TEXT: RICHARD BAKER AND 
  RICHARD BAKER AND 
  RICHARD BAKER AND 
  STEVE TOWNSHEND
  STEVE TOWNSHEND
  STEVE TOWNSHEND
  G A M E M AS TE R’S
  G A M E M AS TE R’S
  G A M E M AS TE R’S COM PA N ION
  COM PA N ION
  COM PA N ION
  
  Gamemaster’s Companion
  W
  elcome back to the savage age of Tule! In this ferce land, bold heroes face dangers 
  ranging from sub-human beastmen to saber-tooth cats to elder horrors sleeping in 
  jungle-covered temples. Doom draws near as the eternal snows advance southward with each 
  passing year, but for this one bright moment, Tule still lives—and it is a ferce, intense, and 
  marvelous moment indeed.
  Tis supplement expands the range of tools and threats the Gamemaster can use to bring the 
  Primeval Tule campaign to life. In this book you will fnd:
  • New rules for Fame, Power, and Sanity;
  • Raid and small battle mass combat rules;
  • A new campaign arc and a new adventure site ;
  • Two new villainous organizations;
  • 14 new Tulean monster and villain entries, including the Great Old One Yga-Ygo;
  • Encounter tables for each region of Tule.
  Adventure in a savage age awaits you!
  Gamemaster’s Companion
  W
  elcome back to the savage age of Tule! In this ferce land, bold heroes face dangers 
  ranging from sub-human beastmen to saber-tooth cats to elder horrors sleeping in 
  jungle-covered temples. Doom draws near as the eternal snows advance southward with each 
  marvelous moment indeed.
  Tis supplement expands the range of tools and threats the Gamemaster can use to bring the 
  Primeval Tule campaign to life. In this book you will fnd:
  • New rules for Fame, Power, and Sanity;
  • Raid and small battle mass combat rules;
  • A new campaign arc and a new adventure site ;
  jungle-covered temples. Doom draws near as the eternal snows advance southward with each 
  passing year, but for this one bright moment, Tule still lives—and it is a ferce, intense, and 
  • 14 new Tulean monster and villain entries, including the Great Old One Yga-Ygo;
  • Encounter tables for each region of Tule.
  Adventure in a savage age awaits you!
  • Two new villainous organizations;
  
  CONTENTS
  Fame, Power, And Sanity. . . . . . . . . . . . . . . . . . 2
  Follower Combat . . . . . . . . . . . . . . . . . . . . . . . . 5
  Invaders from Beyond . . . . . . . . . . . . . . . . . . . . 7
  New Organizations. . . . . . . . . . . . . . . . . . . . . . 10
  Lost Isle of Talas . . . . . . . . . . . . . . . . . . . . . . . 11
  Bestiary of Tule  . . . . . . . . . . . . . . . . . . . . . . . 14
  Chimera, Tulean . . . . . . . . . . . . . . . . . . . . 14
  Manticore, Tulean . . . . . . . . . . . . . . . . . . . 15
  Te Pale Hand . . . . . . . . . . . . . . . . . . . . . . . 16
  Te Pride of Nergal . . . . . . . . . . . . . . . . . . . 18
  Tcho-Tcho . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
  Yga-Ygo, Te Dweller in Dreams . . . . . . . 22
  Encounter Tables . . . . . . . . . . . . . . . . . . . . . . . 24
  Gamemaster’s Companion
  CREDITS
  Design: Richard Baker, Steve Townshend
  Development: Stephen Schubert
  Cover Art: Lee Moyer and Patricia Smith
  Interior Illustrators: Micah Epstein, 
  Klaus Pillon
  Cartography: Corey Macourek
  Art Direction: Richard Baker
  Graphic Design: Corey Macourek
  Production Specialist: Nissa McCormack
  Primeval Thule Gamemaster’s Companion is published by 
  Sasquatch Game Studio, LLC, under the Open Game License 
  version 1.0a Copyright 2000 Wizards of the Coast, Inc. Sasquatch 
  Game Studio LLC, the Sasquatch logo, and Primeval Thule are 
  trademarks of Sasquatch Game Studio, LLC. All characters and the 
  distinctive likenesses thereof are property of Sasquatch Game Studio 
  LLC. Tis material is protected under the copyright laws of the 
  United States of America. © 2015 Sasquatch Game Studio, LLC.
  Product Identity: Te following items are hereby identifed as 
  Product Identity as defned in the Open Game License version 1.0a, 
  and are not Open Content: All trademarks, proper names, dialogue, 
  plot, storylines, locations, characters, artwork, and trade dress.
  Open Game Content: All game mechanic text (including the 
  names, stats, and rules text of new monsters) is hereby designated as 
  Open Game Content.
  Sasquatch Game Studio, LLC 
   
   
  Auburn, WA
  sasquatchgamestudio.com
  
  Campaign Tools
  2
  W
  elcome to Tule! Tis is a world of 
  bold barbarians and mysterious sorcer-
  ers, forbidding glaciers and steaming 
  jungles haunted by prehistoric beasts. In this lost age, 
  terrible monstrosities from prehuman times linger in 
  the wild places, and mankind is a young and supersti-
  tious race. Adventure lies just beyond the next hill or 
  down the next shadowed alleyway; heroes are larg-
  er-than-life freebooters and sellswords, carving their 
  names into the annals of a doomed land.
  Tis booklet supplements the Primeval Thule Cam-
  paign Setting hardcover, providing you, the Gamemaster, 
  with additional material to breathe life into your Tu-
  lean campaign. In these pages you’ll fnd new systems 
  for handling the player characters’ personal fame, power, 
  and sanity, as well as adjudicating battles between bands 
  of followers; expanded source material introducing new 
  villainous factions, a new campaign arc, and a new 
  adventure site you can use as ingredients in creating 
  your own Tulean adventures; a selection of never-be-
  fore detailed Tulean monsters, including the Great Old 
  One Yga-Ygo; and, last but not least, a set of random 
  encounter tables covering the primeval continent. Tink 
  of this booklet as a “GM toolbox” flled with interest-
  ing new toys to introduce into your Primeval Thule 
  campaign. Use as many or as few as you like.
  If you are not familiar with the Primeval Thule 
  setting, you’ll fnd that much of this information is 
  perfectly usable in any 5e game. New monsters or 
  villain groups are naturally useful in any game, while 
  systems such as fame and power provide you with 
  a new set of tools to describe the player characters’ 
  infuence in your campaign world. If you’d like to 
  know more about Tule, we recommend download-
  ing the Primeval Thule Traveler’s Guide (available 
  at www.drivethrurpg.com ). It’s a free PDF accessory 
  that gives you a great overview of this savage and 
  intense setting.
  FAME, POWER, 
  AND SANITY
  Ability scores are a good measure of a character’s 
  basic strengths and weaknesses, but they don’t 
  address some important components of a character’s 
  makeup. Gamemasters are often confronted with sit-
  uations in which a character’s natural talents should 
  be overshadowed by other elements of his or her 
  identity. For example, a high-ranking noble with a 
  very ordinary Charisma score might rely on his social 
  status to overawe a common footman and gain ad-
  mittance to a banquet. Likewise, a pit fghter famed 
  for a hundred bloody kills in the arena might be 
  soft-spoken or unassuming in personal interactions, 
  but street thugs who recognize him or her might fee 
  the encounter on sight. Fame and Power are therefore 
  presented here as additional “ability scores.”
  Likewise, a character’s mental stability is not easily 
  measured by any other ability score. Chapter 4 of the 
  Primeval Thule Campaign Setting presents a basic set 
  of guidelines for using the sanity options in the core 
  rulebooks. If you fnd that you would prefer a more 
  Before the great glaciers covered the northern world for the last time, there was an 
  age of legends now forgotten in the modern world. Tis is the doomed land of Tule, 
  savage and spectacular, ferce and cruel, a world of wonders and terrors. Sages say this 
  is a doomed age—but for one splendid moment, the villains and heroes of this dying 
  land strive and slay, fghting back against the coming of the night.
  
  FAME AND POWER VS. 
  CHARISMA
  The new abilities presented here are most useful when interacting 
  with NPCs, which means that they sometimes replace Charisma 
  checks. That’s okay—plenty of extremely dangerous high-level 
  �ghters can�t make an Intimidation check to save their lives, because 
  they simply don’t have a good Charisma score. Fame and Power let 
  you separate a character’s authority and reputation from his or her 
  personal charm, because they shouldn’t always be the same thing.
  Campaign Tools
  you separate a character’s authority and reputation from his or her 
  personal charm, because they shouldn’t always be the same thing.
  3
  detailed alternative, you can incorporate the Sanity 
  score system presented here.
  Initial Scores: Determine Fame, Power, and Sanity 
  scores the same way you determine other ability scores. 
  If you use an ability array, add 13, 11, and 9 to the 
  scores to be assigned. If you use a point-buy system, add 
  10 to the number of points they can spend. (If you only 
  use Fame and Power but not Sanity, instead add two 
  11’s to the array or 5 to the number of points to spend.) 
  Modify the scores as shown in Table 2. (Initial char-
  acter level refers to what level your character is when 
  you begin the campaign.)
  Table 2: Level and Narrative Modifiers
  Situation
  Fame, Power, and Sanity 
  Adjustments
  Initial Character Level
  1st
  –2 Fame, –2 Power
  10th or higher
  +2 Fame, +2 Power, +2 Sanity
  Narrative
  Atlantean Noble
  +2 Fame, +2 Power
  Escaped Slave
  –2 Fame, –2 Power
  Guardian of the Nine
  +2 Sanity
  Katagian Pit Fighter
  +2 Fame
  Panjandrum
  +2 Power
  Tribal Outcast
  +2 Fame, –2 Power
  FAME
  Every day, some barbarian warrior or another roaming 
  the wilderness slays a fearsome beast or cuts a band of 
  slavers to pieces, a clever rogue pulls of a theft that 
  leaves a whole city talking, or a mysterious sorcerer 
  scatters a street gang with magic. Tales of great deeds, 
  both dark and heroic, spread like wildfre through the 
  marketplaces and winesinks of Tule—and when the 
  same names turn up again and again in these tales, the 
  owners of those names fnd that they are known by 
  people they’ve never met in places they have never been.
  A character’s Fame score measures the extent to 
  which he or she is known by strangers, for good or for 
  ill. A character with a low Fame is known only by his 
  or her family and immediate neighbors. An average 
  Fame score means that the character is known by 
  most people in a neighborhood or good-sized tribe. A 
  high Fame score (14 or 15) means that people in other 
  communities or nearby cities are likely to have heard 
  of the character, especially if they have a reason to be 
  interested in the character’s trade or doings. Finally, the 
  name of a character with an exceptional Fame score is 
  known in all but the most isolated or backwards places. 
  A beginning character with an unusually high Fame 
  score probably has a well-known parent or family.
  Fame is useful for opening doors and establishing 
  credibility in the right area. A noble who needs a dif-
  cult rival removed might seek out a renowned assassin 
  for the job; a jungle trader who discovers a strange 
  artifact might bring it to the doorstep of a famous 
  wizard. Unfortunately, fame means that a character 
  can sometimes be recognized or found more easily 
  than others. 
  Gaining and Losing Fame: Fame can’t be improved 
  with normal ability score increases. Instead, Fame 
  improves with specifc events, as shown below:
  • Te character is publicly acknowledged or con-
  demned by authority fgures for a heroic or villain-
  ous deed (+1 Fame, no more than three times in a 
  character’s career).
  • Te character gains followers (+1 Fame).
  • Te character gains the ability to launch a raid 
  (+1 Fame).
  • Te character gains a bonus to interaction checks 
  from his or her narrative (the 6th-level beneft in 
  many cases) (+2 Fame).
  • Te character gains a title (+2 Fame).
  • Te frst time a character calls a horde or raises an 
  army (+4 Fame).
  A character’s maximum Fame score is 20.
  Time is the only thing that dims fame (after all, 
  spectacular failure is just as noteworthy as success). 
  Characters who end their adventuring careers or other-
  wise drop out of sight lose 1 Fame per year, to a maxi-
  mum loss of 5 Fame from their highest total score.
  Fame Checks: Typically, a Fame check arises in a 
  social situation when a character attempts to make use 
  of his or her reputation to gain a NPC’s help. Examples 
  include:
  • Gaining an audience with a busy ruler.
  • Recruiting a crew for a dangerous voyage.
  • Intimidating foes (you can use Fame as the base 
  ability for Fame/Intimidation checks).
  • NPCs attempting to locate or learn something 
  about a famous character can make a Fame/History, 
  Fame/Investigation, or Fame/Persuasion check, 
  using the target’s Fame score as the base ability.
  Fame Saving Trows: A Fame save should be a rare 
  event, but you can use a Fame save to see if a PC is rec-
  ognized unexpectedly. In general, recognition in one’s 
  normal setting is a DC 10 save, recognition in nearby 
  settings is a DC 15 save, and recognition in a distant 
  city or isolated area is a DC 20 save.
  
