Lair of The Mutant
Lair of The Mutant
!a"r#o$#%&'#
()%a*%
Heroes of Adventure
Heroes of Adventure is an adventure game
inspired by classic role-playing games of
yesteryear.
This game is a passion project and was designed
to enable a group of role-playing game
enthusiasts to once again undertake heroic
adventures, explore creepy dungeons and fight
monstrous creatures after a long absence from
the tabletop role-playing game scene.
The game is not intended for sale and has been
published for the community to download and
use for free. The creative commons licence allows
you to modify, hack, build upon and release
Heroes of Adventure material with credit to the
author.
Licence
The Lair of the Mutant adventure text © 2025 by
The Nameless Designer is licensed under CC BY
4.0.
This licence allows you to distribute, remix,
adapt, and build upon the material in any
medium or format, even for commercial purposes
with credit to the author.
All art has been generated by MidJourney with
text inputs from the Nameless Designer.
2
LAIR OF THE
MUTANT
ADVENTURE MODULE
August 2025
Thank you to all the playtesters and community members for helping to
continually develop and evolve this game.
3
INTRODUCTION Defeating the Ant Queen
Adventure Overview
The party do not have to engage the Ant Queen
> Introduction. The heroes are travelling to
but this will leave a growing threat for the future.
Skenrith Keep, a fortified outpost on the
borderlands in the company of Grun, an ex- If the party engages the Ant Queen they will find
soldier and now local trader and his son Reece. she is difficult to beat in a face-to-face encounter
and the players should find alternative ways to
> Hook. During their journey they arrive at a
help overcome the threat. This may include.
local Farm House, to find the farmer Barus (a
known acquaintance of Grun) and his son > Dwarven Munitions. Can be found in the
Jacob are missing. Investigation reveals some upper dungeon level (C9).
livestock have escaped and tracks lead to an > Divine Aid. Solving the statue puzzle to gain
old Moat House in the forest about a mile an edge in a fight (B2).
away.
> Poison. Weaken the Ant Queen by poisoning
> Adventure. The heroes are tasked with the well (her water source) by finding the Rock
finding the farmer and his son and return them Powder and Salt components to create an ant
safely. However, the old Moat House is poison (B1 & B6).
infested with Giant Ants who have been
> Food Supplies. Weaken the Ant Queen by
retrieving food and livestock to feed the
cutting off her food supply and blocking the
fearsome Ant Queen who resides in the lower
activity of the Giant Ants (i.e. killing ants,
dungeon level.
blocking access). However, taking more than one
> Objective. The heroes mission will be to night will result in the loss of Jacob who is
rescue Barus and his son Jacob. In addition tomorrow's dinner.
they may face the threat of the Ant Queen and
> Weaken the Ant army. Depleting the number
her army of Ants.
of Giant Ants under the Ant Queen’s command
(assume 100 in total).
The Setting > Meryn the Hunter. Eastwatch Ranger and
The adventure takes place in the Farlands, a protector of the people of the land. If
place on the edge of a vast wilderness. encountered he will aid the party and will wish to
eliminate the threat of a Giant Ant army.
Skenrith Keep lies to the east, the last bastion of
civilisation in this area. A small number of villages Or… whatever devious plans the players come
are situated in the region. up with!
An ex-soldier and local farmer Barus and his son
Jacob, live on a small Farm House half a day’s Side Quests & Distractions
travel west of Skenrith Keep. > Thelana-Ki. An Elven hunter who is searching
The old Moat House was built as a nobleman’s for an ‘artefact’ (unbeknownst to her this is the
residence during the time of the empire. It has Chaos Stone) which was said to be lost here. She
fallen into decay over the centuries and lies may aid or evade the party.
partially hidden a mile north of the Farm House. > Tattooed Man. A former elf now transformed
into undead form who murmurs unintelligibly,
The Rescue may be discovered locked in the cells beneath
the Moat House. He is the zombified remains of
> Jacob. Has been captured by the Giant Ants the legendary Sholtan-Ra a figure of legend
and is held in the lower dungeon beneath the amongst the elves who was imprisoned here
Old Moat House. Players will need to access the centuries ago. His body is marked with tattoos
lower dungeon to rescue Jacob. which is a map of the shadow realm.
