DragonQuest Frontiers of Alusia


[2.1] Who should see the map during an Encounter Check); and Encounter
1. INTRODUCTION
Table Modification (a number which is
Clearly, player characters entering the
The Frontiers of Alusia is the first in a
added to the chances of an encounter when
frontier area for the first time would have no
series of adventure maps designed for use
using this package in conjunction with the
way of knowing much about the frontier. It
with SPI's DragonQuest. The enclosed map
DragonQuest rules).
can be presumed, however, that some
was developed to fulfill the functions outlined
information would be available in the form of
in 77.3 of the DragonQuest rules, and the
[2.3] Area Borders and Multiple
old diaries of the first settlers or explorers,
enclosed folder describing the features on the
rough maps, and so on. Bearing these points
Terrain Features
map is keyed to those rules. The Frontiers of
in mind, GM's are advised not to show the
Alusia is fully compatible (with some
In most cases, the map makes it clear
enclosed map to the other players, but to
alteration) with all currently available Fantasy
where one area ends and another begins. In
provide them with the names and descriptions
Role-Playing games, but it is not a stand alone
those cases where two areas or types of terrain
of known features provided in this folder as
product. You must have DragonQuest or
infringe on each other, the GM should feel
they would normally acquire such knowledge
some other FRP game to use the map.
free to call the hex in which the two meet
in the course of the adventure. Further, GM's
The area portrayed in The Frontiers of
either one or the other. Alternatively, he may
may wish to roughly sketch out certain areas
Alusia is a semi-explored border area between
wish to average the characteristics of the two
on a sheet of scratch paper and make these
the Confederated Baronies to the north and
areas to reflect the fact that terrain
unscaled sketches available to the players to
the ancient and decadent kingdoms of the
classifications and area borders tend to be
represent the sort of primitive maps of the
south. To the east lies the great Sea of Grass, a
arbitrary at best and usually a gradual change
frontier which might be available to the
vast steppe inhabited by savage nomads, and
is experienced when moving from one type of
characters.
to the west is the limitless Alusian Ocean.
terrain to another.
Players whose characters attain the use of
Subsequent maps in this series will portray
the limited research facilities at a major
these areas and will connect directly with the
[2.4] River Encounters
holding (Castle Chilton and Castle Brastor
map showing the frontiers. Eventually, SPI
being the only such holdings actually
River encounters should occur only when
hopes to portray an entire continent in this
portrayed) might be given a look at the part of
characters are actually near a river, not when
manner and to include in future booklets
the GM's map most likely to be well known at
they occupy a hex containing a river but are
information on the history, religions,
that holding. For example, a player who visits
some miles from that river. The same is true
economies, political systems, and social
Castle Chilton would probably obtain fairly
(though less important) in the cases of oceans
structures prevalent on that continent.
accurate information concerning Carzala,
and lakes.
The complete Frontiers of Alusia
Swithan's Roughlands, part of the Fastness of
package contains these rules printed on the
Girwyllan, The Sweet Riding, part of the
coversheet, a Travel Guide comprising [2.5] Terrain Key
Wilderlands of Gilarni (as far east as, say,
descriptions of the areas portrayed on the (see back of coversheet)
Finn's Waste), part of the Artusian Hills, and
map, and the map of Alusia itself.
Ildrisholm and the Brastor Holding. These
3. THE GENERAL REGION
areas of the map might be shown by
2. HOW TO USE THE MAP
backfolding the map against the creases to
The region portrayed in The Frontiers of
show only two of the eight panels formed by
Alusia is a thinly settled, semi-explored
The map included in this package is
the folds and by covering with pieces of paper
wilderness. The only significant population
designed for use by a GM to plan out his
any part of the panels shown which the GM
centers are the Brastor Holding and the
campaigns and adventures in a semi-settled
wished to keep secret.
Barony of Carzala, which conduct trade with
and vaguely civilized portion of a fantasy
each other via the Sweetwater (downriver to
world. These rules and the descriptions in the
[2.2] Using the Danger Table
Carzala) and across the Sweet Riding (upriver
enclosed folder provide a general framework
to the Brastor Holding). The Castellan of
describing that area and include significant
The enclosed 4-page folder, the Travel
Brastor is bound by fealty to the Baron of
details on some better known features, but
Guide, contains a description of each of the
Carzala, and the two form a single economic
much of the land portrayed can be presumed
areas shown on the map. Each description
and political unit.
to be terra incognito (named, but not really
contains a summary of the area's salient
The remainder of the region is thinly
explored, let alone settled). Accordingly, the
characteristics in five main categories
settled by humans along the coast and the
GM has been left a great deal of latitude in
followed by a short text detailing what is
more accessible stretches of river. Small tribes
determining the actual nature of many areas of
generally known (or believed) about the area.
of Fairy Folk, Earthdwellers, and Giants are
the map. While an effort has been made to
The five categories shown are all derived
also scattered throughout the frontier, and the
provide all manner of terrain typical to a
from the Danger Table (Section 63.1) in the
area abounds with all manner of game
fantasy world, there is certainly nothing to
DragonQuest rules. They include: Terrain
(including many fantastical creatures). The
prevent a GM from placing lost cities in
Type (the basic type of terrain or feature
Wilderlands of Gilarni are lightly populated
appropriate places, locating previously
prevalent in the area); Danger Level (a
by small family groupings of Elves, and the
undiscovered fords, ferries, or footbridges
one-word description of how much danger of
Hills of Aldri are generally considered sacred
(which may have been left by the same people
an unpleasant encounter the characters face in
to their kind, but no major Elf kingdom exists
who built those lost cities), populating forests
the area); Encounter Frequency (the
in the region covered by this map.
and mountains with all manner of horrible
average length of time between Encounter
and/or exotic entities, etc., etc., etc.