  Campaign Tools
  4
  POWER
  Power measures a character’s authority, rank, infuence, 
  and social status. Characters with low Power are nobod-
  ies—they might be able to appeal to city authorities or 
  tribal leaders through personal persuasion, but they can’t 
  use their place in society to force others to take actions 
  they desire. Characters with average Power scores are 
  generally accorded the privileges any citizen in good 
  standing might expect, but are still subject to the whims 
  of the mighty. Characters with high Power scores can use 
  their social rank or infuence to direct signifcant civic re-
  sources to their own purposes, while characters with ex-
  tremely high Power scores (18 or more) are great princes, 
  important chiefs, or the powers behind the throne.
  Gaining and Losing Power: Just like Fame, Power 
  can’t be improved with normal ability score increases. 
  Instead, Power improves with specifc events, as shown 
  below. Characters can also “buy” Power by spending 
  time and money to set up networks of hirelings, infor-
  mants, or valuable contacts. 
  • Te character spends 1,000 gp and 10 days of free 
  time buying infuence (+1 Power, one time only).
  • Te character gains a title or position of minor 
  authority (+1 Power).
  • Te character builds a stronghold or gains a posi-
  tion of moderate authority (+2 Power).
  • Te character gains followers (+2 Power).
  • Te character spends 5,000 gp and 30 days of free 
  time buying infuence (+2 Power, one time only).
  • Te character gains the ability to call a horde 
  or army, or gains a position of great authority 
  (+3 Power).
  • Te character spends 25,000 gp and 90 days 
  of free time buying infuence (+3 Power, one 
  time only).
  A character’s maximum Power score is 20. Charac-
  ters lose Power if they lose positions, titles, or strong-
  holds that granted increases of Power.
  Power Checks: Ability checks against Power are 
  useful for testing whether a character can get some-
  thing done purely through the weight of his or her 
  title and the reach of his or her family or organization. 
  Examples include:
  • Directing local authorities to guard a location (or 
  leave it unguarded).
  • Arranging the release of a prisoner.
  • Getting a royal councilor to propose a favorable law.
  • Banishing a rival or malefactor from one’s tribe.
  • Getting a distant tribe to search their lands for a 
  fugitive.
  • Using your position to gain someone’s cooperation 
  (you can use Power as the base ability for Power/
  Intimidation or Power/Persuasion checks).
  Power Saving Trows: Like Fame saving 
  throws, Power saves are rare. Most uses of Power 
  are applications of skill and training, not the sort of 
  in-the-moment test a saving throw represents. You 
  might call for a Power save when circumstances do not 
  allow a character to prepare for the test—for example, 
  when the character suddenly needs to defy an arrest 
  order or resist a NPC’s use of Power.  
  ALTERNATIVE RULE: 
  THE SANITY ABILITY
  You may decide to track Sanity as a score instead of 
  using the Madness rules described in Chapter 4 of the 
  Primeval Thule Campaign Setting. Tis approach 
  models sanity as a resource that is gradually eroded 
  by repeated exposures to unnatural threats, a slip-
  pery slope that grows steeper as a character nears the 
  breaking point. Experienced adventurers build up a 
  formidable reserve of inner strength against madness, 
  but even warriors with nerves of steel can be briefy 
  overwhelmed by a sudden shock.
  Gaining and Losing Sanity: Characters natu-
  rally improve Sanity over time; adventurers are made 
  of stern stuf, and a lifetime of daring escapes and 
  victories over savage foes helps to prepare them for 
  the day when they meet something horribly abnor-
  mal. Sanity cannot be improved with normal ability 
  score increases, and like other scores, maxes out at 20. 
  Unlike other scores, Sanity can sometimes dip below 
  1; characters at 0 Sanity are insane. Sanity is gained or 
  lost for the following:
  • Gain a level or go one year without being exposed 
  to a Sanity save (gain 1d2–1 Sanity).
  • Fail a Sanity save (–1, –1d4, or –1d6 Sanity for 
  the frst, second, or third failed Sanity save in the 
  same day).
  • A restoration spell of 2nd level or higher restores 1 
  Sanity lost within the last day.
  • A restoration spell of 5th level or higher restores 
  2d4 lost Sanity (but cannot increase Sanity above 
  the character’s previous maximum).
  Sanity Checks: Characters rarely make ability 
  checks against their Sanity scores. Te Sanity score is 
  purely a measure of resistance to madness.
  Sanity Saving Trows: Characters who encounter 
  profound shocks to their sense of what is right and 
  normal in the world may be required to make a Sanity 
  save. Situations calling for a Sanity save include:
  • Encountering an aberration, undead, or extrater-
  rene creature for the frst time (DC 8).
  • Seeing an ally defeated by an aberration, undead, 
  or extraterrene creature (DC 8).
  • Being charmed by an aberration, undead, or extra-
  terrene creature (DC 8).
  • Witnessing alien or unwholesome magic (DC 5 + 
  spell level).
  • Exposure to an alien environment (DC 10).
  
  Campaign Tools
  5
  • Hearing or seeing a Great Old One at a distance 
  (DC 10).
  • Exposure to a profoundly abnormal alien environ-
  ment (DC 15).
  • Encountering a Great Old One (DC 15, double 
  Sanity loss on failure).
  Failed Sanity Save: When a character fails a Sanity 
  save, he or she loses 1 Sanity and gains a temporary 
  madness efect (see the Madness efects below). Te 
  temporary madness lasts 1d10 minutes, but the char-
  acter can attempt a new Sanity save (DC 10) to recover 
  at the end of each of his or her turns. (Failing saves to 
  recover from madness does not cost additional Sanity.) 
  If a character is exposed to multiple shocks in the same 
  day, the efects of additional failures worsen; a char-
  acter who fails a second Sanity save in the same day 
  loses 1d4 Sanity, and a third (or subsequent) failed save 
  costs 1d6 Sanity.
  When a character fails a Sanity save and is reduced 
  to 0 Sanity or less, he or she gains a persistent mad-
  ness efect. At the beginning of each day, the charac-
  ter can attempt a new Sanity save (DC 10) to regain 
  1 Sanity and end the persistent efect. If the character 
  fails three Sanity saves to recover from persistent 
  madness, the duration extends to one month, after 
  which he or she attempts a new save once per month 
  to end the efect.
  FOLLOWER COMBAT
  Tule is a warlike land. Heroes often fnd themselves 
  in the middle of pitched battles between barbarian 
  war parties, crews of bloodthirsty corsairs, or squads 
  of grim legionaries. Tis is especially true when PCs 
  with the appropriate character narratives reach a level 
  at which they can summon raids or command the 
  services of an elite company of followers. So what 
  happens when a group of PCs leading sixty or sev-
  enty screaming Nimothan barbarians attacks a slaver 
  outpost manned by a hundred mercenary guards? Tis 
  section presents a quick-and-dirty mass combat system 
  that can help you decide.
  STEP 1: DETERMINE 
  SIDES AND SURPRISE
  Decide which force is attacking and which is defend-
  ing. If it’s not clear, both sides are attacking, and nei-
  ther side gains any beneft from defensive terrain. Te 
  GM also determines if one side gains surprise.
  STEP 2: COMBAT 
  POWER AND BASE 
  DAMAGE
  To determine the combat power of a side, add up 
  the total Challenge Rating of the combatants. Count 
  Table 3: Madness Effects
  Short-term Madness
  d% Roll
  Effect (lasts 1d10 minutes or until successful save)
  01–20
  Badly unsettled. The character is frightened.
  21–40
  Senses reeling. The character has tactical disadvantage on ability checks and attack rolls.
  41-55
  Panicked. The character is frightened and must flee, as per the fear spell.
  fear spell.
  fear
  56–60
  Berserk. The character treats all creatures as hostile. He must move toward the closest creature each round and make a 
  melee attack.
  61–80
  Flight of reason. The character babbles, screams, laughs, or weeps, and is incapacitated.
  81–90
  Overwhelmed. The character is paralyzed.
  91–100
  Merciful oblivion. The character falls unconscious.
  Persistent Madness
  d% Roll
  Effect
  01–20
  Disturbing behavior. Tactical disadvantage on Charisma checks.
  21–40
  Amnesia. Tactical disadvantage on Intelligence checks, and the character recalls nothing of what happened for 1d100 
  days around the time he or she fell to 0 Sanity.
  41–55
  Shaky. The character must make a Sanity save (DC 5) at the beginning of each encounter or begin frightened, as per fear
  spell. The character can attempt a new save at the end of each turn to act normally for the rest of the encounter.
  56–65
  Severe hallucinations. Tactical disadvantage on ability checks and attack rolls.
  66–80
  Maniac. At the end of each turn in combat, the character must make a Sanity save (DC 10) or go berserk, as described 
  above. The character and anyone attacking the character gain tactical advantage on attack rolls. The character can 
  attempt a save at the end of each round to recover, and only goes berserk once per encounter. 
  81–90
  Unable to cope. The character loses the ability to speak. He or she begins each encounter incapacitated, but can attempt 
  a Sanity save (DC 10) at the end of each turn to shake it off and act normally for the rest of the encounter.
  91–100
  Stupor. The character is paralyzed and loses all volition, but can walk if led by another.
  
  Campaign Tools
  6
  anything less than ½ as ½ and round fractions down. 
  Do not include the PCs. Challenge Rating is a good 
  measure of an individual creature’s ability to both 
  absorb damage and dish it out, so the total CR of a 
  formation is a reasonable estimate of its strength. For 
  example, if a PC is leading a raid of 75 tribal warriors 
  (CR 1/8) with a tame tyrannosaurus, the war party has 
  a combat power of 37 for the warriors and 8 for the 
  tyrannosaurus, for a total of 45.
  Te base damage inficted by a warband each round 
  is equal to 20 percent of its current combat power, 
  rounding down to the nearest whole number (mini-
  mum 1). In the example above, the base damage for a 
  war party of 75 tribal warriors and their T Rex is 9 (45 
  times 20 percent).  
  STEP 3: RESOLVING 
  COMBAT
  At the end of each round of combat, after you have 
  resolved the actions of the PCs and any monsters or 
  villains they’re handling in person, resolve one round 
  of follower combat. Te attacking and defending forces 
  make an opposed battle roll (d20); the side with the 
  higher result “wins” that round, and deals their base 
  damage to the combat power of the losing side. Te 
  losing side deals ½ of its base damage to the win-
  ning side. If the result is a tie, neither side takes any 
  damage—the fghting was inconclusive.
  Command: If a force has a clear commander and 
  that commander spends his or her turn directing the 
  battle, the commander can substitute a Charisma/
  Intimidation skill check for the battle roll. (Intimidate 
  is a good way to measure how good a character is at de-
  manding attention in a stressful situation, and charac-
  ters who can easily gain training in Intimidation—for 
  example, fghters, free blades, or ice reavers—tend to 
  be the sort of characters you’d want to see as compe-
  tent battle leaders.)
  Terrain: Good defensive terrain—simple feld 
  fortifcations or anything that impedes the attackers’ 
  movement or provides defenders with cover—gives 
  the defending side tactical advantage on its battle 
  roll. Superior defensive terrain, such as fghting from 
  fortress walls, not only gives the defending side tactical 
  advantage on its check, but also reduces the damage 
  the defenders take to half the attackers’ base damage 
  (if the attacking side wins that round) or none (if the 
  defending side wins).
  Surprise: If one side gains surprise, it has tactical 
  advantage on its battle roll. Te beneft of surprise 
  lasts until the side with the advantage of surprise fails 
  to win a battle roll, so it’s possible that surprise might 
  persist throughout a battle.
  STEP 4: MORALE AND 
  VICTORY
  Few forces manage to stick it out to the bitter end. 
  Each time a side loses a battle roll while it is at half 
  or less its original combat power, make a morale 
  check. Roll a d20; on a roll of 10 or better, the force 
  succeeds. On a failure, the force’s morale fails, and 
  it breaks (see below). A commander may substitute a 
  Charisma/Intimidation check for the morale check.
  Elite followers (for example, the elite companies 
  many character narratives provide) do not need to 
  make morale checks. Tey do not retreat or surrender 
  as long as the PC to whom they are loyal is still fght-
  ing. In fact, a PC can order them to remain behind 
  and cover a retreat if necessary.
  Break: When a force fails a morale check, it loses the 
  battle. If possible, the force retreats. If retreat is not pos-
  sible, the force surrenders. In rare cases when it’s clear 
  that surrender means certain death a broken force stands 
  its ground and keeps fghting, but its battle rolls from 
  that point forward are made with tactical disadvantage.
  Total Defeat: When a warband is reduced to 0 
  combat power, it is completely defeated and the battle 
  ends. Some members of the force may still live (see Tal-
  lying Losses), but they are scattered, badly wounded, dis-
  armed, exhausted, or otherwise unable to keep fghting.
  
  Campaign Tools
  7
  STEP 5: TALLYING LOSSES
  Divide losses in a side’s combat power proportionally 
  among all participating groups of followers. In the ear-
  lier example, the tyrannosaurus accounted for 8/45 (or 
  about 20 percent) of the PC raid’s combat power. Tat 
  means 80 percent of the losses hit the tribal warriors. 
  If the raid sustained 16 damage to its combat power 
  in winning its battle, 12 points of combat power loss 
  goes to the tribal warriors, and 4 points to the dino-
  saur. Twenty-four tribal warriors are casualties, and the 
  tyrannosaurus is about half-dead. 
  Casualties: Not all casualties are battlefeld deaths. 
  Of the individuals represented by “lost” combat power 
  after a battle, you can assume that one-third are dead, 
  one-third are badly wounded (half hit points), and 
  one-third are unhurt but scattered. If one side retreats, 
  half of the badly wounded and scattered casualties are 
  left behind on the battlefeld. Teir fate is determined 
  by the victors.
  PLAYER 
  CHARACTERS
  In general, PCs do not participate in mass combat 
  resolution. Te best way to provide the players with 
  the opportunity to participate in a bigger battle is to 
  create one or more encounters for the PCs that take 
  place within the battle. Tese encounters might be 
  enemy leader groups, champions, or even batches of 
  ordinary enemy combatants that the PC party can 
  engage in normal combat. Build these “in-battle” 
  encounters using the normal guidelines for encounter 
  construction.
  Tere are three exceptions to this rule of thumb:
  A character who uses his or her action to command 
  followers can serve as the force’s commander, and 
  make a Charisma/Intimidation check for the war-
  band’s battle roll. Te character must be in a position 
  to direct the battle (visible to most followers, for 
  example).
  Characters who direct their actions at the enemy 
  force instead of their own immediate opponents may 
  infict casualties that reduce the enemy’s combat power 
  before the fghting for the round is resolved. For exam-
  ple, if a wizard uses a freball spell to kill eight enemy 
  warriors engaged in the surrounding battle, the enemy 
  force immediately loses 4 combat power.
  If the PCs defeat an enemy whose CR is at least 
  half the average party level, their side gains a +1 on its 
  battle roll this round. If a PC is reduced to 0 hp, the 
  enemy side gains a +1 to its battle roll this turn.
  INVADERS FROM 
  BEYOND
  New Campaign Arc
  In Tule, invasions march on the sandaled feet of 
  soldiers or they arrive by the arms of slaves plying the 
  oars of warships. No one suspects that as each day 
  passes an invasion of another kind silently creeps over 
  Tule from the remote world of Yuggoth. Attracted to 
  Tule by its magic and abundant resources, the mi-go 
  have watched the world for countless ages. Perhaps the 
  might of the Tule’s frst empires deterred them from 
  expansion in the past, but that time is over. With the 
  fey extinguished and Atlantis fallen, Yuggoth longs to 
  colonize and dominate all of Tule.
  Te mi-go constructed an artifact on their faraway 
  homeworld of Yuggoth that allows them to project 
  their minds into Tulean bodies. In order to do this, 
  mi-go agents frst remove the brains of the Tulean 
  hosts and replace them with a receptor fungus from 
  Yuggoth. Te artifact does the rest, projecting mi-go 
  colonists into these second skins. To complete the 
  deception, the mi-go transfer each Tulean’s memories 
  into the fungal brain and cover up the surgery. Teir 
  ultimate goal is to replace the leaders of Tule’s most 
  powerful city-states and gradually control the world.
  Tis campaign arc is composed of a series of 
  standalone adventures along the theme of the mi-go 
  invasion. Each episode of the arc describes the mi-go 
  goal followed by a potential hook to draw the PCs 
  in, and the general scope of what each episode might 
  entail. Prior to the conclusion the adventures can occur 
  whenever you see ft, in the order you choose. Tey are 
  presented below as a series of escalating threats. Since 
  the mi-go invasion creeps steadily across Tule, this 
  campaign arc works well interspersed among other ad-
  ventures or as a series of related side quests that grows 
  more urgent as the campaign unfolds. Furthermore, 
  the mi-go don’t invade from a single point, but scatter 
  their invasion across the face of Tule. Terefore, the 
  episodes of this arc can take place anywhere you please. 
  THE 
  HEADHUNTERS
  Te mi-go replace the minds of a tribe of Phoori head-
  hunters that worship them. In this guise the mi-go 
  carry on the headhunters’ activities, capturing more 
  brains for the invasion. Te characters become involved 
  when a village on the outskirts of civilization falls prey 
  to guerilla attacks from the headhunters of Phoor. 
  Concerned for the stability of his territory, magis-
  trate Gann Kho summons the PCs to deal with the 
  savages by bringing him the head of their leader. Te 
  magistrate promises the characters wealth, favors, and 
  anything else within his means, should they succeed 
  and preserve his realm.
  
