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(Setting) Creatures of Mishna

The document is a guide for the Advanced Fighting Fantasy Roleplaying Game, detailing the mysterious Island of Mishna, its history, geography, and inhabitants. It includes descriptions of eighteen new creatures native to the island, along with encounter and treasure tables for gameplay. The author, Benjamin Quinton-Bottley, aims to expand the lore of Mishna for adventurers seeking new challenges in the game.

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0% found this document useful (0 votes)
333 views22 pages

(Setting) Creatures of Mishna

The document is a guide for the Advanced Fighting Fantasy Roleplaying Game, detailing the mysterious Island of Mishna, its history, geography, and inhabitants. It includes descriptions of eighteen new creatures native to the island, along with encounter and treasure tables for gameplay. The author, Benjamin Quinton-Bottley, aims to expand the lore of Mishna for adventurers seeking new challenges in the game.

Uploaded by

jj.scribd
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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1

Arion Games

Creatures of Mishna
For the Advanced Fighting Fantasy Roleplaying Game

Benjamin Quinton-Bo�ley

Incorporating elements derived from the original Advanced Fighting


Fantasy books wri�en by Marc Gascoigne and Pete Tamlyn

The Island of Mishna lies in the middle of tractless oceans far to


the west of the continent of Khul, and has rarely been visited by
explorers or adventurers from more se�led and populous lands.

Within this book you will find:

* A description of the Island of Mishna


* A brief history
* A all-new map of the Island
* Eighteen ALL NEW creatures to meet
* Mishna-specific encounter tables
* Treasure Tables

REQUIRES THE ADVANCED FIGHTING FANTASY 2e RPG


2

This Edition Print: 2020

Fighting Fantasy is © Steve Jackson and Ian Livingstone all rights reserved
Fighting Fantasy, including the Fighting Fantasy shield, is a trademark of Steve Jackson and Ian
Livingstone and is used under license

Advanced Fighting Fantasy is © Steve Jackson and Ian Livingstone all rights reserved

Cover Illustration is © 2015 Dean Spencer, used with permission. All rights reserved.
Internal illustrations are © copyright John Kapsalis & Graham Bo�ley

Steve Jackson and Ian Livingstone hereby assert their moral right to be identified as the authors of
Advanced Fighting Fantasy in accordance with the Copyright, Design and Patents Act 1988.

No part of this book may be copied or reproduced without express wri�en permission from the
copyright holders.
3

CONTENTS

Introduction 4

The Island of Mishna 5

The Creatures of Mishna 8

Encounter Tables 18

Treasure Tables 20
4

INTRODUCTION AUTHORS NOTE


The mysterious island of Mishna lies far to the south This book is the start of making this currently
west of Khul in the midst of the Black Ocean. Far unknown island a new place to explore.
from any trade winds or helpful currents, few have
visited this island, and even fewer have returned to tell I enjoyed reading the Advanced Fighting Fantasy
the tale. books, and noticed that there was very little known
about the island. So I decided to create some history,
However, that does not mean that some intrepid band monsters and wonderful animals and dinosaurs to live
of Heroes might not one day make the treacherous there. It will be a little island for the best adventures
journey and disembark on a lonely beach, intent on because the monsters might not like you disturbing
exploring this mysterious land. In the event of that them!
happening, this book will prove very useful to the
Director as it describes the most common denizens of There are vast plains, marshes and dense jungles for
that land. Some are deadly dangerous, some irritating you to explore. If you like reading the AFF books then
and some may even be helpful! you may want to set some of your adventures on this
island. There will hopefully be more books about the
So, for a campaign that sees the Heroes teleported far history of Mishna, and maybe more beyond that!
from home, or one that has them blown off course by
a great tempest, or even one in which they set off Benjamin Quinton-Bottley
intentionally to explore new lands, this small book September 2020
will be an essential guide!
5
runs the wide Fork River, all the way to the southern
THE ISLAND OF MISHNA coast.

Mishna is little known to the cartographers and Between the river and the palisade are found fertile
navigators of Allansia and the Old World, and even grassed plains which give way to a sandy desert waste
amongst the sailors of Khul it is little more than a to their south.
legend. The oceanic currents and prevailing winds
serve to drive most ships to the north of Mishna and In the angle formed by the fork of the river and the
its nearest neighbours Marpesia and Kalim. The shore of the lake are found sprawling ruins dating
closest most sailors ever get to Mishna is landfall on back an immense number of years. The identity of
the Shining Islands far to the north. their builders is not known.