Checks in the area); Encounter Chance
(the percentage chance of experiencing an
encounter of some sort
The region to the north, separated from the
mapped region by the Wilderlands of Gilarni,
From the Third Book of
includes the Kingdom of Elfholm, with which
little commerce is held, and the Confederated
DragonQuest
Baronies, of which Carzala is the southernmost.
The human settlers of Carzala conduct a brisk sea
[63.1] DANGER TABLE
trade with their northern neighbors, and most
DANGER
adventurers are likely to begin their forays on the
LEVEL Low Small Moderate High Extreme
frontier from the riverport of Seagate, the
Frequency 168 72 24 6 2
southern terminus of Confederation trade.
Cavern - 10% 20% 30% 45%
South of the region portrayed on the map are
Crypt* 2% 17% 27% 37% 52%
the kingdoms of Shorapur, Izmiraldi, Ajepbar,
Field 25% 40% 50% 60% 75%
Kirkuhl, and Sukhekorrum, the fabled "Five
Marsh 5% 15% 30% 40% 55%
Sisters," most of whose history has been lost in
Plain - 10% 20% 30% 40%
the mists of time. Rich and decadent, the Five
Ocean - 10% 25% 35% 55%
Sisters have refrained from expanding northward
Rough - 3% 13% 25% 40%
during the last millennium mainly out of a
Ruin - 10% 25% 35% 50%
cultural malaise, but also because the vast Gatar
Waste - 5% 15% 25% 40%
Depression forms a barrier against the march of
Woods - 15% 25% 40% 50%
large armies.
To the east lies the Sea of Grass, the
Encounter -25 -10 +5 +10 +25
westernmost marches of which appear on the
map. Popular legend has it that the sea goes on
KEY: Danger Level = The relative chance of an encounter with
forever, but old maps show mountains and forests
potentially hostile NPC's or monsters, given in five increments in
almost a thousand miles inland from Panjari,
ascending order of danger from Low to Extreme. Frequency = the
though no man except the savage nomads has
frequency (in hours) with which the GM must make an Encounter
penetrated that far inland since the great city fell
Check depending upon the Danger Level of the area occupied by the
1200 years before in the Wars of the Kinslaying.
characters. Cavern, Crypt, etc. = The 10 major terrain types in which the
The Brastor Holding is the major contact point
characters may adventure. The percentage found by indexing the terrain
between the Confederation and the tribes of the
type with the Danger Level is the Base Chance of any encounter (of any
interior, and there is an annual spring trade
type) occurring when the characters are in that type of terrain. Cavern
festival at the Chapel Crossing on the Swan
includes all caves, tunnels, natural caverns, and other underground areas
where the Horsepeople come to trade furs and
which are not part of an inhabited dwelling. Crypt includes all barrows,
buffalo hides for tools and weapons of cold iron.
crypts, burial mounds, graveyards, and other places of internment of the
At other times of the year, the Castellan's
dead. Field includes all cultivated fields, vineyards, moors, heaths, etc.,
Borderers patrol the Choth Gap to keep small
(usually near inhabited areas). Marsh includes all swamps, meres,
bands of nomad raiders from reaving in the
ponds, etc. In addition, small streams and rivers are included herein, but
Brastor Holding, and at these times the way into
10 is subtracted from the Base Chance if checking for an encounter as a
the Sea of Grass is closed.
result of a stream or river crossing when other terrain of this type is not
West of the frontier is the Alusian Ocean,
present. Plain refers to all plains, steppes, and other more or less open
which is sailed by only the bravest men since it is
and flat or rolling terrain. Ocean includes oceans, seas, and large lakes.
a wide gray sea subject to sudden storms that can
If the adventurers are on a lake the Base Chance for this type of 'terrain
last for weeks. Like the Sea of Grass, the Alusian
is reduced by 10. Rough refers to both hills and mountains, but 20 is
Ocean is said to be endless, though myth says
added to the Base Chance if the characters are in mountains instead of
that beyond the ocean is the birthplace of man.
hills. Ruin includes all abandoned dwellings (cities, castles, monasteries,
Detailed descriptions of each of these areas
villages, etc.). Waste includes all deserts, wastelands, salt fiats, etc.,
are provided in the enclosed Travel Guide.
where life is not likely to be found in profusion. Woods refers to all
wooded glens, forests, brush land, etc., where large amounts of common
NOTE: To locate a particular hex on the map
wildlife are likely to be found and where few humanoids dwell. If the
(e.g., hex 39-095), read straight across the hex
area is deep forest, add 10 to the Base Chance of an encounter.
