TEXT: LamentationS
  of the
  Flame PrincesS
  Adventures
  ZZARCHOV KOWOLSKI
  
  1
  LamentationS
  of the
  Flame PrincesS
  Adventures
  Writing: Zzarchov Kowolski
  Art: Kelvin Green
  Cover Art: Yannick Bouchard
  Layout and Design / Cartography: Alex Mayo
  Editing: Joshua Blackketter
  Text © 2019 Zzarchov Kowolski
  Issued Under Exclusive License
  First Edition, First Printing 2019
  Published by Lamentations of the Flame Princess
  www.lotfp.com
  Printed in USA
  ISBN 978-952-7238-31-8 (Print) / 978-952-7238-32-5 (PDF)
  TABLE OF CONTENTS
  Background ....................................................................................3
  How to Actually Use this Adventure ..............................................5
  Conquered City of Bwang-Quos ....................................................6
  The Conquistador Fort ...................................................................10
  Sewers .............................................................................................14
  Restless Rural .................................................................................16
  Barbarian Lands .............................................................................20
  Secret Redoubt: Hawk‘s Peak .........................................................23
  The Hawk‘s Peak .............................................................................37
  Appendix ........................................................................................39
  
  2
  
  3
  In the far reaches of prehistory, a powerful 
  cabal of Alien Wizards colonized an icy 
  moon newly captured by a gas giant orbit-
  ing a distant star. The moon had a narrow 
  habitable region, but to their tropical biolo-
  gy it was only barely so and even then only 
  around certain volcanic hotspots. That left 
  a much larger (though still small) portion 
  of the equatorial region lifeless. They used 
  their same methods of mystical travel to go 
  to Earth about 45,000 years ago to abduct 
  an abundance of cold weather life forms 
  to populate the rest of the moon that they 
  might harvest useful resources from them. 
  This included a large number of ice age 
  plants, animals, and even neanderthals. 
  After a few thousand years of exploitation 
  the Aliens finished mining what resourc-
  es they cared about and abandoned the 
  moon. Eventually the Alien’s wards and 
  unmanned defenses decayed to ruin and 
  some of the neanderthals moved into the 
  abandoned volcanic regions. After count-
  less generations of considering the settle-
  ments themselves taboo, they too were 
  settled and the neanderthals forged the 
  great city state of Bwang-Quos in the ru-
  ins of the Alien’s former prime settlement, 
  revering them as an ancient race of gods. 
  The heavy mining left few useful minerals 
  for the neanderthal civilization and so it 
  has never advanced beyond the stone age 
  and potentially never will before the moon 
  becomes tidally locked and its thin slice of 
  habitable region is reduced to but a pair 
  of isolated specks in eternal twilight. The 
  ruins of the Alien settlements contained 
  vast amounts of silver and it was jealously 
  hoarded by the nobility and priesthood as 
  a sign of both divine mandate and military 
  power. Outside of the volcanic hotspots, 
  nomadics tribes of neanderthals still exist 
  as they have for tens of thousands of years.
  Back on earth, some scattered records 
  of the methods the Alien Wizards used 
  survived in deep caves. A Jesuit occultist 
  used those recovered secrets to bring Por-
  tuguese conquistadors to the icemoon of 
  Nibu, directly into the sacred tunnels be-
  neath the former Alien capital. The city fell 
  in under an hour, the rookery-pyramid of 
  the fabled hawk-knights was burned to 
  the ground and only 12 knights escaped 
  the city with the royal princess, now heir 
  to the throne given the slaughter of the 
  former queen. The city ruled over a vast 
  agricultural valley and resentment against 
  the new masters is simmering. In the rich 
  orchards and bulrush farms surrounding 
  the the boiling sea, bands of partisans and 
  secret devotees to the old gods gather and 
  whittle primitive weapons, waiting for a 
  signal from the princess to strike. How 
  long can hundreds hold down tens of 
  thousands?
  While on the moon, characters from Earth 
  will have +2 to their strength score due to 
  the lower gravity and higher oxygen con-
  tent in the atmosphere. Light sources will 
  shine light 25% further but burn out a 
  quarter faster as well.
  background
  j
  
  4
  
  5
  So there is a classic conquest versus libera-
  tion adventure hook going on, but the big-
  ger question is then how do the players get 
  entangled? The easiest solution is that this 
  adventure is a sequel to “Going Through 
  Forbidden Otherworlds”. If they enter this 
  adventure through that interdimensional 
  hub they can arrive in the Sewers at loca-
  tion A (Mystic Entry). If they have church 
  officials in tow, or documents in lieu of 
  them, they will be greeted warmly. If they 
  haven’t but are at least potentially Chris-
  tian they will be coolly taken into custo-
  dy to meet with the Commander who 
  will deal with them based on their ability 
  to re-establish communication with the 
  Church and/or establish supply lines.
  If they did not come through that method 
  (or perhaps they played Going Through 
  Forbidden Otherworlds but broke the 
  place) you could have some different mag-
  ical mishap transport them to this world. 
  If that is the case I would suggest having 
  them appear at one of the stone circles 
  (currently surrounded by the Mammoth 
  and Cave Bear clans) or make a new aban-
  doned stone circle in the wilderness they 
  can arrive at. This allows the party more 
  freedom in selecting a faction to get in-
  volved with and/or play them all off each 
  other for the player character’s personal 
  gain.
  You could also have the party be locals 
  adjusting to the arrival of the conquista-
  dors. In that case they could be anywhere, 
  but starting as a band of ne’er do wells at a 
  city drinking establishment gives the most 
  freedom. Player characters could be recent 
  converts to Catholicism, secret remnants 
  of the old faith, rebels, selfish opportun-
  ists, or a mix of the above. Just make sure 
  they play characters with a need to get 
  involved in faction conflict. If they make 
  a party of apolitical pacifists consider ex-
  plaining that they need to be the engines 
  of adventure to at least some extent.
  how to actually use this adventure
  j
  
  6
  conquered city of bwang-quos
  j
  The city sits on the shores of the boiling sea 
  and its streets are all flanked with shallow 
  ditches bringing hot water into the city’s 
  ancient labyrinthine sewers before flow-
  ing out with as much waste as it can carry 
  into the bulrush paddies throughout the 
  rest of the valley. The city is walled with 
  cyclopean stones, but they are weathered 
  and covered in mosses with small shrubs 
  growing between stones here and there. 
  Inside, most of the homes were round 
  stone huts with woven reed roofs though 
  there are some larger brick 
  estates with tiled roofs. 
  Massive basalt pyra-
  mids topped with 
  menhirs 
  and 
  dolmens 
  
