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Far to the north of

more “civilized” lands


is the Midden Vale, a
vast and ancient land
once ruled by tribes
of Woldlings before the
kingdoms of Men con-
quered the lands. Duch-
ies and fiefdoms rose
and fell as the nations
waged war, formed alli- they stayed true until
ances, and broke trea- their Last Breath.
ties with one another.
Eventually, the
Amidst all the chaos
kingdoms collapsed.
and strife, a coalition
Some say it was the
of skilled warriors and
constant War that did
scouts was formed -
them in. Others believe
the Order of Rangers.
the Last Woldlings un-
Holding no allegiances
leashed a terrible
to nobles or nations,
curse upon the land.
the Rangers served the
Others still claim it
people, traveling from
was monsters and hor-
settlement to settle-
rors from the ever-en-
ment to provide aid
croaching badlands.
where none could be
Whatever the cause,
found. The peasant-
the Midden Vale became
ry believed them to be
a wild and dangerous
heroes, but the nobles
frontier once more,
cursed them, for few
devoid of any but the
Rangers could be bribed
most basic imitations
or bought. When a Rang-
of law and order. For
er swore their Oath,
a century, there have
1
been no kings or lords al of great skill and
in the Midden Vale, courage - and you have
only the scattered set- sworn your Oath. Now
tlements and the Order your first range be-
of Rangers. gins...

Today the Rang-


ers continue to uphold
their Oath, complet-
ing dangerous ranges in
the wildest reaches of
the Midden Vale and do-
ing their best to keep
the few roads between
scattered settlements
safe and secure from
bandits, brigands, and
worse. They seek out
the Fomorians of the
badlands in hopes that
by taking the fight
there, the giantkin
will spare the villages
and towns farther east.
They hunt the Terrors
lurking deep within the
forests and swamps so
that the men and women
of the Midden Vale can
rest easier at night.

You are one such


Ranger - an individu-
2
3
Rangers of the Midden Vale
Table of Contents

Map of the Midden Vale… … pg. 03


Introduction… … pg. 05
The Midden Vale… … pg. 19
Character Creation… … pg. 33
Playing the Game… … pg. 51
Equipment… … pg. 66
Traveling the Range… … pg. 86
Midden Vale Regions… … pg. 94
Creating Settlements… … pg. 173
Enemies & NPCs… … pg. 195
The Tomb of the Woldling King… … pg. 253
Acknowledgements & Thanks… … pg. 263

Written and Designed by Sean “Mac” McClellan, Art-


work and Character Sheet by Hodag RPG, Layout by
Lathen Bell, Edited by Randi Kennedy, “Tomb of the
Wolding King” Written by Tyler Earnest.

Funded by 344 Kickstarter Backers!

The cover font is “Kodex,” designed by Manuel de


Lignières. Interior font is “Chandler42,” designed
by Steve Mehallo .

Creative Commons Attribution 4.0 International Li-


cense: You are free to share and adapt this materi-
al for any purpose, including commercially, as long
as you give attribution.

4
Introduction
Belcashel is a simple
village nestled between
forest and mountain
where the able-bodied
toil in the mines or
work the forges and of-
ferings of ale and iron
are made to the shrines
of the small gods scat-
tered throughout town.
Life is hard, but good
for those willing to
put in the work. But reliable trade, they
it is not without dan- will not survive the
ger… winter. The Judge has
sent a raven to the
There’s a nearby Warden’s Hall begging
hill overlooking the for aid, and a band of
village, and within Rangers has been dis-
that hill is a cavern patched.
where a small family of
trolls has taken ref- You are the Rang-
uge. Led by a fierce ers… what happens
matriarch, the trolls next?
have been harassing the
people of Belcashel,
killing livestock and
sinking barges laden
with iron ingots. The
villagers grow worried
and fear that without
5
Rangers of the Midden ite, rolling fields of
Vale is about, what shoulder-high amber
else,the bands of brave grass, or bottomless
men and women that have bogs and fens. To the
sworn the Ranger’s west lie the ashen bad-
Oath. They travel from lands - cursed wastes
town to town,village to that seem to encroach
village, doing their deeper into the Vale
best to keep the evils with each passing win-
of the Vale at bay so ter…
that the folks that call
it home can rest easi-
er at night. They fight
monsters, driveoff
brigands, and may even
serve the settlement
as arbiters of justice
should the threats ex-
ist within rather than
without.