Despite the geographic isolation and difficulty of Occupying the entire eastern end of the island is a
reaching the island, and the frequently lethal coral dense jungle. This area has had, at some point, a
reefs that encircle it, humans have evidently reached corridor cleared through it from the river to the coast.
Mishna in the dim and distant past due to the presence
of a native population there. Around almost the entire coast of the island are
extensive coral reefs, many of them forming small
The island itself is almost one hundred miles east to archipelago’s of sandy islands. Although most of
west and roughly half that from north to south. It has these are empty of plants and animals, a few do
a generally warm-temperate climate, although there support life. Although the reefs are heavily populated
are micro weather systems on some parts of the island. with fish and other creatures below the waves, they are
a serious hazard to shipping, and most Mishnan
The western end of the island has coastal plains vessels are small and stay close to shore.
climbing slowly into foothills. This area is fertile and
is home to most of the humans inhabitants of the
island. There are many villages scattered across these The island has been inhabited for millennia. The first
plains, with a large and fortified port town at the to arrive were the Orcs, arriving on crude log boats.
southern tip known as Horn’s Fort. The area to the They spread across the forests and jungles of the
north of the town is somewhat marshy due to the island making small and temporary villages and living
spreading of the Flood River, but this area is slowly a basic hunter-gatherer lifestyle.
being drained.
Next to arrive were the humans, most likely from the
These plains are mostly cut off from the rest of the western shores of Khul. Although small in number
island by a range of low mountains, themselves they founded villages at strategic points, protected by
towered over by the sheer and imposing bulk of palisades and surrounded by farmland and pasture.
Mount Vona. There are passes through these Keeping mainly to the plains and coasts, these human
mountains, but they are rarely travelled by humans. villages generally avoided conflict with the prior orc
At the south-eastern end of these mountains sits Coral settlers.
Port, the only human outpost east of the range.
This relative peace was shattered some decades later
The northern mountains are flanked on the eastern by the arrival of a warlike clan of Ogres. Driven out
side by densely forested hills. This forest is named for of northern Khul by an alliance of enemies, they
the crude settlement at it’s heart: Orc’s Gate Forest. drifted across the ocean on huge rafts until they
This sprawling and rowdy town of humanoids reached the isolated island. Ogre folklore says that
controls the main way through a long, high and Grish, the huge chieftain of the clan stepped ashore,
ancient wooden palisade that stretches from the planted his jagged-edged sword in the sand and roared
northern to the southern coast. Build many years ago the immortal words: “ALL MINE”!
from sharpened tree trunks, this imposing barrier
divides the forest into two halves, and is regularly From the day of their arrival, the Ogres made no
patrolled. attempt to farm or build permanent settlements on the
Island. They took what they needed from humans or
Occupying much of the northern part of Mishna is the orcs, claimed dominion over increasing areas of the
Lost Lake, deep and cold from the mountain rivers island, burned forest or jungle if the mood took them
that feed it. To the north are a range of hills with many and generally caused as much mayhem and
entrances into the Core Caves below, and to the south destruction as they can manage.
6
To begin with, the Ogres were engaged in skirmished The armies of the orcs won more and more of the
with Orcs, Humans and other original inhabitants of battles as time went on, and gradually the western
the island. As the years went on, the Orcs and Ogres crossed the mountain paths to help their
Humans organised themselves, fortified their villages beleaguered brethren.
and camps and raised trained units of soldiers to fight
the Ogre menace. In turn, the prolific and fast One warm autumn day, the massed ranks of the Ogres
growing Ogres did the same until the island was met the allied Orcish tribes on the western shore of the
rocked by pitched battles and the march of booted lake. The Battle of Lost Lake, as told in Human, Orc
feet. and Ogre mythology, lasted three full days and
resulted in piles of the dead scattered across many
As the years wore on, the Humans retreated to the miles. Although the Ogres claimed the day, they
gentle plains to the est of the mountains whilst the feared the numerous Orcs lurking in the distant
Orcs headed westwards to the forests and jungle. jungles and the forests to their rear.
Ogre camps were still found right across the island,
although these still moved frequently, whenever a new To this end, the Ogres retreated to the mountains to
target presented itself. lick their wounds and gather their strength, living in
caves and caverns.
7
The Orcs, seeing their enemy retreating into the The major threat to the Mishnans in recent years has
mountains, gathered every available member of every not been Ogres, but rather a virulent flu spread by the
tribe, and entered into the dense woodland. That bite of the CHEWING FLY. Although remedies for
autumn, winter and spring the forest was a hive of this ailment have been found, none are particularly
activity unnoticed by the Ogres in their mountain effective and each summer many people die of this
caves. disease.

When the first Ogre raiding parties ventured


eastwards that next summer, they encountered a Over the past decade or so, the occasional ship
cleared path through the centre of the forest. Right in carrying Allansian or Khulian adventurers and
the middle of this path was a fifteen feet high palisade, explorers has reached Mishna. These adventurers
constructed of huge sharpened tree trunks buried deep land with hope and arrogance, and march proudly off
in the ground. This first raiding party laughed at what into the mountains, forests or jungle. In most cases,
the Orcs had done and immediately tried to tear it the survivors return within a week or so, board their
down. ship and leave, never to return. In the remaining
cases, the adventurers are never heard from again,
Long before they had a chance to inflict real damage, although the FOREST ORCS sometimes trade
Orc archers appeared on a walkway and easily drove adventurer bones or bits of equipment with certain
the Ogres away. Although the Ogres eventually found brave merchants, especially at the recently built Coral
the gateway in the middle of the wall, they were easily Port on the southern coast, the only Human settlement
repulsed by the hordes of orcs inhabiting the city that east of the palisade.
had formed there.