  7
  cast long shadows over the plazas. Work-
  ers under the conquistador’s whip tear 
  down the great stones and haul them away 
  to work on a cathedral being built on the 
  site of the former royal palace, itself sur-
  rounded by the conquistador’s wooden 
  fort. 
  Earth characters (or at least Catholic ones) 
  will be welcome inside the conquistador 
  fort and how they arrived on the moon 
  will indicate how they are treated. 
  The princess of the ten thousand year dy-
  nasty escaped the invasion and retreated 
  with a handful of her loyal knights to a 
  mountain peak fortress supposedly acces-
  sible only by air. A former aide to the royal 
  family has confessed (under “enhanced 
  inquiries”) that there is a labyrinth of tun-
  nels through the mountain peak and it 
  contains a secret passage to the mountain-
  top fortress itself. Captain Carlos Mendes 
  fears this is a ruse to lure the conquis-
  tadors away from the 
  city, to wander 
  around the tundra 
  skirmishing 
  with Ice Barbarians before getting lost 
  and ambushed in a labyrinth of tunnels. 
  If some enterprising young adventurers 
  could map out the tunnels however, he 
  would be willing to reward them hand-
  somely with ten slaves and as much silver 
  as they could haul away in wagons.
  What is there to do in 
  Bwang-Quos?
  The obvious two adventure hooks are to 
  either side with the conquistadors and 
  mount an expedition to find a route to 
  Hawk’s Peak through the caves, or to 
  side with the princess or the local rebel 
  movements to blow up the conquistador’s 
  powder store. Many slaves under the con-
  quistador’s whip spread rumours about a 
  foretold hero who will retrieve an ancient 
  weapon from Hawk’s Peak known as “The 
  Voulge”.
  Various amenities are available in the city; 
  market plazas still sell local goods using 
  newly minted silver coins (the previous 
  currency of carved stones in different de-
  nominations is banned, but they still float 
  about). The local staple foods are breads 
  using flour from the domesticated bulrush 
  variant and melon sized acorns from a 
  domesticated oak variant, though various 
  small gourds, berries, and other tubers are 
  common in small amounts. Salt seems to 
  be almost unheard of beyond alchemy and 
  so all meat is fresh, mostly being capyba-
  ra. Caribou are a domestic beast of burden 
  but they are fairly rare so most wagons are 
  better considered wheelbarrows and are 
  pulled by docile wolf sized dogs. Boats 
  don’t really exist beyond novelty toys.
  
  8
  Cost
  Notes
  Ceramic Ulu or Knife
  2sp
  Weapon minor, -2 to hit vs metal armour, breaks on >3dmg
  Antler Dagger
  3sp
  Weapon minor, -2 to hit vs metal armour
  Antler Spear
  4sp
  Spear, -2 to hit vs metal armour
  Stone Mace
  50sp
  Weapon medium
  Logging Celt (Axe)
  50sp
  Weapon great, -2 to hit vs metal armour
  Ceramic Atlatl Dart
  1sp
  Dart, -2 to hit vs metal armour, breaks on >3dmg
  Atlatl
  2sp
  triples the range of darts, Lowers AC by 1 at short range
  Wicker Shield
  10sp
  Wicker Armour
  30sp
  Pack Caribou
  75sp
  Pack Dog
  2sp
  Dog Wagon
  40sp
  * Other non-metal, non-european goods and normal services are available at urban rates
  There are earthen amphitheatres that 
  serve as combination taverns/wrestling 
  arenas where one can procure meads and 
  down on their luck neanderthals willing to 
  work as henchmen for a few coins. Vari-
  ous conquistador informants and rebel 
  agitators both work the circuit of drinking 
  establishments and will be paying close at-
  tention to any player characters. Depend-
  ing on the relationship between the party 
  and the local authorities the rebels will ei-
  ther try to assassinate or recruit the party 
  to blow up the powder store. If the party 
  is seen being too chummy with suspected 
  rebels the informants will summon the lo-
  cal goon squad.
  Rebel assassins (2d4 Specialists with a 
  half dozen ceramic knives each)
  Collaborator Goons (2d4+3 Combatants 
  with wooden clubs, wicker armour, and 
  wicker shields)
  In terms of weapons and armour, merchants will require that player characters either 
  have a license from the conquistadors or are willing to pay triple. To most characters the 
  weapons are probably garbage, as they are bone or antler tipped due to a lack of metal 
  and flint. They do have impressive ceramic technology. They have pottery that may be 
  valuable as a trade good, and ceramic bladed ulus which aren’t much use in combat. 
  They never seem to have developed bows and rely on atlatls, darts, and spears. They 
  use lacquered wicker covered in linen for shields and to make breastplates equivalent to 
  leather armour.
  
  9
  Daily
  Monthly
  Live-in
  Space
  Share
  Guides (Specialist)
  10sp
  100sp
  1/10th
  Translators (Noncombatant)
  10sp
  100sp
  75sp
  10’
  Thugs (Combatant)
  5sp
  50sp
  30sp
  5’
  1/20th
  Porters (Noncombatant)
  3sp
  30sp
  25sp
  5’
  
  10
  The Conquistador Fort
  The fort itself is mostly just a log palisade 
  and a dozen wooden blockhouses. Inside 
  the palisade are a number of barracks, 
  the stone ruins of the palace and the be-
  ginnings of a cathedral being constructed 
  from massive cyclopean stones. The pal-
  ace gardens have been trampled and their 
  elegantly shaped pines used as part of the 
  fort’s palisade and blockhouses. Inside the 
  walls, the conquistador’s special projects 
  take place: blast furnaces attempting to 
  make use of the vast slicks of orange bac-
  terial sludge from the boiling sea, small 
  gardens attempting to grow Earth crops, 
  mass baptisms of local 
  collaborators, gun-
  powder manufac-
  ture, and of course 
  the 
  stables. 
  As 
  mentioned previ-
  ously, the fort will 
  be initially hospi-
  table to Earth char-
  acters, especially 
  Catholics.
  The Commander
  Captain Carlos Mendes is currently in 
  charge of the “expedition” that took over 
  Bwang-Quos using the process detailed in 
  “Going Through Forbidden Otherworlds”. 
  They have lost contact with Earth due to 
  the events of that adventure and would 
  love to re-establish supply lines. If that is 
  impossible or unfeasible (such as if the 
  party has taken over the facility for them-
  selves and has no intention of letting an 
  army in) then Carlos can be a pragmatic 
  man. 
  Physically he is an older man of some-
  what slight stature with a missing left ear 
  due to an injury sustained along the ivory 
  coast. He has several gold teeth and unless 
  he is actively preparing for battle will be 
  in formal dress. His current goals are to 
  capture or kill the last of the royal dynas-
  ty and to re-establish routes to Earth. He 
  has a brewing rivalry with the expedition’s 
  priest who he feels is poisoning the men 
  against his leadership and diverting 
  resources to a cathedral in-
  stead of improved fortifica-
  tions. 
  
  11
  The Priest
  Father Reynaldo Castro is the lone surviv-
  ing priest of this expedition and has be-
  gun taking on a more fanatical (and fan-
  tastical) persona as of late after recovering 
  from a fever. He is beginning to win over a 
  majority of the conquistadors and believes 
  their mission must focus on spiritual rath-
  er than temporal victory. If contact with 
  Earth remains cut off he will shortly de-
  clare himself a bishop and begin creating 
  a local church. To this end he has been 
  using his sway to make the construction 
  of a cathedral a priority over improving 
  the fortifications of the conquistador 
  fort. Before he feels he can get 
  away with promoting him-
  self to Bishop he wants to 
  perform a great religious 
  feat, currently his fix-
  ation is on recovering 
  the local mythic trea-
  sure known as “The 
  Voulge” to show the 
  superiority of Christ. 
  As an alternate feat, he 
  would also be willing to 
  betray Carlos Mendes and 
  help re-institute the pre-
  vious ruling family if they 
  would convert to Christianity 
  and make it the new 
  state religion. This 
  would 
  involve 
  burning 
  their 
  court sorceress 
  at the stake of 
  course.
  He will buy bibles at 5 times their normal 
  cost and will hire anyone literate in latin to 
  train some of the local converts as scribes 
  for 10 silver a week.
  Physically he is a scrawny balding man in 
  his mid thirties who has lost the use of his 
  cloudy left eye. He wears only the simplest 
  of vestments.
  