He is due to be eaten the next day unless he is > Chaos Stone. This is a dangerous artefact once
rescued. If the players retreat from the Old belonging to Sholtan-Ra and can be used to open
Moathouse for the night then Jacob may be a portal to the Shadowlands. When Sholtan-Ra
doomed. died the Chaos Stone was lost and eventually
The players may be prevented from rescuing swallowed by a Giant Ant which has mutated it
Jacob by the Ant Queen and her army of Giant into its current Ant Queen form.
Ants. > Ralik. A local outlaw who is heading towards
Skenrith Keep for a meet. If encountered he will
look to see what advantage he can gain from the
situation.
4
BARUS JACOB GRUN
PANICKED FARMER FRIGHTENED YOUTH FRIENDLY TRADER
Has disappeared but will be Son of Barus kidnapped by Friend of Barus. Wants to
found injured as the party soldier Ants. Frightened and ensure his friend and son are
arrive at the Moat House. wants to escape. rescued. An old war wound
Wants to find and rescue his prevents him from
son Jacob. adventuring.
5
THE ROAD TO
SKENRITH KEEP
“Winding through the ancient whispering forests, a well-trodden path snakes its
way towards Skenrith Keep, the last bastion of civilisation on the borders of the
perilous wilderness.”
> East Path. Skenrith Keep lies half a days walk > Leaving the Path. Leaving the path and
to the east. heading through the forests risks the party
> West Path. The Town of Bonehill lies 4 days getting lost. Make a Wilderness Survival 15 check
march to the south west. or get lost returning to a point along the path in
2 hours.
SKENRITH
KEEP
MOAT HOUSE
1 Hr
Skenrith Trail
FARM HOUSE 2 Hrs
½ Hr
BONE HILL
Wilderness Encounters
When the players journey between destinations on the hex map, roll a d6. A random encounter
occurs on a result of a 1. Roll d6 on the table below to determine what is encountered.
RANDOM ENCOUNTERS
d6 Encounter Result
1 Giant Ants, a group of soldier ants have been sent to scavenge for food for their Ant Queen.
Tracks may lead back to the Moat House (pg. 10).
2 Outlaws, members of a notorious local group of outlaws known as Grevan’s Band are lying in
wait to ambush travellers (refer to Monster Compendium, Bandits pg. 19).
3 Wolves, you hear the howling and barking of wolves close by (refer to Monster Compendium,
Wolves pg. 201).
4 Lone Traveller, is making his way in the direction of towards Skenrith Keep. He is poorly
dressed and appears down on his luck. His name is Ralik (pg. 5) and he is an outlaw.
5 Merchants Convoy, two wagons with a merchant and four guards are heading towards
Skenrith Keep along the trail with goods to sell (refer to Monster Compendium, Common Folk
pg. 39 and Guards pg. 113).
6 Meryn, a middle-aged but vigorous man approaches and waves. He is a member of the
Eastwatch Rangers patrolling the area (pg. 5).
(Monster & Non-Player Character statistics are detailed on pages 22 & 23).
7
BARUS’S FARM
“A small wooden farm house of sturdy construction. To the right is a large
wooden barn and to the left is a small well and storage shed. You can hear the
sounds of agitated livestock from behind the farm.”
C
A
F
D B
TO SKENRITH
TRAIL
FARM
A3 A5 A4
A2 A1
FARM HOUSE
9
THE MOAT HOUSE
“The once grand moat house now stands in ruin, its decaying walls draped in ivy and moss due to
centuries of abandonment.”