row (indicated with a bold numeral) and read
Encounter = The number added to the dice roll on the Encounter Table
diagonally down the hex column (indicated with
which is used to determine exactly what type of NPC or monster is
an italic numeral) to the intersection of row and
encountered. #% = The Base Chance of an encounter in the terrain type
column.
the adventurers occupy at the current Danger Level. - = No chance of an
encounter occurring in this type of terrain at this Danger Level. NOTE:
Inhabited dwellings, cities, towns etc. have not been included on this
chart, since the GM will almost always prefer to inhabit these with
Monsters/NPC's of his own choice. *Double the base chance of Crypt
encounter at night.
THE SWEETWATER RIVER CARZALA hostile entities who might be a threat to Carzala,
TERRAIN TYPE: River TERRAIN TYPE: Fields
all encounters with humanoid non-humans
DANGER LEVEL: Small DANGER LEVEL: Low
should be changed to -10 Human encounters.
ENCOUNTER FREQUENCY:72 ENCOUNTER FREQUENCY: 168
ENCOUNTER CHANCE: 5% ENCOUNTER CHANCE: 25%
ENCOUNTER TABLE MODIFICATION: - 10 ENCOUNTER TABLE MODIFICATION: -25
FASTNESS OF GIRWYLLAN
Named for its unique taste, the The Barony of Carzala is bounded on the
TERRAIN TYPE: Rough (Mountainous)
DANGER LEVEL: High
east by the East Warding, a series of low wooded
Sweetwater is said to run from the very center
ENCOUNTER FREQUENCY: 6
hills which give into the Wilderness of Gilarni,
of the Sea of Grass all the way to
ENCOUNTER CHANCE: 25%
in the west by the Fastness of Girwyllan and ENCOUNTER TABLE MODIFICATION: +10
Confederation Bay. It is fed within the region
The Fastness is a semi-mountainous area
Swithan's Roughlands, in the north by
portrayed by the Swan, the Wandle Rithe, the
from which originates the fast running Rithe
Confederation Bay, and in the south by the
Gilder Rithe, the Champion, and Rithe Regar.
Regar and the Unicorn River. High in the
Sweet Riding. The Barony is an area of rich
Over a mile wide through most of its course,
fastness above remote Tiana Falls is an area of
pastures and fruitful plowed fields which has
the Sweetwater is uncrossable except by ferry
High Mana which has never been thoroughly
grown up around the market town of Seagate and
or at one of the few fords where a horse can
explored due to the ruggedness of the terrain.
the Castle Chilton. In all, about 12,000 people
be swum across. The old maps show the
make their homes within the Barony, 3000 Here, as in all rough areas, the presence of actual
Sweetwater as the Schilkarsi River with its
mountains in a hex increases the Encounter
within Seagate and the Castle itself. The largest
origin in a mountain chain deep in the interior
towns outside of Seagate are Stonesboro (pop: Chance by 20.
of the continent.
1100), Monck's Corners (pop: 1400), Seacroft
SWITHAN'S ROUGHLANDS
(pop: 1300), Crystal Spring (pop: 1200), and
TERRAIN TYPE: Rough
THE SWEET RIDING
Venture (pop: 900). Slippery Rock, Arn's Ferry,
DANGER LEVEL: Small
TERRAIN TYPE: Plain
Bolton, Southgate, Northfield, and Gugnir's ENCOUNTER FREQUENCY:72
DANGER LEVEL: Moderate
ENCOUNTER CHANCE: 3%
ENCOUNTER FREQUENCY: 24
Hope each have a population of 400-600. Castle
ENCOUNTER TABLE MODIFICATION: -10
ENCOUNTER CHANCE: 20%
Chilton is strongly built, moated and garrisoned
ENCOUNTER TABLE MODIFICATION: +5
First explored by the famous Ranger,
by about 400 Housecarls and 60 knights. Regar's
This wide valley of fertile grassland is
Swithan, the Roughlands have long been
Keep is, if anything, even stronger, being built
the main communications and trade route
maintained in a virgin state by the Carzalas as
high on an open hill with an excellent view of
between the Brastor Holding and Carzala and
a hunting preserve. The coastal brushland
the surrounding countryside. The Keep is served
is used by the Barons of Carzala as an open
which makes up the eastern part of the
by 150 men-at-arms and a dozen knights drawn
range on which graze large herds of the
Roughlands abounds in Wild Boar while the
in rotation from Castle Chilton. It is a base for
famous Carzala Beeves and much smaller (but
wooded hills of the main Roughlands offer
mounted troops who patrol the Sweet Riding and
infinitely more valuable) ramudas of Artusian
some of the best stag hunting in the
the Artusian Hills as protection against brigands.
Warhorses.
Confederation. The ghost of Swithan, who
A series of foot paths connect Regar with the rest
disappeared in the region 125 years ago and
of Carzala through the Fastness of Girwyllan and
THE ARTUSIAN HILLS
lead to a number of secret caves which have has never been found, is said to travel the
TERRAIN TYPE: Rough (Mountainous)
DANGER LEVEL: Moderate been provisioned and fortified in case of pressing Roughlands assisting lost hunters and
ENCOUNTER FREQUENCY:24
need. The Encounter Frequency for Carzala does
travelers.