  12
  Quartermaster
  Sargent Hansruedi Kämpf is the expedi-
  tion’s quartermaster, and a former swiss 
  mercenary in service of the pope. He stays 
  out of the growing schism between Rey-
  naldo and Carlos and focuses instead on 
  supplies. He oversees the gunpowder pro-
  duction (the former palace had great lay-
  ers of guano and sulfur is common along 
  the boiling sea), and the blast furnaces 
  that are producing crude pig iron, 
  albeit slowly as sludge is not a great 
  source of iron. He has taken to the 
  commissioning of vast amounts 
  of wooden grenades to try and 
  compensate for limits of the re-
  gion. He desperately wants the 
  supply lines to Earth reopened, but failing 
  that will pay 2000 pieces of silver to any-
  one with enough smithing knowledge to 
  help him make steel instead of pig iron. If 
  that is done, he will begin the production 
  of steel weapons and arbalests instead of 
  the current low quality items. In the in-
  terim he will buy any steel items at double 
  their normal price but will not sell any. 
  Physically he is an aging giant 
  of a man with a bad comb 
  over and a waxed handlebar 
  moustache. He is in his six-
  ties and his hair has gone 
  completely white.
  
  13
  Garrison
  In case the party decides to lead an attack 
  (or I suppose defense) of the fort, the cur-
  rent forces stationed there are as follows:
  200 Conquistadors in steel armour, 
  equipped as sword and buckler men or as 
  arbalesters. If a surprise assault is launched 
  there will be 3 patrols of 10 conquistadors 
  in the city and/or sewers at any given time. 
  They will fill the blockhouses and try to 
  hold the gate.
  25 Portuguese support personnel who will 
  grab pikes and light crossbows before re-
  treating to the barracks.
  60 Local Auxiliaries armed with pig iron 
  weapons and wicker armour. They will 
  never be voluntarily put in a position 
  where they could single handedly open the 
  gates or allow invaders into a blockhouse. 
  They will be initially sent to defend the 
  gate with a complement of conquistadors.
  There are also 18 horses, 22 warhounds, 
  2 cannons, and 20 Arquebuses that will 
  initially be stored by the barracks but will 
  quickly be moved to where they are need-
  ed. The blockhouses are all provisioned 
  with a large number of wooden grenades.
  For Sale
  Cost
  Notes
  Cheap Liquor (bottle)
  1sp
  Gunpowder
  5cp
  Stone Shot (1)
  2cp
  Wooden Grenades
  5sp
  As Firebomb
  Light Crossbows
  35sp
  Pig Iron Bolts / Arrows (1)
  1sp
  Pig Iron Bolts only reduce AC by 1 vs steel armour
  Pig Iron Spears
  12sp
  Spear
  Pig Iron Hatchets
  12sp
  Weapon small
  
  14
  Sewer Entrance
  A trio of conquistadors always guard a 
  small unassuming shed in the middle of 
  the fort. Inside this shed is a set of stairs 
  leading into the sewers next to the cham-
  ber being used to store the majority of the 
  fort’s gunpowder.
  Sewers
  The sewers themselves are truly ancient, 
  made of basalt bricks with arched ceilings. 
  Instead of mortar the Alien Wizards used 
  molten silicate. The steamy, humid sewers 
  smell foul and are lit with periodic beams 
  of light from small grated holes in the 
  roads above through which the city dumps 
  its waste. Wooden boards provide a raised 
  platform in the center of the corridors 
  over the uncomfortably hot water below. 
  The boards have historically been kept in 
  good condition as a civil engineering task, 
  but here and there rot has recently start-
  ed to settle in. There is a maze of tunnels 
  through most of the city, but guides who 
  can lead you to the portion under the con-
  quistador fort (which has no holes to pro-
  vide light) are easily found.
  (A) Mystic Entry
  This is the crumbling moongate long 
  ago used by the Alien Wizards to trav-
  el between worlds (see “Going through 
  forbidden otherworlds” ) more recent-
  ly it is where the conquistadors entered 
  this world and began their conquest of 
  Bwang-Quos. There is a set of wooden 
  bars with a simple wooden door set at 
  the end of the hall. A writing desk and 
  several stools of earth make are between 
  those bars and the moongate and at the 
  start of this adventure two conquistadors 
  and a scribe will be stationed here, wait-
  ing for contact with earth and growing 
  increasingly worried. As this is where a 
  party from earth would arrive from, their 
  behaviour may change depending on the 
  circumstances of their arrival.
  (B) Smuggler’s Point
  This secret passage was once a route used 
  by royalty to move lovers in and out of the 
  palace discreetly. Post occupation, a few 
  former palace servants have turned it into 
  a smuggling route, sneaking out trinkets 
  from the conquistador camp and smug-
  gling in mead and sex workers. It is only 
  used on Sunday morning. The passage 
  is hidden on both ends by dry stacked 
  bricks, rather than the normal sewer wall.
  Sewer Encounter Table 
  (2d6)
  2-3
  Rebel 
  Spies 
  (1d4 
  Specialists with stone 
  maces)
  4-5
  Feral Dogs (3d4)
  6-8
  Nothing 
  9-12
  Conquistador Patrol 
  (7 conquistadors with 
  plate, swords, and 
  bucklers)
  
  15
  (C) Magazine
  This chamber is fitted with a fully wooden 
  wall and door, devoid of any metal. Even 
  the lock and its oversized key are made of 
  wood. Inside are rows and rows of gun-
  powder in both barrels in sacks. The three 
  guards outside of the magazine wear no 
  armour, wield wooden clubs and have on 
  felt slippers. Light is provided using a trio 
  of candles kept 15 feet from the door and 
  2 large glass mirrors. They do not take any 
  chances with sparks.
  Igniting the magazine would collapse 
  much of the local sewer network and 
  cause great gaps to appear in the palisade 
  and topple a handful of the blockhouses. 
  The water would pool here and prevent 
  access to the Mystic Entry which would 
  be severely damaged by the blast as well. 
  Barring any coordinated attack the con-
  quistadors could survive the loss, though 
  they would be weakened without access 
  to gunpowder. It would take them months 
  and months to make enough to replace 
  the loss and they would need to build a 
  new fort in the interim. Their steel weap-
  ons and ample collaborators (from the 
  previous underclass) would otherwise al-
  low them to hold the city against the inevi-
  table riots that would follow the explosion 
  unless outside forces also attacked.
  (D) Secret Shrine
  Behind this false wall is a makeshift shrine 
  to the traditional gods of the city. In ad-
  dition to the large stone idol, there are 
  two smaller silver idols worth 200sp each. 
  There is a 10% chance that 1d4+1 locals 
  with ceramic knives and small clubs will 
  be present.
  (E) Black Site
  This is an “Enhanced Inquiry” room in 
  which the conquistadors try to gain local 
  insig..they torture people. It is a torture 
  room with a coal pit for hot irons, a rack, a 
  few scourges and of course a wooden tub 
  for drowning. If anyone the party cares 
  about has been taken captive for question-
  ing this is probably where they can be 
  found.
  (F) Stairs to the inside of the
  Conquistador Fort
  
