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Lost Lore of Aldara

by Geoff Gander

As I mentioned in the Hollow World planetary map thread, I have a binder containing notes and other goodies from a campaign setting I was designing back in the early 90s (one module was from a folder dated 1989). Briefly, the sub-continent of Aldara was supposed to lie on the opposite side of Mystara from the Known World. It was home to the usual races, plus a couple of new ones, and had a long history that was largely dominated by the long decline of Dryfast, the empire of the mountain elves. At one time, it encircled the inland sea and boasted the largest cities and most powerful armies; but decadence and infighting, plus the rise of more dynamic cultures, ushered its collapse. New nations sprang up amidst the ruins, and humanity soon became the dominant race. However, the elves have not forgotten their empire, and are quietly plotting its restoration. Other powers have arisen in the meantime - the vibrant, human Tarkanian Empire in the west, the barbaric Varanta Empire in the northeast, the Confederacy of Aylmeer, and the small, but prosperous kingdoms comprising the Northern League. The players adventure in these lands, and others, to seek their fortune and (if they are lucky) bring peace to a conflict-riven continent. Anyhow, that's the setting in a nutshell - I thought I'd start by sharing some monsters (all of which could easily fit into conventional Mystara campaigns):

Trash Imp

Armour Class: 1
Hit Dice: 2
Move: 150’ (50’)
Attacks: 2 claws or 1 weapon
Damage: 1d4 x 2 (+ disease), by weapon
Number Appearing: 1d2 (2d10)
Save As: F 2
Morale: 7
Treasure Type: U (lair only)
Intelligence: 7
Alignment: Chaotic

Trash imps are pale-skinned creatures averaging 7-10” in height who live in alleys, sewers, and other filthy places in civilised regions. Normally they live off of refuse, as well as the occasional juicy rat, but if they are hungry (and numerous) enough they will attack anyone who enters their domain.

In combat, trash imps usually attack with whatever small implement they can find - they are quite fond of using rusty knives and forks. Damage is usually 1d2 (one-handed) or 1d4 (two-handed weapons); the DM may decide whether successful hits also have a chance of inflicting disease. Alternatively, they may use their claws, which are so filthy that anyone injured by them must save vs. Poison or become violently ill for two weeks, with a 50% chance of permanently losing one point of Constitution. On death, a trash imp’s body rapidly decomposes into a small pool of foul-smelling sludge.

Rumour has it that large cities (those with populations greater than 100,000) are home to a rarer, tougher breed of trash imp that occasionally preys on people.

Rubbish Slug

Armour Class: 3
Hit Dice: 4
Move: 60’ (20’)
Attacks: 1 swipe or 1 bite
Damage: 1d6, 1d4
Number Appearing: 1d4
Save As: F 4
Morale: 12
Treasure Type: S, T, ore U (see below)
Intelligence: 2
Alignment: Neutral

Rubbish slugs are endemic to larger cities, and are commonly found in sewers and junkyards – anywhere where large amount of garbage may be found. In their natural form, rubbish slugs measure six feet in length, with mucous-coated, rubbery grey hides (natural Armour Class of 8). Soon after hatching, they immediately begin collecting bits of garbage and other debris in order to build a protective shell for themselves. They will use anything – bones, scrap metal, wood, and even stone. As they grow, they continue to build up their armour. Rubbish slugs are non-aggressive when alone, but whenever they encounter another of their kind the urge to mate surfaces with a vengeance (they are hermaphroditic), and they will attack anything that might be considered a threat.

In combat, a rubbish slug may rear up and swipe at an opponent with its armoured body, or it may bite. The former attack exposes its sensitive underside (Armour Class 8); the slug is dimly aware of this vulnerability, and will only use this attack against opponents it has already injured. Although they do not have lairs or collect treasure, rubbish slugs occasionally pick up valuable items as they build their armour. Should a carcass be searched, there is a 50% chance that treasure may be found. If so, the DM rolls d100 with the following results: 01-60: Treasure Type S, 61-95: Treasure Type T, 96-00: Treasure Type U.

Gaping Maw

Armour Class: 7
Hit Dice: 1
Move: 60’ (20’)
Attacks: 1 bite
Damage: 1d6+1
Number Appearing: 2d6
Save As: F 1
Morale: 8
Treasure Type: None
Intelligence: 2
Alignment: Neutral

The aptly-named gaping maw is a two-foot-tall burrowing primate that makes its home in dense forests. Its most distinguishing feature is its abnormally large mouth, which it can open to an angle of almost 120 degrees. For the most part, gaping maws subsist on foxes, squirrels, and other small- to medium-sized fauna, but groups of them have been known to attack man-sized creatures. Owing to their awkward gait, gaping maws prefer to ambush their prey by climbing nearby trees and jumping on their intended victims.