10
GIANT SPIDERS
GIANT ANTS 25%
B10 B10 B10
B17
B16
B11
B6
B7 B8 B9
DOWN C1
GIANT SPIDER
B12
B5
UP B16
B13
GIANT ANTS 25%
B17
B4
B2 B14
B3
UP B16
B15
B16 GIANT ANTS 25% B16
B17
B1
BARUS
MOAT HOUSE
RANDOM ENCOUNTERS
d6 Encounter Result
1 Giant Fire Ants d4, hunting a breach into their lair.
2 Giant Fire Ants d4, patrolling the area.
3 Giant Ants d4, foraging for the Chaos Ant Queen.
4 Giant Spiders d4, spinning webs, setting traps.
5 Ralik, looking for treasure or an opportunity for gain.
6 Meryn the Hunter, investigating ant tracks.
(Monster & Non-Player Character statistics are detailed on pages 22 & 23).
11
B3. Stables > Salt. Can be used as a part of an ant-poison.
“The stable doors are broken and swing with > Wooden Crates. Contains old rotten
the breeze. Inside are some old filthy horse equipment. Following items can be salvaged;
stalls and a working area with some rotten torches (6), tinderbox (2), candles (10) and a rope
barrels old tools and a large chest.” (50 feet).
> Tools. Searching the area reveals the rotten
remain of old horse feed and various old tools B7. Guest Rooms
including; brushes, rake, shovel, wheel- barrow,
“A set of ransacked guest quarters each
pick-axe, buckets, hand axe scattered about. All
containing bare furniture and assorted clothes.”
are in poor condition.
> Clothes. A brief search reveals old clothes and
> Chest. Closed but not locked and contains;
rags and one random item of loot (pg. 21) per
pick, hammer, knife, nails, horseshoes and
room.
bandages. All considered average quality.
12
B11. Storage Area B16. Towers
“The room is a storage area with wall-to-wall “Each tower is rubble strewn and damaged
wooden cupboards which are damaged and with a collapsed walkway linking the towers. A
splintered. Piles of wood are stacked neatly sealed wooden crate is stored at the top of
against the wall”. each tower.”
> Cupboards. Searching the cupboards reveals > Walkway. Leads around old the Moat House
tattered clothes. and is accessible by stairs from the courtyard
> Tattered Clothes. Searching the tattered (B2). Torch-holder brackets are fixed to the wall.
clothes reveals an old treasure map scroll tucked > Wooden Crate. Contains lanterns (4), oils (10),
in a cloak’s inner pocket. tinderbox, hunting horn, crossbows (2) and 100
> Treasure Map. Can be used as a future bolts.
adventure hook.
> Wood. Examination reveals 2x units of B17. Small Tunnels
Feywood and 2x units of Iron Wood. “The dried moat contains various piles of earth
on the ground which has fallen from small
B12. Library tunnels buried into the earth and leading down
under the Moat House”.
“A ransacked room containing desk, overturned
chair and bookshelves with tattered books. The > Tunnels. Searching the rest of the moat reveals
eastern outer wall has collapsed and the floor is more small tunnels leading underneath the Moat
covered in rocks, stones and debris.” House into the upper dungeon levels (North
tunnels lead to C2 & C3, West tunnels lead to C2
> Bookshelves. Examining the books reveals & C14 and South tunnels lead to C5). The tunnels
stories, poetry and songs (10 books can be are large enough for an un-armoured person to
recovered undamaged and valued at 100 sp crawl through with a small weapon.
each). They are written in the Sentran language.
> Giant Ants (d4). A small group of Giant Ants
(pg. 22) may be encountered coming in or out of
B13. Servants Quarters the tunnels 25% of the time.
“Each individual room contains a bed with
rancid bedding and furniture such as
cupboards, drawers, desks and chairs. The
rooms are dirty, dusty and cobwebbed.” The Blessing of Suunos
> Furniture. Searching the furniture just reveals (Statue, Rare, Magic, Holy Power, 3 uses)
tattered clothes. “An eerie stone statue of a regal but kindly-
looking man holding a golden staff which is
B14. Servants Quarters missing the staff head. The statue is imbued
with power and softly radiates when bathed
“The rooms are dirty and dusty and contain in direct sunlight.”
bare furnishings in poor condition. Cobwebs
hang from the ceilings.” > Statue. The artefact comes in three parts; a
stone statue of a deathly looking man. A
> Furnishings. Rooms are generally empty and starlight gem (iridescent gem, 500 sp) hidden
devoid of possessions. One random room has a on the ground underneath some debris a few
large chest containing; leather armour, feet away and a Golden Sun shaped staff head
shortsword (gladius style); metal helmet; faded (250 sp, located at C10).
red cloak and a hand axe.