  16
  Leaving Bwang-Quos (most likely to seek 
  the Hawk’s Peak), the party will need to 
  cross several distinct bands of settlement. 
  Directly adjacent the city and the boiling 
  sea will be a vast marsh of bulrush pad-
  dies criss-crossed by a massive network of 
  earthen mounds and raised boardwalks. 
  The waist-deep water is piss warm and 
  reeks of sulfurous sewage. The bulrushes 
  reach 9 feet above the water level in the low 
  gravity of the moon. Villages here are all 
  wooden huts on stilts. Every now and then 
  a feral capybara will scurry away from a 
  band of neanderthal workers harvesting 
  the bulrushes. Rebel spies carefully watch 
  the comings and goings of conquistadors.
  As the water cools and the paddies get 
  shallower it is diverted into a series of 
  small ditches only a few feet deep in a 
  lattice pattern through groves of massive 
  oak-like trees. These have been so special-
  ly bred over the years that their acorns are 
  the size of melons and the branches hang 
  low with vast bounties of nuts. These trees 
  cannot survive outside the low gravity of 
  this moon. Villages here are clusters of 
  stone huts around vast granaries. Shep-
  herds herd small packs of capybara and 
  are permitted to carry batons to chase off 
  any feral dogs.
  As the hills begin to rise the irrigation 
  stops. The foothills are full of vast open 
  fields of flax and fallow meadows full of 
  grazing caribou. The residents here live 
  in semi-nomadic tents and the conquista-
  dors experience small bouts of open rebel-
  lion. The conquistadors have taken over 
  a number of small border forts originally 
  built to repel the ice barbarians from the 
  forest and tundra beyond. This is the ex-
  tent of the conquistadors’ reach.
  Any party traveling through the paddies 
  with 5 or more people which includes 
  Earthlings that does not have the back-
  ing of the Rebels will be spied upon in the 
  paddies and tailed. If they have under 10 
  people they will be ambushed in the Oak 
  Orchards. If they have more than 10 but 
  fewer than 20 they will be attacked in the 
  foothills. Count anyone in metal armour 
  as 3 people and anyone mounted on a 
  horse as 5 people for the purpose of deter-
  mining when they will be attacked. Killing 
  or losing the tail in the paddies will pre-
  vent an ambush. 
  Rebel Tail (Specialist with Antler dagger)
  Orchard Rebel Mob (2d6+3 Noncomba-
  tants with clubs and a single ceramic dart 
  each)
  Foothill Rebel Raiders (3d6+5 Com-
  batants with maces, atl-atls, shields, and 
  wicker armour)
  restless rural
  j
  
  17
  Border Forts
  The six border forts at the edge of the cra-
  ter that houses the boiling sea are rings 
  of cyclopean stone walls 10 feet in height 
  atop large earthen mounds, with a wood-
  en gate overseen by a pair of thatch roofed 
  wooden watchtowers. The conquistadors 
  have added wooden blockhouses in the 
  centre and painted white crosses on the 
  gates. They keep about a month of sup-
  plies as well as large amounts of wet 
  brush about so they may light a 
  signal fire.
  Garrison
  15 Conquistadors
  10 Auxiliary (Combatants) armed with 
  atl-atl, bone darts, and wooden clubs.
  3 Horses
  1 Arquebus
  
  18
  Seed Table
  How to use the table:
  Roll a single d8, d6 and d4 against the chart below. Note that you should never roll any 
  additional dice, just the one throw of the dice. The results on each die, the sum total of 
  all dice and whether or not that total is odd or even is all important to generating the 
  random encounter. Special additional effects may be added to the encounter if there are 
  doubles, triples, a run of three, or if 18 is rolled.
  Where
  1
  A dense grove of giant pines
  2
  Giant charred stumps and a dense 
  amount of 5 to 10 foot tall spruce sap-
  lings
  3
  Well spaced out fir trees with large 
  amounts of old growth logs
  4
  Several massive boulders litter the area 
  between a light blanket of pine trees.
  5
  A marshy pond, about an acre in size, 
  surrounded by evergreen trees
  6
  A small grove of wild oak tree clusters 
  in a small vale between hills
  7
  A rolling hill covered in a mix of ever-
  green trees
  8
  An open meadow
  What
  1
  A pack of dire wolves (1d4+1d8)
  2
  A Herd of Wild Game (1d4: 1- Cari-
  bou, 2- Bison, 3 -Megaloceros 4: Big-
  horn Sheep)
  3
  Megafauna (1d4: 1,2 - Mastodon 3- 
  Mammoth 4- Wooly Rhino)
  4
  Nothing
  5
  Smilodon 
  6
  Neanderthals (1d8) (1d4: 1- Mam-
  moth Clan Hunters 2: Foragers from 
  Cave #2 3- Bear Clan Warriors 4- Char-
  coal Burners from Bwang-Quos gather-
  ing wood)
  Weird
  1
  A log carved with spirals and adorned 
  with animal skulls tied with leather 
  straps
  2
  Nothing
  3
  A stone menhir
  4
  A fast moving stream
  Trips
  111
  An elderly (and influential) wom-
  an of the Mammoth clan is trying 
  to ward off the pair of wolves with a 
  torch. If not saved they will eat her 
  when the torch burns out.
  222
  The bison herd is incredibly aggres-
  sive and will stampede anyone who 
  approaches or shoots at them.
  333
  A small herd of mammoths. 3 fe-
  males and a pair of calves.
  444
  There is a small mound of earth near 
  one of the boulders; digging it up will 
  reveal a rebel supply cache including a 
  few clay jars of flour and a pair of or-
  nate silver daggers (115sp each).
  Dubs
  55
  There is a freshly dead (from age) 
  wooly rhino at the edge of the marsh, 
  the smilodon has just started scaveng-
  ing it.
  66
  The neanderthals are gathering wild 
  acorns and have left a large amount of 
  dried meat (about 40 lbs) unattended at 
  the edge of the grove.
  
  19
  Runs
  123
  A hawk knight is flying high over-
  head, surveying the area.
  234
  Harsh subzero winds kick up
  345
  A recent campsite that is only a few 
  hours old has a carved ivory medallion 
  worth 25sp. A trail leads to a party Ne-
  anderthals (based on the d4) who will 
  be grateful for the medallion’s return, 
  enough so to vouch for the party at 
  their home.
  456
  A freshly killed bison (killed by the d6 
  result).
  Max
  864
  A large camp of about 30 charcoal 
  burners is present. They are ambitious 
  low lifes from Bwang-Quos who are 
  technically breaking laws with pret-
  ty much every group but whom the 
  conquistadors ignore as they want the 
  charcoal. They have simple tents and 
  a wicker fence around the camp with 
  several large charcoal mounds. Most 
  have logging celts. There are also sev-
  eral wagons, a half dozen dogs, and a 
  trio of domesticated caribou to haul 
  charcoal back to Bwang-Quos. They 
  will trade charcoal for weapons and 
  supplies. Additional guides, porters, 
  and translators can be hired here
  
  20
  barbarian lands
  j
  Past the view of the border forts lies the 
  start of the barbarian lands. A dense ev-
  ergreen forest separates the Ice Barbarian 
  infested tundra from the flax fields of the 
  foothills. The low gravity of the moon al-
  lows the trees to reach almost twice the 
  height they would on earth. As winter 
  approaches, much of the local megafau-
  na moves into the forest and bands of 
  Barbarians follow them. Before the Great 
  Peace was declared 15 years ago this was 
  a time of raids and skirmishes. Now the 
  Ice Barbarians are uncertain of the future 
  and how they should react to the upheav-
  als, dangers, and opportunities of recent 
  events.
  Of note to adventurers, there are two 
  nearby tribes of Ice Barbarians (each has 
  a village surrounding a megalithic circle 
  of standing stones) and the Hawk’s Peak. 
  Any guides would know the way to those 
  villages and it is plainly obvious where 
  Hawk’s Peak is. Hawk’s Peak itself is a 
  sanctuary fortress atop an unusually tall 
  mountain peak.
  Village of the
  Mammoth Clan
  The Mammoth Clan has wintered since 
  time immemorial in hide tents set up 
  around a massive circle of megalithic 
  standing stones. Every year they follow 
  a massive herd of mammoths that also 
  winter in the coniferous forest that sur-
  rounds the volcanic hotspot of the boil-
  ing sea. The mammoths are essential to 
  the survival of the Mammoth clan and 
  so they carefully manage the cull of the 
  herd to ensure a stable population. This 
  had frequently brought them into conflict 
  with other clans, and with nobles from 
  Bwang-Quos who enjoyed the sport and 
  fame associated with hunting mammoths. 
  As part of the Great Peace of fifteen years 
  prior, Bwang-Quos banned the hunting 
  of mammoths, leaving disgruntled nobles 
  nothing to hunt but the far less prestigious 
  mastodons that live in the forest year 
  round. Around 400 adults can be called 
  into battle by the clan matriarch should 
  the need arise, but such a force cannot be 
  maintained for long as that is almost ev-
  ery able bodied adult. They will be armed 
  with thick hide shields, 
  wooden war clubs, 
  
  21
  and bone tipped spears. There are 20 
  Mammoth ivory tusks each worth 60 s.p. 
  In the village, but they are sacred and will 
  not be sold.
  The Matriarch is unsure about the con-
  quistadors and the changes afoot. If she 
  can be convinced the conquistadors will 
  continue to respect the sacredness of 
  mammoths she will turn on the Princess 
  and reveal that four years ago they traded 
  a pair of smilodon cubs to the royal court 
  to act as guard animals. She suspects they 
  are guarding the secret entrance to Hawk’s 
  Peak. 
  The conquistadors of course will respect 
  no such tradition and will likely extermi-
  nate the mammoths and leave their meat 
  to rot to prevent them from being revered 
  as living idols. If convinced of this the Clan 
  will throw their support to the Princess in 
  any coming war to retake Bwang-Quos.
  
