, or the target will become helplessly insane (it can only be cured by magic, miracles, or if the noon-wraith herself removes the effect). Her bite requires a saving throw vs. magic to avoid becoming paralyzed for 10-40 minutes. Rusalka Init:+0 AC:15 MV:30/50(swim) HD:6d6 SV:14 AL:C Ml:7 Att:1 hair (+8, grappling) OR 1 strike (+6, 1d4) Special: The Rusalka (plural “rusalki”) are undead female water spirits. In Slavic pagan lore, water is associated with chaos (while fire is associated with Order). The Rusalki take the form of beautiful young women with fair-colored hair that is quite long and usually unkempt and light skin. They will try to seduce men, pretending to be bathing in the river or lake that they are linked to. Their gaze and voice are hypnotic, requiring a saving throw to resist (with a +4 bonus if the character is a Holy Man/Warrior, a +2 bonus if the character is not holy but of Lawful alignment). Characters who fail the saving throw will be drawn to the Rusalka, and when they reach the water she will entangle them in her hair (which has a 5ft reach), pulling them under and tickling them under the water until they drown. The only chance to survive this is when the enchanted character first reaches the water. At that point, the appearance of the Rusalka will change so that her hair turns green and her skin and face become more alien and fish241
like. The character will then be entitled to another saving throw (with the same bonuses as before). If the character resists, the Rusalka will then need to make a successful attack roll to entangle the character, and the character will be able to make grappling attempts to break free. Rusalki will also potentially target girls and women but cannot enchant them. With girls or women, the Rusalki will usually test them in the form of a riddle; if the girl/ woman cannot answer the riddle correctly, the Rusalka will attack them. In all cases, Rusalka are intelligent and will not be reckless. They will almost always (unless ordered to by the magician who created them) only attack individuals who are alone, except if they are absolutely certain that the other person(s) with their target would be too weak to harm or stop the Rusalka from killing their prey. If they are afraid, Rusalka will dive into their river or lake, where they can breathe underwater and swim at fast speeds.The key way to suspect that someone is a Rusalka from a distance is that most of the year, Rusalki cannot step entirely outside of the body of water they are bound to; they must always keep at least one foot in the water. However, for one week of the year, the first week of June, they are free from this limitation and will be able to move freely on land. They will usually stay close to their body of water, though one of their favorite pastimes during this week is to climb onto a large tree not far from the water and seduce/attack men who come close to the body of water they are bound to. Pagan magicians can create a Rusalki by ritually drowning a young girl or woman in a body of water. She will then be bound to that river or lake and will not be able to harm the magician and must serve him or her. Some pagan communities are happy to have their witch perform this type of ritual because the Rusalki can be made to use their power to nurture any fields within line-of-sight of their area of water, causing prosperous crops. If someone slays the magician who created the Rusalka, the soul of the girl/woman they sacrificed will be freed, and the Rusalka will disperse. However, if their creator dies of means other than being slain, the Rusalka will remain bound, and can only be slain in combat. Rusalki are undead and can be subject to turning, but only when they are not in contact with water. 242
Shade Init:+1 AC:13 MV:30(fly) HD:3d6 SV:16 AL:C Ml:12 Att:1 chill touch (+4, 1d6+1) + Charisma drain Special: Shades are undead creatures of darkness, most often found in tombs or unholy sites. They are immune to non-magical weapons, but they are vulnerable to sunlight (taking 1d6 damage per round of exposure). They are invisible in darkness, and in dim light, they are very difficult to see, causing a -2 penalty to any melee attacks against them and a -4 penalty to any ranged attacks. When a Shade touches a living creature, in addition to the listed damage, they lose 1 point of Charisma. Anyone reduced to less than 3 CHA will become catatonic, and anyone reduced to 0 CHA will themselves become a Shade. Survivors of Shade attacks will recover lost CHA at a rate of 1/day. Skeleton Init:+0 AC:13 MV:30 HD:1d6 SV:16 AL:C Ml:12 Att:1 claw (+2, 1d6) Special: Skeletons are created by chaos cultists or through sinister chaos influences in catacombs or tombs. Non-magical weapons only do half-damage to Skeletons. Upierz Init:-1 AC:17 MV:30 HD:8d6 SV:12 AL:C Ml:12 Att:1 strike (+9, 1d8+2) OR 1 bite (+5, 1d6+2) OR Breath Attack Special: Prominent in the lower regions of the Vistula territory and in the Carpathian mountains, Upiersz (singular “Upior”) are a vampiric type of undead. They come to be undead due to having died a sudden, unexpected death, or by suicide, or whose corpses were desecrated in some way; also, sometimes, women who die during childbirth. They rise up either out of an attachment to things not done in life or a thirst for revenge. The former are most likely to end up attacking their own 243