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  Adventure: Soon after the PCs arrive in the area 
  the headhunters attack. Te headhunters don’t loot 
  the village, but they take the severed heads of their 
  fallen foes. Te headhunter encampment lies in the 
  swamp near the village. Tere the characters con-
  front the small band and their chief, gathered among 
  strange standing stones created by no mortal craft 
  (a means of communication with Yuggoth for those 
  who can activate it). None of the villagers’ heads 
  can be found. Stranger still, the headhunters’ own 
  heads show evidence of having been sewn onto their 
  necks. If examined, the insides of their skulls contain 
  a kind of shriveled fungal mass where their brains 
  should be. 
  DREAMS OF 
  FALLING FORTUNE
  Cultists of Yga-Ygo cooperate with the mi-go to bring 
  the aliens more capable puppets. Te heroes catch 
  wind of the plot when a strange rumor reaches their 
  ears: Argo Ahsi, a wealthy and unscrupulous merchant, 
  has found or won the Dreaming Ruby. Te gem is a 
  prize of such grandeur that all thieves dream of it, but 
  none ever attains it. So great is the ruby’s value it could 
  purchase virtually anything in Tule. Whenever the 
  PCs sleep they dream of the gem, but until they visit 
  Argo Ahsi’s city the dream gem remains out of reach.
  Adventure: Argo Ahsi is secretly a high cultist of 
  Yga-Ygo, the Dweller in Dreams. He does not keep 
  the ruby in the physical world but secrets it away in a 
  dream, where it acts as a beacon to attract greedy for-
  tune seekers to the city. Once the PCs are in the city, 
  they dream of the gem the frst time they rest. In this 
  vision they can venture to Argo Ahsi’s dream palace, 
  a magnifcent structure built with alien stonework in 
  a strange realm among the stars (this realm is a dream 
  refection of Yuggoth, and the stone resembles that 
  of the standing stones in the Headhunters episode). 
  Tere, inside the dream, they face the gem’s guardians: 
  Argo Ahsi’s dream-seekers and other strange creatures 
  of the dreamscape (you might use aberrant creatures 
  and those with psychic abilities). 
  While the PCs are in the dream palace, the 
  dream-seekers can divine their whereabouts in the city. 
  Mi-go assassins inhabiting the stitched-on heads of 
  former fortune seekers—or possibly animals or horrifc 
  monsters like those from the Great Hunt episode—
  attempt to ambush the sleeping PCs and take their 
  heads. Defeating the would-be assassins reveals the 
  same phenomenon as with the Phoori: brainless heads, 
  empty but for a shriveled fungus.
  If the PCs confront Argo Ahsi in his real palace 
  they discover a shrine to Yga-Ygo, flled with comatose 
  cultists as well as several decapitated bodies. If the 
  PCs manage to capture the priceless ruby from the 
  dream they awaken with it in the physical world, but 
  soon discover it is as much a curse as it is a blessing, 
  for a priceless ruby can hardly be sold, and every night 
  it acts as a beacon in the dreams of fortune seekers 
  intent on killing the owners and taking the gem for 
  themselves.
  THE LOST CHILDREN
  Te mi-go begin to colonize Tule’s villages, but a 
  disease impedes their expansion. Te PCs discover 
  this when they stumble upon a remote tribal village 
  on their way to or from Tule’s wildest regions. Te 
  village is inhabited solely by children.  
  Adventure: Te children claim that the adults have 
  all been possessed by evil spirits. By night the adults 
  attack the village stockade in disorganized waves while 
  the children fend them of. By the light of day the 
  children hunt them in the forest, armed with bows 
  and spears. Some of the children try to save their 
  parents, but the feral creatures always attempt to crush 
  the skulls of the children and devour their brains. In 
  truth the tribe’s adults were all infltrated by mi-go but 
  the transplants went awry and the mi-go went mad. 
  Te reason for this is a rare, lewdly-shaped fungus 
  called the gray dalliance, unique to this region; its 
  spores attack the mi-go fungus in the heads of their 
  
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  hosts. Whether or not the PCs draw this connection, 
  they can complete the adventure by dispatching the 
  fungus-mad adults. Te gray dalliance fungus only 
  thrives in this environment, but even when dried and 
  crumbled, mi-go possessing humanoid hosts react to it 
  as if allergic, a potential tool for the PCs to use (within 
  reason) when detecting the mi-go.  
  ONE OF US
  At this point, the mi-go perfect their brain replacement 
  surgery. Tey subtly take over entire populations by 
  targeting specifc authority fgures for replacement. 
  Te PCs encounter this horrifc plot when a personal 
  connection (friend, family, patron, ally, or even a king) 
  important to one or more of the characters sends a 
  messenger bearing a cryptic request for aid. Te mes-
  sage hints at being watched by a cult, not having much 
  time left, and not knowing whom to trust. Te setting 
  should be a civilized area of any size—a small village 
  or large city appropriate to the campaign. 
  Adventure: When the PCs arrive to investigate, the 
  city seems cleaner, more orderly, suspiciously idyllic 
  and free of problems. Tere is new stonework of solid 
  design but strange architecture. At frst the PCs’ con-
  tact cannot be located, giving the PCs free reign to in-
  vestigate. Whenever they inquire about their contact’s 
  whereabouts, they receive casual explanations from 
  the inhabitants. When the PCs rest, they are watched. 
  Teir contact turns up the following day, apologizes 
  for the alarm, and dismisses the matter, assuring them 
  it was trivial. Elaborate on the unfolding situation as 
  you wish, adding eerie occurrences, giving the citizens 
  strange ticks, behaviors, or waking/sleeping hours. 
  Once the PCs enter the town they will not be 
  allowed to leave, as the mi-go have replaced almost 
  everyone in positions of power. Te mi-go now hide 
  their brain surgery subtly in the hairline at the back 
  of the head, and otherwise appear as normal people. 
  Tey wait for the PCs to let their guard down (likely 
  at night) and ambush them. Te PCs complete this 
  adventure when they escape the town or destroy it. 
  THE GREAT HUNT
  Te mi-go see no reason why their techniques couldn’t 
  be used with a variety of terrestrial subjects beyond 
  humans. Tey establish a laboratory to house their 
  wildest experiments, creating a menagerie of half-hu-
  man monsters. Te heroes are drawn into this latest 
  plot when the famous hunter Uthar the Tiger ap-
  proaches the PCs (and other bands of capable hunters, 
  rogues, and mercenaries) with a wager: After con-
  tributing a share of treasure to the pool, whichever 
  party can capture or slay the mightiest or most unique 
  beast wins a princely sum from the other contestants, 
  and the right to the prestigious title, the Fang of the 
  Starcrowns. 
  Adventure: Te hunters try to sabotage one another 
  on the expedition as each competes to locate and 
  capture a prize beast. Te tracks of strange creatures 
  lead into the Vaults of Khoor deep within the moun-
  tains. Tere the PCs discover a mi-go laboratory where 
  monstrous half-human experiments inhabited by mi-go 
  minds roam free among other horrors from beyond 
  the stars such as nightgaunts, moon-beasts, and star-
  things. Here too can be found the plans for replacing 
  minds with fungal growth and the key to the mi-go 
  invasion. Defeating one of these beasts will surely win 
  the contest for the PCs . . . even if the subject is still 
  half-human.
  CONCLUSION: 
  VOYAGE TO 
  YUGGOTH
  On Yuggoth, hordes of mi-go lie dreaming in terrible 
  vaults, their minds engaged in controlling their chosen 
  guises in Tule. When the characters discover con-
  clusive evidence that many or most of Tule’s leaders 
  have been replaced by mi-go, the fnal step is clear: 
  Somehow the mi-go must be stopped, or all of Tule 
  will fall under their control. To stop the mi-go the PCs 
  must fnd a way to travel to Yuggoth and destroy the 
  device that allows the mi-go to take over the bodies of 
  Tuleans.
  Adventure: When a human mage reverse-engineers 
  the process that mi-go use to inhabit Tuleans, the PCs 
  gain the ability to travel to Yuggoth in the shapes of 
  mi-go. Teir new bodies can tolerate the conditions of 
  the alien world. On Yuggoth they must infltrate the 
  mi-go civilization just as the mi-go infltrated Tule. 
  Here, facing alien creatures and aided by strange 
  advanced technologies, they can destroy the device, 
  freeing Tule from mi-go infuence.  
  
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  NEW 
  ORGANIZATIONS
  Cabals and conspiracies with the ability to infuence 
  events across a continent are rare indeed in this era of his-
  tory. Te city-states of Tule are too fercely independent, 
  and the tribes of the interior too savage and unruly, for 
  most human power groups to impose their will on people 
  more than a few days’ travel from their strongholds. But 
  while it is true that few secret societies manage to make 
  themselves infuential throughout the entire continent, 
  it’s also true that many of these hidden power groups are 
  almost completely unknown outside their home regions. 
  New threats are constantly gathering in the far corners of 
  Tule, just waiting to be discovered by bold (or unlucky) 
  heroes. Two such groups worthy of more attention are 
  the Pride of Nergal and the Pale Hand.
  THE PALE HAND
  Te strange, grim people known as the Hyperboreans 
  are rarely encountered in this day. Once they dwelled 
  in the isles of the utter north, lands legendary for their 
  fantastic beasts and eerie wonders. Long ago the polar 
  ice swallowed Hyperborea and destroyed the mysterious 
  Hyperborean civilization, or so the sages and storytellers 
  of Tule believe. Te tale is true enough, but one last evil 
  remnant of the ancient Hyperborean civilization lingers 
  still: the secret brotherhood known as the Pale Hand.
  Te Pale Hand is a circle of evil warlocks devoted 
  to the powers of ice, darkness, and destruction. 
  Formerly the high lords and princes of their people, 
  the brothers of the Pale Hand chose to ally themselves 
  with the Great Doom, the malevolent polar spirit 
  that threatened their lands. With their dark rites and 
  sinister spells they hastened the coming of the ice—
  and now that Hyperborea and Nimoth have fallen to 
  the endless winter, the Pale Hand warlocks chant new 
  spells in their frozen castles to bring the same terrible 
  doom down upon the continent of Tule. 
  A Pale Hand agent might be a Nimothan pirate 
  magically enslaved by one of the warlocks, a Hyper-
  borean sword-for-hire engaged in arcane skullduggery, 
  or a conjured hezrou or vrock dispatched to retrieve 
  an object of interest. Few heroes or freeblades who run 
  into a Pale Hand agent succeed in tracking the servant’s 
  activities back to its master. Even if heroes fghting the 
  Pale Hand come to know the identity of the enemy they 
  face, the leaders of the Pale Hand are almost impossible 
  to reach—their towers and keeps are hidden in arctic 
  wastes, hundreds of miles from any lands inhabited by 
  humans.  
  PRINCES OF 
  THE PALE HAND
  Te Pale Hand numbers only a dozen or so mem-
  bers, who take the title “prince.” Each is a warlock 
  of greater or lesser power, sworn to serve their joint 
  purpose of bringing endless winter down upon 
  Tule—and after that, all of the Earth. Te Pale 
  Hand princes in turn rule over their own strong-
  holds. Some are the masters of their ancestral keeps, 
  and command loyal households of kin and servants. 
  Others rule over only slaves and monsters, or even 
  dwell alone in the icy desolation. Te princes rarely 
  gather, and ignore each other for the most part. Tere 
  is little point in jockeying for favor or position when 
  each prince reigns over a waste of ice as vast as a king-
  dom. A prince’s primary aspiration is to be the last 
  survivor at the end of all things, and so each pursues 
  the Pale Hand agenda in his or her own way.
  Te Ur-Prince, or leader, of the Pale Hand is a gaunt 
  and hateful man named Khuuth dra Mauv. Ur-Prince 
  Khuuth is centuries old, and reigns over a frigid castle 
  where he is served by a host of demonic spirits. He 
  rules over the others only by virtue of his royal blood-
  line, and the other princes give him only perfunctory 
  obedience—Hyperboreans respect ancient forms, and 
  from time to time they expect Ur-Prince Khuuth to 
  summon them to renew their oaths of fealty. However, 
  the Pale Hand prince most often seen in Tule is actu-
  ally a princess, the sardonic Ydril ze Omun. Princess 
  Ydril visits the northerly ports from time to time in 
  a white trireme whose rowers are never seen, trading 
  rare jewels seen nowhere else in Tule for Tulean 
  artifacts or odd mystic reagents, such as the feathers of 
  an archaeopteryx or the fangs of a giant viper. While 
  Ydril is the only member of the Pale Hand to travel 
  openly in Tule, most of her colleagues command 
  agents or spies (often supernatural) to study develop-
  ments and search out opportunities. 
  PALE HAND PLOTS
  Most sinister organizations in Tule desire power and 
  dominion—their goal is to bring Tule under their 
  sway and rule it, openly or in secret. Te goal of the 
  Pale Hand, on the other hand, is destruction. Te 
  princes pursue this goal through direct magical attack, 
  using their powers to send harsh winters, blight sum-
  mers with unseasonable frost, or lure monsters of the 
  icy wastes to plague the land. Cities such as Beothoe 
  and Hurhun were weakened before their falls by Pale 
  Hand eforts; today, Akal-Amo, Droum, and Nim are 
  coming under Pale Hand attack, although no one yet 
  realizes it. Te Pale Hand warlocks also despise Atlan-
  tean science, seeing it as a tool that might be turned 
  against their cold theurgy, and do what they can to 
  locate and destroy Atlantean lore.
  THE PRIDE 
  OF NERGAL
  Strong of resolve and discipline as the bronze that 
  covers its warriors from head to foot, the Pride of 
  Nergal is a military brotherhood hungry for the glory 
  of conquest and the riches of plunder. An army of 
  