  22
  a credible plan to make her son King of 
  Bwang-Quos. She would be willing to 
  convert her people to Christianity and 
  so a scheme with Father Castro could be 
  hatched. Without such offers she will fake 
  an acceptance of any tribute and send the 
  party towards cave #1 to face the cave bear. 
  She has a standing force of 40 warriors 
  armed with silver axes, wicker armour and 
  shields, and atl-atls. She can also muster 
  a temporary force of 600 adults with war 
  clubs and bone spears. She has a chest full 
  of carved stones, but the old currency is 
  largely worthless now.
  Village of the
  Cave Bear Clan
  The Cave Bear Clan has resided in a grow-
  ing village around the standing stones 
  near the base of the mountains for almost 
  20 years. They agreed to the Great Peace in 
  exchange for shipments of food and goods 
  from the city. The have built a wooden pal-
  isade and trench around their village with 
  a handful of raised earthen mounds acting 
  as towers. The area approaching their vil-
  lage is covered in small gardens of hearty 
  vegetables, but the climate is unsuitable 
  for enough agriculture to support more 
  than a fraction of the population of the 
  sprawling village, which hovers around 
  2000 people.
  Technically the Cave Bear Clan reveres 
  cave bears as sacred, but public opinion 
  on that has waned since a local cave bear 
  ate seven children two years ago. This 
  is the cave bear in cave #1 at the base of 
  Hawk’s Peak. The Matriarch has visions of 
  a civilized kingdom for her son and has 
  been bought off by the Princess with silver 
  weapons for her most loyal warriors. She 
  is supplying meat to the Hawk Knights 
  (who arrive by air), but won’t move to 
  help lead an attack against the city unless 
  the Princess promises to wed her son. 
  She could be convinced to turn on 
  the Princess if the party 
  can produce 
  
  23
  So the massive mountain peak that holds 
  the last remaining bastion of royal control 
  would seem unnaturally narrow, and in-
  deed in Earth’s gravity physics would com-
  press it greatly. It was thoroughly mined 
  by the Alien Wizards of aeons past 
  and is full of tunnels and passag-
  es. If the party searches around 
  the base (it will take around 
  three days to survey the en-
  tire base) they will find 
  only three caves that can 
  be reached by foot. While 
  there are many more that 
  could be reached by scal-
  ing the cliff, they wouldn’t 
  allow an army of conquis-
  tadors in (nor the army 
  of construction workers 
  that must have origi-
  nally been required to 
  build the refuge). 
  secret redoubt: hawk's peak
  j
  
  24
  (A) Entrance
  The entrance to the cave is fairly wide, 
  10 people could walk abreast. There is no 
  real vegetation and the earth is packed 
  down hard. A Bushcraft check would 
  show signs of bear tracks.
  (B) Path of bones
  This area is littered with vast 
  amounts of bones, almost forming 
  a carpet. Walking through the bones 
  will require a Stealth check to avoid 
  waking the Cave Bear in C. Searching 
  the bones will reveal a number of partial 
  child skeletons. Searching through the 
  bones will automatically make enough 
  noise to wake the Cave Bear in 
  C. The path between B 
  and C narrows to where 
  individuals must walk 
  through single file. The 
  bear can move through, 
  but cannot run through.
  (C) Lair of the cave bear
  The ground of this chamber in the cave 
  is covered with dried grass and twigs. A 
  giant heavily scarred Cave Bear is start-
  ing to hibernate here, but is not yet fast 
  asleep. Bringing light into this chamber 
  will automatically wake the Cave Bear.
  Cave #1 - Lair of the
  Cave Bear
  
  25
  Cave #2 - Scouts from the 
  southern lands of the
  Cannibal Caverns
  (A) Entrance 
  The entrance to this cave is partially ob-
  scured by a large number of dead bushes. 
  Basic investigation shows they were cut 
  down from elsewhere and stabbed into the 
  earth to try and hide the cave entrance, 
  though not very effectively. The entrance 
  leads to a corridor that quickly ramps up-
  ward.
  (B) Tripwire
  Halfway up the corridor is a small trip-
  wire. Anyone walking past it has a 1 in 6 
  chance of setting off a tripwire. This will 
  drop a clay pot full of rocks from a small 
  tunnel above the tripwire. Anyone paying 
  close attention to the ceiling will notice the 
  suspicious hole in the ceiling. The sound 
  of the pot breaking will alert all of the in-
  habitants of the cave.
  (C) Food Stores
  A lone cultist is guarding this chamber 
  and occasionally sneaking extra food from 
  portions of the food stores when he thinks 
  no one will notice. There are about a dozen 
  clay pots of flour and several crude wood-
  en racks where meat is drying.
  (D) Sleeping Quarters 
   The floor to this chamber is covered with 
  straw and rows of sleeping furs. 8 cultists 
  will be in this chamber, either sleeping 
  or playing some form of gambling game 
  involving throwing different lengths of 
  sticks and measuring the results. They ap-
  pear to be gambling with small amethyst 
  crystals (in total there are 45sp worth of 
  small crystals between them all)
  (E) Religious Chamber 
   The floor to this chamber is painted with 
  spiraling designs using animal blood. A 
  length of log has been turned into a pedes-
  tal that holds a terracotta idol of an inhu-
  man monster. A priest in a cloak stained 
  with phosphorescent dye will spend most 
  of his time keeping watch over the idol 
  while 4 (always 4) cultists whisper to him 
  questions of philosophy.
  The priest is trying to find the secret en-
  trance to the Hawk’s Peak. They come from 
  a subterranean underground sea under 
  the glaciers to the south. They are nomi-
  nally enemies of the people of Bwang-Qu-
  os because they view the Alien gods of 
  Bwang-Quos as devils in their own faith. 
  The hawk-knights flew as  messengers and 
  brought an emissary back to the Hawk’s 
  Peak to discuss an alliance against the con-
  quistadors. The rulers of that sunless place 
  sent this expedition to follow and try to 
  find a weakness they can exploit. They are 
  curious about the conquistadors and (be-
  
  26
  ing cannibals) intrigued by the rumours from refugees that catholicism is a cannibalistic 
  practice. If you could somehow talk to them they would be willing to help find the en-
  trance, but barring magical means to talk they will probably be hostile. The priest wears 
  a diamond studded porcelain amulet painted with geometric designs (worth 500sp).
  
