Blood & Bronze - Wonders of The Wild PDF
Blood & Bronze - Wonders of The Wild PDF
Blood & Bronze - Wonders of The Wild PDF
of the WILD
A Wilderness Companion for Blood & Bronze
and Other Fantasy Games of High Adventure and Role Playing
Text
Olav NYGÅRD
Artwork
Sam PERKINS-HARBIN • World Map
(c) each artist, respectively. Used herein under license
Thanks to
Johan NORDINGE • Jocke ANDERSSON
Gustaf BROWALL • Mike BERGAMOTTE
Christoffer LINDAHL • Emil THUNSTRÖM
Joseph WALERKO
Revision 2016-04-22
www.bloodandbronze.com
4 WONDERS OF THE WILD
7
tlement of hog-farmers an hour’s travel away,
The site of a recent battle. 2d10 measly
and Amala will allow the adventurers to follow
amorites led by Ezial are scavenging the
them there to eat and rest if treated with cour-
battleground. If the PCs spend a day searching
tesy.
as well, they will find a bone crown but the
Bathing women: pwr 2, save 7, end 10. Crude amorites will become hostile if they notice; de-
tools (dmg 1d6; no crit). manding that it is given over to them.
Amala: pwr 2 (+Guile –Senses), save 10, end Amorites: pwr 2, save 8, end 8. Bronze javelins
6. Small axe (dmg 1d6). (dmg 1d6; thrown: reach 1).
8
Prisoners: pwr 2, save 6, end 6. Naked and un-
A group of 8 ragged men have sought
armed: dmg 1d4; no crit.
shelter amongst some large boulders.
Soldiers: pwr 2, save 7, end 16. Bronze armor They are escaped slaves from Sippar, and will lie
and shields (armor 6; def 2). Spears (dmg 1d8). as best they can to avoid being caught. They will
prefer to assassinate the PCs in their sleep over
Prince Uddut: pwr 2, save 8 (–Might) end 8.
going back into slavery, but are helpful if treated
Naked and unarmed: dmg d4; no crit.
well. Should the slaves be brought back, they
10
Gobo: pwr 2 (+Lore –Might), save 6, end 16.
The adventurers are hailed by a
Bronze dagger (dmg 1d6).
dozen toll-collectors, expecting
a tenth in tax for all goods they are car- Khemal the Fair: pwr 2 (+Guile –Vigor),
rying. The toll collectors are led by Farrak, a save 8, end 12. Armor 7. Mace (dmg 1d8).
14
corrupt notary secretly keeping half of the col-
In the middle of the desert, a city
lected wealth from his masters in Sippar.
of tents has sprung up. Here, a
Toll collectors: pwr 2 (+Guile –Vigor), save drunken revelry is held to the deafening sounds
6, end 12. Armor 6. Bronze spears (dmg 1d8). of countless cicadas. The ecstatic festivities
culminates in an ancient ritual—led by Tuol
Farrak: pwr 2, save 7 (+Senses –Guile) end 6.
Aham, a copper skinned priest from Borsip-
Armor 7. Bronze mace: dmg 1d8.
pa—where two teenage boys are sacrificed to
12
ing the skies like fingers of a dying
An oasis, where the male sage
man, a fiery red Lamasu hunts.
Dinah has set up camp. Dinah is
searching for the carcass of a great crawler god Haragal the Lamasu: pwr 4/4, save 14
that collapsed onto the earth at the end of the (+Vigor –Craft) end 60. Thick fur: armor 5;
second era according to myth. Attacks with old man’s teeth: dmg 1d6+2;
piercing or lion claws: dmg 1d10 (roll twice,
Dinah: pwr 2 (+2 Lore), save 8, end 18. Sim-
choose highest). Outruns a horse and can fly.
ple robe and wooden staff (dmg 1d4). Knows
1d4 lotus spells and carries an equal amount of
lotus powder. 16 The Reavers’ Fort, or roll twice and
combine.
8 WONDERS OF THE WILD
2
tive; wt 5).
Innumerable termite mounds are
scattered over the area, like tomb-
stones of a subhuman civilization. Anyone
threading the ground will be swarmed and
5 Four wounded travelers, toiling to
repair their broken cart and captur-
ing stray donkeys noticeable unwilling to
slowly eaten by the termites (+1d4 damage, heed their masters. Surrounding the cart are
ongoing; shields and armor effectless). Sever- signs of ambush and strife, together with half-
al wanderers have met their death here, and a-dozen corpses. The living men are in fact the
their bleached remains lay scattered between ambushers, now masquerading as the merchants
the mounds. One of the corpses is carrying the they killed. They are anxious to leave the scene,
horn of the locusts. Every round an adventurer and will offer food and drinks in exchange for
spends searching the bodies, her player rolls a help with mending their cart. If presented with
ten-sided die. She finds as many shekels as the an opportune moment, the travelers will drug
die indicates; on a 9 she successfully finds the the adventurers with a potent sleeping drug,
horn. steal their valuables and abandon them.