To this day, an Ogre on the eastern side of the Island


is a rare sight, and not one that lasts of long! Although many creatures common across Titan are
also found on Mishna, there are various beings that are
Within a year or so though, the Ogres instead turned only found on this isolated and mysterious island.
their attentions westward. The Humans there had seen Read on to find out more...
little of the Ogres for some time and their guard was
down. Within three months, the main city in the
centre of the plain had been burned to the ground and
many Humans killed.

In response, Horn’s
Fort was built as a
fortress and capital
on the southern point
of the plains.
Defended by a
surrounding marsh,
moats and high stone
walls, this small city
provided a safe base
of operations from
where the Mishnans
could fight back.

And fight back they


did, forcing the
rampaging Ogres
back into the foothills
and mountain passes.
Watchtowers were set
up to warn of attack
and villages once
again fortified.
8

BLACK RHINO CAVE HOG


SKILL: 8
SKILL: 6 STAMINA: 11
STAMINA: 13 ATTACKS: 1
ATTACKS: 1 WEAPON: Large Bite
WEAPON: Medium Horn ARMOUR: Medium
ARMOUR: Medium DAMAGE MODIFIER: +1
DAMAGE MODIFIER: - HABITAT: Caves
HABITAT: Plains NUMBER ENCOUNTERED: 1-3
NUMBER ENCOUNTERED: 1-4 TYPE: Mammal
TYPE: Animal REACTION: Hostile
REACTION: Neutral INTELLIGENCE: Animal
INTELLIGENCE: Animal

The CAVE HOG is a bigger cave-dwelling version of


Encountering a BLACK RHINO is very rare, as they the standard WILD BOAR. Though they eat the slimy
have been endangered since the War of Mishna when algae that grows on cave walls, their meat tastes
they were used as cavalry for the FOREST ORCS and absolutely delicious. They are tough to fight on your
were later hunted for their meat by the same orcs who own, with all that thick hide and razor-sharp tusks, but
like to eat juicy Rhino steak. BLACK RHINO live on if you get a pack of SAND RAPTORS to help you,
the vast plains in the centre of the island and are one could easily make a feast for you and your friends
usually found alone. They do sometimes get together to heal your STAMINA.
in pods of 4. They like rolling in the mud once a day
to keep off CHEWING FLIES which pester them all You will recognise them by their orangy-brown coat
the time. and a row of sharp quills running down their neck and
spine. Their tusks are large, and can do a lot of
damage. I would suggest a hog-spear, a long and very
sharp weapon that you hold out in front of you, so that
when they charge, they are impaled upon it, hopefully
ready to be eaten.

You can tame them with special Rhino Treats, which


you can make by combining a TREE MONSTER’s
vine, two handfuls of waterweed from the lake of the
lost and a chunk of one of the huge fungi from the core
caves. It will be a dangerous mission to collect all of
these, but it will be well and truly worth it. Once you
have given some to a rhino, they will be very loyal to
you and will fight whoever harms you.

They are one of the most spectacular sights at sunset They have no special abilities, but even if they did,
as the orange light glows on all of the cracks in it’s they would be too dumb to control them. You cannot
skin, illuminating it in a velvety orange glow. These outrun a CAVE HOG but you should be intelligent
need protecting, and, with the help of human enough to out-smart one...
adventurers like yourself, they could make Mishna a
better island.
9

CHEWING FLY CORAL MERMAID


SKILL: 5 SKILL: 12
STAMINA: 1 STAMINA: 6
ATTACKS: 1 ATTACKS: 1
WEAPON: Small bite WEAPON: Magic Trident (uncommon)
ARMOUR: None ARMOUR: Light
DAMAGE MODIFIER: -1 DAMAGE MODIFIER: +2
HABITAT: Everywhere on Mishna HABITAT: Sea
NUMBER ENCOUNTERED: 3-18 NUMBER ENCOUNTERED: 2-12
TYPE: Insect TYPE: Humanoid
REACTION: Unfriendly REACTION: Friendly
INTELLIGENCE: Animal INTELLIGENCE: Average

With a bite like the sting of a huge wasp, CHEWING CORAL MERMAIDS are a peaceful sub-species of
FLIES pester anything living that they come across. MERMAIDS. They will only attack sea monsters that
Not very tough individually, but hard to hit, they can are threatening to eat them. They have the upper-torso
be found in swarms of up to 18. They build huge nests and head of a human and the tail of a red-green fish.
under rotten trees, so the eastern jungle especially is They usually have red hair, but are rare few have
crammed with them. Luckily, THORNY FROGS see golden hair. They live in vast giant clam shells and
them as a delicacy and will eat them for you, so if keep pets, which are usually seahorses, giant crabs
travelling through forested areas, I’d advise keeping and turtles.
one as a pet.
They will trade for
The size of a child’s fist, these flies can be very items made of iron
dangerous. They are however, useful in one way, as and wood, for fish,
they produce Fly Silk, which can keep you toasty and coral, pearls, and
warm in even the coldest of climates. magic shells. They
will usually offer
It is possible to keep a few in special fly cages, so that to help if you are
they will rapidly produce enough silk to make a coats hungry or in need.
in just a day. In addition to keeping you warm, this They eat fish, kelp
coat allows you to see in slow motion, just like the and seaweed.
CHEWING FLY itself, so that you can easily escape They have a king
from any attacks. Wearing one of these Fly Silk Coats or queen to rule
adds a +1 bonus to all Dodge rolls, including damage them.
reduction rolls in combat.
They can breath
underwater and
can speak to
underwater
animals and
humans. They will
play with dolphins
and whales and
are known one of
the most friendly
creatures on the
island of Mishna!
10