  27
  Cave #3 - Lair of the
  Smilodons (and secret 
  entrance)
  (C) A carpet of bones
  The floor here is covered in animal 
  bones. These bones are remnants of food 
  brought to the smilodons, padded out a 
  bit with leftover rubbish bones from the 
  garrison at Hawk’s Peak. Careful inves-
  tigation will show tool and cut marks 
  on some of the bones. The path narrows 
  towards D, requiring a single file march-
  ing order.
  (D) Smilodon lair
  The floor is covered with large amounts 
  of straw and a pair of smilodons will be 
  here three quarters of the time, always 
  travelling together and never too far from 
  the lair as this is where they are fed. They 
  are very aggressive.
  (E) Cave art
  The back wall is covered in mud and 
  painted with primitive cave art of hunters 
  attacking mammoths. This is actually 
  what is in effect a plaster covering of a 
  secret door. Underneath one of the mam-
  moth paintings is a rod that can be dug 
  free from the inches of layered mud. Pull-
  ing the rod out removes a pin and causes 
  a chain reaction of breaking rods which 
  ends up dropping the megalithic slab 
  behind the mud (what is really a chunk of 
  the wall) into a pit. The layers of mud will 
  likely crumble at that point. If the players 
  scrape away all the mud they will clearly 
  see the megalithic slab and the rod, but 
  there isn’t any real way to tell what will 
  happen if the rod is pulled free. It takes a 
  team of workers and several hours to reset 
  the block and several days to cover it back 
  over with mud.
  (A) Entrance
  The entrance to this cave has a fair 
  amount of small rocks and gravel strewn 
  about. Any examination of the ground 
  will reveal large amounts of bloodstains 
  on various rocks. Watching the cave for 
  several days will show Hawk Knights 
  swooping low at night and dropping piles 
  of meat at the cave entrance.
  (B) Spoor
  Deeper into the cave the walls have large 
  amounts of smilodon spoor, none of it 
  is very fresh. The smilodons normally 
  go outside, but periodically it has been 
  picked up and moved here to deter ani-
  mals and explorers, and to show obvious 
  signs of predator habitation.
  
  28
  (F) Path up
  This is an ancient mining tunnel that wid-
  ens drastically and spirals up to a handful 
  of flat landings within the mountain. 
  These ramps are gentle slopes that allow 
  6 men to walk abreast with irregularly 
  spaced pillars carved out of the rock that 
  seem to serve as supports. It will take 
  about two hours of marching to reach the 
  first landing.
  
  29
  Level of Wood 
  The first major landing is stacked floor to 
  ceiling with dried wood with only narrow 
  pathways winding between them. The lev-
  el is filled with  stacked lengths of greying 
  logs topped with bundles of twigs for kin-
  dling and a single haystack near the ramp 
  to the next landing. There is a cave tunnel 
  that leads to a cliff face on the east of the 
  landing, but it has been sealed off with cy-
  clopean stones. It is an hour of marching 
  to reach the next landing. Once every oth-
  er day a team of servants comes down to 
  this level to bring up more wood.
   
   
  Effects of burning: This wood is in many 
  instances centuries old and very dry. If 
  ignited it will quickly turn into an infer-
  no, sending great clouds of smoke up the 
  ramp to higher levels and creating a great 
  updraft from below.
  
  30
  Level of Grain
  The air on this level is chilly and only a 
  few degrees above freezing. Shelves upon 
  shelves are full of sealed clay jars full of 
  bulrush flour and great wicker bins along 
  the outer walls are full of giant acorns. To 
  keep rodents at bay, a handful of domes-
  ticated foxes roam free on this level. They 
  have small wicker baskets full of furs for 
  beds and little clay water bowls. They are 
  attention seeking and will yelp excitedly if 
  they see people and seek pets. If not qui-
  eted down this will eventually draw sus-
  picion from the denizens of Hawk’s Peak. 
  Servants come down twice a day to bring 
  up food, once at dawn and once at noon. 
  It is half an hour of marching to reach the 
  next level.
  Effects of burning: Flame would not 
  spread as easily on this level as the flour is 
  kept in sealed clay jars. That said, flour in 
  an enclosed space is quite dangerous and 
  an inferno could be stoked. This would de-
  stroy almost all of the food supplies of the 
  peak and force its abandonment within 
  days. It would also send billowing smoke 
  up above.
  
  31
  Level of Ice
  It is always below freezing on this level. 
  It is stacked floor to ceiling with wooden 
  barrels full of blocks of ice. There are also a 
  number of wooden racks with frozen meat 
  hanging from them by bone hooks and 
  twine. The cavern to the south leads to a 
  plateau on the side of the mountain, not 
  accessible without incredible difficulty and 
  the scaling of multiple sheer cliffs. There 
  is a reinforced door (in the rare case ene-
  my hawk knights may try to attack), but it 
  has not otherwise been blocked off as col-
  lecting the snow from that plateau can be 
  used to resupply water. If the party tries to 
  scale the mountain, they would spot this 
  plateau and likely enter the complex from 
  this point. Servants come to this level to 
  chip out ice every couple of hours. It is a 
  ten minute march up to the next level.
   
  Effects of Destruction: It would be very 
  difficult to destroy blocks of ice, but with 
  the access to the snow on the plateau it 
  would have limited impact. In the event 
  of an attack, defenders may try rolling the 
  barrels down the ramp to delay attackers. 
  Due to the many stone pillars to hide be-
  hind, it is unlikely to be very effective be-
  yond the initial surprise of the first wave of 
  barrels but it would stall progress to give 
  others time to launch an aerial escape. If 
  the conquistadors take this level quietly 
  they will move onto the plateau and set up 
  several guns to shoot at any escaping hawk 
  knights.
  
  32
  The Catacombs 
  This level is also frozen, though the walls 
  and pillars are painted with murals depict-
  ing kings and other nobles performing a 
  variety of heroic deeds. There is an ob-
  vious change of art styles over the thou-
  sands of years the murals span. The walls 
  are lined with ornately painted porcelain 
  canopic jars containing the frozen brains 
  of past royalty. Each of the jars is painted 
  on one side with an image of a royal (with 
  styles ranging from crude, to stylized, to 
  hyper realistic) and a picture of their Alien 
  god on the other side. The local religion 
  believes their gods will one day resur-
  rect the royalty by placing their minds 
  into other bodies. They won’t, but oddly 
  enough could.
  In the center of the room is a stone table 
  covered in scraps of parchment with writ-
  ten messages to the souls of the dead mon-
  archs. Four giant candles are kept lit at the 
  corners of the table and about once every 
  hour a servant will come down to tidy and 
  ensure the candles are lit.
  There are 682 canopic jars, each has a 
  small amount of silver jewellery inset with 
  gemstones or ivory worth 1d6sp (2350sp 
  if the entire room is ransacked). If the jars 
  are searched for larger offerings there is 
  also an ivory hafted silver mace inset with 
  gems (800sp) and a trio of brittle scrolls 
  which hold the following spells: Feather 
  Fall, Floating Disc, and Magic Mouth.
  The next level is a quick 2 minute jog up 
  the ramp.
  Effects of Destruction: Smashing the 
  canopic jars would have both an enraging 
  and demoralizing effect on the defenders 
  of Hawk’s Peak. The princess could easily 
  be blackmailed into almost anything if the 
  party was able to seize control of this level 
  and threaten the destruction of the canopic 
  jars. She truly believes that thousands of 
  years of the royal family have their souls 
  contained in those jars. The conquistadors 
  would not bargain and would destroy the 
  jars out of principle.
  
  33
  The Main Level
  This landing has been converted into the primary living area of Hawk’s Peak residents. 
  The walls are covered in hanging linen tapestries of nature scenes and the floors are cov-
  ered in thick fur throws over top of reed mats. It is very easy to sneak about on this level 
  as most footfalls make no noise. The interior walls are plastered over wattle and daub 
  while the doors are lightweight wicker with leather coverings and can be easily broken 
  by almost anyone. The exception to this is the interior of the Temple of the Voulge. It 
  might be worth reminding players that they could turn away now and sell the informa-
  tion to Carlos, especially if they were stealthy as no one would know that a secret route 
  had been found. But then they wouldn’t get whatever treasure is up here; it would go to 
  the conquistador’s coffers instead.
  