The horn of locusts: When blowing the horn Sleeping potion: Drinker must check Might:
of the locusts, test Lore. For each 5+, 1d100 on a miss she falls unconscious for 1d12 hours;
locusts burst forth from the horn to swarm and on a hit, she stays awake but suffers a negative
propagate (860 shekels). reroll to all actions for the same amount of
3
time. Any strong shock or damage suffered
A withered statue of a majestic wom-
allows the drinker a new Might check. Rogues
an glances west; probably a queen of
may roll checks twice and choose best.
old, signaling her claim of the land. The
statue’s thick features and braided hair are col-
Reavers, disguised as travelers (4): pwr 2,
ored jet by ancient paint. Its left arm is missing
save 8, end 8. Clad in blood-stained mer-
without trace, but her right hand forms a circle
chants’ clothes, and fighting with curved
with thumb and index finger like a magnifying
knives (dmg 1d6) and short bows (dmg 1d6;
glass missing a lens. In its shadow, six speckled
reach 1; 4 arrows).
lions are dozing.
Speckled lions (6): pwr 2 (+Vigor), save 5,
end 14. Teeth and claws (dmg 1d6+1).
THE TALL GRASS STEPPE 9
10
Workers (11): pwr 2, save 5, end 8. Shovels
An ancient ziggurat. The ziggurat
and pickaxes (dmg 1d6; no crit)
houses a host of very territorial apes
Engineer (2): pwr 2 (+Craft), save 6, end 12. and their queen who worships a giant aquama-
Equipped with sextants, measurement sticks rine (2000 s; withers in sunlight: -100 shekel’s
and long daggers (dmg 1d6[). worth per day outside the ziggurat).
Olumad Hana: pwr 3 (+Senses +Guile), save Apes (12): pwr 3, save 4, end 30. Fighting with
9, end 12. Clad in a many-layered tunic and their fists (dmg 1d10; bludgeon 1d6) or hurling
wide trousers, armed with a mace of office blocks of baked clay from their ziggurat (dmg
(dmg 1d8; wt 2). 1d8; thrown; always as called shots).
8
tongue (reach 2). Target must check Senses or
By a dried out creek, a large field of
be caught by the creature’s tongue, giving it
wilted yellow bromegrass sways to an
a free success for its bite attack the following
unfelt breeze. The dry grass is home to liz-
round. 56 precious gems can be retrieved from
ard-headed ostriches, hunting in 1d6 packs of
its stomach (worth 2d20 x gems retrieved).
2d4 individuals each.
Lizard-Birds (2d4): pwr 2, (+ Vigor) save 4,
end 14. Claws and toothed beak (dmg 1d8).
12 Roll twice and combine.
10 WONDERS OF THE WILD
5
madmen, torments this land of crook-
A small village ruled by Nagar the
ed basalt boulders. A keen ear can pick up the
Bent; its inhabitants sick with a fatal
howling of 13 jackal-headed men prowling the
disease seeping up from the ground. To al-
land, nigh inseparable from the wind.
leviate their suffering, the villagers buy slaves
Jackal men (13): pwr 2 (+Might), save 7, from passing slavers (see 6) to sacrifice to their
end 10. Wearing threadbare clothes and wield- malicious god (see 4). Given the chance, the vil-
ing toothed obsidian blades (dmg 1d8; bleed- lagers will sacrifice the PCs as well.
ing +2; wt 4).
Once every day spent here, each adventurer
11
tools (dmg 1d6; no crit).
Two naked men—impaled on
Chugal the Deviser: pwr 2, save 4, end 30. sharpened sticks but still alive—
Tall spear (dmg 1d8). are drawing the attention of four large liz-
8
ards who impatiently await their demise. A
A small settlement of mud-brick huts,
band of tribesmen, led by their warrior queen
near a bountiful orchard. A group of
Zuraza, are cheering the lizards from a nearby
children are playing by a pomegranate tree,
boulder.
throwing rocks at the ripe fruits to make them
fall.The village elder, Bar Handa, offers a golden Tribesmen (14): pwr 2 (+Might), save 5, end
bracelet (armor 4; durable: on a missed armor 16. Fighting with stone clubs (dmg 1d6; blud-
roll, armor rating is halved instead of breaking. geon 1d6; wt 2)
Only when armor drops below 1 does it break;
Zuraza: pwr 4, save 9, end 30. Wielding a
worth 700 s) for the return of her son Doud,
heavy bronze axe (1d12; expert fighter: roll
who was kidnapped by desert nomads and
twice and choose highest; 2-handed; wt 5)
brought to their city of tents (see Karkal 14).