ENCOUNTER CHANCE: 13%
not include encounters with peasants and
ENCOUNTER TABLE MODIFICATION: +5
soldiers. On the average, such encounters will CONFEDERATION BAY
Outlaws inhabit these rugged hills
TERRAIN TYPE: Ocean
occur every 2 hours.
through which travelers must pass between
DANGER LEVEL: Moderate
the Brastor Holding and Carzala unless they ENCOUNTER FREQUENCY: 24
THE EAST WARDING ENCOUNTER CHANCE: 25%
go by river. The outlaws survive by raiding
ENCOUNTER TABLE MODIFICATION: +5
TERRAIN TYPE: Rough
trade caravans moving through the hills and DANGER LEVEL: Small
The Bay extends off map to the north and
ENCOUNTER FREQUENCY:72
sometimes even by raiding into the Sweet
is the main means of communication with the
ENCOUNTER CHANCE: 3%
Riding for horses and beeves. The GM should ENCOUNTER TABLE MODIFICATION: -10
Baronies to the north. The water is smooth
The East Warding has been lightly settled
modify the Encounter Table so that all
here and the Bay suffers few storms even in
by retired men-at-arms from Carzala who eke
humans encountered in the hills will be either
winter. Confederation Bay is not inhabited by
out a precarious existence by homesteading the
Merchants, Soldiers, or Brigands.
Merfolk, and all encounters with them should
hills under a grant and subsidy from the Barony.
be changed to encounters with Confederation
Since the Warding has long been cleared of most
merchant ships.
ENCOUNTER TABLE MODIFICATION: + 10
THE PLAIN OF DESAI
partake through these feeders some of the
TERRAIN TYPE: Plain Like the Pallisades, these are coastal hills
magic of the hills.
DANGER LEVEL: Moderate
with some semi-mountainous areas. These
ENCOUNTER FREQUENCY: 24
ENCOUNTER CHANCE: 20% hills are inhabited by an ancient tribe of
THE LESSER SYLPHS
ENCOUNTER TABLE MODIFICATION: +5
TERRAIN TYPE: Rough (Mountainous)
neanderthal-like cannibals who will stalk and
This great plain was first explored by DANGER LEVEL: Small
eat trespassers.
ENCOUNTER FREQUENCY: 72
Branden Ab Lyr a century before the settling
ENCOUNTER CHANCE: 3%
of Seagate. Branden named the plain for his ENCOUNTER TABLE MODIFICATION: -10
FOREST OF ARLYNN
These hills are inhabited primarily by
wife, Desai, who accompanied him on the TERRAIN TYPE: Woods
DANGER LEVEL: Moderate
Sylphs (from whence comes their name) who
expedition. Most of the surrounding features
ENCOUNTER FREQUENCY: 24
are vaguely allied with the nearby Elves as
were also named by Branden either for ENCOUNTER CHANCE: 25%
ENCOUNTER TABLE MODIFICATION: +5
well as the monks of Ildrisholm. Results on
himself or his relatives. The Forest of Arlynn
As per DragonQuest, add 10 to the
the Encounter Table should be modified so
was named for a daughter; Bolton Bay for his
Encounter Chance for all hexes which are
that all encounters with Humans are
first-born son; the Ford of Girwyllan and the
Forest instead of Woods. The Forest of
encounters with -6 Sylphs and all other
Fastness of Girwyllan (which blocked his
Arlynn is only lightly explored by men and is
humanoid encounters are +10 Elves.
attempts to explore eastward) after his brother
a trackless wilderness said to be inhabited by
who accompanied him as a captain; Lyr's
large numbers of Unicorns. All rolls of 100 or
THE BRASTOR HOLDING
Crossing after Branden's father; and, of
TERRAIN TYPE: Fields
greater on the Encounter Table should lead to
course, Mount Branden and Loch Branden
DANGER LEVEL: Small
encounters with Unicorns. Within the forest is
ENCOUNTER FREQUENCY: 72
after the great man himself. The Carzalas
ENCOUNTER CHANCE: 40%
a pond known for its color as the Ruby
maintain a path between their holding and the
ENCOUNTER TABLE MODIFICATION: -10
Waters. This pond is said to have healing
Plain of Desai and have, on occasion, hunted Established three score years before, the
properties, and knights and their ladies often
on the plain, but have shown no real interest Brastor Holding has prospered beyond all
come from Carzala to bathe in its waters.
in exploring the area more thoroughly. expectation as both a trading center and a
Rising out of the forest to the north is Mount
farming area. Running for 70 miles along the
Branden which, curiously enough, is
THE PALLISADES
Champion River, the Holding is home to 5000
TERRAIN TYPE: Rough snowcapped year round. The Unicorn River
souls, 1200 of whom reside in Brastor
DANGER LEVEL: Moderate
which flows through the woods is a small wild
ENCOUNTER FREQUENCY: 24
Landing, which serves as the point of origin
ENCOUNTER CHANCE: 13% river which can be navigated only with great
for all river trade with Carzala. Charity,
ENCOUNTER TABLE MODIFICATION: + 5
difficulty along most of its length.