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  mercenaries and opportunists in search of a war, the 
  Pride owes its frst allegiance to Nergal. Te Lord of 
  Battle’s creed emphasizes conquest and subjugation, 
  and his symbol—the snarling lion—the Pride displays 
  upon their helmets, shields, and armor. Te Pride 
  of Nergal harbors no scruples against whom they 
  make war, except that they refuse to fght against the 
  interests of Lomar, since the lion’s share of the Pride is 
  comprised of Lomari citizens and their slaves. 
  It is said in Tule that a Lomari warrior is worth 
  fve Kalays, three Nimothans, or even two Atlante-
  ans. Whether or not this is true, most Tuleans be-
  lieve it; as evidence they need look only as far as the 
  charred, toppled walls and barren felds of Hurhun, 
  or speak to one of the multitude of starving paupers 
  in defeated Droum, shackled in heavy tribute to 
  Lomar after their inglorious defeat. Tuleans perceive 
  Lomari warriors with equal parts awe, dread, and 
  hatred, and the Pride of Nergal carefully exploits this 
  reputation. Tey extort protection from wealthy mer-
  chants as “taxes” or “imperial duties,” win thrones or 
  crush rebellions for despots in exchange for lands of 
  their own to rule, and organize legions to invade and 
  subjugate new lands, extending their reach each year. 
  Brutalizing Tule as masterless warriors may seem 
  to run counter to the fercely honorable culture of 
  Lomar, but the Pride is a thoroughly Lomari or-
  ganization. For over a hundred years, the City of 
  Triumphs expanded by conquering neighboring 
  lands. However, Lomar’s history of brutal conquests 
  and harsh victory terms made the kings of Tule 
  defensive, wary, and more eager to set aside their 
  diferences in the interest of allegiance against Lomar. 
  Tus for the past two decades Lomar’s conquests have 
  been stymied with inconclusive wars. Te Imperator 
  refused to engage in wars that Lomar might lose, and 
  so Zosheer’s bell remained silent and Lomar’s armies 
  remained close to home. As the monuments in Tri-
  umph Square rusted with the years, Lomari veterans 
  refected upon their days of former glory while their 
  sons restlessly yearned to prove their mettle in battle. 
  Ambitious nobles, merchants, and priests of Nergal 
  in Lomar’s upper echelons contrived a solution: If the 
  city of Lomar could fnd no war to fght, there was 
  no reason why individual warriors couldn’t seek their 
  own wars and make their own conquests. Various 
  martial societies and elite brotherhoods formed with 
  diferent objects of conquest in mind, most acting 
  with the tacit approval of the Imperator. Te Pride 
  of Nergal is the largest and best-organized of these 
  societies, and they have set themselves the goal of 
  ringing the Inner Sea with Lomari steel. In this way 
  Lomar expands its infuence across the map, con-
  quering lands and dominating trade routes hitherto 
  inaccessible to them. Te members of the Pride gain 
  the opportunity to win themselves glory and riches, 
  while Lomar’s economic and military power grows 
  with each success.
  LOST ISLE OF 
  THALAS
  Adventure Site
  A mysterious isle in the Atlantean Ocean a hundred 
  miles south of Tule, Talas was a thriving colony of 
  the Atlantean Empire, a center of culture and trade. 
  Now all that remains of the sprawling city is an acrop-
  olis where the Atlanteans constructed a magnifcent 
  temple to Asura. All the rest, like Atlantis itself, is lost 
  beneath the waves. Te histories tell of a wealthy and 
  decadent society; the people of every land spoke of 
  the pleasures of Talas, of its four mighty colossi, its 
  courtesans, the spectacles of its theatre, and the riches 
  that could be won in trade. 
  In its days of grandeur, Talas’s ships patrolled the sea 
  lanes, exchanging wares with Katagia, Orech, Quodeth, 
  and older, now forgotten, lands. Te fowers known as 
  Asura’s Kiss grew wild on the hillsides, their petals the 
  colors of the dawn. Te sweet nectar of the kiss was a 
  potent opiate, and honey cultivated from Talas’s slopes 
  made a mead that inspired heady hallucinations. Of 
  all the Atlantean cities, Talas had the richest culture. 
  Some say that the art of theatre was born there; frag-
  ments of the Tragedy of the Crimson Prince and the Fall 
  of Imystrahl are all that survive of this legacy.
  Warlords ruled Talas in its early days; the last of 
  these was Prince Ardos the Stoic. When the Atlantean 
  emperor summoned Ardos to lead a feet in the war 
  with Quodeth in 1451, Ardos appointed his brother 
  Breon as regent in his absence. As Ardos departed he 
  swore that Talas would never fall as long as he lived. 
  Tis proclamation caused no end of trouble. Long 
  after Ardos’s ship was lost at sea the people of Talas 
  anticipated his return, and rumors of his supposed 
  exploits took the shape of legends. Breon dutifully 
  ruled Talas in his brother’s stead. Lacking the true 
  prince’s authority, he found it difcult to pass measures 
  to manage the city. Instead he made small changes, 
  gradually abolishing the monarchy in favor of a council 
  elected from the families of Talas. On the pinnacle of 
  Talas he built a temple to Asura, an observatory, and 
  a theatre, overshadowing his brother’s stately palace.
  Despite the more even distribution of power he im-
  plemented, Breon was disliked and called usurper. He 
  brought trade but no conquests; he built ships but did 
  not expand the empire’s territory. Rumors spread that 
  he was a sorcerer who had transformed his brother into 
  a fsh and fung him into the sea. In the tenth year of 
  his regency, Atlantean nobles assassinated him in the 
  theatre. As the nobles squabbled for control of Talas, 
  legend has it Breon’s mutilated corpse rose from the 
  dead to accuse his assassins before the council, and that 
  they were subsequently tried and executed. Whether or 
  not the story is accurate, it is certainly true that Breon 
  established a strong system of governance in Talas 
  before he, like his brother, departed. 
  
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  Te reasons why Talas sank beneath the sea with 
  Atlantis are a mystery, yet a legend remains: In the 
  darkness of the dawning world, as Asura gathered fre-
  wood to kindle the sun, four virtuous titans accompa-
  nied the goddess as her champions. Teir names were 
  Truth, Strength, Honor, and Nobility. Tey competed 
  constantly for her afections, and their quarreling 
  shook the earth. Weary of their bickering, Asura 
  removed her mantle and cast it over the ocean to see 
  which one would catch it. All four scrambled into the 
  sea to retrieve it, and they held the garment over their 
  heads just above the water. 
  “Let he who is the most faithful remain here until 
  all the rest have given up,” Asura told them. “Tat 
  one shall return my garment whole and untorn, and he 
  shall I choose as my consort.” 
  Not to be outdone by his fellows, the titans held the 
  goddess’s stray garment above the water for many thou-
  sands of years, and a fair and lush land, called Talas, 
  grew on top of it. But when Atlantis fell, the titan 
  called Nobility departed to aid the empire. Te others 
  sank beneath the weight of the burden, and the titans 
  and much of the isle they supported descended into the 
  sea. Beneath the waters they still hold fast, in competi-
  tion to the last, to become the greatest of virtues.
  THE THALASIAN 
  ACROPOLIS
  Te parts of Talas that the ocean did not devour, the 
  jungle overran, turning up the paving stones of the 
  plazas and pulling down its disintegrating walls with 
  vines and creepers. However Talas’s cultural and 
  religious center still stands upon the pinnacle of the 
  isle. Tis is where the Atlanteans built their temples, 
  their theatre, and their watchtower. Te rest of Talas 
  is an undersea ruin buried in the murky deep. 
  
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  1. Gates of Asura (submerged): A brick-paved 
  path leads from the submerged ruins of lower Talas 
  to the bronze gates of its acropolis. Te gates com-
  plete equal halves of a rising sun, its rays forming 
  the bars that connect the upper halves of the gates. 
  Coral and kelp grow in the two sunken plazas that 
  extend from the gates, and next to these squat two 
  wide round buildings. In one of these, hammers lay 
  in the underwater gloom beside sheets of precious 
  metal, and ancient coins stamped with the crown of 
  Asura glimmer beneath the silt. In the other, stacks of 
  various weights and measures lie in ordered piles.
  2. Palace of Ardos: A small palace once overlooked 
  the island from the hill, its foors tiled with mosaics, 
  its walls painted with frescoes of Atlantean life, and 
  its roof crowned with a marble dome. Tis ruin is all 
  that remains, parts of which have fallen into the sea. 
  Te island breeze laments in its halls.
  3. Council House and Plaza of Virtues (sub-
  merged): Marble statues of proud titans face one an-
  other across this plaza, in the center of which stands a 
  fountain sculpted in the likeness of the goddess Asura 
  facing east, carrying a bundle of kindling. Te names 
  of the titans—Truth, Nobility, Strength, and Honor—
  are inscribed upon the pedestals at their feet. Beside 
  the plaza stands a building decorated with reliefs of 
  kings and triumphant heroes. Inside the hall, immense 
  pillars rise almost to the surface of the water.
  4. Agora/Marketplace: Te path leads up from the 
  submerged lower city and onto dry land. Here lies a 
  broad paved area that once served as a public gathering 
  place and thriving market plaza, now mostly over-
  grown by the jungle. Besides the theatre and temple, 
  three other buildings adjoin the marketplace in various 
  states of disrepair. To the north stands a luxurious, 
  columned structure with a bath or spring at its center, 
  as well as tiled foors and wall frescoes depicting 
  Atlantean banquets and festivals. On the northeast 
  hill, Ardos’s Tower looks out over the waves. Symbols 
  of various Tulean gods—as well as several unidenti-
  fable icons—decorate the chambers of the southern 
  structure, where a series of stalls divides the area into 
  smaller portions like an indoor market. 
  5. Teatre and Odeon: Te tiers of the Tala-
  sian theatre rise level by level. A row of columns 
  separates the audience from backstage where old 
  theatrical masks hang, and frescoes of ancient At-
  lantean tragedies including the Sersidyen Cycle, the 
  Chimerae, Evenor the King, and several others paint 
  the walls. Connected to the theatre to the north is 
  the odeon. Te roof remains intact, and any sound 
  uttered within it fits among the columns, resonat-
  ing throughout the chamber in strange, seemingly 
  random echoes. 
  6. Pillars of Sacrifce: Two colossal stone pillars 
  loom above the water. Unlike the rest of the architec-
  ture on the isle, this stone is roughly hewn. A crude 
  stone slab stands beneath them, carved with reliefs, 
  scratched and darkened with stains.  
  7. Temple of Asura: Atlanteans were not known 
  for their piety, and some say that the gods smote their 
  empire for the sin of their pride; yet on Talas Asura’s 
  temple still gleams in the dawn, immaculately pre-
  served despite the ravages of time and the succession 
  of changing inhabitants on the isle. Beyond a quiet 
  forest of tall columns a massive fight of stairs ascends 
  to the high platform of the oracle. Te narcotic fower 
  called Asura’s kiss blooms on the hillside in the colors 
  of the dawn.
  8. Talasian Tombs: Tis sunken plaza once held 
  the monuments and tombs of Talas. Now stony 
  sentinels garbed in silt and seaweed stand silent watch 
  over sarcophagi carved in the likenesses of proud 
  Atlanteans. 
  9. Breon’s Observatory: A tall, slender tower peeks 
  above the treetops. Etched diagrams of constellations 
  illustrate its walls. On the foor, mystical symbols 
  and overlap in dizzying patterns. More recent marks 
  appear in faded chalk above these, and dried blood 
  flls some of the lines upon the foor. 
  10. New Village: On a small peninsula apart 
  from the old Atlantean buildings, rough temporary 
  structures of wood and reeds cluster together near 
  makeshift docks and the crashing surf. Several simple 
  wooden huts slump beside well made longhouses 
  crafted with far greater skill. 
  
  Bestiary
  14
  BESTIARY OF THULE
  Monsters, villains, and Tings that Should Not Be lurk 
  in the hidden places of the primeval continent. Some 
  are mundane foes armed with nothing more than 
  natural ferocity or human ambition, but others are 
  supernatural threats of appalling power.
  CHIMERA, THULEAN
  Tis powerful beast has the body of a lion and large, 
  leathery wings. Curling ram’s horns sprout from its 
  leonine head, and its tail is a long, scaly serpent’s body, 
  complete with fanged, snapping jaws.
  Many of Tule’s dangerous creatures are perfectly 
  natural (if large and ferce) beasts, but others are super-
  natural—crossbreeds, hybrids, or monstrosities born 
  from corrupted nature or bred in alchemical labora-
  tories by inhuman mages. Some of the most fantastic 
  and impossible monsters of later myth are in fact the 
  dim memories of terrors that stalk the jungles of Tule. 
  Te strange monstrosities known as chimeras are one 
  example. Like many other subjects of legend, Tulean 
  chimeras live up to the wild tales told about their kind 
  in some regards, and difer signifcantly in others. 
  Chimeras in myth are often depicted as having three 
  heads—a lion, a dragon, and a goat—but Tulean chi-
  meras actually have only one, a lion-like head crowned 
  by large horns. Teir tails, however, are large, venom-
  ous serpents. No one knows how or where chimeras 
  were frst bred, but over the centuries a small number 
  of these supernatural predators have spread across the 
  primeval continent. Tey lurk in shadowed valleys and 
  vine-covered ruins, creatures of low, wicked cunning 
  with bellies gnawed by insatiable hunger.
  Chimeras are exceptionally ferce and ill-tempered 
  combatants, throwing themselves into battle with a 
  furry of bites, gores, claw swipes, and even venomous 
  spittle. Tey lash out with claw, bite, or fang against 
  anything nearby, but are clever enough to seek to 
  weaken large or dangerous prey with fyby attacks, 
  spitting venom or raking with claws before landing to 
  fnish of their prey. Only the boldest of hunters dares 
  to face such a foe.
  THULEAN CHIMERA  
   
  CR 7 
  CE Large monstrosity 
   
  XP 2,900
  Senses darkvision 60 ft., average Perception 12
  Languages Urgan
  BASE STATS
  AC 15 (natural armor)
  hp 123 (13d10+52) 
  Speed �0 ft., fly �0 ft.
  ABILITY SCORES
  Str 21 (+5), Dex 14 (+2), Con 19 (+4)
  Int 4 (–3), Wis 14 (+2), Cha 13 (+1)
  TRAITS
  Multiple Heads The chimera gains tactical advantage on 
  Wisdom/Perception checks and on saves against being 
  blinded, charmed, frightened, or stunned.
  Chimera Charge If the chimera moves at least 10 feet and 
  then hits the target with a gore attack, the target takes an 
  extra 1d8 damage and must make a Str save (DC 16) or 
  be knocked prone. If the target falls prone, the chimera 
  gains a bonus action to make a bite attack against it.
  Wild Flyer Enemies suffer tactical disadvantage on 
  opportunity attacks against a flying chimera when it 
  moves out of their reach.
  COMBAT ACTIONS
  Multiattack The chimera attacks twice with its claws, 
  once with its bite or gore, and once with its serpent 
  fangs or venomous spit.
  Claw (melee weapon) Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 1d6+5 slashing damage.
  Bite (melee weapon) Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 2d6+5 piercing damage.
  Gore (melee weapon) Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 1d8+5 bludgeoning damage.
  Serpent Fangs (melee weapon) Attack: +8 to hit, reach 10 
  ft., one target. Hit: 1d6+5 piercing damage, and if the 
  target is a living creature, it must make a Con save (DC 
  16). On a failed save, it takes an additional 2d8 poison 
  damage and is poisoned for 1 minute. On a successful 
  save, it takes half damage.
  Venomous Spit (ranged weapon) Attack: +8 to hit, 
  range 30 feet, one target. Hit: The target must make a 
  Con save (DC 16). On a success, it takes 2d8 poison 
  damage. On a failure, it takes 4d8 poison damage and 
  is poisoned for 1 minute.
  COMBAT REACTIONS
  Chimera Fury (Recharge 4+) When an enemy hits the 
  chimera with a melee attack, it reacts with a random 
  attack against the triggering enemy. Roll d6: 1–2, claw; 
  3, bite; 4, gore; 5, serpent fangs; 6, venomous spit. 
  