CORE SERPENT FOREST ORC


SKILL: 11 SKILL: 7
STAMINA: 14 STAMINA: 8
ATTACKS: 1 ATTACKS: 1
WEAPON: Large Bite WEAPON: Sword, Small Bite
ARMOUR: Heavy ARMOUR: Chain
DAMAGE MODIFIER: +1 DAMAGE MODIFIER: +1
HABITAT: Caves HABITAT: Forests, Jungle
NUMBER ENCOUNTERED: 1-2 NUMBER ENCOUNTERED: 4 – 9
TYPE: Reptile TYPE: Humanoid
REACTION: Hostile REACTION: Hostile
INTELLIGENCE: Animal INTELLIGENCE: Low

If you are brave enough to enter the Core Caves, you


will surely meet at least one of the terrifying seventy A very dumb but a brutal enemy, FOREST ORCS are
foot long CORE SERPENTS. They are easy to see in dangerous in large numbers. They wear leather rags
the dark caves as their tough scaly skin glows a bright under their stolen chain mail armour and have dark
shade of green and gold. They have very sharp fangs green striped skin for camouflage. They have two
which they use to tear away chunks of tasty CAVE wide pointy ears and short, sharp tusks. They either go
HOG, but also other creatures such as adventurers like out in hunting parties of up to 4 or war bands of up to
you. eight.

On one day each


year they go
deep down to a
sacred cave to
celebrate. On
this day, known
as Orc’s Day on
the 9th full moon
of the year, they
celebrate with
strong orc ale
and cauldrons of
stag stew. This
is a chance to
get through the
great Orc’s
They are tough to fight, but because of their size, it is Gate, as the
fairly easy to land a blow on these creatures. There is guard will not
one easy way to keep them at bay though. Very be there for one
strangely, they seem to hate other snakes. Even if they whole night.
are in mid-fight, they will break away to fight the other
serpents. You will sometimes find a subterranean They have no
anaconda roaming in the smaller tunnels and though special abilities other than their stealth (+2 to hiding
they themselves are a 30 foot long killer, they can be attempts in the forest), are rarely merciful and have
used to distract the larger snake. brute strength in numbers. To fight a band of these
terrible foes, you must have a strong sword, a good
CORE SERPENTS have two special abilities. Firstly, shield and a heart of steel.
they can sense nearby living creatures, even through
walls. Next, they can tunnel slowly through stone if
they need to so any intervening walls don’t matter to
them. If you are willing to fight one, I do warn you, be
careful...
11
Once they have spotted you, they will follow you as
LAVA OGRE far as the Orc’s Gate, for unknown reasons dating
back to the war of Mishna. They are mostly found on
and near Mount Vonar, the biggest and only volcano
SKILL: 6 in Mishna. They hate all FOREST ORC’s and will
STAMINA: 14 attack them on sight.
ATTACKS: 2
WEAPON: Fists These creatures have two special abilities; they are
ARMOUR: Medium immune to all fire damage, both natural and magical.
DAMAGE MODIFIER: +2 Also, once defeated, some can split their rocky
HABITAT: Mountains enclosure and become a normal ogre, though in this
NUMBER ENCOUNTERED: 1-2 flesh and blood form they are still immune to fire
TYPE: Magical Creature damage.
REACTION: Unfriendly
INTELLIGENCE: Low

LAVA OGRES are a large, walking lump of Molten LORD OF THE LAND
rock and lava. They are not very clever, but have a
hard rock outer case. They are found in ones or twos SKILL: 12
roaming around near lava pools. STAMINA: 18
ATTACKS: 2
LAVA OGRE’s don’t need to eat or drink, nor do they WEAPON: 2 Swords
sleep. So you’ll almost never be safe from them. ARMOUR: Heavy
There is one only one safe place that they never go, DAMAGE MODIFIER: +2
Horn’s Fort which is the western side of Mishna. HABITAT: Everywhere on Mishna
NUMBER ENCOUNTERED: Unique
TYPE: Humanoid
REACTION: Neutral
INTELLIGENCE: High

The LORD OF THE LAND is not someone to mess


with. He can easily absorb damage from attacks and
has many powers that can turn the heart of the bravest
of humans. He has a humanoid form with a hood made
out of a CAVE HOG, a cloak made out of CORE
SERPENT skin and armour made from TREE
DRAGON scales. He otherwise looks human, albeit
very old and weatherbeaten.

The people of the island often belong to a cult who


worship him as a God. The priests of this cult will be
able to swap items like a mermaid trident or enchanted
shell for one of their brilliant scrolls. Some scrolls will
be Dragoneese (see TREE DRAGON) whilst others
are scrolls of spells and sorcery.