9
Lizards (4): pwr 2, save 5 (immune to sorcer-
Among boulders of dark-veined
ous effects) end 20. Metallic scales (defense 5),
granite, a tall statue of a portly wom-
bite (dmg 1d10)
an glances north. The noble appearance and
the scale of the statue tells of royal lineage. Her
arms are held so that her wrists meet, with her
palms facing the sky. Among the boulders, a
12 A howling demon, rushing across
the desert with the speed of the
wind. It will follow the adventurers like a con-
pack of wild dogs is resting. stant wail of woe and a small tornado of ill luck:
blowing sand into their eyes and their food,
Wild dogs (20): pwr 1 (Vigor 3), save 4, end
alerting others of their presence and extin-
7. Teeth (dmg 1d6). Bearer of disease. When a
guishing flames. On stormy days, there’s a one
character is bit by a wild dog, there is a 1-in-20
in six chance that the demon leaves the adven-
chance that the unclean bite also transfers dis-
turers for good and a two in six chance that it
ease. Afflicted characters will catch a high fever
grows in power.
and begin salivating constantly. Their maximum
endurance is lowered by one per day until dead
or properly treated. A successful Might save
halves the pace. Pack tactics. All dogs will tar-
get the same PC until attacked by someone else.
12 WONDERS OF THE WILD
7
Armed with a poisoned knife (dmg 1d6). Poi-
The hills level off in a large plateau,
son (1d6 doses): +1d6 dmg ongoing, recovers
where a field of purple crocus grow.
on a 5+; Might saves for half.
The women of a nearby settlement work the
4
over who is to give way in a tricky pass. The
A band of eight sick pilgrims, seeking
PCs must either slow their pace to match (add-
aid and protection. The pilgrims will
ing 1d6 days to their journey) or leave the road.
cling desperately to the adventurers, pleading
for help and catching up with them late at night Mahram: pwr 4, save 10, end 18. Dressed in
if left behind during the day. For each day spent fine silk and wielding an axe with long handle
in their company, each adventurer has a 1-in-6 (dmg 1d8, versatile 1d10; wt 4). Leader of the
chance of becoming infected (1d4 dmg per day, home-bound caravan and refusing to give way.
recovery is halved, heals on a 7+).
Milam: pwr 4, save 10, end 18. Better dressed
If escorted to the Shrine of Ablution in Borsip- than his rival, with a taller axe of expert crafts-
pa, the pilgrims will offer one medicinal root manship (dmg 1d8, versatile 1d12; wt 5). Mah-
each, doubling all recovery dice when ingested. ram's brother and bitter rival in trade and love
Sickly pilgrims (8): pwr 2, save 9, end 4. caravan drivers (4d6 each): pwr 2, save 5,
Humble clothes. Unarmed (dmg 1d4; no crit). end 14. Short spears and knives (dmg 1d6).
THE WAILING HILLS OF GÁNA-GA 13
13
12. Clad in exquisite—albeit old—robes and
Two female warriors of noble
armed with ceremonial weaponry (dmg 1d4;
birth. The pair pursue their young-
unbalanced: while often ineffective, the weap-
er sister, who poisoned their mother and laid
on’s design occasionally makes it surprisingly
blame on them (see 12). Now shunned by
deadly—for critical damage, roll 1d12).
their kin in Nippur, the warriors live only for
Guliam the long-bearded, their leader: revenge. One of them is carrying a dark brass
pwr 3, save 12, end 10. Keeping his long beard horn (worth 450 s). If sounded, all who hear
rolled with silk ribbons and his equally long hair it must forfeit their actions to instead writher
in a blue turban rising like a minaret from his in terror until the noise subsides (Might saves).
head. Armed with a heavy mace (dmg 1d10).
Galia and Hasara: pwr 3 (+Might), save 6,
14
thorns. Here, a small caravan bound for Kish
A procession from Kish—carry-
has set up camp. Deserted by the soldiers who
ing stone idols and gleaming em-
were paid to escort them, their leader is willing
blems—passes by in the distance.
to pay the PCs 30 s each to take on this role.