The Midden Vale is


inspired by a variety
of historical and fan-
tasy settings, but most
of it comes from Gael-
ic mythology. Imagine a
vast region covered in
forest and woodland oc-
casionally broken up by
towering peaks of gran-

6
The people of the What is it Like to
Vale are hardy and Play?
hard-working - the pro-
verbial salt of the Rangers of the Midden
earth. The fiefdoms and Vale was designed with
duchies of their an- the intention for the
cestors are no more, game to be fairly ep-
forcing each town and isodic: the Rangers
village to rely on only travel through the wil-
itself. There are trade derness, something hap-
caravans and there is pens along the way, and
commerce between set- they arrive in their
tlements, but the wag- destination. More of-
ons are few and far ten than not this puts
between, moving along them in a town or vil-
roads plagued by high- lage of the Vale and
waymen. News trav- the players will spend
els slowly, and often 1 or 2 sessions trying
doesn’t arrive at its to resolve the settle-
intended destination. ment’s problems. Each
session will last some-
Enter the Rangers, where in the 2-4 hour
the last vestige of a range, unless you’ve
long-gone age of pros- got a weekend day off
perity. It is by their and everyone is down to
blades and blood that play longer.
the Midden Vale is kept
safe. Or rather, as The game works
safe as can be… best when everyone con-
tributes and adds some-
thing to the session.
While the Game Master
(GM) might have the fi-
7
nal say, there’s only players know what’s
one of them and even going on in the world
the best GMs run out of around them!
gas from time to time.
Unlike in many
Make suggestions, add
role-playing games,
to the lore and history
it’s not the GM’s “job”
of the world, come up
to plan what’s going to
with interesting char-
happen next. As the GM,
acters that the Rangers
you’re going to create
may encounter down the
(or generate, if you
line. It’s meant to be
prefer rolling dice and
collaborative - no one
checking out tables!) a
person has all the an-
settlement in need of
swers.
help - and don’t worry,
As the GM, feel the rules will explain
free to cut away to how all of that works
scenes and actions your - and from that point
players’ characters onward, only respond
might not know. “High to the actions of the
up in the hills the Rangers. They are the
trolls dig at the back true movers and shakers
of their cave, expand- of each little sliver
ing their lair. Some- of the Midden Vale.
thing glitters in the
For folks already
darkness, catching the
familiar with OSR-style
matriarch’s eye. Her
gaming, Rangers of the
massive fingers wrap
Midden Vale plays pret-
around the object and
ty similarly to Ben Mil-
she pulls loose the
ton’s Knave. In fact,
magickal hammer from
it started out as a
the earth.” Let the
hack of Knave with some

8
inspiration from other tings (or don’t, it’s
games, including some your game!).
of the rules a friend
of mine incorporated
Never Roleplayed
in a Knave campaign he
ran (check out the Ac-
Before?
knowledgements section Generally speaking,
for more information on you and your friends
that). If you’ve played will sit around a
Knave, you’ve played table or use an on-
Rangers. If you’d pre- line chat service
fer to play with the like Discord and
Knave ruleset, the only talk. You’re all
mechanical change you’d working together to
need is to utilize the tell a story about
runes system, as magick these characters
isn’t as prominent in of yours, these
the Vale as it is in Rangers. Their ad-
many other fantasy set- ventures, their
trials, their vic-
tories, and their
defeats. Each per-
son creates their
own Ranger and then
acts as their charac-
ter, making choices and
following through with
actions and generally
speaking for that char-
acter. Anyone else in-
volved in the game can
make suggestions, but