> History. Discovered by the Sentran Empire
centuries ago and brought here. The statue is
B15. Baths heavy but can be moved allowing sunlight to
“A bathing area containing free-standing baths activate it at different times.
containing dregs of green water, cupboards and > Use. When sunlight is beamed through the
a fireplace.” Golden Sun staff head at 12 noon it strikes the
> Cupboard. Contains old blankets and metallic gem on the ground. Everyone standing within
jugs. close proximity will receive the blessings of
Suunos and gain advantage on their next three
> Fireplace. Old kindling, metallic pans for actions.
heating water; iron poker located nearby.
13
UPPER DUNGEON
“The dungeon is dark, dry and light sources are required. Some constructed rooms have been
further carved out and expanded by the work of some creatures which has left the ground
covered in loose rock, earth, mud and sand.”
C2 GIANT ANTS
C3
C1
UP B6 TATTOOED MAN
UP B17 THELANA-KI
C10 C8
C11
C9 C13 DOWN D1
UP B17
C7
C14
C12 C15
GIANT ANTS
C4 C5 GIANT FIRE ANTS
C6
UP B17
UPPER DUNGEON
RANDOM ENCOUNTERS
d6 Encounter Result
1 Ralik, looking for treasure or an opportunity.
2 Giant Fire Ants d4, patrolling the area.
3 Giant Ants d4, foraging for the Chaos Ant Queen.
4 Giant Spiders d4, spinning webs, setting traps.
5 Thelana-Ki, searching for the Tattooed Man.
6 Meryn the Hunter, investigating ant tracks.
(Monster & Non-Player Character statistics are detailed on pages 22 & 23
15
C7. Chamber with Holes C10. Prayer Room
“The floor here is dirty; several small holes have “The room is dusty and covered in cobwebs,
been dug into the ground and surrounded by four statues stand silently in alcoves facing
small piles of earth; a passageway leads down towards a stone altar near the west wall”.
into darkness.” > Statues. The four statues represent the four
> Holes. These are too narrow for people to fit. Gods as follows; tall fatherly figure is Suunos the
Searching these reveals d4 fragments of silver Sun God. A tall motherly human is Reeva, Mother
ore (value 2d20 each). Earth. The human male with a skeletal face is
> Passageway. Leads down to the level below Kadmos the Death God and a human female with
(D1). a veiled face is Morraine the Mysterious.
> Altar. The stone altar is adorned with candles
and a goblet. Old worn prayer mats lay in front.
C8. Small Room There is a hidden compartment underneath the
“The floor is covered with stone mosaic tiles, heavy lid that slides off (contains 3x incense
doors lead west, south and east. There is a powders and the Golden Sun Staff head (this is
burning smell within the room.” required to complete the statue puzzle at (B2).
> Tiles. Examination of the tiles shows the
ground is covered with the charred remains of C11. Sparring Room
some boney creature (exploded fire ant remains).
“The floor is comprised of mosaic tiles of
different shades; some weapons hang from the
C9. Vault wall and there is a strange burning smell. A
“The door to this room is locked. If opened the cloaked figure is huddled over another body
room contains two large wooden crates and lying on the ground at the far end of the
weapons racks.” room.”
> Door. Locked requires target 15 check to open > Weapons. Weapon Racks contains spear (1),
or the Silver Key (can be found in C15). short-sword (1), longsword (1), shortbow (1),
arrows (20) and a mace (1). All weapons are
> Weapon Racks. Holds spears (10) and wooden blunted and poor quality (reduce damage level
shields (5), all in average condition. by one die).