  34
  (A) Temple of the Voulge
  The entrance to this room is blocked with 
  several layers of thick linen curtains. Once 
  past those, this room is freezing and has its 
  ceiling, floor, and walls made out of solid 
  titanium. There is a vault door at the back 
  of the room adorned with a keypad con-
  taining a series of buttons with unknown 
  symbols on it. Directly in the center of 
  the room is the frozen mummy of a long 
  dead neanderthal mystic. Despite being 
  long dead it still has powerful telepathic 
  abilities and will psychically speak to any 
  who enter the room telling them that only 
  the worthy will be given the sacred pattern 
  needed to access the all powerful voulge, 
  warning that those who guess a false pat-
  tern will be incinerated by the powers 
  of the ancient gods. Only those of noble 
  spirit, great intelligence, and strong bodies 
  may possess the voulge.
  The mummy is a dick and doesn’t think 
  anyone is worthy because it holds them to 
  its idealized view of itself from 3000 years 
  ago, the last time anyone accessed the 
  voulge. The mummy really can’t defend it-
  self and will change its mind pretty quickly 
  if people start to set it on fire, it is used to 
  religious tradition keeping people respect-
  ful. It’s a three digit base 12 combo (there 
  are 12 symbols on the keypad). If some-
  one is legitimately some sort of paladin the 
  mummy might also give the combination, 
  but for most groups it will be fire that un-
  locks the Voulge.
  When the vault door dramatically opens it 
  will reveal the all powerful Voulge. It is not 
  a polearm, it’s just a linguistic quirk that 
  the same word is used. It looks like a gem 
  encrusted golden chalice floating between 
  the points of a tripod attached to an or-
  rery, itself atop a palanquin. The mummy 
  would tell you (perhaps to avoid more fire) 
  that one can either manipulate the orrery 
  to move the chalice and then touch the sun 
  to activate it, or just pick up and squeeze, 
  pointing the chalice at the target you wish 
  to obliterate.
  
  35
  The voulge is a communications maser 
  meant for astronomical distances. It isn’t 
  floating with magic, but carefully cali-
  brated magnets controlled by the orrery 
  to point it precisely at the right target. A 
  communications maser meant for those 
  distances equates to liquifying and ignit-
  ing any organic materials in line of sight 
  without heavy shielding (Save or Die). It 
  has 27 charges and is recharged by cosmic 
  background radiation at a rate of 1 charge 
  per 20 years. The Alien Wizards left it 
  behind as an emergency beacon in case 
  someone somehow got trapped here. The 
  code to the room is the Alien equivalent of 
  “9-1-1” or “S.O.S”.
  (B) Barracks
  This long chamber is filled with rows of 
  simple beds covered in thick furs. Three 
  clay fire pots provide heat. About half of 
  the Hawk Knights will be here at any given 
  time, gambling with lengths of sticks for 
  chores or sleeping. The other half will be 
  roaming the halls or out dealing with the 
  Ice Barbarians and feeding the Smilodons.
  (C) Kitchen
  A trio of servants live and work in the 
  kitchen, though they spend much of the 
  time wandering various storage levels to 
  gather supplies. They also cook the daily 
  meals and feed the War Hawks. There is a 
  large clay oven and several wooden cup-
  boards full of valuable rare spices (worth 
  400sp). Brannan will spend a large amount 
  of time here during the evening bragging 
  about his many adventures.
  
  36
  (D) Royal Chambers
  This room features a large feather bed set 
  between the tusks of a massive mammoth 
  skull. Three sleeping mats are set at the 
  foot of the bed where the caretakers sleep 
  during the day. They stand guard over the 
  princess at night.
  (E) Guest Suite
  This room features a simple bed, a stool, 
  a desk, and a pair of wicker chests. Ovar-
  Ghul spends most of his time here writing 
  encrypted messages to his countrymen in 
  the subterranean realm to the south. He 
  will not be immediately hostile to Earth 
  beings and will even kill others in Hawk’s 
  Peak to keep their presence hidden if he 
  thinks he can communicate and make a 
  deal. He does have some concern about 
  the conquistadors, but figures they too 
  must be from a subterranean civilization 
  with cannibalistic tendencies based on the 
  rumours he has heard and the fact that 
  they attacked the palace from below. If the 
  truth of the conquistadors is explained to 
  him fully, perhaps by helping him trans-
  late some biblical passages, he will write 
  to his people asking them to support the 
  princess, bringing a thousand warriors 
  come next spring.
   
  (F)  Treasury (Worthless)
  This room contains dozens of large stone 
  chests with heavy lids. Each contains a 
  fortune in carved stones, the previous cur-
  rency used by Bwang-Quos. They are now 
  worthless; even if the Princess regains con-
  trol, the silver floating around the markets 
  and the new supply of iron will prevent it 
  from having any real value.
  (G) Library
  This room is full of shelving containing a 
  multitude of scrolls. Most of it is history 
  and genealogy, especially about neigh-
  bouring kingdoms intermarrying with 
  Bwang-Quos. There are also many reli-
  gious texts, including a fair amount of he-
  retical (locally) theories about the universe 
  and some magical treatises. This section 
  would be of great value to a wizard, having 
  a library value of 3000sp. Vana and Bran-
  nan both sleep in here on two makeshift 
  cots. Vana has grown to detest Brannan.
  (H) Stables
  This area does not have the same plush 
  flooring, instead it is simple mounds of 
  straw. The kennels keep a dozen War 
  Hawks warm from the bitter cold of the 
  mountain top. They aren’t actually hawks, 
  but are more closely related to condors. 
  They are a domesticated breed of Argen-
  tavis that has been selectively bred for a 
  size only possible due to the lower gravity 
  of the moon of Nibu. They cannot fly on 
  Earth.
  (I) Surface Access
  This is a ramp secured with a set of heavy 
  timber gates that leads to the top of the 
  mountain.
  (J) Training Room
  This is a largely featureless room with a 
  thick layer of sand over the floor. In theory 
  the Hawk Knights should be using this to 
  keep in peak hand-to-hand training, but 
  morale is pretty low so they don’t. Hand to 
  hand fighting with conquistadors is seen 
  as pointless given their steel plate armour.
  
  37
  Hawk’s Peak isn’t very impressive itself as 
  a fortification. A single squat tower and a 
  long hall closer in appearance to a barn, 
  both made of imported bricks and perma-
  nently covered in a glazing of ice. There is 
  a low brick wall no more than 4 feet high 
  above the whole compound and a massive 
  mound of wood and tinder in front of a 
  giant silver mirror (worth 2500 sp). The 
  mound would be lit to send messages to 
  Bwang-Quos.
  Princess Tare Oakoo
  The Princess is the last of the royal line of 
  Bwang-Quos (barring the usual assort-
  ment of bastards and distant relatives who 
  totally don’t count in dynastic melodra-
  ma). She is a young woman of 19 (in Earth 
  equivalence). She is stocky in stature and 
  the heiress to large tracts of land. In tem-
  perament she is stubborn and incredibly 
  egotistical, believing in the moral right 
  of her dynasty to rule. In addition to be-
  ing a polyglot she is an expert hawk rid-
  er, something normally frowned upon for 
  royal heirs, but prior to the conquistadors 
  killing her many older siblings she wasn’t 
  thought likely to rule and so the court 
  looked the other way. She is unlikely to 
  make any serious concession in 
  an effort to regain control of 
  Bwang-Quos unless black-
  mailed with the canopic 
  jars of her ancestors or pre-
  sented with the religious 
  awe of someone recover-
  ing “the voulge”, in which 
  case she will be willing to 
  compromise heavily.
  High Sorceress, Vana Takka
  Vana is the highest ranking master of 
  white magic in Bwang-Quos. She was 
  the third highest but the conquistadors 
  burned all the magical students at the 
  stake when they took over. Technically she 
  is also therefore the lowest ranking mas-
  ter of white magic in Bwang-Quos. She is 
  a tall middle-aged woman with long red 
  hair that she normally keeps hidden be-
  neath her head dress. She will usually be 
  seen wandering around in a feather cape 
  and has an infuriating habit of only an-
  swering in questions.
  the hawk's peak
  j
  