9
at the end of the day vaguely defined at
each player has the fi- best, and that’s large-
nal say on what their ly on purpose. Through-
character does and out this book you’ll
doesn’t do. learn bits and pieces
about this wild land
If you’re the GM,
- its geography, some
however, you’re not re-
history, lore about
sponsible for just one
the Order of Rangers,
character. Every man,
and other items to help
woman, child, Woldling,
flesh out the setting.
troll, and Ranger (ex-
But at the end of the
cept, of course, those
day those are all parts
belonging to the play-
of my Midden Vale and
ers) is yours. You are
you’re not required to
the supporting cast and
play your game there.
you have the last word
Hell, that map on page
on the set pieces where
3? I just like draw-
the action unfolds.
ing maps, use it if
You guide the charac- you want, ditch it if
ters, getting them in- you’ve got your own
volved in conflicts and ideas - you’re probably
describing the conse- a better cartographer
quences of their deci- than I am anyway!
sions - for better or
As your Rangers
worse.
journey from town to
town, you’ll fill in
A Little About the
the blanks as a group.
Vale
Traditions, culture,
The actual setting of norms, taboos, and oth-
the Midden Vale is er details about the

10
people that call the wretched Darrig Fahr to
Midden Vale their home. stave off a mugging or
What do they care about? robbery. Make the Vale
What do they fear? What your own!
are rituals they con-
Now there are some
duct? Which small gods
basic tenants that I
matter to them? Do they
recommend adhering to
pay their respects to
when fleshing out your
Kilneuair, the small
own Midden Vale:
god of yew trees and
bowers? Perhaps they
Magick slumbers.
make offerings to the
While legends tell
Civilization of wise and powerful
doesn’t exist anymore, sorcerers, magick
not really. There’s left the Midden Vale
no centralized govern- with the Woldlings.
ment, no lords or la- Don’t expect a wizard
dies controlling vast to appear and summon
fiefs. While there are a bolt of lightning
scattered trade routes, or a priest to raise
each town and village the dead. Those are
is ultimately on its children’s stories of
own. There was once a time long-forgotten.
a powerful kingdom or Only remnants of magick
perhaps a coalition of remain in the form of
loosely aligned states, enchanted weapons and
but they’re long gone armor and ancient runes
now, leaving only ruins - fragments of once
and scattered pockets great magickal power.
of life.
The Rangers are an
ancient order, they ex-

11
isted when there still
were kingdoms in the
Vale, and they sur-
vived the collapse.
And while they may pro-
tect the people of the
Vale, Rangers are kept
at arms’ length. After
all, they’re a danger-
ous sort, not just any-
one can survive out in
the wilderness! Rangers
know this, but despite
not being fully accept-
ed, they fulfill their
a sense for how things
oaths.
are going to come to-
gether. In a perfect
Before You Play
world, each player will
Each group will need a read the rules as well,
Game Master, or GM, and but I’d settle on them
a handful of players - I reading the “Character
recommend 2-4 of them. Creation” and “Play-
Ranger bands are small ing the Game” sec-
- they travel quick and tions - they should at
they travel light. If least be aware of what
the Order could field they are going to do
an army, they probably and how to do it. Ev-
would. eryone should buy into
the concept - you’re
The GM will need
Rangers going out and
to read the rules in
fighting against the
their entirety and get

12
evils of the Vale. Not and while I’d say the
for treasure, not for GM should handle most
glory, but because you of the work, feel free
swore an Oath and it’s to let players roll
the right thing to do. dice to determine as-
If that’s not the game pects of the settlement
people are looking for, and chime in with lit-
that’s okay - there’s tle details - the more
something out there for they contribute, the
everyone (and there’s a more they’ll care, and
good chance it helped the more they care the
influence how I wanted harder they’ll work to
this game to work!). keep that town safe.

The first settle- You’ll need dice:


ment will need to be d20s, d12s, d10s, d8s,
created - I recommend d6s, and d4s. Sometimes
starting the game in you’ll see a rule that
media res. There’s no says use a d2 or d3 -
tavern where the Rang- just roll a d4 or d6
ers meet up for the respectively and halve
first time. They al- the result, rounding
ready know each oth- up. Ideally everyone
er and have traveled has their own or a dice
through the Midden Vale rolling app, but it’s
together for several okay to share. Each
weeks, if not months, type of die is denot-
already. They’re vet- ed with a “d” and the
erans, already a cut number of sides (ex. A
above the common folk six-sided die is a d6).
in knowledge and skill. If you have to roll
Creating a town is easy, multiple dice togeth-