> Wooden Crate 1. Sealed but can be broken > Cloaked Figure. Thelanna-Ki (see pg. 22) is
open and contains: longswords (10), hand axes huddled over the body of her fallen colleague
(5), shortswords (10), daggers (5, 1 is silver). (Kiatan-Ro). She is wounded from the fight with
Weapons are thick-bladed in the old empire style. some Giant Fire Ants. She carries the Iron Key
> Wooden Crate 2. Sealed but can be broken (B6).
open and contains; crossbows (10),crossbow
bolts (10x batches of 20 bolts).
C12. Pool Room
> Secret. The South West wall contains a secret
panel. It is evidenced by a gap in the wall which “There is a dry pool area in the centre of the
can be pushed inwards to open. This contains room, the floor is covered in dust and loose
two small chests. rock. The floor is stained with dark patches.”
> Chest 1. The first chest is not locked and > Dark Patches. Examining the stains reveals
contains a dwarven inscription (Languages 10 some splattered dried blood. Magic-sensitive
check, words are caution and fire). The contents heroes may feel a faint tingle.
are carefully stored and padded with cloth and > Magic Sensitive. The east wall is actually an
include dwarven incendiary bolts (2x 5 bolts) and illusion. A dispel magic spell (or physical
dwarven shrapnel bolts (2x 5 bolts). interaction) will reveal a small passageway which
> Chest 2. The second chest is locked (target 15, leads to a room beyond (C15).
key lost) and contains; 2 pouches of coins (100 sp
and 50gp). All coins are aged and in the style of
the old empire.
16
C13. Cells The Tattooed Man
“The room contains a number of cells with
> Description. A desiccated zombie of elven
rusted iron bars. The North wall has collapsed
origins with pale blue skin which are covered in
leading to a cavernous chamber beyond. A
strange tattoo markings. Formerly known as
small table and two stools lie outside the cells
the legendary elven wanderer Shotan-Ra who
in front of some hooks on the wall from which
appeared in and out of elven history and lore.
hang some chains and manacles. A faint
murmuring can be heard from the furthest cell.” > History. Shotan-Ra discovered the rifts
between dimensions and the ability to open
> Cells. The first four cells contain a bed, bucket
the portals using a Chaos Stone (his ‘key’).
and some rags. A target 15 or the Rusty Key is
required to open the cells. He explored the Shadowlands where time
moved differently and decades elapsed in the
> Hooks. A rusty key hangs next to the chains.
current realm each time he travelled.
This is used to open the cells.
He was captured and imprisoned by the
> Murmuring. The furthest cell which contains
Sentran Empire centuries ago and left to rot in
the zombified mindless form of the Tattooed
this prison.
Man (see pg. 17 & pg. 22 for statistics) covered
in centuries of dirt and grime. The chaos stone mutated his form into that of
a mindless zombie. The stone itself was lost
and eaten by a Giant Ant which eventually
C14. War Room mutated its form over decades into the
“The door is locked. If the door is pushed you bloated Ant Queen.
hear a soft chime.” > Tattoos. These are actually a map of the
“The room contains a table and chairs. Atop the Shadowlands. Each time Shotan-Ra discovered
table is a dirty, torn map. Some notes are a new path, he would have the directions
scattered around the table and floor.” tattooed on his body.
> Door. Locked, target 10 to open. A tripwire sits
behind the door which activates a bell behind the
door if someone enters. This may alert denizens
in the area (make next random encounter check
at disadvantage).
> Map. Ancient map of the Skenrith region.
> Notes. Describes logistics for an expedition to
a wilderness site in the Sentran language
(languages 10 to decipher some of the notes).
17
LOWER DUNGEON
“Dark, dry and dusty caves carved out by creatures. Fungal plants grow on the walls and the
ground is littered by larvae eggs”.