Ishaban, the merchant: pwr 2, save 9, end
10. Dressed in turqoise and armed with an oval
15 A group of bandits lying in am-
bush as the evening mist rolls in.
shield (def 3) and a narrow blade (dmg 1d8). Bandits (2d6): pwr 2, save 8, end 8. Fighting
with curved knives (dmg 1d6) and horn-bows
His caravan drivers (8): pwr 2, save 5, end
(dmg 1d8; reach 3; 4 arrows).
14. Short spears and axes (dmg 1d6).
2
fires and sing soft hymns in a dead tongue.
A band of kuthi raiders led by Oxol
Othak are torturing a prisoner. If res- Umarat, the Artisan: pwr 3, save 6, end 16.
cued she offers to work as guide for the adven- Wearing fine silken clothes and fighting with a
turers for three months, making them arrive meteorite axe (dmg 1d8; iron).
without misfortunes wherever they choose to
People of the Underfig (21): pwr 2, save 5,
go during that period.
end 12. Misc. tools (dmg 1d6; no crit).
6
Raiders (2d4+3): pwr 2 (+Senses -Guile),
A pit trap with a wounded wanderer.
save 6, end 12. Obsidian clubs (dmg 1d8).
Around it, a large pack of wild dogs drawn
Oxol Othak: pwr 3 (+Lore -Senses), save 9, by the smell of blood are waiting. If the PCs ap-
end 16. Heavy bronze axe (dmg 1d10). proach, the dogs will try to steal away anything
that can be eaten before returning to their cubs.
Surin, their prisoner: pwr 3 (+Lore), save
7, end 12. Clad in sturdy clothes and unarmed Wild dogs (4d6): pwr 1, save 4, end 6. Bite
(dmg 1d4; no crit) but with her bow (dmg 1d8; (dmg 1d6).
missile: reach 2) and axe (dmg 1d10) nearby.
Djibri, the wounded wanderer: pwr 3, save 9,
7
From its branches, the gruesome corpses of
A sage searching for red viper eggs.
ten dead humans are hanged. The corpses are
The Sage hides by a rock among the thorny
smeared with feces and mutilated: hands cut
bushed as a war band passes in the distance.
off and stuffed into their gaping mouths, sharp
sticks driven through the eyes and scalps cut off Hum-Kulakum: pwr 3 (+2 Lore), save 10, end
and tied back as beards. One or more of the 22. Simple robe and bronze spear (dmg 1d8).
corpses can be successfully identified by the 1d6 viper eggs, hatching in 1d10 days. Knows
PCs. Roll 1d6: on a 1 it is someone they hate, 1 spell and carries 1d8 doses of lotus powder.
on a 2-5 it is someone they have met but don’t
Warriors (2d6 x 10): pwr 2, save 7, end 14.
necessarily know, on a 6 it is someone they
Wearing gleaming bronze harnesses (armor 6),
knew or cared about.
red shields (def 3) and axes (dmg 1d8).
10
warded with ownership of the fallen comrades’
An ambush. Among profuse carob
houses in the canal gardens to the south-east.
trees, the adventurers are ambushed
by eight mercenaries led by Karagin the mauler. Wanderers (5): pwr 2, save 5, end 12. Clad
They accuse the adventurers of having stolen a in sturdy clothes, and fighting with adzes (dmg
scroll of demonic lore from their captain. 1d6) and javelins (dmg 1d6; thrown).
Mercenaries (8): pwr 3, save 6, end 16. Wear- Malmaran, their leader: pwr 3, save 6, end
ing battle-torn leather war-gear (armor 2) and 12.Yellow clothes and a large turban, adze (dmg
armed with duck-billed axes (dmg 1d8; wt 2). 1d6) and a small bow (dmg 1d6; missile: reach
1). A small ring with a bull-headed bird (80 s).
Karagin, their leader: pwr 4, save 8, end 16.
Horned helmet (armor 3), poisoned blade (dmg
1d6; 1d4 dmg for 1d8 rounds, Vigor halves). 15 The thorny bushes here are home
to hundreds of birds. Any loud nois-
11
es will startle the birds and send them circling
A small village of swine herders
and crying to the skies, drawing the attention
and twig-collectors. The villagers
of a violent group of apes living nearby. Among
live in fear of a beast-man (see 12) that has killed
the bushes lies the corpse of a man, decom-
some of their kin and many of their swine.
posed beyond recognition. A golden ear-ring
16
Raballah, the beast-master: pwr 5, save 15,
By a wadi full of desiccated bush-
end 22.Wearing layer upon layer of animal pelts
es with foot-long thorns, a giant
(armor 8) and fighting with an enchanted knife
serpent has its lair. The serpent has two heads
of pure gold (dmg 1d6; piercing +3; can dam-
and two of every internal organ. Any attack
age ghosts; worth 400 s). Can control six beasts.
dealing more than 10 damage has a 50% chance
Bears (1d6): pwr 4, save 9, end 25. Dmg 1d8. of separating the halves, making the creature
13
twice as dangerous.