13
er, you put the num- keep it casual and so
ber of dice before the everyone is excited for
“d” (ex. Rolling two the upcoming sessions.
twelve-sided dice would
During the first
read as “2d12”). If you
session, you’ll need to:
see any rules refer to
a “natural 20” or “nat- • Briefly go over the
ural 1,” that means the setting of the game
result of the d20 roll so that everyone’s
is either a 1 or 20 be- on the same page.
fore any modifiers are Rangers are vet-
applied. erans, so they’re
going to be aware
The First Session of things that the
players might not
It’d be best if every- immediately know
one showed up with an - this is a chance
understanding of the to establish some
rules that matter most of that knowledge:
to them, but that’s talk about some
rarely the case in my of the small gods,
experience (unless maybe highlight a
you’ve played the game settlement or two,
a few times before, and name a major histor-
even then there’s al- ical event or two.
ways that player…).
In most cases, the first • Define the Tenets of
session will feel less the Ranger’s Oath.
like a game and more Starting with the
like laying some ground- Game Master, each
work. That’s to be ex- person at the ta-
pected, so feel free to ble should create a

14
rule or law followed makes their charac-
by the Rangers. Bear ters together - if
in mind that these you’ve got a player
Tenets should be who prepared their
fairly broad - think Ranger ahead of time
“Ten Commandments” that’s fine as long
more so than “Or- as they’re willing
ganization Bylaws.” to adjust some of
After each person their ideas based
has declared one on how the rest of
Tenet, feel free to the band turns out.
go around the table
• Choose a type of re-
an additional time
gion and roll up an
if everyone’s up for
event and encoun-
it. As you play the
ter (but not a lo-
game, the Tenets of
cation - the first
your Order of Rang-
one should be a set-
ers will provide
tlement). This will
opportunities for
get everyone famil-
difficult decisions
iar with the mechan-
and dramatic moments
ics of Rangers of
as the Rangers have
the Midden Vale. If
to balance honoring
you’ve got a batch
their Oath and han-
of veteran players,
dling the situation
feel free to skip
before them.
this step - I trust
• Create characters. you.
Follow the steps and
• Introducethe first
do it outloud at the
settlement and move
table. The game is
right into prop-
best when everyone
er play. The Rang-

15
ers have arrived, freed from their barrow.
now it’s time to do No matter the threat,
their jobs. the Rangers are there
and they can choose to
Each Session honor their Oaths, or,
Thereafter... depending on what lies
before them, they can
As the GM, you’re just
leave the settlement to
going to follow the
their own devices and
Rangers’ stories and
travel elsewhere. The
see where it leads. In
choice is theirs.
every settlement there
is a threat or is- The rules exist to
sue plaguing the peo- help the GM arbitrate
ple and the Rangers are these conflicts. They
the only ones capable help determine what oc-
of resolving it. Some curs on the road from
settlements have a mi- town to town and vil-
nor issue - a dispute lage to village. They
between two families, help generate each set-
for example - but it tlement and provide
could grow into some- ideas as to the types of
thing more deadly if citizens. And finally,
not handled early and they help add weight to
properly. Other settle- the consequences of the
ments may already face Rangers’ actions and
a grave danger - a Fo- inaction.
morian raiding party, a
Terror from deep with- As the game goes
in the forest, bandits on, the players will
ambushing travelers on reveal more about their
the road, or the Dead Rangers. The characters
recently disturbed and might strengthen their

16
resolve and take on Safety Tools
greater threats or they
Rangers of the Midden
might forsake their
Vale is ultimately a
oaths and become little
world where the players
better than the mon-
are expected to go out
sters and brigands they
and face down monsters
swore to fight. Some
- be they fellow hu-
Rangers will be noble,
mans, Formorians, the
others may be well-in-
ranks of the Dead, or
tentioned but weak of
the eldritch Terrors.
heart. They will have
While it’s not intend-
their strengths, but
ed to be a horror game,
they will also have
violence and death are
their flaws. Some will
common and difficult
rise to each challenge,
situations may come up
while others will fall
in the game. In order
and even die. They’ll
to facilitate a com-
each draw a line in the
fortable and safe space
dirt and determine how
for all of the players,
far they’ll willing to
it’s recommended that
go in the name of their
everyone at the table
Oath.
uses X Cards, Lines,
Are you ready? and Veils, as described
below:

X Cards: This is a sim-


ple, but effective rule
to implement. A card
with a large X is placed
on the table where ev-
eryone can reach it (or
each person at the ta-

17
ble can be would rather have “fade
given/make to black” within a game
their own and not become the cen-
card with an tral focus at the ta-
X). If mate- ble.
rial comes

up in the game that


someone finds difficult
or uncomfortable, they
can raise or tap the
card and the game will
be stopped for a short
period of time. People
can discuss what hap-
pened if they’d like,
make the necessary
changes, and resume
play when everyone is
ready. The X Card can
be used at any time and
does not need a justi-
fication; it exists so
players can feel safe
to play the game.

Lines: A “Line” is any


topic that a partici-
pant does not want to
have come up in the
game.

Veils: A “Veil” is any


topic that participants

18
The Midden Vale

You watch as the vil- plagued our vil-


lager prays at the lage for weeks,” it
shrine to the small reads. “Demanding pay-
gods, waiting patiently ment for their protec-
for them to finish and tion. A young man stood
leave their offering. up to them the first
They don’t disappoint, night. We buried him
standing up and return- at dawn. They take our
ing to their home within food and have forced the
a few minutes, leaving young girls to do ter-
a small item wrapped in rible things. Please, -
cloth. You approach and Cloutie, deliver us -
pick up the item, un- from this evil.”
wrapping it to find a
You read over the
tenday’s worth of trail
note a few more times,
rations and a note to
memorizing its con-
the small gods.
tents. You stow the
“Brigands have rations in your pack

19
and ready your weap- to the table.
ons - blades and bows.
My inspiration for
The villager may have
this game comes from a
prayed to the small
few different places,
gods, but you shall be
and I hope that by shar-
the ones to deliver the
ing them you’ll have a
message...
greater understanding
of what it is I’m try-
Setting
ing to create here. One
As mentioned before, of the first things I’d
the Midden Vale is not a recommend is giving the
rigidly or solidly de- album “Chants From An-
fined setting. I have a other Place” by Jona-
few details in mind for than Hulten a listen if
the wild northlands, you can. I devised the
but that’s how I envi- core tenants of this
sion the Vale. Every- game while listening
thing in this section to it. There’s some-
is a suggestion - take thing about the world
what you like and throw he paints in each of
out the rest! As your the songs that got my
group plays Rangers of gears spinning.
the Midden Vale you’ll
I digress. There
figure out what your
was once civilization
world is like and cre-
in the Midden Vale, and
ate details to fill in
all the good and bad
the blanks. As either
that came with it, but
the GM or as players,
before that there were
you’ll create your own
an ancient race of peo-
world by building on
ple - the Woldlings.
what each person brings
Think of them like elves

20
or dwarves or faeries, one who was willing to
or even all three. They listen to other people
are the children of complain.
the small gods in tune
Thousands of miles
with nature and magick.
of forest cover the
Beautiful, dangerous,
Midden Vale, ranging
and otherworldly.
from the frigid seas to
They’re gone. Re- the north to the great
treated into the far- mountains to the south
thest reaches of the and east. Smaller rang-
wilderness, far from es riddled with canyons
the sight and minds of and deep valleys crop
the Vale’s human inhab- up amidst these oceans
itants. of green, breaking the
Vale into scattered re-
What’s left are
gions. Rolling plains
scattered villages and
of tall grass break up
towns, no larger than
the forests and serve
a 1,000 people - and
as home to the massive
those are rare. People
herds of aurochs, a
work hard to eke out a
great bovine creature
life for themselves and
not unlike the American
their families. There
bison. Scattered across
are a few craftsmen
the Vale are marshes
and scholars, but most
and swamps where fool-
folk are laborers work-
ish travelers can dis-
ing in fields or mines
appear in an instant.
or fishing on lakes
And then there are the
and rivers. Leaders of
badlands to the west, a
these settlements are
blasted ruin that grows
more often than not the
larger every year.
oldest folks or some-