18
D6
D5
JACOB
ANT QUEEN
GIANT FIRE ANTS
D4 GIANT FIRE ANTS
D3 GIANT ANTS
UP C7
D1
D2
LOWER DUNGEON
> South East Area. The Ant Queen, sits upon a
large mound of brush, debris and bones whilst The Chaos Stone
being attended to by the d8 Giant Ants and Gemstone, Magic, Rare, 20 uses
guarded by the d6 Giant Fire Ants. If killed, the “A fist-sized stone which exudes a sinister
Ant Queens form dissolves to reveal a swallowed energy. Its rough and jagged surface
Chaos Stone artefact. seemingly pulsating, its touch is cold and
> Debris. Searching the Ant Queen’s lair reveals clammy like death itself.”
some items of loot. Roll d6 times maximum on > Powers. Holding the stone in one hand
the Ant Queen Loot Table (pg. 21). allows the wielder to:
• Cast any chaos magic spell at advantage.
D6. Small Chamber • Use the stone as a source of power for
“A small excavated area with loose earth falling spellcasting.
from the ceiling”. • Open an existing portal to the
> Ceiling. Potential hazard as the ceiling is unsafe Shadowlands or back to the current realm.
and people may fall down from the rooms above > Usage. Reduce the power of the stone by 1
(C2 to C3). each time it is used.
> Wild Magic. Occurs on a roll of a 1 or 2
when a spell is cast and the wild magic roll is
made at disadvantage.
RANDOM ENCOUNTERS
d6 Encounter Result
1 Giant Fire Ants d4, hunting a breach into their lair.
2 Giant Fire Ants d4, patrolling the area.
3 Giant Ants d4, foraging for the Chaos Ant Queen.
4 Giant Spiders d4, spinning webs, setting traps.
5 Thelana-Ki, searching for the Tattooed Man.
6 Meryn the Hunter, investigating ant tracks.
(Monster & Non-Player Character statistics are detailed on pages 22 & 23.
19
ENDING THE
ADVENTURE
Experience Point Awards If the Tattooed Man is rescued…
Experience points may be awarded as follows to The Tattooed Man has lost his mind and will need
each member of the party and Non-Player to be secured otherwise his zombie instincts to
Characters. feed will surface.
• Each game session completed (1xp). > Benefit. The tattoo markings on his skin can be
• Jacob was rescued (main objective) (2xp). examined and copied. Players will recognise this
as some form of map but will not recognise the
• Ant Queen was eliminated (2xp). location.
• Destroyed all the Ant Eggs (1xp). > Consequence. A decision will need to be made
• Each level of the Moat House explored (1xp). over what to do with the Zombie.
20
LOOT & TREASURE
ANT QUEEN LAIR LOOT RANDOM LOOT TABLE
d20 Encounter Result d20 Descriptor Item
1 Polished bone (no value) 1 Cursed Skeleton
2 Animal skins (bloodied, torn) 2 Damaged Animal Bones/Part
3 Metal filings (10 cp) 3 Faded Shackles/Chain
4 A broken stone statue (10 cp) 4 Contaminated Item of Clothing
5 A small broken mirror (no value) 5 Worthless Marble
6 Vegetable roots (d4 rations) 6 Disfigured Tile/Brick
7 A dull broken bronze medal (10 sp) 7 Poor Fabric
8 A handful of copper coins (d20 cp) 8 Rotten Tool/Implement
9 Broken short-sword (gladius style) (10 sp) 9 Incomplete Candle Holder
10 Earring (False Gold, 10 sp) 10 Worn Pottery
11 Circlet (Impure Gold, 10 sp) 11 Bulky Bowl/Cup/Utensils
12 Small silver ring (20 sp) 12 Fair Helmet
13 Gold signet ring (10 gp) 13 Decorative Weapon/Armour
14 A handful of gold coins (d10 gp) 14 Holy Trophy/Memento
15 A damaged pearl necklace (50 sp) 15 Large Statue/Ornament
16 Small toy soldiers made of metal (50 sp) 16 Fine Charm/Medal
17 Torn book “The Musings of Aurlax” (50sp) 17 Well preserved Brooch
18 Copper bar ingots (100 sp) 18 Valuable Jewellery
19 Metal Cross with tiny gem (100 sp) 19 Precious Material Coins
20 12” Silver carving of a soldier (150 sp) 20 Mint Gem/Precious Metal
RESOURCES
Greenfoot Fungus Feywood
“Strange, mushroom plant with green-hued “A gifted from the ancient earth trees and
stalk stands. A potential source of sustenance marked with subtle runes, the supple wood is
although tough to consume”. light and flexible.”