A group of bandits have set up
camp here. Bandits (2d6): pwr 2, Giant serpent, two headed: pwr 5/5, save
save 8, end 10. Javelins (dmg 1d6; thrown). 10, end 40. Thick scales (def 5), venomous
bite (dmg 1d8; 1d6 dmg for 1d6 rounds; Might
Dehud, their leader: pwr 3, save 6, end 18.
halves). Hypnotic glare: each round as a free
His rotund body is covered by a cape of red silk,
action, the left head can hypnotize a character
and he fights with a spectacularly long pike that
into submission (Lore saves). If split in two,
allows him to strike first but only every other
each half gains the same stats as above—minus
round (dmg 1d20; piercing +4; reach 1; first
any damage already suffered. However, only the
strike; unwieldy; wt 10) or a small brass knife
left head is capable of this hypnotism.
when opponents come too close (dmg 1d6).
16 WONDERS OF THE WILD
Canal Gardens
Verdant fields, separated by straight ditches
3 The construction of a new irrigation
canal has temporarily come to a halt,
as a large group of farmers have gathered
where egrets and flamingoes patrol or deeper
to protest it. The farmers claim that the new
canals where narrow canoes scurry with pro-
canal unlawfully taps water from theirs. A canal
duce or construction material between wad-
inspector has been summoned from Borsippa to
ing buffaloes and flowering water lilies. Ev-
adjudicate the dispute, but the farmers accuse
erywhere are small farmsteads and abundant
him of bias through intermarriage and have sent
orchards, where copper-skinned men collect
for the well-respected engineer Olumad Hana
harvest or drive oxen to till their fields while
(see Steppe 6) to overrule his decision.
the women dig new ditches or supervise the
division of water with their infants sleeping on Ni Rhazal, the corrupt canal-inspector:
their backs in cocoons of flax. pwr 4, save 9, end 16. Clad in a many-layered
robe over orange trousers, armed with a mace
Travel speed is 2 squares by foot or boat.
of office (dmg 1d8; wt 2). 30 shekels in silver.
CHANCE ENCOUNTERS (1D6)
1
Canal diggers (20): pwr 2, save 4, end 7.Tools
A group of houses, irrigated by several
(dmg 1d6; no crit).
ditches and canals shooting through
the lush gardens like capillaries of a leaf. Disgruntled farmers (12): pwr 2, save 4,
The settlement is headed by Pakhara, a recent end 10. Tools (dmg 1d6; no crit) and slingshots
widow who carries out her responsibilities with (dmg 1d4; missile: reach), but 10% also have
dignity and diligence. Her husband died while spears (dmg d8; thrown).
4
traveling with produce to Nippur, and she re-
At night, strange atmospheric phe-
sents Malmara (see Thorn forest 14) for not
nomena shed an eerie light over the
returning his corpse nor his belongings which
land. Crops are extraordinary rich. A band of
would lawfully be hers.
smugglers operate in the gloom, carrying their
Pakhara: pwr 3 (+Lore), save 10, end 12. small rafts between canals to avoid the deputies.
Cudgel (dmg 1d6).
Smugglers (2d8): pwr 2, save 7, end 16. Clad
Farmer: pwr 2, save 5, end 8. Tools (dmg 1d6; in dark clothes and coats of woven reed (armor
no crit). 2), and fighting with basic weapon (dmg 1d6).
6
Dhaba: pwr 4, save 14, end 24. Dressed
The burrow of a huge crocodile that
in robes, the color of almond flowers, and
wreaks havoc among the unprepared
equipped with a tall axe of curious design (dmg
farmers. Crocodile: pwr 3, save 6, end 40.
1d12; guard breaking; wt 4; 75 s).
Armor 6, bite (dmg 1d10). Once the crocodile
Dhima: pwr 4, save 12, end 28. Wearing robes, gets hold, it will pull its prey into the water to
the color of mango flowers, and equipped with drown it. To tear herself free from the jaws, a
a similar axe (as above). character suffers 1d10 dmg.