  Bestiary
  15
  MANTICORE, 
  THULEAN
  Tis fearsome creature has a lion’s body, a human-like head, 
  and powerful vulture-like wings. Its wide mouth is flled with 
  three rows of sharp fangs, but its most frightening aspect is a 
  huge, segmented scorpion tail and deadly sting.
  Te Tulean manticore is a wicked man-eater that 
  delights in acts of malice, great or small. Its bestial 
  nature drives it to kill and consume any weaker crea-
  ture that crosses its path, but the manticore’s hateful 
  spirit leads it to prize above all others the fesh of 
  other thinking creatures—prey with the capacity to 
  know dread and despair when the manticore strikes. 
  Its love of cruelty for cruelty’s sake means that the 
  manticore is inclined to toy with its prey, often 
  engaging in false banter with those it intends to kill, 
  and sometimes feigning disinterest (or even helpful-
  ness) to savor the delicious moment of betrayal to 
  come. Few creatures have such an evil reputation.
  Manticores are thankfully rare beasts, and are 
  most often found in or near old rakshasa places of 
  power. Teir evil race was bred thousands of years 
  ago by powerful sorcerer-rajas to serve as guardians 
  or living instruments of terror. Tey live for centu-
  ries, and few die of natural causes. All manticores 
  are male—the creatures do not reproduce in any 
  normal sense, but when a manticore dies, a new 
  manticore sometimes spawns from the remains a 
  few days or weeks later, and swiftly grows to adult 
  size. Newly born manticores have no memories of 
  their forebears, and are completely new individuals 
  (although they often go to some lengths to discover 
  who or what killed their “parent,” so that a suitable 
  punishment can be arranged).
  With a long lifespan and an evil curiosity about 
  things that other creatures want, need, or fear, a 
  manticore often picks up strange secrets or odd 
  tidbits of lore. Of course, convincing a manticore to 
  share what it knows without devouring the asker is 
  tricky at best.
  THULEAN MANTICORE  
   
  CR 9 
  NE Large monstrosity 
   
  XP 5,000
  Senses darkvision 60 ft., average Perception 16
  Languages Giant, Rakshasa, Low Atlantean
  BASE STATS
  AC 17 (natural armor)
  hp 152 (16d10+64) 
  Speed �0 ft., fly �0 ft.
  ABILITY SCORES
  Str 22 (+6), Dex 19 (+4), Con 18 (+4)
  Int 10 (+0), Wis 15 (+2), Cha 16 (+3)
  TRAITS
  Saves Dex +8, Con +8, Wis +6, Cha +7
  Skills History +4, Perception +6, Stealth +8
  Immune frightened
  Unnatural Quickness The manticore rolls two initiative 
  dice. It acts normally on the higher roll. On the lower 
  roll, it can move or take one action. If the manticore 
  takes damage or must make a save during its turn (for 
  example, ongoing damage from poison, or the oppor-
  tunity to attempt a save to end an effect) these effects 
  are resolved on its �rst turn each round.
  COMBAT ACTIONS
  Multiattack The manticore attacks twice with its claws, once 
  with its bite or grinding teeth, and once with its sting.
  Claw (melee weapon) Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 1d10+6 slashing damage.
  Bite (melee weapon) Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 3d6+6 piercing damage.
  Grinding Teeth Attack: special, reach 5 ft., one weapon or 
  shield wielded by a creature. The wielder must make a 
  Str or Dex save (DC 16). On a failure, any normal item 
  is destroyed. A magical item is not destroyed, but is 
  instead wrenched away and flung 1d� � 5 feet in a 
  random direction.
  Sting (melee weapon) Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 2d6+6 piercing damage, and if the target is 
  a living creature, it must make a Con save (DC 16). On 
  a failed save, it takes an additional 6d8 poison damage 
  and is poisoned for 1 minute. On a successful save, it 
  takes half damage.
  Roar (Recharge 6) Each enemy within 60 feet must make 
  a Wis save (DC 15) or become frightened for 1 minute. 
  An affected creature can repeat the save at the end of 
  each of its turns to end the effect. If a creature’s save 
  succeeds, it is immune to the manticore’s roar for 1 day.
  
  Bestiary
  16
  THE PALE HAND
  A secret cabal of Hyperborean warlocks and cham-
  pions, the Pale Hand serves a terrible and inhuman 
  master: the demonic spirit or malignant fate that is 
  slowly crushing the lands of the far north beneath 
  eternal winter. Tey are the last vestige of the sorcer-
  er-princes who once formed the ruling elite of lost 
  Hyperborea. When the Great Doom came upon their 
  homeland, these cynical or cowardly lords chose to ally 
  themselves with the force that destroyed their people 
  and their culture, buying their own survival with the 
  betrayal of their former empire. Now the Great Doom 
  hungers to bring Tule under its icy dominion and the 
  Pale Hand plots to feed more cities and human lives to 
  the glaciers, preferring to rule over a polar wasteland 
  than give up their longing for power.
  Pale Hand agents are rare in Tule, and those who 
  do journey to the primeval continent are often taken 
  to be grim mercenaries with a knack for dark magic 
  or mistaken for strange merchants dealing in the lost 
  treasures of the north. Tey work to assassinate or 
  corrupt priests of wholesome gods or infuential nobles, 
  unleash monsters in unsuspecting lands, or steal 
  artifacts and other magical items that might be used to 
  resist the coming darkness.
  Ancient pacts and sinister magic bind many crea-
  tures of the polar waste to the Pale Hand. Hungry 
  predators such as remorhazes or polar bears rarely 
  trouble servants of the Pale Hand, and intelligent 
  creatures such as yetis or gnoph-keh often ally with 
  them (although frost giants fought many wars against 
  Hyperboreans long ago, and harbor an old hatred for 
  the Pale Hand).
  PALE HAND REAVER
  Standing almost seven feet tall, this tall, thin human war-
  rior is strikingly pale, with whitish-blond hair and eyes 
  of light blue. He wears fantastically baroque armor, and 
  wields a sword in one hand and a wand in the other.
  PALE HAND REAVER  
   
   
  CR 10 
  LE Medium humanoid (human) 
   
  XP 5,900
  Senses average Perception 12
  Languages Nimothan, Low Atlantean, Auran 
  BASE STATS
  AC 16 (none)
  hp 127 (15d8+60) 
  Speed 30 ft. 
  ABILITY SCORES
  Str 16 (+3), Dex 13 (+1), Con 18 (+4)
  Int 13 (+1), Wis 14 (+2), Cha 19 (+4)
  TRAITS
  Saves Str +7, Int +5, Wis +6, Cha +8
  Skills Athletics +7, Arcana +5, Investigation +5, Decep-
  tion +8
  Resist cold
  Arcane Champion When the reaver uses its action to cast 
  an at-will spell, it gains a bonus action to make one 
  weapon attack. The reaver does not suffer tactical dis-
  advantage for making a ranged attack in close combat.
  Spells The reaver is a 7th-level caster. Its spellcasting 
  ability is Charisma (save DC 16, +8 attack).
  At Will: chill touch, mage hand, true strike
  1st level (4): color spray, fog cloud, shield
  2nd level (3): hold person, invisibility, suggestion
  3rd level (3): gaseous form, sleet storm
  4th level (2): dominate beast, ice storm
  Equipment breastplate, longsword 
  COMBAT ACTIONS
  Multiattack The reaver attacks three times with its sword.
  Longsword (melee weapon) Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 1d8+3 slashing damage and 2d8 cold 
  damage.
  COMBAT REACTIONS
  Spell Parry The reaver adds 2 to its saving throw against 
  one magical attack that allows a saving throw. If the 
  magical attack affects only one target and this makes 
  a save succeed that otherwise would have failed, the 
  reaver redirects the attack against a target of its choice 
  within 30 feet.
  Reavers are the footsoldiers and elite bodyguards of 
  the Pale Hand. Tey are few in number, and it’s rare 
  for more than one or two to be in the same place at 
  the same time. Instead, a Pale Hand reaver engaged 
  in a mission of importance relies on hired help—for 
  example, berserkers, veterans, or gladiators paid well 
  for their loyalty.
  
  If you have access to the Primeval Thule Player’s 
  Companion, consider substituting ice magic spells 
  such as shivering cold, ice claw, or gelid fog for the 
  villains’ prepared spells. 
  Bestiary
  17
  SNOW WEIRD
  A swirling gyre of wind-driven snow seems to hover in the 
  air, but the air is otherwise still.
  SNOW WEIRD   
   
  CR 9 
  NE Large elemental 
   
  XP 5,000
  Senses average Perception 11, darkvision 60 ft.
  Languages Auran 
  BASE STATS
  AC 14 (none)
  hp 119 (14d10+42) 
  Speed �0 ft., fly �0 ft. 
  ABILITY SCORES
  Str 15 (+2), Dex 18 (+4), Con 17 (+3)
  Int 8 (–1), Wis 13 (+1), Cha 8 (–1)
  TRAITS
  Immune cold, poison; exhaustion, grappled, paralyzed, 
  petri�ed, poisoned, prone, restrained, unconscious
  Vulnerable �re
  Invisible in Snow The snow weird is invisible in snowy or 
  icy environments.
  Snow Form The snow weird can move into enemy spaces 
  and remain there. It can move through an opening as 
  small as 1 inch wide without squeezing.
  COMBAT ACTIONS
  Multiattack The snow weird makes two slam attacks.
  Slam (melee weapon) Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 1d8+4 bludgeoning damage and 2d8 cold 
  damage.
  Blizzard (Recharge 4+) Each creature in the snow weird’s 
  space must make a Strength save (DC 15). On a failure, a 
  target takes 4d8 cold damage, and is blinded and deaf-
  ened until the end of its next turn. On a success, the crea-
  ture takes half damage and is neither blinded or deafened.
  Snow weirds are vicious elementals that haunt the 
  polar wastes. Tey are embodiments of the malevolent 
  will of the Great Doom, and seek to freeze or scour any 
  living thing they encounter that is not likewise a slave 
  of endless winter. Pale Hand agents are often given en-
  chanted silver whistles that can summon snow weirds 
  to destroy their enemies—or terrorize their victims.
  PRINCE OF 
  THE PALE HAND
  Extremely tall and thin, this pale human sorcerer has 
  whitish-blond hair and eyes of steely blue. He wears 
  dark robes of a baroque design, and carries a black blade 
  marked with pale blue runes.
  PALE HAND PRINCE  
   
   
  CR 13 
  LE Medium humanoid (human) 
   
  XP 10,000
  Senses average Perception 16
  Languages Nimothan, Low Atlantean, Auran 
  BASE STATS
  AC 15 (mage armor)
  hp 127 (17d8+51) 
  Speed 30 ft. 
  ABILITY SCORES
  Str 11 (+0), Dex 14 (+2), Con 17 (+3)
  Int 14 (+2), Wis 13 (+1), Cha 20 (+5)
  TRAITS
  Saves Dex +7, Con +8, Wis +6, Cha +10
  Skills Arcana +7, History +7, Perception +6, Intimidation +10
  Immune cold
  Instant Simulacrum Once per day, the Pale Hand prince 
  can use its action to cast simulacrum with no require-
  ment for material components. The prince must be in 
  a snowy or icy environment to use this ability, and the 
  simulacrum created by this ability only lasts for one day.
  Spells The Pale Hand prince is a 15th-level caster. Its 
  spellcasting ability is Charisma (save DC 18, +10 
  attack).
  At Will: chill touch, mage hand, ray of frost
  1st level (4): detect magic, fog cloud, mage armor, magic 
  missile
  2nd level (3): gust of wind, mirror image, levitate
  3rd level (3): dispel magic, sleet storm, slow
  4th level (3): dimension door, ice storm
  5th level (2): cone of cold, conjure elemental
  6th level (1): Otiluke’s freezing sphere
  7th level (1): finger of death
  8th level (1): control weather
  Equipment robes, runescribed shortsword 
  COMBAT ACTIONS
  Runescribed Shortsword (melee weapon) Attack: +7 to 
  hit, reach 5 ft., one target. Hit: 1d6+2 slashing damage 
  and 3d8 cold damage. A living creature that takes cold 
  damage from the shortsword must make a Con save 
  (DC 18) or be paralyzed until the end of its next turn.
  A Prince of the Pale Hand is a formidable sorcerer, 
  with the ability to marshal all the powers of winter 
  against foes. If a Pale Hand prince suspects that battle 
  is near, he uses conjure elemental or his Instant Simu-
  lacrum ability to provide himself with a suitable de-
  fender, perhaps in the semblance of one of the enemies 
  he is about to fght.
  
  Bestiary
  18
  THE PRIDE 
  OF NERGAL
  Te Pride of Nergal is a martial society founded by 
  Lomari nobles, merchants, and priests devoted to the 
  god of battle and dedicated to expanding Lomar’s 
  military presence throughout Tule. Clad in bronze 
  armor engraved with the lion of Nergal, and armed 
  with spears, shields, and Lomar’s fearsome reputation 
  for conquest, the warriors of the Pride seek to subjugate 
  Tule by conquest, trade, or plunder. 
  BRONZE LION
  Te white scars of arrow, sword, and spear inscribe an 
  epic of battle across the dark skin of this Lomari warrior. 
  Te lion upon his cuirass and shield roars a silent chal-
  lenge, echoed in the warrior’s proud eyes.   
  BRONZE LION  
   
  CR 5
  N Medium humanoid (human) 
   
  XP 1,800
  Senses average Perception 10
  Languages Lomari
  BASE STATS
  AC 20 (bronze cuirass, shield)
  hp 91 (14d8+28)
  Speed 30 ft.
  ABILITY SCORES
  Str 16 (+3), Dex 14 (+2), Con 15 (+2)
  Int 11 (+0), Wis 11 (+0), Cha 10 (+0)
  TRAITS
  Saves Str +6, Con +5
  Skills Athletics +6, Intimidation +3
  Formation Tactics �hen the �ronze �ion �ghts beside 
  another Bronze Lion, it gains a +1 bonus to melee 
  weapon attacks and a +1 bonus to all saving throws. 
  Stationary Fighter If the Bronze Lion does not move on its turn, 
  its melee weapon attacks deal one extra die of damage.
  Equipment spear
  COMBAT ACTIONS
  Multiattack The Bronze Lion makes 2 spear attacks.
  Spear (melee weapon) Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 1d6+3 (or 2d6+3) piercing damage.
  Lomari citizens form the rank and fle of the Pride. 
  Each Bronze Lion buys his own armor, which he pays to 
  have decorated with the lion of Nergal. Te snarling lions 
  depicted on the Pride’s helms and shields, paired with the 
  Lomari reputation for ferocious conquest, make them the 
  most intimidating—and therefore the most respected—
  professional soldiers in Tule. Tough the Bronze Lions 
  don’t operate under direct command of Lomar’s Impera-
  tor, they exemplify the Lomari philosophy of battle and 
  martial conquest through their devotion to Nergal.
  SCORPION HELOT
  Te lean fgure wears a black leather cuirass etched with 
  the snarling lion of Nergal. He carries a bow, a dagger, 
  two quivers of arrows, and keeps his eyes respectfully 
  lowered in the presence of free men.
  SCORPION HELOT 
   
   
  CR 3
  N Medium humanoid (human) 
   
  XP 700
  Senses average Perception 14
  Languages Lomari, variable
  BASE STATS
  AC 15 (leather cuirass)
  hp 55 (10d8+10)
  Speed 30 ft.
  ABILITY SCORES
  Str 14 (+2), Dex 16 (+3), Con 13 (+1)
  Int 8 (–1), Wis 14 (+2), Cha 10 (+0)
  TRAITS
  Saves Dex +5
  Skills Athletics +4, Perception +2, Stealth +5
  Poisoned Weapon The Scorpion helot can use an 
  action to apply poison to an arrow or dagger. The �rst 
  creature that is hit by the weapon takes 4d6 poison 
  damage and must make a Con save (DC 13) or become 
  poisoned. At the end of the poisoned creature’s turn, it 
  can attempt a new save to overcome the poison. 
  Witch-killer When the Scorpion helot uses a weapon 
  attack against a humanoid target with the Spells trait, 
  it gains tactical advantage on the attack and deals an 
  extra 1d6 damage. 
  Equipment dagger, shortbow, 40 arrows, poison
  COMBAT ACTIONS
  Multiattack The Scorpion helot makes two shortbow 
  attacks.
  Rapid Volley The Scorpion helot makes four shortbow 
  attacks with tactical disadvantage.
  Dagger (melee weapon) Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 1d4+2 piercing damage.
  Shortbow (ranged weapon) Attack: +5 to hit, range 
  30 ft./120 ft., one target. Hit: 1d6+3 piercing damage.
  