> Rarity. Common > Rarity. Rare
> Use. Food (fortitude check or impaired for d4 > Use. Crafting elven bows.
hours)
Iron Wood
Rock Powder “A gnarled branch of wood infused with a
“A dry powdery white substance that can be mysterious, flint-like metal that feels
mixed with other ingredients and used for surprisingly weighty.”
treating mould, mildew or odours. Mixed with > Rarity. Uncommon
salt it can create an insect poison.”
> Use. Crafting wooden items.
> Rarity. Rare
> Use. Poison component.
21
MONSTERS
Giant Fire Ant (Variant) Giant Rat
Insect, Medium, Hive Animal, Small, Instinctive
LVL 3 | HLT 10 | INS 1 | DEF 10 | DR 2 | SKL d6 LVL 2 | HLT 5 | INS 1 | DEF 10 | DR 0 | SKL d4
> Combat. Mandible Claws (d4). > Combat. Bite (d4).
> Climb. May climb surfaces easily, no check > Dark Vision (Range 4): Can see in the dark.
required. > Diseased Bite (d4) (I): On a hit, must also
> Dark Vision (Range 4). Can see in the dark. make a fortitude 10 save or be impaired until the
> Explodes on Death (d6, Range 0). Fire disease is cured.
damage to all those close-by. Agility 10 check to
take half damage. Giant Spider
Arachnid, Large, Instinctive
Ant Queen (Variant) LVL 4 | HLT 20 | INS 4 | DEF 12 | DR 0 | SKL d8
Insect, Huge, Instinctive
> Combat. Bite (d8)
LVL 6 | HLT 40 | INS 5 | DEF 14 | DR 3 | SKL d12 > Climb. May climb surfaces easily, no checks
> Combat. 2x Mandible Claws (d10). required.
> Bile (d4, Range 0). Each time the Ant Queen is > Dark Vision (Range 4): Can see in the dark.
injured it releases some black bile. Make an > Paralysis (I). On a successful hit medium (or
agility 10 check to avoid. smaller) size target must make a fortitude 10
> Dark Vision (Range 4): Can see in the dark. check or be impaired until the end of the
> Explodes on Death (d6, Range 0). Form encounter. On a second successful attack they
dissolves into a sticky slimy pool of a thick oily are incapacitated. Target recovers after the
substance affecting those close-by. Make an encounter.
agility 10 check to avoid. > Senses (Range 4). Can sense the presence of
> Guarded: Always guarded by d8 Giant Ants. any opponents within the area.
> Senses (Range 4): Can sense the presence of > Web (Range 4) (I). On a hit target is caught in
any opponents within the area. a web and unable to move. Must make a strength
> Summon (I): Can summon d8 Giant Ants which 10 check or cut themselves free (web has 5
appear in d6 rounds (up to 10 maximum health) as an action.
summoned creatures in total per encounter).
Tattooed Man
Giant Ant Humanoid, Medium, Instinctive
Insect, Medium, Hive LVL 2 | HLT 10 | INS 1 | DEF 10 | DR 0 | SKL d4
LVL 3 | HLT 10 | INS 2 | DEF 10 | DR 2 | SKL d6 > Combat. Bite (d4)
> Combat. Mandible Claws (d4). > Undead. Does not require sustenance or
> Climb. May climb surfaces easily, no check oxygen and immune to mind control, poison and
required. disease.
> Dark Vision (Range 4). Can see in the dark.
Vine Choker
Bats Plant, Large, Instinctive
Avian, Tiny, Instinctive LVL 2 | HLT 10 | INS 0 | DEF 8 | DR 0 | SKL d6
LVL 1 | HLT 10 | INS 0 | DEF 15 | DR 0 | SKL 0 > Combat. Choke (d6, Range 1). On a successful
hit vines grab an opponent smaller than its size.