  38
  Captain of the Guard, Brannan
  Brannan is a dwarf. Not the fantasy species, 
  he has dwarfism. His small stature has al-
  lowed him to train as a hawk rider despite 
  not having the lean build associated with 
  Hawk Knights. He is incredibly muscular, 
  and even wears silver brigandine armour, 
  while still being light enough to take flight 
  on hawk back. He is easily excitable with 
  a booming voice, and takes great pride in 
  his majestic beard.
  Caretaker Guards 
  Being a Caretaker Guard of Hawk’s Peak 
  is normally a pretty cushy (if isolated) re-
  tirement posting of high prestige. All three 
  of the guards are septuagenarians and are 
  far from their prime, but they were skilled 
  and loyal soldiers once. They wear cere-
  monial silver brigandine with a feathered 
  silver helmet. They have silver axes and 
  they keep wicker shields painted with fan-
  tastic scenes in the royal chambers in case 
  of attack.
   
  Hawk Knights 
  To be a Hawk Knight requires a lean build 
  and short stature. Their build is similar to 
  that of racing jockeys, fit but slim. Despite 
  their massive size and the low gravity, a 
  War Hawk cannot carry most full sized 
  neanderthal warriors. Even the Hawk 
  Knights wear specially made linen armour 
  (AC as leather) and carry only quivers of 
  silver tipped darts and a ceremonial sil-
  ver dagger. There are currently 10 Hawk 
  Knights of Bwang-Quos in Hawk’s Peak 
  and 4 allied Hawk Knights from two 
  neighbouring cities (several weeks flight 
  away) with less valuable ceramic darts and 
  ivory daggers. 
  Ovar-Ghul , Emissary from the 
  under-ocean
   Ovar-Ghul is an Emissary brought on the 
  back of a spare hawk from the subterra-
  nean realm under the southern glaciers 
  known colloquially as the “Cannibal Cav-
  erns”. It is a massive labyrinth of aban-
  doned mines around an underwater sea 
  warmed by great hydrothermal vents. Its 
  endless passageways are filled with phos-
  phorescent fungal forests and mutated 
  beasts escaped from the laboratories of 
  the Alien Wizards. The people who dwell 
  there have pale skin and poor eyesight, 
  and through the necessity imposed by 
  that harsh land have adopted cannibalistic 
  practices and draconian laws. They view 
  the Alien Wizards as evil demons and 
  have always born great enmity towards 
  Bwang-Quos (and vice versa).
  Ovar-Ghul is a small elderly scholar from 
  those lands who has agreed to hear the 
  tales of woe from the Princess and to also 
  discuss an alliance against this new threat. 
  He is using this rare opportunity to act as 
  a spy but also has a great deal of curiosity 
  about the nature of the conquistadors and 
  any other being from Earth.
  
  39
  Cultures of the Moon of 
  Nibu
  Royalty
  The Royalty of Bwang-Quos (and most 
  of the civilized cities) view themselves as 
  a higher form of being than the masses. 
  Traditionally they see themselves as not 
  only a different species, but as living demi-
  gods. Portray them as a mixture of Incan 
  royalty with strong sumptuary laws that 
  prevent any but them (or the royal guard) 
  from wearing or using silver. They have 
  many harsh laws about interaction with 
  the lower classes: No touching, no direct 
  eye contact, no allowing your shadow to 
  touch them.
  Those still in in the city are all Christian 
  converts (or dead) but still try to maintain 
  many of the previous rules (that work in 
  their favour) in a syncretism with new 
  Christian beliefs.
  The Hawk Knights
  One of the few methods of social advance-
  ment of any sort is the life of a hawk-
  knight. Anyone of the right build, skill, 
  and bravery could become a hawk-knight, 
  though it is usually pretty much a heredi-
  tary title. Hawk-knights are obsessed with 
  personal bravery, martial skill, and most 
  importantly their reputation of those two 
  qualities. They are prone to braggery and 
  risking their life if called on their boasts. 
  Portray them temperamentally as French 
  musketeers mixed with Polish winged 
  lancers.
  Urbanites
  Previously those living in the city had to 
  adopt an almost monkish lifestyle when 
  out of the home. Simple robes, silent con-
  templation, and diligent toil. Since the 
  Conquistadors took over the city has be-
  come much more bustling and a relative 
  hive of commerce-based greed and lib-
  appendix
  j
  
  40
  ertine behaviour. Many urbanites give at 
  least token nods to Christianity for legal 
  and economic benefits. They can be por-
  trayed as pretty much any people recently 
  liberated from an oppressive regime be-
  fore the new oppressive regime has really 
  had time to enforce the new rules, same as 
  the old rules.
  Rural
  The rural commoners are superstitious 
  with a strong moral and philosophical 
  code that would be viewed as stoicism on 
  Earth. The rule of Bwang-Quos is seen as 
  more of a natural phenomenon like the 
  changing of the seasons rather than a spe-
  cific political regime. Tribute goes into the 
  city and destruction flows out if local or-
  der is not kept. Unless they are mobilized 
  to fight in a war against Ice Barbarians that 
  is the limit of most rural interaction with 
  the city. While they are all superstitious to 
  the core, the further from the city one gets 
  the more independent-minded the people, 
  and the more likely they are to ignore the 
  city and its edicts.
  Ice Barbarians
  There are a multitude of different clans, but 
  they do share some rough cultural similar-
  ities. They have animist belief structures 
  with superstitious fears of anything relat-
  ing to Alien Wizard activity. This leads to 
  the consideration of areas tied to those 
  ancient beings as taboo. The clans are ma-
  triarchal and culturally very conservative. 
  The Cave Bear Clan has been opening up 
  culturally since the Great Peace, but the 
  Mammoth clan is doubling down and 
  turning inward.
  The Cannibal Caverns
  Those from the cannibal caverns have a 
  very pragmatic and comparatively mate-
  rialistic view of the world. They consider 
  the gods of Bwang-Quos as meddlesome 
  devils and view their own god as an amor-
  al being to be placated in exchange for in-
  difference to their society and a mild set of 
  protections against the powers of foreign 
  gods. The caverns are very resource scarce, 
  leading to a very rigid and draconian soci-
  ety with strict population controls and ex-
  tremely tight limits on food export. Leav-
  ing the caverns requires paying a tax equal 
  to twice your bodyweight in food.
  
  Text © 2019 Zzarchov Kowolski
  Issued Under Exclusive License
  Published by
  www.lotfp.com
  LamentationS
  of the
  Flame PrincesS
  Printed in the United States
  First Printing: 500 copies
  LFP0062
  Print 978-952-7238-31-8
  PDF 978-952-7238-32-5
  Sometime in the future, over a thousand years since mankind 
  first set foot on the moon, a robotic probe will offload its fu-
  sion ramjet and coast into a distant star system, its ancient 
  computer systems powering on to scan the system for poten-
  tially habitable worlds.
  Its sensor suite will contain instruments undreamed of by any 
  man alive today, but when the beam of its all powerful com-
  munications array reaches the nearest listening station several 
  decades later with details on one of the moons of the system’s 
  gas giant it will detail the prior presence the one thing NO 
  ONE expects.
  This book describes a time over fifteen hundreds year prior to 
  that day, shortly after the Catholic church first reached the ice 
  moon of Nibu.
  
SOURCE: textdata/thevault/Lamentations of the Flame Princess/LotFP Adventures and Settings/Barbarians of Orange Boiling Seas (LotFP).pdf