21
Summers are hot and and ladies fell or fled
wet. Winters are long and the small gods re-
and brutal, killing the turned to the land that
weak and infirm. Thick was rightfully theirs.
banks of fog descend on
The small gods do
the lands each night
not govern or rule,
and lift just before
they attend. There are
midday. Nights are dark
countless small gods -
as pitch and far too
as many gods as there
dangerous to travel for
are stars in the sky,
all but the Rangers. To
leaves in the forest,
leave town after dark
or grains of sand upon
is surely suicide. If
the beach. Some small
the beasts don’t tear
gods, like Dia Danaan,
you limb from limb, the
who represents birth,
Terrors might find you
might be known across
and do so much worse…
multiple settlements
and even have a prop-
er temple, rather than
a shrine. Others, like
Sruth, a small god of
rivers and streams, may
The Small Gods
only receive offerings
There might have been a in one small village.
proper religion once, And others still, the
perhaps when the king- majority of them, have
doms still ruled the no known names at all.
Midden Vale. Towering They are spirits more
steeples and stained than “traditional” gods
glass and ceremonies and the “faith” of the
and tithes. But those Midden Vale is closer
gods died when the lords

22
to animism or spiritu- eat mutton, chicken,
alism than an organized pork, fish, and ven-
religion. There are ison with their pota-
rarely services or holy toes, bread, wild rice,
days, rather offerings and mushrooms. They
to the small gods are drink beer and, in some
made to them in times settlements, wine. The
of need and in moments wealthiest citizens
of gratitude. will occasionally drink
tea, brewed from local
As the GM, feel
herbs.
free to make up names
of small gods from time Clothing is simple
to time. As a player, and pragmatic: wool and
share one or two prom- cotton, mostly. Shirts
inent small gods from are left white, brown,
your Ranger’s home vil- or black although some
lage. folks can scrounge up
enough to pay for dyes.
The People People dress practi-
cally: many layers in
The men and women of the winter and short
the Midden Vale are a sleeves in the summer.
simple folk. They work Hides are turned into
in the fields to grow leather, which in turn
wheat and corn or to becomes protective
raise sheep and pigs. gloves for blacksmiths
They toil in the mines and miners or sturdy
and quarries for iron hats for fieldhands.
and stone. They cut On rare occasions silk
down trees or build might make its way from
houses or craft tools the south and items
or weave clothes. They

23
made from it become im- When it comes to the
mediate heirlooms. written word, most peo-
ple resort to a papy-
Entertainment
rus-like material made
comes in the form of
from pressed grasses
song and dance. Liter-
and reeds, with true
acy is not guaranteed
paper belonging only to
since paper is expen-
the wealthiest of fami-
sive and rare, so the
lies.
people of the Vale
amuse themselves with Most folks live
the retelling of leg- within a settlement or
ends and myths through just outside it on a
stories, shanties, and farm or ranch. There are
plays. Oral history is some people who live a
important, with most nomadic life, travel-
children knowing hun- ing throughout the Vale
dreds of stories and in what could be con-
lessons before they sidered nomadic tribes
see their tenth winter. or clans. Most of these

24
nomads follow a par- and a handful of dep-
ticular type of game, uties who carry prop-
be they the aurochs of er steel. The newest
the plains or the great marvel of war is the
elk of the forest. At crossbow.
times a nomadic tribe’s
Most armor con-
path will bring it to a
sists of padded gambe-
village where commerce
sons, chainmail, and
occurs far more often
leather jerkins re-
than bloodshed.
inforced with steel
plates. Proper plate-
Weapons and Armor mail does exist, but
due to its cost is very
Rangers of the Midden
rare, with most suits
Vale falls into a vague-
being relics from an
ly medieval technologi-
age lost to history.
cal era. Most folks have
Rangers tend to favor
a well-crafted knife
lighter leather ar-
for self-defense and a
mor so they can move
simple bow for hunting.
through the wilderness
The local militia car-
quickly and without
ries spears, with in-
tiring, although veter-
dividual members equip-
an patrols might field
ping a club or axe if
a more heavily armored
they have one on hand.
Ranger mounted upon a
Swords and maces are
warhorse. Most wearers
rare, but not unheard
of such armor, however,
of. Larger towns might
are self-proclaimed
have a standing corps
lords or knights.
of guards properly out-
fitted, but most set-
tlements have a sheriff