  Bestiary
  19
  One in every fve Bronze Lions brings a capable slave 
  into the Pride’s service when that slave shows promise 
  of excellence in archery. Called Scorpion helots for 
  the venomous sting of their arrows, they reinforce the 
  Bronze Lions and hunt beside their masters, serving as 
  messengers, scouts, spies, administrators, and assassins. 
  Scorpion helots are not trained in the “honorable” 
  arms and armor of Lomari warriors, but with short, 
  light bows capable of fring arrows in a continuous 
  stream when necessary. Te Scorpions are instructed 
  with special care on the hunting of sorcerers and other 
  magicians, and trained in the use of poison as a means 
  to silence them efectively. Tough highly valued by 
  their masters, Scorpion helots know their lives are 
  expendable and sacrifce themselves for their masters 
  when commanded.
  RED CHIMERA
  Tis battlescarred giant wears a bronze lion helm adorned 
  with curling horns. A lion skin hangs from its shoulders 
  and its mighty thews heft a massive maul shaped like a 
  ram’s head. 
  RED CHIMERA  
   
  CR 7
  N Medium humanoid (human)  
  XP 2,900
  Senses average Perception 11
  Languages Lomari, variable
  BASE STATS
  AC 14 (hide)
  hp 112 (15d8+45)
  Speed 30 ft.
  Resist nonmagical weapons
  ABILITY SCORES
  Str 18 (+4), Dex 14 (+2), Con 16 (+3)
  Int 9 (–1), Wis 12 (+1), Cha 17 (+3)
  TRAITS
  Saves Dex +5, Con +6, Wis +4
  Skills Athletics +7, Intimidation +6, Performance +6
  Gruesome Kill When the Red Chimera slays a living 
  humanoid target, humanoid enemies within 10 feet 
  of the Red Chimera must succeed at a Charisma save 
  (DC 14) or become frightened of the Red Chimera for 
  1d4 rounds.
  Melee Expert The Red Chimera’s melee weapon attacks 
  deal two extra die of damage (included in the attack). 
  If its maul attack deals 15 or more damage against 
  a target, the Red Chimera gains tactical advantage 
  against that target until the end of the Red Chimera’s 
  next turn.
  Equipment maul, pike
  COMBAT ACTIONS
  Multiattack The Red Chimera makes three melee attacks.
  Crowd Attack The Red Chimera makes one maul attack 
  against each enemy within its reach. 
  Maul (melee weapon) Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 4d6+4 bludgeoning damage. 
  Pike (melee weapon) Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 3d10+4 piercing damage.
  To bolster their units, the Pride purchases the 
  biggest and best gladiators and pit fghters they can 
  fnd. Clad in the hide of a lion and equipped with a 
  stone maul or pike, a Red Chimera leads the charge 
  into battle, clearing a path for the phalanx. As they 
  lay waste to their foes in the frst moments of battle, 
  the Red Chimeras use their gladiatorial showmanship 
  to demoralize their enemy, making a bloody pulp of 
  any that defy them. Like the double-headed beasts 
  they take their name from they are dangerous from 
  any angle, leaving broad red swaths of blood through 
  crowds of foes. Veterans of a hundred battles, they 
  shrug of blows that would slay lesser warriors.
  LIONESS OF NERGAL
  Te Lomari priestess’s leonine features suggest a dark, for-
  bidden beauty. Part woman and part animal, her cat-eyes 
  dilate at sudden movements in eagerness to hunt and kill. 
  LIONESS OF NERGAL 
   
   
  CR 6
  N Medium humanoid (human) 
   
  XP 2,300
  Senses average Perception 10
  Languages Lomari
  BASE STATS
  AC 12 (robes)
  hp 67 (15d8)
  Speed 30 ft.
  ABILITY SCORES
  Str 12 (+1), Dex 14 (+2), Con 11 (+0)
  Int 16 (+3), Wis 11 (+0), Cha 16 (+3)
  TRAITS
  Skills Deception +6, Intimidation +6, Persuasion +6
  Spells The lioness is an 8th-level caster. Its spellcasting 
  ability is Charisma (DC 14, +6 to hit).
  At-will: prestidigitation, true strike
  1st Level (4): charm person, cure light wounds, disguise 
  self, entangle, 
  2nd Level (3): find traps, spike growth, suggestion 
  3rd Level (3): animate dead, counterspell, dispel magic, 
  wind wall
  4th Level (2): hallucinatory terrain, polymorph
  Death Magic When the lioness reduces a creature to 0 hit 
  points with a Nergal’s claw attack, it can take one of the 
  following bonus actions without spending a spell slot:
   
  Cast animate dead upon the target
   
  Cast cure light wounds upon itself
   
  Cast polymorph upon itself to take the shape of a 
  lion
  Equipment dagger
  COMBAT ACTIONS
  Multiattack The lioness makes 2 Nergal’s claw attacks. If 
  the lioness hits a single target with both attacks, it can 
  make a third Nergal’s claw attack against the same target.
  Nergal’s Claw (melee spell) Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 4d6+6 slashing damage. If this attack reduces 
  the target to 0 hit points, the lioness can cast animate 
  dead upon the target as a bonus action without spending 
  a spell slot. When polymorphed into a lion, the lioness 
  can substitute the lion’s claw attacks for this attack.
  Dagger (melee weapon) Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 1d4+1 piercing damage.
  Te Bronze Lions of the Pride of Nergal trust their 
  arms and armor over sorcery. However, when a unit 
  encounters a situation that cannot be mastered by mar-
  tial strength alone, a lioness of Nergal travels from the 
  temples in Lomar to turn the tide of battle and abjure 
  fell sorcery used against the Pride.
  
  Bestiary
  20
  TCHO-TCHO
  Hateful and depraved, the Tcho-Tcho are a race of 
  near-humans given over to the worship of dark, prehu-
  man deities. Tey are zealous servants of the Great Old 
  Ones, and unlike the more alien beings that also worship 
  the primordial gods that ruled over the Earth, they are 
  just human enough to carry out missions for their masters 
  among the more civilized peoples of Tule without 
  attracting undue attention. In fact, most Tuleans believe 
  the Tcho-Tcho to be nothing more than a clannish, 
  unfriendly tribal people with peculiar religious traditions. 
  Tey lurk in isolated jungle valleys or gather in the poor 
  and desperate neighborhoods of the city-states, keeping to 
  themselves and greeting outsiders with stony silence.
  Much as beastmen are atavistic relatives of true 
  humans, the Tcho-Tcho are an ancient, degenerate 
  branch of humankind. Tey are short, wiry, and 
  hirsute, with long arms, wide mouths, and surprising 
  strength for their slight statures. Most other people 
  fnd the Tcho-Tcho to be unpleasant at best. Tey 
  live in disgusting squalor, and entertain themselves 
  by indulging base passions or inficting petty acts of 
  cruelty on small animals. Tey are cowardly creatures 
  and retreat from shows of force . . . but lone travelers 
  wandering through Tcho-Tcho slums have a way of 
  vanishing. Whether these unfortunates are tortured 
  to death, wind up in the cookpot, or are destined for 
  sacrifce on a dark altar, they are never seen again.
  Above all, Tcho-Tcho hate other peoples, especially 
  true humans. Te Tcho-Tcho believe (with some 
  justifcation) that humans look down on them and 
  their vile ways. Tis might explain why they serve the 
  cults of dark powers so eagerly—the Tcho-Tcho believe 
  that the Great Old Ones will one day destroy all who 
  scorned them. While they revere all the Great Old 
  Ones, the Tcho-Tcho are most often found worship-
  ing Ithaqua, Cthulhu, and Nyarlathotep. Strangely 
  enough, they fear the servants and holy places of 
  Tsathoggua and Yog-Sothoth. 
  TCHO-TCHO CANNIBAL
  Tis short, ill-favored human is less than 5 feet tall, with 
  thick sideburns, narrow eyes, and a wiry build. His teeth 
  are fled into points in his wide mouth. He carries a bow 
  and a small bronze axe. 
  TCHO-TCHO CANNIBAL  
   
  CR 1/2 
  CE Small humanoid (human)  
  XP 100
  Senses average Perception 13
  Languages Dhari, Tcho-Tcho 
  BASE STATS
  AC 15 (leather)
  hp 22 (4d6+8) 
  Speed 30 ft. 
  ABILITY SCORES
  Str 13 (+1), Dex 16 (+3), Con 15 (+2)
  Int 10 (+0), Wis 13 (+1), Cha 8 (–1)
  TRAITS
  Skills Perception +3, Stealth +6, Survival +3
  Hateful Tcho-Tcho gain tactical advantage on saves 
  against being charmed. Deception and Persuasion 
  checks against Tcho-Tcho are made with tactical 
  disadvantage.
  Poison Use The cannibal can use an action to apply 
  poison to a weapon. The poison remains potent for 1 
  minute. Any creature hit by a weapon coated in Tcho-
  Tcho poison must make a Con save (DC 10) or take 
  1d6 poison damage and be poisoned for 1 minute. The 
  creature may make a new save at the end of its turn 
  each round to end the effect, but if it misses 3 saves, it 
  falls unconscious for 1d4 hours.
  Sneak Attack The cannibal deals an extra 1d6 damage 
  when it hits a target and has tactical advantage on the 
  attack roll or when the target is threatened by an ally of 
  the Tcho-Tcho.
  Equipment leather armor, short bow, bronze handaxe, 3 
  doses of Tcho-Tcho poison.
  COMBAT ACTIONS
  Handaxe (melee weapon) Attack: +3 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 1d6+1 slashing 
  damage.
  Shortbow (ranged weapon) Attack: +5 to hit, range 
  80/320 ft., one target. Hit: 1d6+3 piercing damage.
  Tcho-Tcho cannibals scorn anything like a fair fght. 
  Tey prefer to use guerilla tactics, stalking foes from 
  the cover of jungle underbrush or city rooftops, wear-
  ing down enemies with a rain of poisoned arrows from 
  the shadows. Only when they outnumber their ene-
  mies by a margin of two or three to one do they show 
  themselves and gather for a fnal rush to overwhelm 
  their prey. Cannibals often set simple traps to lure in 
  
  Bestiary
  21
  unwary travelers; Tcho-Tcho slums in large cities are 
  notorious for opium dens, brothels, and cheap wine-
  shops where lone visitors can be drugged and dragged 
  of to their fate.
  TCHO-TCHO LAMA
  Dressed in tattered red robes, this repellent little man is 
  short and thin. He has coarse sideburns, narrow eyes, and a 
  wide mouth with teeth fled into points. He carries a fetish 
  stick made from a thighbone but is otherwise unarmed.
  TCHO-TCHO LAMA  
   
   
  CR 4 
  CE Small humanoid (human)  
  XP 1,100
  Senses average Perception 16
  Languages Dhari, Mi-Go, Tcho-Tcho 
  BASE STATS
  AC 16 (none)
  hp 49 (9d6+18) 
  Speed 30 ft. 
  ABILITY SCORES
  Str 11 (+0), Dex 14 (+2), Con 15 (+2)
  Int 12 (+1), Wis 19 (+4), Cha 12 (+1)
  TRAITS
  Saves Dex +4, Int +3, Wis +6, Cha +3
  Skills Medicine +6, Perception +6, Religion +3, Stealth +4 
  Hateful Tcho-Tcho gain tactical advantage on saves 
  against being charmed. Deception and Persuasion 
  checks against Tcho-Tcho are made with tactical 
  disadvantage.
  Spells The lama is a 7th-level caster. Its spellcasting abil-
  ity is Wisdom (save DC 14, +6 attack).
  At Will: guidance, ray of frost, resistance
  1st level (4): bless, command, protection from good
  2nd level (3): cure wounds, hold person, pass without 
  trace
  3rd level (3): animate dead, bestow curse
  4th level (2): blight, summon nightgaunt*
  * see Primeval Thule Campaign Setting, Chapter 7
  Equipment robes, fetish stick 
  COMBAT ACTIONS
  Multiattack The lama attacks twice with its open hand 
  technique.
  Open Hand (melee weapon) Attack: +4 to hit, reach 5 
  ft., one target. Hit: 1d6+2 bludgeoning damage. If the 
  lama hits a creature twice in the same round with open 
  hand attacks, the creature must make a Con save (DC 
  14) or be stunned until the end of the lama’s next turn.
  Fetish Stick (ranged spell) Attack: +6 to hit, range 30 ft., 
  one creature. Hit: 2d6+4 psychic damage, and the 
  target must make a Cha save (DC 14) or be frightened 
  until the end of the lama’s next turn.
  Te priests of the Tcho-Tcho are known as lamas. 
  Versed in many dark secrets, these evil wise men 
  and wise women pass themselves of as marketplace 
  fortune-tellers or village seers, casting fortunes for a 
  handful of copper coins. Tcho-Tcho lamas are venal 
  and corrupt, and can sometimes be persuaded to share 
  their dark lore with a suitable bribe. However, they 
  delight in misleading outsiders by telling half-truths or 
  giving bad advice.
  TCHO-TCHO WATCHER
  Small in stature with a sullen, shifty-eyed look to her, 
  this human woman isn’t even 4-1/2 feet tall. She has 
  noticeable sideburns, dark eyes, and a wide mouth with 
  teeth fled into points. She wears the clothing of a common 
  laborer.
  TCHO-TCHO WATCHER  
   
  CR 3 
  CE Small humanoid (human)  
  XP 700
  Senses average Perception 14
  Languages Dhari, Tcho-Tcho 
  BASE STATS
  AC 15 (none)
  hp 52 (8d6+24) 
  Speed 30 ft. 
  ABILITY SCORES
  Str 14 (+2), Dex 17 (+3), Con 16 (+3)
  Int 11 (+0), Wis 14 (+2), Cha 9 (–1)
  TRAITS
  Saves Dex +5, Con +5
  Skills Acrobatics +5, Perception +4, Sleight of Hand +5, 
  Stealth +7 
  Hateful Tcho-Tcho gain tactical advantage on saves 
  against being charmed. Deception and Persuasion 
  checks against Tcho-Tcho are made with tactical 
  disadvantage.
  Quick Action The watcher can use a bonus action on 
  each of its turns to disengage, move, or hide.
  Sneak Attack The watcher deals an extra 3d6 damage 
  when it hits a target and has tactical advantage on the 
  attack roll or when the target is threatened by an ally of 
  the Tcho-Tcho.
  Equipment ordinary clothing, leather cuirass, 2 bronze 
  handaxes 
  COMBAT ACTIONS
  Multiattack The watcher �ghts with a handa�e in each 
  hand, and strikes twice with each.
  Handaxe (melee or ranged weapon) Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 1d6+2 
  slashing damage.
  Watchers are elite scouts and spies tasked with 
  undertaking missions of importance. Tey aren’t 
  terribly good at winning others’ confdence, but they 
  are sly and furtive, and have a knack for trailing and 
  eavesdropping on potential enemies without attracting 
  notice. Watchers generally avoid open combat, but 
  when forced to fght they throw themselves into battle 
  with the fury of cornered rats.
  