He has many powers to explain, but his main power is


transformation. Each turn, he can turn into another
creature found in that location, and still act normally.
You can use the encounter chart in the biome you
encounter him in to see what he turns in to, although
he retains his own SKILL and STAMINA. He may
stay in that shape for 2 rounds maximum. He can also
fire an invisible bow and arrow and summon two
silver swords. He reduces all damage inflicted by 1
12
STAMINA point, even before armour is applied. He
also causes Fear in all enemies, equivalent to the GAK MISHNANS
spell (AFF page 84).
SKILL: 6
The Lord of the Land has no one place of abode, but STAMINA: 8
wanders the island at random. The legends describing ATTACKS: 1
this enigma go back many centuries, and even the WEAPON: Sword, Spear
ruins on the southern shore of the Lost Lake have ARMOUR: Any
carvings that appear to resemble this mysterious DAMAGE MODIFIER: -
being. Some claim that he is a local God of this HABITAT: Everywhere
island, some that he is a manifestation of Logaan the NUMBER ENCOUNTERED: 2-6
Trickster. Either way, he is an incredibly powerful TYPE: Humanoid
being. REACTION: Friendly
INTELLIGENCE: Average

Found all over the island, MISHNANS live in Horn’s


Fort and other settlements and are usually friendly to
other humans. In the wilderness they are found in
groups of 2-6, looking for food or mining for iron ore
in the depths of the core caves. They have dark skin
and narrow faces and brown or black hair.

Their soldiers wear a thick layer of chain mail under a


large iron breastplate. They have a helmet and a shield
with a large unicorn’s horn engraved on it +1 to shield
armour rolls.

They can direct you and help you if you treat them
with respect, and if they consider you worthy enough,
they may even give you an escort to guide you and
help you.

They have very few


magic users, partly
because they
believe that steel
repels magic.
He is generally neutral to those he encounters,
sometimes walking straight through the middle of an Horns Fort, their
encampment or travelling group without even looking main city, is very
around him. Other times he will appear to lend safe from all the
assistance to a person or persons under attack, before other creatures of
wandering away without a word. He does seem to be the island that may
fiercely protective of the island though, and so wanton look to harm you!
destruction or slaughter is likely to be met with
extreme violence.

Several people have, in the past, reported defeating


the Lord through great skill or Luck, and these defeats
have even been independently witnessed. Despite
that, the LORD OF THE LAND seems to reappear a
while later, none the worse for wear, and acting
exactly as he has always done.

Use great care if you meet him, for he is a deadly foe


to face...
13
They never live in pairs and germinate by spreading
MONSTER PLANT huge clouds of foul smelling pollen. If you happen to
breath in the pollen, you will lose 1 STAMINA and 2
SKILL, as the smell confuses with your brain and
SKILL: 5 your senses. A good sleep will recover the lost SKILL.
STAMINA: 12 It is a true challenge to survive meeting one of these.
ATTACKS: 7
WEAPON: Medium Bite
ARMOUR: Medium
DAMAGE MODIFIER: -
HABITAT: Jungle POCTOPUS
NUMBER ENCOUNTERED: 1
TYPE: Plant
REACTION: Hostile (to anything) SKILL: 9
INTELLIGENCE: Animal STAMINA: 3
ATTACKS: 1
WEAPON: Small Beak
The MONSTER PLANT is a terrifying sight with it’s ARMOUR: None
bear-like body, no head, sharp beak and it’s 6 long DAMAGE MODIFIER: -
thorny vines growing out of it’s back. It is many HABITAT; Ocean
different shades of green and has a long tail which it NUMBER ENCOUNTERED: 1-6
uses to curl round trees and to hold prey. TYPE: Mollusc
REACTION: Neutral
They live in the dense eastern jungle of Mishna along INTELLIGENCE: Animal
side the THORNY FROG. They base their territory
around certain trees, and will even attack the tough
TREE DRAGON to defend it. A Poctopus is not usually an enemy to people, it is an
animal that has only one use. They are very strange as
they have an inflated body, small beak and five short,
fat tentacles. They are a pale shade of purple, with
smooth shiny skin. Their arms are of uneven length
and their body has two hug eyes. These creatures
swim about the coral reefs around the island of
Mishna and eat the sea lettuce that grows at the bottom
of the sea.
14
Their main usefulness is that they produce magic ink, Their main habitat is deserts, forest edges and dry
which can be used to write scrolls and enchanted plains. They often go down into shallow caves to eat
books. Although other components are needed, a their food and sleep. They are intelligent, and if you
scroll written with POCTOPUS ink grants the caster a are being attacked by a CORE SERPENT, a pack of
+2 bonus to any casting roll. SAND RAPTORS will be more than happy to help
you...for a price! However, if you don’t keep the
These squid like creatures are harmless to humans and bargain, or you attack them, they may find a meal out
will only fight to defend themselves, but will of you…
sometimes be able to defeat an attacker if they are in
a group, They are rarely dangerous when their on SAND RAPTORS don’t have any special abilities,
their own. but they do have a brilliant sense of smell and sight, so
stay away from an angered raptor!