Emmitsburg, Lewiston, and Hugler's Ferry
The Pallisades are a chain of hills which
each have populations of 600-700.
bound the western shore of Alusia, often
THE WILDERLANDS OF GILARNI
Tobintown, Westgate, and The South Lending
dropping a sheer 300 feet or more to the TERRAIN TYPE: Woods (Forest)
DANGER LEVEL: High
are lesser towns with populations of less than
ocean. They have never been explored, though
ENCOUNTER FREQUENCY: 6
400 each. A small garrison of 120
Branden did name the highest point of the ENCOUNTER CHANCE: 40%
ENCOUNTER TABLE MODIFICATION: +10
men-at-arms and five knights is always
region, which is visible for scores of miles,
The Wilderlands of Gilarni is a vast,
assigned to Castle Brastor. In addition, an
after his wife. At the foot of these hills is
heavily timbered area separating Carzala and
elite unit of 90 Rangers (the Castellan's
Loch Branden, a deep clear lake which is
the frontier from the Confederation proper.
Borderers) under a captain are stationed in
believed to originate from a spring-fed stream
The Forest hexes in the area have an
The South Lending in a trio of log barracks.
on Mount Desai. The portion of the shore
Encounter Chance 10 greater than the
The Rangers have the responsibility for
which is not part of the Pallisades is marshy
Encounter Chance for the Woods hexes. All
patrolling the Eastmarch, an open plain
and covered with a curious spongy moss. The
Human encounters in the area should be
between the Holding proper and the Swan
Pallisades are bounded on the north by
changed to Elf +20 encounters since the
River, and for keeping nomad raiders out of
Swithan's Cove and on the south by Bolton
Wilderness is claimed by Elves and generally
the Choth Gap. They maintain small,
Bay, both of which provide gentle shingle
inhabited mainly by them. Included in the
irregularly used encampments by Lake
beaches for landings and sheltered
region are a number of High Mana areas and
Cordon, at the Chapel and Pardeau Crossings,
anchorages.
one Low Mana area, Finn's Waste. The Waste
and in the South Downs. They also maintain a
is held by the Arkanians, an obscure religious
ISLE OF GARAX
barracks in Tobintown as a base for
TERRAIN TYPE: Rough sect, to be consecrated ground, and they hold
expeditions against the brigands in the
DANGER LEVEL: Small
quarterly festivals there lasting several days.
ENCOUNTER FREQUENCY: 72 Artusian Hills, though they are seldom called
ENCOUNTER CHANCE: 3% Lake Gordon, on the fringes of the
upon to mount such operations. A vigorous
ENCOUNTER TABLE MODIFICATION: -10
Wilderness, is a favorite camping area of the
militia usually does a passable job of guarding
The island was once an outpost of
Castellan's Borderers and the place they hold
the Holding and the grasslands of the
Panjari, but has long since been haunted by
induction ceremonies for new recruits.
Westmarch from rustlers and thieves.
some horrible menace which seems to appear
regularly, according to some mystical or
THE HILLS OF ALDRI
ILDRISHOLM
magical instruction. Recently, the island has TERRAIN TYPE: Rough (Forest)
TERRAIN TYPE: Rough
DANGER LEVEL: Extreme
become the abode of a reclusive Illusionist DANGER LEVEL: Small
ENCOUNTER FREQUENCY: 2
ENCOUNTER FREQUENCY: 72
and his daughter. The Illusionist's household ENCOUNTER CHANCE: 40%
ENCOUNTER CHANCE: 3%
ENCOUNTER TABLE MODIFICATION: +10
servant makes infrequent appearances at ENCOUNTER TABLE MODIFICATION: -10
Much of the Hills of Aldri is a High
Named for one of the greatest mages of
Seacroft to purchase supplies, but is unwilling
Mana area which is sacred to the Elves and is
the College of Air Magics (and a heroine of
to answer questions or supply information
accessible only from their kingdom via
the Sylphs), Ildrisholm is a region of rugged
concerning the island or his master.
established paths. All encounters with non-
hills (partially forested) and cliffs. A small
animals in the hills should be read as
THE HILLS OF THE HALFBORN
monastery housing a sect of Air Magicians
TERRAIN TYPE: Rough encounters with Elves +20. The Wandle Rithe
and known to the locals as "the Cloister" is
DANGER LEVEL: High
and the Gilder Rithe both originate in these
ENCOUNTER FREQUENCY: 6 located high in the hills and may be reached
ENCOUNTER CHANCE: 25% hills and feed the Sweetwater, which is said to
VALE OF MORIN THE EAST BOUNDERS/
by a trail through the Greenwood. A small
TERRAIN TYPE: Plain
THE WEST BOUNDERS
amount of commerce passes along this trail
DANGER LEVEL: High
TERRAIN TYPE: Rough (Mountainous)
from the Brastor Holding. The Cloister and ENCOUNTER FREQUENCY: 6
DANGER LEVEL: High
ENCOUNTER CHANCE: 30%
ENCOUNTER FREQUENCY: 6
most of the immediate vicinity (including a
ENCOUNTER TABLE MODIFICATION: +10
ENCOUNTER CHANCE: 25%
mountaintop reached by footbridge across the
Nestled in the Vale at the foot of the ENCOUNTER TABLE MODIFICATION: +10
gorge of the Sweetwater) is a High Mana area
The Bounders (both East and West) are
passes through the Mountain Wall from the
donated to the sect by the Sylphs in memory
composed of massive limestone hills and
Gatar Depression are five ruined outposts
of Ildris.