  Bestiary
  22
  YGA-YGO, THE  
  DWELLER IN DREAMS
  Te scaly, blood-red monstrosity’s wormlike underbelly 
  splits into a mass of suckered tentacles. Its two powerful 
  arms end in nightmarish, sycthe-like blades. Pairs of on-
  yx-dark eyes gaze malevolently from each side of its scaly 
  visage, above four saw-toothed jaws. 
  Before Atlantis fell, Atlanteans dreamed of waves tall 
  as mountains crashing down upon them. Before the 
  armies of Lomar ravaged Hurhun, Hurhun’s people 
  dreamed their streets were canals of blood. When 
  doom lies close at hand and prophecies unfurl from 
  the lips of madmen and seers, the Dweller in Dreams 
  draws near.
  Also called “Doomsayer” and “Diredreamer,” Yga-
  Ygo dwells beneath Tule’s bedrock in deep subterra-
  nean caverns like a colossal worm in the skull of the 
  world. Yga-Ygo’s eyes look into the past and future: one 
  eye sees from the perspective of Yga-Ygo’s past self, an-
  other eye sees the future, and its two lower eyes perceive 
  the present. During the centuries when it sleeps, Yga-
  Ygo’s temporal eyes remain open, observing the past 
  and future playing out like dreams. It stirs from sleep 
  when its future eye perceives the place where a great 
  calamity is soon to occur. Ten Yga-Ygo awakens and 
  crawls the caverns beneath Tule’s continents, leaving a 
  wake of dark dreams in which lie images of the doom 
  to come. When it arrives at its destination, Yga-Ygo 
  nests below, provoking vivid dreams tinged with men-
  acing hints of the coming threat. As the dreams of the 
  doomed populace turn to nightmares, Yga-Ygo feeds on 
  the abundant harvest of psychic energy released during 
  the fnal days prior to the disaster.
  Yga-Ygo’s alien mind does not distinguish between 
  good and evil, nor does it bear any special regard 
  for sentient creatures except as a means of psychic 
  sustenance. It understands intimately how to increase 
  mental activity on a broad scale by triggering such 
  emotions as anxiety, fear, obsession, and panic. By 
  night Yga-Ygo creates insidious dreams to inspire these 
  emotions, and it bolsters such dreams by day with the 
  illusions it projects into the waking world. Tese illu-
  sions take the shapes of dreamlike symbols from the 
  past and dreadful omens of the future that hint at the 
  nature of the approaching doom. In light of these 
  omens, as a civilization approaches its fnal days, chaos 
  and anarchy prevail. Yga-Ygo’s dreams and illusions 
  tempt the primal compulsions of the avaricious and 
  weak-willed among the populace. Desperate to fulfll 
  their fantasies before the end they run amok, indulging 
  in wanton acts of violence, depravity, greed, and lust. 
  Horror, panic, and fear ripple through the populace, 
  a psychic banquet of nightmares for Yga-Ygo’s four-
  jawed maw.
  Yga-Ygo’s cult builds shrines in caves, which they 
  decorate with the still-sleeping bodies of those lost to 
  the soporifc drug known as dreamdust, posing them 
  in bizarre confgurations as living sculptures. Yga-
  Ygo seldom speaks to its followers, since it naturally 
  communicates in sensory telepathic images rather than 
  in words. When it wishes to use words, it typically 
  relays its message via vivid imagery to the soothsaying 
  dream-seekers that worship it.
  Te mi-go follow the movements of Yga-Ygo’s cults. 
  Whenever possible they abduct sleepers afected by 
  dreamdust in order to monitor the activity of their 
  minds. Mi-go have successfully removed such minds 
  from their skulls and projected the contents of their 
  dreams for experiment and observation.
  YGA-YGO, THE DWELLER IN DREAMS  CR 23
  NE Huge aberration (extraterrene) 
   
  XP 50,000
  Senses true sight 120 ft., average Perception 21
  Languages telepathy 300 ft.
  BASE STATS
  AC 19 (natural armor)
  hp 287 (25d12 + 125)
  Speed 60 ft., burrow 20 ft.
  Immune electricity, psychic
  Resist cold, �re, nonmagical weapons
  ABILITY SCORES
  Str 22 (+6), Dex 24 (+7), Con 20 (+5)
  Int 21 (+5), Wis 18 (+4), Cha 27 (+8)
  
  Bestiary
  23
  TRAITS
  Saves Dexterity +14, Intelligence +12, Wisdom +11, 
  tactical advantage on saves against spells and magical 
  effects.
  Skills Deception +15, Insight +11, Perception +11, Persua-
  sion +15
  Epic Resilience (3/day) If Yga-Ygo fails a save, it can 
  choose to succeed instead.
  Magic Attacks Yga-Ygo’s natural weapons are treated as 
  magical.
  Dweller in Dreams When using its dream spell-like ability, 
  Yga-Ygo does not need to know the targets. When 
  using its project image spell-like ability, Yga-Ygo can take 
  the shape of any creature including a unique crea-
  ture; in addition, Yga-Ygo can use its spell-like abilities 
  through its projected image with the projected image 
  as the origin point for the ability.
  Psychic Tyrant Whenever Yga-Ygo scores a critical hit, it 
  uses its feeblemind spell-like ability upon the target as 
  a bonus action without expending the ability, even if it 
  already used feeblemind for the day. 
  Spell-Like Abilities Yga-Ygo can cast the following spells 
  as innate abilities. Its casting ability is Charisma (DC 23, 
  +15 to hit).
  At-will: dream, mirage arcane, project image, sleep, 
  suggestion 
  3/day: mass suggestion, modify memory, permanent 
  image
  1/day: feeblemind, foresight, weird 
  COMBAT ACTIONS
  Multiattack Yga-Ygo makes three claw, bite, tentacle, or 
  dream drain attacks in any combination. 
  Claw (melee weapon) Attack: +13 to hit, reach 15 ft., 
  one target. Hit: 3d10+6 slashing damage and 3d6+8 
  psychic damage.
  Bite (melee weapon) Attack: +13 to hit, reach 15 ft., one 
  target. Hit: 4d8+12 piercing damage.
  Tentacle (melee weapon) Attack: +13 to hit, reach 15 ft., 
  one target. Hit: 4d6+6 bludgeoning damage, and the 
  target is grappled (escape DC 21). Until this grapple 
  ends, the target is restrained. Yga-Ygo has six tentacles, 
  each of which can grapple one target. 
  Dream Drain (melee weapon) Attack: automatic hit, one 
  grappled target. Hit: 4d8+8 psychic damage. If Yga-Ygo 
  deals 25 or more damage with this attack, it recharges 
  its weird spell-like ability.
  Dream Purge (Recharges 5+) Yga-Ygo vomits dreams in a 
  60-foot cone. Each creature in the area must succeed 
  on an Intelligence save (DC 20) or take 8d8+8 psychic 
  damage and be stunned for 1 minute. A creature can 
  repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. 
  SPECIAL REACTIONS
  Yga-Ygo can make three special reactions each round 
  from the options below. Special reactions are used 
  at the end of another creature’s turn, and only one 
  special reaction can be used at a time. Yga-Ygo regains 
  extended special actions at the end of its turn. 
  Tentacle Lash Yga-Ygo makes one tentacle attack.
  Psychic Feed Yga-Ygo makes one dream drain attack.
  Quick Cast (Uses 2 special reactions) Yga-Ygo uses a 
  spell-like ability. 
  Time Jump (Recharge 4+, uses 3 special reactions) Yga-
  Ygo leaps forward in time, releasing all grappled char-
  acters and disappearing. It is removed from play. At the 
  start of its next turn, it reappears in a space within 100 
  feet and gains tactical advantage on attack rolls and 
  saving throws until the end of its next turn.
  DREAM-SEEKER OF 
  YGA-YGO
  Beneath its cowl the dream-seeker’s powdered skin is pale 
  and hairless as a worm’s. Its drowsy, sunken eyeballs twitch 
  with unsettling rapidity, as though it dreams while its eyes 
  are open. It wears a curved blade that suggests the scythe-like 
  arm of Yga-Ygo, the Dweller-in-Dreams.
  DREAM-SEEKER OF YGA-YGO  
  CR 3
  NE Medium humanoid (human) 
   
  XP 700
  Senses average Perception 8
  Languages Low Atlantean
  BASE STATS
  AC 14 (leather)
  hp 44 (8d8+8)
  Speed 30 ft.
  ABILITY SCORES
  Str 12 (+1), Dex 14 (+2), Con 12 (+1)
  Int 15 (+2), Wis 7 (–2), Cha 16 (+3)
  TRAITS
  Skills Deception +5, History +4, Persuasion +5
  Spells Dream-seekers are 8th-level casters. Their spellcast-
  ing ability is Charisma (DC 13, +5 to hit). Dream-seekers 
  have 2 spell slots for spells of levels 1–4.
  At-will: minor illusion, prestidigitation 
  1st Level: charm person, sleep 
  2nd Level: suggestion 
  3rd Level: major image
  4th Level: hallucinatory terrain, phantasmal killer
  Invocations In addition to their spells, dream-seekers can 
  cast the following invocations at will without expend-
  ing a spell slot or components: augury, disguise self, 
  silent image, true strike
  Equipment scimitar, dreamdust (3 doses)
  COMBAT ACTIONS
  Multiattack The dream-seeker attacks twice with its 
  scimitar.
  Scimitar (melee weapon) Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 2d8+1 slashing damage.
  Dreamdust The dream-seeker scatters dream dust in 
  10-foot cone. Each creature in the area must make a 
  Constitution save (DC 10) or fall unconscious for one 
  minute, or until it takes damage or another creature 
  uses an action to shake it awake. 
  Dream-seekers are cultists who devote themselves to 
  Yga-Ygo. Some seek the Great Old One’s knowledge of 
  things to come, hoping to gain power or riches. Others seek 
  knowledge of the past in order to glean glimpses of places, 
  treasures, or arcane secrets lost to time. All of Yga-Ygo’s 
  followers partake of a powerful narcotic called dreamdust, 
  made from the dried residue of Yga-Ygo’s blood, to lull their 
  bodies into a deep slumber ft for lucid dreaming.
  Dreamdust can be taken as a powder, burned as 
  incense, or ingested. It is highly addictive, and its users 
  feel compelled to take it repeatedly. Each time, the drug’s 
  efect increases, extending sleep frst for hours, then days, 
  then weeks and years. Tose who fall into a permanent 
  coma from the drug wander the worlds of dream. If their 
  physical bodies are not nurtured they die, and their souls 
  continue to wander like ghosts through the dreamscape. 
  Tese “Dreamlost” are bound to Yga-Ygo, and it is often 
  their forms that Yga-Ygo assumes when it projects its 
  consciousness into the waking world. 
  
  Encounters
  24
  ENCOUNTER 
  TABLES
  Te world of Tule has its own unique mix of mon-
  sters and villains. Many creatures that are common in 
  typical fantasy settings—dark elves, dragons, and orcs, 
  for example—are not normally encountered in Tule. 
  Likewise, most other fantasy worlds are rarely visited 
  by creatures such as mi-go or villains such as the Black 
  Circle. Tese Tulean encounter tables provide you 
  with a way to quickly generate random encounters 
  appropriate for various regions in Tule, and also serve 
  as a rough indicator of which parts of the continent are 
  the most dangerous.
  Check Frequency: Check for a random encoun-
  ter once per 8 hours in wilderness travel: morning, 
  afternoon, and night (a party will usually be encamped 
  at night). In urban settings, check once each time the 
  party heads for a signifcant new destination or enters a 
  new neighborhood during the course of an adventure, 
  but only if it’s nighttime or the party is venturing into 
  unsafe quarters. Te PCs shouldn’t run into random 
  daytime threats in the safe areas of a typical city.  
  Encounter Chance: When you check for an en-
  counter, roll d20. An encounter occurs on a roll of 18 
  or higher.
  Base Level and Difculty: Each encounter chart 
  presented here is built around an assumed average 
  party level that varies from area to area. Te encounter 
  difculties provided for each encounter are calculated 
  using the base party level for that area, assuming a 
  party of 4 characters. If your PCs are above or below 
  the area’s base level or your group is bigger or smaller, 
  the difculties vary accordingly.
  Group Descriptions: Encounters marked with an 
  asterisk (*) are special groups. Tey are described at the 
  end of this section.
  Source: Most monsters can be found in the core 
  rulebooks. Monsters from the Primeval Thule 
  Campaign Setting (PTCS) or this book (PTGC) are 
  noted here.
  City (any)
  Base party level 2  
  d8+d12
  Result
  Source
  2
  1d3 giant spiders (deadly)
  3
  Wererat band* (deadly)
  4
  Seven Knives squad* (deadly)
  PTCS
  5
  1d6 swarms of bats (medium)
  6
  Priest of Set* (deadly)
  PTCS
  7
  2d6 giant rats (medium)
  8
  Noble and 1d8 guards (easy)
  9
  Trader* (hard)
  10
  2d6 bandits (medium)
  11
  1d4+2 guards (easy)
  12
  Cult devotees* (medium)
  13
  1d4+1 thugs (hard)
  14
  Slaver band* (medium)
  15
  1d3 Tcho-Tcho cannibals 
  (medium)
  PTGC
  16
  Deep One halfbreed (hard)
  PTCS
  17
  2d4 skeletons (medium)
  18
  Tcho-Tcho watcher (hard)
  PTGC
  19
  1d3 ghouls (hard)
  20
  1d6 shadows (hard)
  Claws of Imystrahl
  Base party level 3  
  d8+d12
  Result
  Source
  2
  Saber-tooth cat (deadly)
  PTCS
  3
  1d3 crested eagles (medium)
  PTCS
  4
  1d4+1 crocodiles (medium)
  5
  2d6 giant crabs (easy)
  6
  Wolf pack* (hard)
  7
  Patrol* (deadly)
  8
  1d2 plesiosaurus (medium)
  9
  Slaver band* (easy)
  10
  Trader* (medium)
  11
  Corsair dhow* (hard)
  12
  1d6 Tcho-Tcho cannibals 
  (medium)
  PTGC
  13
  Cult devotees* (easy)
  14
  2d6 skeletons (medium)
  15
  1d3 harpies (medium)
  16
  1d2 merrows (medium)
  17
  Nightgaunt (deadly)
  PTCS
  18
  1d3 ghouls (deadly)
  19
  1d2 gricks (deadly)
  20
  1d2 Deep One halfbreed (deadly)
  PTCS
  