SAND RAPTOR
SHAGGY HORN-MEN
SKILL: 9
STAMINA: 7 SKILL: 6
ATTACKS: 2 STAMINA: 13
WEAPON: Medium Claws/Bite ATTACKS: 1
ARMOUR: Medium WEAPON: Axe/Sword/Spear
DAMAGE MODIFIER: - ARMOUR: Chain, Breastplate
HABITAT: Deserts, Forests, Plains, Caves DAMAGE MODIFIER: -
NUMBER ENCOUNTERED: 4-7 HABITAT: Caves, Mountains
TYPE: Reptile NUMBER ENCOUNTERED: 2-12
REACTION: Neutral TYPE: Humanoid
INTELLIGENCE: Average REACTION: Hostile
INTELLIGENCE: Average

Very similar to velociraptors, SAND RAPTORS hunt


prey like CORE SERPENTS in small packs. They The race of SHAGGY
have dark purple and green scaly skin and their eyes HORN-MEN are also
are a deep shade of yellow to match their sandy known as “The Warriors of
surroundings. They are actually a form of dinosaur, the Minotaur”. Like their
and like the other Raptors, have a large curved claw namesake, they have the
on their hind foot. head of a bull, which is a
shade of black of brown,
but are smaller and
have the body of a
human. They wield
well-made weapons
and wear thick plate
armour or chain
mail. Depending on
their gender, their
horns are either long
and thin, or small
and wide. They were
a big help to the orcs
during The War of Mishna.

They usually stay on the Eastern side of The


Orc’s Gate and never go near to the great Mount
Vona or Horns Fort. One of each war band will
be a Shaggy Horn-Leader, which has a deer's
head instead of a bull’s head. These rare
commanders have SKILL 9 and STAMINA 16.
15
They have no brilliant special abilities but are very THORNY FROGS stay away from MONSTER
tough to fight. Like with CAVE HOGS you can PLANTS and CORE SERPENTS, both of whom like
recruit the help of a pack of SAND RAPTORS to to make a meal of the frogs. They are not common
help. SHAGGY HORN-MEN can be bargained with and will soon become extinct. You need to help these
if you bring them something of interest, but be careful little creatures if you want them to have a future.
or these bull-headed beasts will turn against you...
An attack with a bite, claw or unarmed attack that hits
a THORNY FROG will inflict 1 point of STAMINA
damage on the attacker.
THORNY FROG

SKILL: 5
STAMINA: 4
ATTACKS: 1
WEAPON: Small Bite
TREE DRAGON
ARMOUR: Light (with thorns)
DAMAGE MODIFIER: -
SKILL: 8
HABITAT: Lakes, Forest, Marsh, Jungle
STAMINA: 18
NUMBER ENCOUNTERED: 1
ATTACKS: 1
TYPE: Amphibian
WEAPON: Large Bite/Claw
REACTION: Neutral
ARMOUR: Heavy
INTELLIGENCE: Animal
DAMAGE MODIFIER: -
HABITAT: Jungle
NUMBER ENCOUNTERED: 1
The THORNY FROG is a large green frog which has
TYPE: Reptile
many thorns protruding from it’s skin to protect it
REACTION: Unfriendly
from predators. It is only the size of a small puppy and
INTELLIGENCE: Animal
usually won’t attack you unless you hurt it. There is
normally no need to harm one though, as they do not
produce anything useful or collect treasure.
The TREE DRAGON is an uncommon sight. Despite
their great size they are very hard to spot due to their
camouflage and even harder to defeat as their armour
is as thick as wood. You may be able to do some
damage it’s STAMINA with The woodcutter’s Axe.
Because of their plant-like bodies, these dragons fear
fire attacks and everything made out of lava, like
LAVA GOLEMS.

You can tame them with creeping water weed, which


you’ll find lot’s of in the Lost Lake. They can be very
grateful if you look after them, and may even accept
you as a member of their colony. In this case they can
be very useful at protecting you from CHEWING
FLIES, their favoured food.
16
There is a way to communicate with them, a specific is one major difference to “standard” UNICORN’s
TREE DRAGON language called Dragonese. though; instead of a single spiral horn growing from
However, it is very hard to learn, unless you’ve found it’s forehead, it has a horn growing from it’s nose!
an ancient scroll of Dragonese, which is a rare item They are black when young, then turn gradually white
made by the LORD OF THE LAND who you will when adults, before fading back to grey when old.
have to give something as good as a CORAL
MERMAID’s trident in return for a scroll. They are nocturnal, so only come out during the night-
time and are hard to spot as they can become invisible
Unlike most dragons, a TREE DRAGON will not when threatened. They are sometimes hunted by core
breath any substance, though it will shoot 3 metre serpents, sabre-tooth tigers and lots of other wild
spikes at anyone who angers it. The dragon can fire predators but they are very fast, so are hard things to
one per round, hitting on a 1-3 and inflicting 4 catch. However, it loves a particular plant found only
STAMINA damage, although armour applies. They on the plains, a type of pinky-purple glittering grass.
also take double damage from Fire attacks.
They can see invisible creatures and adventurers
The number one rule how to defend yourself from though, so using the invisibility spell against them is
these creatures is Stay away. useless. MISHNAN UNICORN’s are able to use 1-6
Wizard spells, although these are innate powers rather
than actual spells. In addition, all MISHNAN
UNICORN’s know the Mirror Selves spell (AFF p76)
and Invisibility (AFF p78). All of these powers can be
UNICORN, MISHNAN cast automatically, require no Magic Points and can
each be used once per day.