mountains heavily spotted with caves which
(Pariegos, Angbar, Resmaldi, Korsepolis, and
serve as nesting areas for Gryphons. All
Jungbar) which formerly served to guard the
THE GREENWOOD
humanoids avoid the areas, and humanoid
trade city of Sumaldi from the depredations of
TERRAIN TYPE: Woods
encounters in either of the Bounders should be
DANGER LEVEL: Small the Horsepeople. But that was a millennium
ENCOUNTER FREQUENCY: 72
read as encounters with Gryphons instead.
past, when fair Panjari still stood and furs
ENCOUNTER CHANCE: 15%
ENCOUNTER TABLE MODIFICATION: -10 from the north were carried through the desert
GRYPHON VALLEY
to grace the bodies of noblewomen in the
TERRAIN TYPE: Plain
cities of the Five Sisters. Now, only broken
DANGER LEVEL: Extreme
THE SOUTH DOWNS
ENCOUNTER FREQUENCY: 2
TERRAIN TYPE: Rough
stones remain, and the Vale itself is said to be
ENCOUNTER CHANCE: 40%
DANGER LEVEL: Small
haunted by the ghosts of generations of
ENCOUNTER TABLE MODIFICATION: +25
ENCOUNTER FREQUENCY: 72
ENCOUNTER CHANCE: 3%
soldiers who perished in the wars against the This shallow valley is named for the
ENCOUNTER TABLE MODIFICATION: -10
Horsepeople. Even the Horsepeople today beast which inhabits it in such large numbers
shun the area. Treat all Human encounters in that men seldom go there despite its fertile
EASTMARCH
the Vale as encounters with ghosts. soil and pleasant fruitfulness. All non-animal
TERRAIN TYPE: Plain
encounters in the region should be read as
DANGER LEVEL: Small
ENCOUNTER FREQUENCY: 72
THE MOUNTAIN WALL
encounters with Gryphons. The pass known as
ENCOUNTER CHANCE: 10%
TERRAIN TYPE: Rough (Mountainous)
Gryphon's Gate is a part of this valley and
ENCOUNTER TABLE MODIFICATION: -10
DANGER LEVEL: High
ENCOUNTER FREQUENCY: 6
All Human encounters should be with subject to the same treatment.
ENCOUNTER CHANCE: 25%
soldiers.
ENCOUNTER TABLE MODIFICATION: +10
THE MUCKLANDS
The Mountain Wall is a jagged barrier
TERRAIN TYPE: Marsh
wall of naked stone which drops hundreds of
DANGER LEVEL: High
WESTMARCH
ENCOUNTER FREQUENCY: 6
TERRAIN TYPE: Plain
feet into the Gatar Depression. It is barely
ENCOUNTER CHANCE: 40%
DANGER LEVEL: Small
habitable, and all non-animal encounters in
ENCOUNTER TABLE MODIFICATION: +10
ENCOUNTER FREQUENCY:72
ENCOUNTER CHANCE: 10%
this area (and in the nearby Mountains of The River Miramar, which wends its way
ENCOUNTER TABLE MODIFICATION: -10
Marbak) should be re-rolled. through Gryphon Valley, eventually spreads
out into a score of channels which twist
CHOTH GAP
THE MOUNTAINS OF MARBAK
through the low-lying Mucklands producing a
TERRAIN TYPE: Plain
TERRAIN TYPE: Rough (Mountainous)
fertile (but lethal) delta and two areas with a
DANGER LEVEL: Moderate
DANGER LEVEL: High
ENCOUNTER FREQUENCY: 24
ENCOUNTER FREQUENCY: 6
particularly evil reputation: Insel Garsi
ENCOUNTER CHANCE: 20%
ENCOUNTER CHANCE: 25%
(reputed home of a band of particularly
ENCOUNTER TABLE MODIFICATION: +5
ENCOUNTERTABLE MODIFICATION: +10
vicious Suarime) and the Tarn of Sarsh (home
See The Mountain Wall.
of an unnamed horror). Gryphons prowl the
THE SEA OF GRASS
TERRAIN TYPE: Plain THE GATAR DEPRESSION
area from the valley to the north and all
DANGER LEVEL: High TERRAIN TYPE: Waste
humanoid encounters (except Suarime) should
ENCOUNTER FREQUENCY: 6 DANGER LEVEL: Low
ENCOUNTER CHANCE: 30% ENCOUNTER FREQUENCY: 168 be read as encounters with Gryphons.