> Combat. Bite (d4). Each subsequent round it chokes the target
> Blindsight. Operates without light using other causing d6 damage each round unless they can
senses. break free with a strength or agility 10 check.
> Swarm. Treat as a single entity.
22
NON-PLAYER CHARACTERS
Barus Ralik
“Tall lean man, early 40’s. Retired soldier, lives a “Small unkempt looking man in his late 20’s.
quiet life with his young son Jacob on a remote Describes himself as an ‘out of luck wanderer.’
farm. Shies away from settlements and He is actually a member of the local band of
company.” Outlaws (Grevan’s Band). Has a quick mind and
Glum Human Farmer often acts as the spy for the group.”
LVL 2 | HLT 7 | INS 1 | DEF 9 | DR 0 | SKL d4 Sneaky Human Outlaw
> Skills. Melee Combat, Farming. LVL 2 | HLT 7 | INS 1 | DEF 11 | DR 0 | SKL d4
> Equipment. Battle Axe (d8) > Skills. Agility, Guile.
> Equipment: Hand Axe (d6), Dagger (d4,
concealed), Leather Armour (+2), Treasure Map,
Grun 20 cp.
“Cheerful, heavy-set male, 40 years old with
dark hair and moustache. Walks with a slight
limp.Former soldier, now retired. Honest and Reece
hard-working individual who makes a living “Fair haired youth in his late teens. Works with
running supplies between Skenrith Keep and his father but has little direction in life. Likes to
local settlements with his son Reece.” gamble.”
Friendly Human Trader Disenchanted Human Gambler
LVL 2 | HLT 7 | INS 1 | DEF 11 | DR 0 | SKL d4 LVL 1 | HLT 5 | INS 1 | DEF 8 | DR 0 | SKL 0
> Skills. Melee Combat, Wilderness Survival > Equipment: Dagger (d4), Dice, 10sp, 20 cp.
> Equipment. Shortsword (d6), Crossbow (d8),
Bolts (20), Leather Armour (+2), 20sp.
Thelana-Ki
> Disability. Retired from military service due to
a leg injury (Moves slowly and disadvantage to “Young in elven terms at 60 years old. A skilled
melee, athletics and agility checks). hunter and currently learning the arcane arts. A
member of the elven tribe, she is seeking
knowledge of the legendary elf traveller
Jacob (Shotan-Ra) said to possess a key which unlocks
“Son of Barus. Captured by the Giant Ants. the secret of travel. Considered young and
Frightened and wants to escape.” impetuous by her peers and elders.”
Inquisitive Human Youth Inquisitive Elven Hunter
LVL 1 | HLT 3 | INS 0 | DEF 8 | DR 0 | SKL 0 LVL 2 | HLT 7 | INS 1 | DEF 11 | DR 0 | SKL d4
> Equipment: None. > Abilities. Alertness, Meditative Trance, & Very
Long-Lived
> Skills. Ranged Combat, Wilderness Survival
Meryn > Equipment: Leather Armour (+2),Dagger (d4),
“Friendly grey-bearded man in his 50’s. Vibrant Elven Shortbow (d6, deadly), 20 Arrows, Iron Key,
attitude. Member of the Eastwatch Rangers. Potion of Healing (d6, single use).
Meryn is patrolling the lands outside of
Skenrith Keep.”
Stoic Human Ranger
LVL 3 | HLT 9 | INS 2 | DEF 12 | DR 0 | SKL d6
> Skills. Agility, Ranged Combat, Wilderness
Survival.
> Equipment. Shortsword (d6), Silver Dagger
(d4), Shortbow (d6), 20 Arrows, Leather Armour
(+2), Bedroll, Flask 2x Rations, 20 sp.
23
LAIR OF THE
MUTANT
ADVENTURE MODULE
August 2025
WEBSITE: HTTPS://NAMELESS-DESIGNER.ITCH.IO