  Encounters
  25
  Dhar Mesh
  Base party level 4  
  d8+d12
  Result
  Source
  2
  Giant viper (deadly)
  PTCS
  3
  Winged ape (deadly)
  PTCS
  4
  1d4+1 giant spiders (medium)
  5
  Abominable sloth (deadly)
  PTCS
  6
  Saber-tooth cat (medium)
  PTCS
  7
  Thulean elk (easy)
  PTCS
  8
  Wolf pack* (medium)
  9
  Phoori scouts* (hard)
  PTCS
  10
  Trader* (easy)
  11
  Scouting party* (easy)
  12
  Slave raid* (deadly)
  13
  2d4 Tcho-Tcho cannibals 
  (medium)
  PTGC
  14
  2d8 stirges (easy)
  15
  2d4 lizardfolk (medium)
  16
  Serpentman fang guard (deadly)
  PTCS
  17
  1d3 will-o’-wisps (hard)
  18
  1d2 nightgaunts (medium)
  PTCS
  19
  Troll (deadly)
  20
  1d3 minotaurs (deadly)
  Hellumar, The Thousand Teeth
  Base party level 5  
  d8+d12
  Result
  Source
  2
  Tyrannosaurus (deadly)
  3
  Thulean chimera (hard)
  PTGC
  4
  1d2 mammoths (medium)
  5
  Abominable sloth (medium)
  PTCS
  6
  1d3 saber-tooth cats (hard)
  PTCS
  7
  Short-faced bear (medium)
  PTCS
  8
  1d3 Thulean elk (medium)
  PTCS
  9
  1d4+1 berserkers (medium)
  10
  War party* (hard)
  11
  Wolf pack* (easy)
  12
  Beastman war party* (hard)
  PTCS
  13
  Trader* (easy)
  14
  Gnoll hunters* (easy)
  15
  1d2 hill giants (medium)
  16
  Ghoul pack* (hard)
  17
  1d3 minotaurs (medium)
  18
  1d3 nightgaunts (hard)
  PTCS
  19
  Rakshasa honor guard (deadly)
  PTCS
  20
  Moon-beast (deadly)
  PTCS
  Nimoth, Kang
  Base party level 8  
  d8+d12
  Result
  Source
  2
  Remorhaz (deadly)
  3
  1d2 gnoph-keh (hard)
  PTCS
  4
  Hag hut* (easy)
  5
  2d6 berserkers (hard)
  6
  1d2 short-faced bears (easy)
  PTCS
  7
  War party* (medium)
  8
  1d4+1 minotaurs (medium)
  9
  1d6+1 dire wolves (easy)
  10
  1d2 mammoths (medium)
  11
  1d8 Thulean musk ox (medium)
  PTCS
  12
  1d3 saber-tooth cats (medium)
  PTCS
  13
  1d4+2 yetis (hard)
  14
  1d3 frost giants (deadly)
  15
  1d3+1 wights (medium)
  16
  1d3 frost corpses (hard)
  PTCS
  17
  Pale Hand raid* (deadly)
  PTGC
  18
  Manticore, Thulean (hard)
  PTGC
  19
  Star-thing (hard)
  PTCS
  20
  1d4+1 mi-go (deadly)
  PTCS
  Highlands of Nar
  Base party level 3  
  d8+d12
  Result
  Source
  2
  1d3 giant scorpions (deadly)
  3
  1d3 giant boars (hard)
  4
  Mammoth (deadly)
  5
  2d6 giant wolf spiders (medium)
  6
  Rhinoceros (medium)
  7
  1d6 lions (medium)
  8
  Saber-tooth cat (deadly)
  PTCS
  9
  Wolf pack* (hard)
  10
  Slaver band* (easy)
  11
  Scouting party* (medium)
  12
  Trader* (medium)
  13
  Patrol* (deadly)
  14
  1d4+1 ghouls (medium)
  15
  Cult devotees* (medium)
  16
  Beastman gang* (easy)
  PTCS
  17
  Minotaur (hard)
  18
  1d2 perytons (hard)
  19
  Nightgaunt (deadly)
  PTCS
  20
  Hill giant (deadly)
  
  Encounters
  26
  Kalayan the Golden (inland)
  Base party level 2  
  d8+d12
  Result
  Source
  2
  Giant scorpion (deadly)
  3
  Saber-tooth cat (deadly)
  PTCS
  4
  Giant constrictor snake (medium)
  5
  1d4+1 giant lizards (medium)
  6
  1d2 crested eagles (easy)
  PTCS
  7
  2d8 guards (hard)
  8
  Trader* (hard)
  9
  1d4+2 bandits (easy)
  10
  Slaver band* (medium)
  11
  Beastman gang* (medium)
  PTCS
  12
  1d4+2 wolves (medium)
  13
  Cult devotees* (medium)
  14
  1d6 Tcho-Tcho cannibals (hard)
  PTGC
  15
  1d3 giant spiders (hard)
  16
  Beastman marauders* (deadly)
  PTCS
  17
  1d4+1 skeletons (medium)
  18
  1d3+1 ghouls (hard)
  19
  1d3 harpies (hard)
  20
  1d4+2 shadows (deadly)
  Kalayan Sea, Lake Haal
  Base party level 5   
  d8+d12
  Result
  Source
  2
  3d4 harpies (medium)
  3
  Giant shark (medium)
  4
  Giant crocodile (medium)
  5
  2d8 pteranodons (easy)
  6
  2d6 crocodiles (medium)
  7
  2d4 swarms of insects (easy)
  8
  1d4 plesiosaurus (medium)
  9
  Corsair ship* (deadly)
  10
  Mosasaur (hard)
  PTCS
  11
  Corsair dhow* (easy)
  12
  Merchant ship* (hard)
  13
  War canoe* (medium)
  14
  2d6+2 stirges (easy)
  15
  1d4 Deep One halfbreeds 
  (medium)
  PTCS
  16
  1d4+1 merrows (hard)
  17
  Ghoul pack* (hard)
  18
  1d2 winged apes (medium)
  PTCS
  19
  Hydra (deadly)
  20
  1d2 moon-beasts (deadly)
  PTCS
  Lands of the Long Shadow
  Base party level 6  
  d8+d12
  Result
  Source
  2
  Demon band* (deadly)
  3
  Rakshasa agent* (deadly)
  PTCS
  4
  Chimera, Thulean (hard)
  PTGC
  5
  Ghoul Pack* (medium)
  6
  1d4 saber-tooth cats (hard)
  PTCS
  7
  Gnoll hunters* (easy)
  8
  Short-faced bear (medium)
  PTCS
  9
  Mammoth (medium)
  10
  Wolf pack* (easy)
  11
  1d4+2 berserkers (medium)
  12
  War party* (hard)
  13
  Patrol* (medium)
  14
  1d4 elk, Thulean (medium)
  PTCS
  15
  2d8 skeletons (easy)
  16
  Hag hut* (medium)
  17
  1d2 frost giants (hard)
  18
  1d3+1 yeti (hard)
  19
  Manticore, Thulean (deadly)
  PTGC
  20
  Cyclops, Thulean (deadly)
  PTCS
  GROUP 
  DESCRIPTIONS
  Encounters marked with an asterisk (*) are de-
  scribed here.
  Beastman Gang: Te gang includes 1 beastman 
  hunter and 1d4+1 beastman warriors.
  Beastman Marauders: A larger band out looking 
  for trouble, the group includes 1 beastman cursemaker 
  and 1d4+2 beastman hunters.
  Beastman Warband: Te warband is led by 1 beast-
  man warchief. It includes 1 beastman cursemaker and 
  2d4 beastman hunters.
  Corsair Dhow: Te dhow is a small sailing ship 
  about the size of a keelboat, but with a speed of 3 mph 
  under sail. Te crew includes 1d3 thugs and 1d6+6 
  bandits.
  Corsair Ship: Te corsair crew consists of 1 bandit 
  captain, 1d4+1 thugs, and 1d10+10 bandits. Teir 
  vessel is a battered sailing ship or a longship.
  Cult Devotees: Te devotees are quite mad. Te 
  group includes 1d3 acolytes and 1d4+2 cultists. Substi-
  tute acid splash, resistance, thaumaturgy, command, cure 
  wounds, and shield of faith for the normal acolyte spells.
  Demon Band: Conjured long ago, this band of 
  demons is now free to wander and slay. Te group 
  consists of 1d2 barlguras and 2d4 dretches.
  Ghoul Pack: Hungry for the fesh of the living, the 
  pack includes 1d4+2 ghouls and 1d3–1 ghasts.
  Gnoll Hunters: Te group consists of 1d4+2 gnolls 
  and 1d3 giant hyenas. Tey are looking for easy prey.
  
  Encounters
  27
  Hag Hut: Te party comes across a dilapidated hut, 
  home to 1 green hag with 1d4 pet dire wolves. Te hag 
  is not necessarily hostile to the PCs unless the PCs are 
  rude or seem weak enough to make for an easy meal.
  Merchant Ship: A small galley with a crew of 
  1d10+10 commoners, 2d4 guards, and 1d3 thugs. Te 
  captain is equivalent to a bandit captain. Tey may 
  mistake the PCs for pirates.
  Pale Hand Spy: A Pale Hand reaver leads a group of 
  1d3+1 berserkers.
  Patrol: Tis is a group of soldiers from a nearby city 
  or settlement. Tere is a 25% chance they mistake the 
  party for a band of outlaws or spies from an enemy 
  city. Te patrol includes 2d4 guards, 1d3–2 priests, 
  and 1 veteran (the commander).
  Phoori Scouts: Tis band of headhunters includes a 
  Phoori beast master, his pet giant lizard, and 1d4 tribal 
  warriors.
  Rakshasa Agent: Tis is a rakshasa infltrator in the 
  guise of a human merchant. It is accompanied by loyal 
  human hirelings, including 1d4 commoners and 1d2 
  veterans.
  Scouting Party: A small group of wary barbarians 
  who dislike trespassers. Te party consists of 1d3 
  scouts and 1d4+2 tribal warriors.
  Priest of Set: Te group includes 1 priest and 1d2 
  temple guards of Set. Substitute serpent fngers, ray of 
  enfeeblement, and enthrall for a 1st-, 2nd-, and 3rd-level 
  spell the priest has prepared.
  Seven Knives Squad: Tis band of thieves includes 
  1d6+1 Seven Knives thugs and a Seven Knives en-
  forcer. In cities where the Seven Knives are not active, 
  this group represents a local guild.
  Slaver Band: Tis group consists of 1 thug (the 
  leader) and 1d4+2 bandits. Tey have 2d6 commoners 
  (their captives) bound to a cofe.
  Slave Raid: Tese slavers are led by a bandit captain 
  and include 1d3 thugs, 1d6+1 bandits, and 1 acolyte. 
  Tey have already captured 3d6 commoners, who are 
  bound to a cofe.
  Trader: An independent trader with a couple of 
  pack beasts (musk oxen or llamas) or a keelboat. Te 
  trader is equivalent to a spy, and he is escorted by 
  1d4+2 guards.
  War Canoe: A group of hostile savages looking for 
  a fght. Te party consists of 1d6+3 tribal warriors, 1 
  berserker (the leader), and a minor shaman equivalent 
  to an acolyte. Te war canoe is a double-sized rowboat. 
  War Party: A band of hostile barbarians who attack 
  unless one of the PCs happens to be on good terms 
  with the tribe in question. Te group includes 2d6 
  tribal warriors, 1d4 scouts, 1 druid, and a leader equiv-
  alent to a bandit captain.
  Wererat Band: One wererat is accompanied by a 
  swarm of rats.
  Wolf Pack: Te pack consists of 1d4+2 wolves and 
  1d4–2 dire wolves.
  OPEN GAME LICENSE VERSION 1.0A
  Te following text is the property of Wizards of the Coast, Inc. 
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  All Rights Reserved.
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  and includes the methods, procedures, processes and routines to 
  the extent such content does not embody the Product Identity 
  and is an enhancement over the prior art and any additional 
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  Contributor, and means any work covered by this License, 
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  edit, format, modify, translate and otherwise create Derivative 
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  with any of the terms of this License with respect to some or 
  all of the Open Game Content due to statute, judicial order, or 
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  Material so afected.
  13 Termination: Tis License will terminate automatically 
  if You fail to comply with all terms herein and fail to cure 
  such breach within 30 days of becoming aware of the breach. 
  All sublicenses shall survive the termination of this License. 
  14 Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the 
  extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the 
  Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, 
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  based on material by E. Gary Gygax and Dave Arneson.
  Pathfnder Roleplaying Game Core Rulebook © 2009, 
  Paizo Publishing, LLC; Author: Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Te Book of Experimental Might © 2008, Monte J. Cook. 
  All rights reserved.
  Tome of Horrors © 2002, Necromancer Games, Inc.; 
  Authors: Scott Greene, with Clark Peterson, Erica Balsley, 
  Kevin Baase, Casey Christoferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on 
  original content from TSR.
  Tome of Horrors © 2005, Necromancer Games, Inc.
  Swords & Wizardry Core Rules © 2008, Matthew J. Finch
  Swords & Wizardry Complete Rules © 2010, Matthew 
  J. Finch
  Monster Compendium: 0e © 2008, Matthew J. Finch
  Pathfnder RPG Bestiary © 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams. 
  Pathfnder Roleplaying Game Bestiary 2 © 2010, Paizo 
  Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, 
  Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, 
  Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, 
  Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason 
  Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, 
  Owen K.C. Stephens, James L. Sutter, Russ Taylor,
  and Greg A. Vaughan, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Monstrosities © 2012, Frog God Games LLC; Authors 
  Andrew Trent (“the Venomous Pao”), Trent Foster, Salvatore 
  Macri (“Skathros”), Scott Wylie Roberts (“Myrystyr”), Sean 
  Stone (“Stonegiant”), Sean Wills (“Geordie Racer”), Cameron 
  DuBeers, Matt Hoover (“Random”), Mike Davison, Russell 
  Cone (“Grim”), Mudguard, Old Crawler, Michael Shorten 
  (“Chgowiz”), Mark Ahmed, Scott Casper (“Scottenkainen”), 
  Te Lizard of Oz, James Malizsewski, Michael Kotschi, J.D. 
  Jarvis, John Turcotte, Guy Fullerton, Michael Coté, Tomas 
  Clark, Tanner Adams, and Matt Finch (“Mythmere”).
  Cyclopean Deeps: Volume 1 © 2014 Matthew J. Finch, Frog 
  God Games LLC.
  Fifth Edition Foes © 2014, Frog God Games, LLC.
  Primeval Thule Campaign Setting © 2015, Sasquatch 
  Game Studio LLC.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Sasquatch/Primeval Thule - GM Companion.pdf