1. Locations

The Plains of Logris

region

Logris is composed of rolling grasslands punctuated by copses of trees (beeches and pines mostly), and numerous fens. Windswept and rainy, they would be an unpleasant place to live if not for their great fertility. The Logris plains have Ulflandia’s finest farmland and many of the island’s largest city-states. 

FULL INFO

Logris is composed of rolling grasslands punctuated by copses of trees (beeches and pines mostly), and numerous fens. Windswept and rainy, they would be an unpleasant place to live if not for their great fertility. The Logris plains have Ulflandia’s finest farmland and many of the island’s largest city-states. 

The peoples of the plains are farmers and herdsmen. They raise the finest horses, sheep and cattle in Ulflandia. 

WANDERING MONSTERS

3 Yeth hound (1) 

4 Barghest (1d6) or wight (1d12) 

5 Llew (1) 

6 Yale (1d12) or bonacon (1d12) 

7 Giant ant (5d4) or giant bumblebee (1d10+10) 

8 Lion (1d10) 

9 Giant badger (1d2) 

10 Wolves (2d6) 

11 Knights | see below 

12 Brigands (1d20) 

13 Goblins (1d10) or hobgoblins (4d6) 

14 Gnolls (1d6) or mugwumps (1d10) 

15 Werewolves or wulvers (1d4+1) 

16 Ogres or merrows (1d8) 

17 Brownies or nixies (4d20) 

18 Wyverns (1d6) 


KNIGHTS 

Bands of knights consist of 1d6 heavy horsemen and 1d4 light horsemen for every heavy horseman (thus number from 2 to 24). For every man-at-arms, there is a captain of level 1d4+2, assisted by a 2nd level lieutenant. There is a percentage chance, equal to the number of warriors plus the levels of their captain and lieutenant, that the band is accompanied by a level 1d4 magic-user or a level 1d4 cleric. 

LIGHT HORSEMAN, Medium Humanoid: HD 1; AC 17 (chainmail and shield); ATK 1 weapon (1d8); MV 30; F13 R15 W15; AL Neutral (N); XP 50; Special—None. 

HEAVY HORSEMAN, Medium Humanoid: HD 1; AC 19 (platemail and shield); ATK 1 weapon (1d8); MV 30; F13 R15 W15; AL Neutral (N); XP 50; Special—None. 


NEW MONSTER 


LLEW 

Llews are magical lions. They are larger than normal lions, and more ferocious, and are most commonly encountered during the summer months. The llew are symbolic of the Logris Plain, as the unicorn is symbolic of the Greenwood. Each llew’s fur is a brilliant color, and these colors determine the monster’s abilities. 

A llew’s breath weapon varies with its color, as does its alignment and general nature, as follows: 

Argent—Argent llews are Lawful (LG) and breath a 60-ft cone of cold that inflicts 3d6 points of damage, three times per day. They are noble and pure. 

Azure—Azure llews are Neutral (LN) and breath a 120-ft line of electricity that inflicts 3d6 points of damage, three times per day. They are strong and loyal. 

Gules—Gules llews are Chaotic (LE) and breath a 60-ft cone of fire that inflicts 3d6 points of damage, three times per day. They are militant and vainglorious. 

Or—Or llews are Lawful (NG) and breath a 60-ft cone of fire that inflicts 3d6 points of damage, three times per day. They are wise and generous. 

Purpure—Purpure llews are Neutral (LN) and emit a 60-ft cone of gas with an effect per the spell command, three times per day. They are regal and just. 

Sable—Sable llews are Chaotic (NE) and breath a 60-ft cone of acid that inflicts 3d6 points of damage, three times per day. They are dolorous and morose. 

Sanguine—Sanguine llews are Lawful (LG) and emit a 60-ft cone of sonic energy that inflicts 3d6 points of damage, three times per day. They are steadfast and true. 

Tenne—Tenne llews are Chaotic (CE) and breath a 120-ft line of fire that inflicts 3d6 points of damage, three times per day. They are ambitious and selfish. 

Vert—Vert llews are Lawful (CG) and breath a 60-ft cone of gas with an effect per uncontrollable laughter, three times per day. They are joyful, playful beasts. 

LLEW, Large Magical Beast: HD 9; AC 18; ATK 2 claws (2d4) and bite (2d6); MV 40; F8 R9 W12; AL Varies; XP 900; Special—Breath weapon.