SKILL: 9
STAMINA: 14
ATTACKS: 1
WEAPON: Medium Horn
ARMOUR: Light UNI-SHEEP
DAMAGE MODIFIER: +1
HABITAT; Plains
NUMBER ENCOUNTERED: 1-2 SKILL: 5
TYPE: Animal STAMINA: 7
REACTION: Neutral ATTACKS: 1
INTELLIGENCE: Average WEAPON: Small Horn
ARMOUR: Light
MISHNAN UNICORNS are a rare species that live on DAMAGE MODIFIER: -
the central plains of Mishna. They were, in years past, HABITAT; Plains
endangered and needed care from humans. But then NUMBER ENCOUNTERED: 7-12
the early Mishnans took them in and cared for them. TYPE: Animal
and even put a Unicorn symbol on their shields. There REACTION: Neutral
INTELLIGENCE: Animal

An ancient magical mixing of a UNICORN and a


normal sheep, these have a white wooly coat and are
found in small flocks of 7-12. There is a major
difference to normal sheep however, they have a horn
and wings! They can fly short distances, much like a
chicken, and their wool keeps you cool instead of
warm.

Some villagers keep a flock as a source of wool and


meat, as it is even more tasty than CAVE HOG meat.
It is better cooked but when chopped thinly it can be
eaten raw.
17
simply taking it’s staff (which looks like an oak
branch twisted with vines) They will do anything to
protect or recover it.

They have a few special abilities. Stealth or


Invisibility are ignored by a WERE-HUNTER. Also,
because of their speed, they add a -1 penalty to the
Attack Total’s of it’s enemies. Finally, they will make
a dense fog in the local area, then, unseen will leap to
the nearest tree, even if it is 20 metres away. Then,
when you are close enough, they will jump on you and
attack...

They have no intrinsic magic, despite the horn and


magic wings, and the horn has no special properties.
They are however a piece of the puzzle to reaching the
coral reefs at the bottom of the Sea of Mishna where
great treasure lies...

WERE-HUNTER
SKILL: 9
STAMINA: 9
ATTACKS: 3
WEAPON: Spear, Medium Claw/Bite
ARMOUR: Medium
DAMAGE MODIFIER: -
HABITAT: Ruins, Forest, Marsh
NUMBER ENCOUNTERED: 1
TYPE: Monster
REACTION: Hostile
INTELLIGENCE: High

The WERE-HUNTER is a dangerous foe. These


hunched humanoids wear a dark shaggy coat and have
a cold sinister hood covering their face. They always
have a swirling mist round their legs and glowing red
eyes peering out. There is only one option to escape it,
fighting! No matter how good you are at hiding, a
WERE-HUNTER will always be able to find you.
They used to live in dark caves until the SHAGGY
HORN-MEN drove them out. Now they live in
densely wooded forests and although they will eat the
berries and fruit that grow on the trees, they mainly eat
venison they catch using sharp twigs and clever traps.

Be careful if you stumble upon one of their traps. It


will thrust a large spear upwards, which, if you were a
deer, would impale you. However, there is a way to
stop them hunting or attacking you, and that is to
18
Forest
ENCOUNTER TABLES 2D6 Encounter
The tables presented below provide a way of 2 Great Ape @
randomly generated the more common encounters in 3 Giant Moth #
each of the environments present on Mishna. A 4 Wild Boar @
Director can of course use their discretion at any point 5 Were Hunter
to determine what the brave Heroes encounter. 6 Thorny Frog
7 Forest Orc
Encounters in normal type are described in this book 8 Chewing Fly
and ones in italics are described in an earlier volume 9 Sand Raptor
as further marked: 10 Wolf @
11 Fairy #
@ Out of the Pit 12 Lord of the Land
# Beyond the Pit
* Return to the Pit

Plains
Mountains
2D6 Encounter
2D6 Encounter 2 Black Rhino
2 Cave Vampire * 3 Hyena *
3 Shaggy Horn-Men 4 Werewolf @
4 Pegasus @ 5 Chewing Fly
5 Giant Owl @ 6 Mishnan Unicorn
6 Lava Ogre 7 Uni-Sheep
7 Ogre @ 8 Sand Raptor
8 Bear @ 9 Wild Dog #
9 Chewing Fly 10 Mishnan
10 Griffin # 11 Stegosaurus #
11 Mishnan 12 Lord of the Land
12 Lord of the Land

Jungle Desert

2D6 Encounter 2D6 Encounter


2 T.Rex @ 2 Giant Sandworm @
3 Black Lion @ 3 Sphinx *
4 Iguanadon # 4 Camel *
5 Monster Plant 5 Chewing Fly
6 Thorny Frog 6 Giant Lizard @
7 Forest Orc 7 Sand Raptor
8 Chewing Fly 8 Giant Scorpion @
9 Elephant * 9 Serpent #
10 Tree Dragon 10 Sand Squid *
11 Weretiger @ 11 Phoenix #
12 Lord of the Land 12 Lord of the Land
19
Sea Marsh