ENCOUNTER TABLE MODIFICATION: +10 ENCOUNTER CHANCE: 1%
ENCOUNTER TABLE MODIFICATION: None
All Human encounters in the Sea of
VALE OF AVOCA
Once a lowland sea, the Gatar Depression
Grass should be with Reavers. The Reavers TERRAIN TYPE: Plain
is now an arid waste of sand and salt flats cut by
DANGER LEVEL: High
dislike all Woods and are especially afraid of
ENCOUNTER FREQUENCY: 6
a small number of trails which follow gravel
the Thornewood, and they will not enter it ENCOUNTER CHANCE: 30%
beds and ridge lines. Three oases are shown in
ENCOUNTER TABLE MODIFICATION: +10
willingly.
the part of the Depression on the map: Tuath's
The Vale, like Gryphon Valley and the
Rest, Korvin's Wells, and Sumaldi. The first two
Mucklands, is a nesting and hunting ground
THE THORNEWOOD are nothing more than small seasonally dry
for Gryphons and is avoided by men (except
TERRAIN TYPE: Woods
springs which permit a small amount of
for other adventurers). Accordingly, all non-
DANGER LEVEL: High
vegetation. The last is a major area of greenery
ENCOUNTER FREQUENCY: 6
animal encounters should be read as
ENCOUNTER CHANCE: 40%
in the desert and contains the ruins of the once
encounters with Gryphons unless they involve
ENCOUNTER TABLE MODIFICATION: +10
great trading city of Sumaldi, the northern
The wood is named for the large number other adventurers.
terminus of the caravan routes from the Five
of Thorneapple trees which grow throughout
Sisters. The ruins are generally uninhabited
THE FILGISO FOREST
it, making passage difficult for anyone not on
except for animals and Undead. All non-animal
TERRAIN TYPE: Woods (Forest)
foot.
DANGER LEVEL: High
encounters should be treated as encounters with
ENCOUNTER FREQUENCY: 6
an Undead of the GM's choice. Above Sumaldi
ENCOUNTER CHANCE: 40%
is Argon's Watch, a towering pinnacle of stone ENCOUNTER TABLE MODIFICATION: +10
THE ANGARWOLD
TERRAIN TYPE: Woods
from which one can observe the surrounding The Filgiso is a dark and unpleasant
DANGER LEVEL: Moderate
desert within a radius of almost 120 miles. The place which has never been explored. Since it
ENCOUNTER FREQUENCY: 24
ENCOUNTER CHANCE: 25%
now disused caravan routes to the south pass
is trackless forest for the most part, players
ENCOUNTER TABLE MODIFICATION: +5
beneath the shadow of the watch.
should never see a map of the Filgiso.
SUPERSTITION MOUNTAINS THE HILLS OF SKOSHI M'NOR
TERRAIN TYPE: Rough (Mountainous) TERRAIN TYPE: Rough (Mountainous) TERRAIN TYPE: Island (Rough)
DANGER LEVEL: Low DANGER LEVEL: Moderate DANGER LEVEL: Moderate
ENCOUNTER FREQUENCY: 168 ENCOUNTER FREQUENCY: 24 ENCOUNTER FREQUENCY: 24
ENCOUNTER CHANCE: 1% ENCOUNTER CHANCE: 13% ENCOUNTER CHANCE: 13%
ENCOUNTER TABLE MODIFICATION: +10 ENCOUNTER TABLE MODIFICATION: +5 ENCOUNTER TABLE MODIFICATION: +5
Formed of huge slabs of limestone, the Also known as the Standing Island,
FOREST OF KARSHARAK
Superstitions are almost impassable except by M'Nor is unexplored, and no one has yet
TERRAIN TYPE: Woods (Forest)
boat through the gorges of the Rumble, Snake, found a landing site on it. The steep-sided
DANGER LEVEL: High
ENCOUNTER FREQUENCY: 6
Thunder, and Loflar Rivers. A single path cliffs are a haven for seabirds who nest in the
ENCOUNTER CHANCE: 40%
does run through the southern reaches of the caves.
ENCOUNTER TABLE MODIFICATION: +10
mountains near the Barren Hills.
As in the case of the Filgiso, the
THE ALUSIAN OCEAN/
Karsharak (sometimes rendered as Harsharak)
THE GULF OF BRUNEI
THE BARREN HILLS
has never been explored. The Encounter
TERRAIN TYPE: Ocean
TERRAIN TYPE: Rough (Mountainous)
Chance for Forest should be 10 higher than DANGER LEVEL: Moderate
DANGER LEVEL: Small
ENCOUNTER FREQUENCY: 24
ENCOUNTER FREQUENCY: 72
for Woods in this area.
ENCOUNTER CHANCE: 25%
ENCOUNTER CHANCE: 3%
ENCOUNTERTABLE MODIFICATION: +5
ENCOUNTER TABLE MODIFICATION: -10
RIVER RUNNING
The Alusian Ocean is actually more
The soil in the area is unusually dry and
TERRAIN TYPE: River
dangerous from the standpoint of storms than
lifeless, much like the Barrens of Sith and
DANGER LEVEL: High
ENCOUNTER FREQUENCY: 6 random encounters, and there is a 20% chance
probably for the same reason that the Barrens
ENCOUNTER CHANCE: 35%
that anyone sailing the ocean will face a storm
exist.