A subspecies of the gaping maw, with much thicker fur that turns white in the winter, can be found in the boreal forests. Due to the thinner, rockier soils, this variety builds well camouflaged nests on the ground out of fallen branches, small rocks, and other materials.

Water Devil (“Sea Plague”)

Armour Class: 6
Hit Dice: 4
Move: 60’ (20’)
Attacks: 1 punch or 1 envelop
Damage: 1d6 or special
Number Appearing: 1d6
Save As: F 4
Morale: 12
Treasure Type: None
Intelligence: 3
Alignment: Chaotic

Water Devils are the animated remains of people who have drowned. They are most common in oceans and large lakes. Although they seem to prefer attacking underwater prey, they have been known to venture onto land. In the latter case, their decayed mortal remains are encased with by a thin envelope of water. In combat, they will usually club an opponent with one of their limbs, but on a natural 20 they will grab their target. In this case, the creature’s water envelope encases the victim as well; a Constitution check must be made each round (with a cumulative penalty of +1), or drowning will result. Victims who die in this manner will rise as water devils in three days unless a remove curse spell is cast by a cleric of 9th level or higher. The victim may be freed if the water devil loses more than half of its remaining hit points.

Possessing a rudimentary intelligence, water devils will occasionally ambush land-bound prey by springing out of the water. The victim must roll for surprise, but if the roll fails the water devil gains two free rounds of attacks. Water devils are vulnerable to fire and fire-base attacks; they take full damage.

Krell

Armour Class: 6
Hit Dice: 2
Move: 120’ (40’)
Attacks: 6 claw or 1 bite
Damage: 1d3x6 or 1d4+1
Number Appearing: 2d4
Save As: T 2
Morale: 10
Treasure Type: U (nest only)
Intelligence: 5
Alignment: Neutral

Krells are six-armed apes, averaging two feet in height, with short brown fur who inhabit the dense jungles of Ralthan Island, in southern Aldara. Due to their odd appearance and highly sociable manner, they are popular pets among the aristocracies of many nations, but their other talents have led to many of them winding up as thieves’ companions. Krells are strongly attracted to shiny things, and if left to their own devices will line their nests with all sorts of bric-a-brac they can find, or steal. Being highly dextrous creatures, krells should be treated as thieves – including having the following skills (equivalent to a 2nd level thief): Pick Pockets, Open Locks, Move Silently, and Climb Walls.

In their natural habitat krells are found in large family groups, and rely on strength in numbers to deter predators. If attacked, their morale drops to 7. In combat, a group of krells will try to overwhelm a smaller group of attackers, one enemy at a time. If faced with equally numerous, or stronger, opponents, krells will rely on multiple clawing attacks to blind or distract their enemies long enough for them to get away.

Krell nests are situated high in the trees, and if searched may (40% chance) yield something valuable.

Rovara

Armour Class: 7
Hit Dice: 5
Move: 30’ (10’)
Attacks: 1 spit or 6 tentacles or 1 bite
Damage: 1d6 or 1d4 x 6 or 1d6+1
Number Appearing: 1d3
Save As: F 5
Morale: 8
Treasure Type: None
Intelligence: 2
Alignment: Neutral

Rovarae are thought to be distantly related to decapi. They are essentially green, scaly octopi who pull themselves through swamps and moorland with their six, ten foot long barbed tentacles. Unlike their cousins, rovarae are herbivorous and generally non-aggressive.

If threatened, a rovara will usually spit at an opponent. This is effective against most predators, as the rovara’s digestive processes produce moderately corrosive saliva. However, if attacked it will lash at an opponent with its tentacles. If two or more tentacles hit a single target, it can bite during the next round if the victim cannot escape by making a halved Strength check, or inflicting more than ten points of damage in a single attack.

Two-Headed Giant Lizard

Armour Class: 4
Hit Dice: 7
Move: 60’ (20’)
Attacks: 2 bite or 1 trample
Damage: 2d6/2d6 or 2d8
Number Appearing: 1 (1d3)
Save As: F 7
Morale: 10 (9 if facing a large opponent)
Treasure Type: None
Intelligence: 1
Alignment: Neutral

The aptly named two-headed giant lizard measures over 20 feet long and five feet high at the shoulder. Each head, larger than a horse’s, is full of razor-sharp teeth. Their thick brown hides are naturally fire resistant (all fire-based damage is halved); although they do not breathe fire themselves. They are commonly found in swampy regions, but have been seen on the margins, especially where heavy forests predominate. Some of the more organised lizard man tribes have been known to domesticate and ride these beasts.

In battle a two-headed lizard will bite its intended victim, and if not attacked by a different opponent it will try to devour its prey on the spot. It is capable of attacking two different opponents at once, but each attack is penalised at -1, due to the animal’s low intelligence. If enraged, or if not targets are close by, a two-headed lizard may try to trample an opponent.