2D6 Encounter 2D6 Encounter


2 Chewing Fly 2 Were-Hunter
3 Plesiosaurus @ 3 Giant Mudworm *
4 Pteranodon # 4 Will-O-the-Wisp @
5 Giant Snake @ 5 Spit Toad @
6 Coral Mermaid 6 Chewing Fly
7 Shark @ 7 Mishnan
8 Poctopus 8 Thorny Frog
9 Great White Shark * 9 Giant Slug @
10 Tylosaur # 10 Crab Grass #
11 Mishnan 11 Alligator *
12 Giant Octopus @ 12 Lord of the Land

Lake Caves

2D6 Encounter 2D6 Encounter


2 Chewing Fly 2 Sand Raptor
3 Spinosaur * 3 Cyclops @
4 Harpoon Fly # 4 Shaggy Horn-Men
5 Crocodile @ 5 Cave Hog
6 Thorny Frog 6 Gremlin @
7 Piranha @ 7 Core Serpent
8 Giant Dragonfly @ 8 Vampire Bat @
9 Electric Eel @ 9 Giant Hornet #
10 Giant Watersnail # 10 Chewing Fly
11 Water Buffalo * 11 Burrowbear *
12 Dolphin # 12 Lord of the Land

Ruins

2D6 Encounter
2 Demon Bat @
3 Were-Hunter
4 Giant Spider @
5 Chewing Fly
6 Rock Grub @
7 Ape-Dog #
8 Common Imp *
9 Devil Hound *
10 Ghost #
11 Giant Rat @
12 Lord of the Land
20

TREASURE TABLES Fly Silk Coat


Woven from the light but strong silk of the Chewing
The table below can be used to work out what magical Fly, anyone wearing one of these coats will experience
or special items are found as part of a treasure horde time moving slightly more slowly than normal,
on the Island of Mishna. As with any table of this sort, allowing the reactions of the wearer to be faster. The
Director discretion is advised! wearer adds +1 to Dodge special skill rolls and Dodge
damage reduction rolls in combat.
2D6 Treasure
2 Scroll of Dragonese Lava Seed
3 Were-Hunter Staff The lava pits of Mount Vona have strange magical
4 Fly Silk Coat properties, and one of these is the occasional
5 Lava Seed production of small glowing seeds the size of an
6 1-3 Black Rhino Treats acorn, found right at the edge of lava pools. If
7 Jar of Orc Ale swallowed, they inflict 1-6 points of STAMINA
8 Bag of 2-12 Core Serpent Scales damage, but they then cause the persons skin to
9 Mishnan Shield harden like living rock, although burning to the touch.
10 Vial of Poctopus Ink The target has the equivalent of Heavy Armour, takes
11 Tree Dragon Scale Armour no damage from fire or heat and inflicts 1 point of
12 Enchanted Trident STAMINA damage on anyone hitting the swallower
with an unarmed or natural attack. The armour lasts
for one hour before crumbling away.

Black Rhino Treat Mishnan Shield


These large pellets can be used to tame a BLACK Emblasoned with the Unicorn Emblem of Horn’s
RHINO (p8). If one is proffered to an individual Point, these Small Shields grant the wielder a +1
Rhino, Test for LUCK. On a success, the attitude of bonus to armour rolls made with that shield.
the Rhino moves one step towards Friendly.
Orc Ale
Core Serpent Scales This potent brew will restore 2 STAMINA points to
Each scale is about the size of a thumbnail, and glows anyone who drinks a mugful (there are 1-6 mugfuls in
with a dim green-gold light. Ten of these scales a jar). However, the drinker may also suffer
produces light equivalent to a candle, but this light inebriation (roll on the table on p15 of the AFF
cannot be dimmed, even with a Darkness spell or rulebook.
similar.
Poctopus Ink
Dragonese Scroll A small jar will contain enough ink to write 1-3
This scroll appears to have constantly changing magical scrolls. A scroll written with Poctopus ink
writing on it in very organic-looking characters. If will grant the reader a +2 bonus to the casting roll to
unrolled and held in front of a person, any words actually use the scroll.
spoken by a dragon will appear on the scroll in a
language the reader can understand. In addition, any Tree Dragon Scale Armour
words spoken whilst the scroll is presented in this way This armour is usually human sized, and provides
will be understood by any dragon within earshot. protection as Heavy armour, requiring an Armour
special skill of 9. However, fire attacks do double
A person may also study the scroll in order to learn damage to the wearer.
Dragonese, the specific language of the Mishnan
TREE DRAGONs. Were-Hunter Staff
Appearing to be a roughly straight oak staff twisted
about with vines, this item constantly creates magical
Enchanted Trident energy. Each day, it will generate 1-6 Magic Points
Created by certain Coral Mermaid enchanters, these for a wielder to use when casting spells, although the
tridents have a shaft of driftwood and a three-pronged wielder will never know how many points are created
head made of strong coral and the teeth of some great on any specific day.
beast. They inflict damage as a spear, but ignore all
non-magical armour. They will break if the attacker
Fumbles in combat however.

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