ENCOUNTER TABLE MODIFICATION: +10
of some duration once every 168 hours. The
The same numbers apply to all feeders
SITH'S REVENGE
storm will last for D-2 days at least. There are
for River Running, including the Snake,
TERRAIN TYPE: Marsh
no major differences between the Alusian
Thunder, Rumble, Loflar, and Wolf Rivers.
DANGER LEVEL: Small
ENCOUNTER FREQUENCY: 72 Ocean and the Gulf of Brunei.
ENCOUNTER CHANCE: 5%
DOLPHIN BAY
ENCOUNTERTABLE MODIFICATION: -10
TERRAIN TYPE: Ocean
THE UNICORN RIVER
Once a fertile plain containing the rich
DANGER LEVEL: Small
TERRAIN TYPE: River
ENCOUNTER FREQUENCY: 72
trading city of Panjari (a colony of Shorapur), DANGER LEVEL: Moderate
ENCOUNTER CHANCE: 10%
ENCOUNTER FREQUENCY: 24
Sith's Revenge was created during the
ENCOUNTER TABLE MODIFICATION: -10
ENCOUNTER CHANCE: 25%
Kinslaying when the wizard Sith punished the ENCOUNTER 7ABLEMODIFICATION: +5
The Bay is fairly calm except where the
All random encounters with non-humans
inhabitants of the city for rebelling against
reef called the Surf borders the south shore. It
should be with Unicorns which have come to
their lord by sinking much of the plain. Now
takes its name from the fact that large schools
drink at the river.
Punjari is a rotting ruin surrounded by a
of Dolphins (attracted by the calm waters)
stinking marsh. All Human encounters should
congregate there. All Human encounters
CHUB'S BAY/HAVEN/LANDFALL
be read as Suarime for this area.
should be read as Dolphin encounters.
TERRAIN TYPE: Ocean
DANGER LEVEL: Low
ENCOUNTER FREQUENCY: 168
THE BARRENS OF SITH
THE ROOKERIES
ENCOUNTER CHANCE: 1%
TERRAIN TYPE: Waste
TERRAIN TYPE: Islands (Rough)
ENCOUNTER TABLE MODIFICATION: None
DANGER LEVEL: Low
DANGER LEVEL: Moderate
ENCOUNTER FREQUENCY: 168
ENCOUNTER FREQUENCY: 24 These areas are sheltered enough to be
ENCOUNTER CHANCE: 1%
ENCOUNTER CHANCE: 13%
largely unaffected by storms (though Landfall
ENCOUNTER TABLE MODIFICATION: None
ENCOUNTER TABLE MODIFICATION: +5
is less sheltered than the others) and there will
The Barrens of Sith were created by Sith
These five islands take their name from
be few random encounters here, but Haven's
in the cataclysm which destroyed Panjari.
the large number of birds which make their
Peril, the Spithead Needles, and Lareth's Reef
Once a forested valley, only a few broken
home in the caves and beneath the tumbled
will be dangers to navigation.
game trails remain in the wasteland created
boulders of the coastline. The area between
when Sith wrought his great magic.
the islands is a shallow bay known as the
Sweetbread Passage after a famous mutiny
KESTREL RIDGE
that began in that bay two centuries ago over
TERRAIN TYPE: Rough (Mountainous)
the quality of shipboard food. Three of the
DANGER LEVEL: Moderate
ENCOUNTER FREQUENCY: 24
five islands are entirely uninhabited except by
ENCOUNTER CHANCE: 13%
birds. The Isle of Songs has never been
ENCOUNTER TABLE MODIFICATION: +5
explored, and most sailors (being a
superstitious lot) refuse to go ashore on it due
THE ROCKLANDS
TERRAIN TYPE: Rough (Mountainous) to the mysterious and achingly beautiful
DANGER LEVEL: High FRONTIERS OF ALUSIA
singing which can be heard from it. Goldry's
ENCOUNTER FREQUENCY: 6
DESIGN CREDITS
ENCOUNTER CHANCE: 25% Island is populated by a small tribe of
ENCOUNTER TABLE MODIFICATION: +10
Design: Rudy Kraft
fishermen, descendants of the mutinous crew
The Rocklands are a spur of shale, scree,
Physical Systems and Graphics:
that sank their ship in the Sweetbread Passage.
and giant boulders (some as large as houses)
Redmond A. Simonsen
One curious element of the island is that the
which descend from the Kestrel Ridge to form Development: David James Ritchie
natives tend to live two to three times as long
Production:
Lareth's Reef at the mouth of the Bay of
as normal human beings. This fact is
Ted Koller, Manfred F. Milkuhn,
Brunei. The region is an extremely High
attributed to the High Mana level present on
Michael E. Moore, Bob Ryer, Ken Stec
Mana area and all encounters with Humans
the island.
should be read as encounters with some form
of Fantastical Monster or Avian.


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