25
Magick

Magick was the domain


of the Woldlings, the
original inhabitants of
the Midden Vale. When
the Woldlings left,
magick fell into a
slumber of sorts. Gone
are the days of sorcer-
ers conjuring fire and there were the Wold-
lightning. Now magick lings, but they ha-
remains only in the ven’t been seen in
form of difficult to generations. After hu-
use runes and enchant- mans, the most populous
ed weapons and armor. “race” are the Fomori-
The effects of runes ans, giantkin. Trolls,
are varied, with most ogres, and ettins are
of them serving the among their number.
role of tool much more They are intelligent,
closely than that of a but they have yet to
weapon. In order to aid discover “civiliza-
them in their missions, tion.” I envision them
all Rangers are taught as somewhat humanoid
the basics of rune use, - my trolls are goril-
but true mastery re- la-like with leathery
mains rare. skin and the tusks of
the wildest boars. My
Monsters ogres are nearly ten
feet tall with bony
Humans are not alone in
ridges on their fore-
the Midden Vale. Once
heads and sport a mess

26
many chambers. Entire
lineages would be laid
to rest there, often
accompanied by favored
servants, attendants,
and soldiers. Whether
through some sorcery
of their own or perhaps
a curse from the Wold-
lings, the Dead housed
within these barrows
were given a twisted
of tangled hair. Ettins form of life: undeath.
are towering behemoths Most remained trapped
with two heads, chalky within their crypts,
white skin, red eyes, but every few months a
and strange mottled pat- barrow is discovered by
terns all across their a fool seeking treasure
bodies. All three are and the Dead within are
capable of using weap- unleashed upon the liv-
ons, although trolls ing.
are just as likely to Finally you have
use their tusks and the Terrors. None know
claw-like nails. of their origins or
Then there are the where they even re-
Dead, commonly called side within the Midden
ghouls, ghasts, and Vale. They arrive in
wights. The ancient the night, wreak hav-
lords and ladies would oc upon a settlement
inter their dead in spa- or group of travelers,
cious tombs comprised of and disappear. They

27
share no biology, with entire lives, and die
each Terror being a mix all within twenty miles
of assorted limbs and of their home.
parts. A Terror might
But not the Rang-
have the head of an
ers. An ancient order
elk, the torso of a hu-
established alongside
man, and the lower body
the first fiefdoms and
of a spider. It might
states, the Rangers have
look like a collection
long toiled to keep the
of bones wrapped in
people of the Midden
tattered leather. Some
Vale as safe as possi-
may appear to be nor-
ble. They spend months
mal humans, but carry
on end roaming through
about them an unset-
the wilderness, living
tling aura. Discover-
off the land, offer-
ing the source of these
ings left at shrines,
abominations is one of
and the goodwill of the
the primary goals of
people they protect.
the Warden, though the
Rangers hold no lands
Order of Rangers has
and rarely start fam-
had little success.
ilies. It’s not that
such things are forbid-
The Rangers den, it’s just incredi-
It takes a rare breed bly difficult to raise
to make a Ranger. Few children while jump-
people look beyond the ing into the fray with
walls of the town and wights and ettins.
think “I want to see
Rangers come from
what’s out there.” The
all walks of life.
vast majority of people
Most start out as sim-
are born, live their
ple townsfolk who join

28
up after being res-
cued, feeling they
owe a debt. Rarely,
a person is stricken
with wanderlust and
arrives at the War-
den’s Hall. Or maybe
they were driven from
town for a crime they
did or did not com-
mit and sought ref-
uge with the Rangers.
In some settlements
it’s tradition to
send orphans along
with a passing Rang-
er band, or a family
might offer up their
youngest child if there matters is that these
are too many mouths to men and women swear and
feed. There are some fulfill their Oaths.
who simply desire the They follow the tenets
power that Rangers have of the Order, putting
and seek out a band in the people of the Vale
order to learn such se- before themselves and
crets. seeking and destroying
those who would seek
Their origins and
to harm the innocent.
reasons for joining
After joining up with
matter little to the
the Order of Rangers,
Warden, the most veter-
an individual will un-
an of Rangers and lead-
dergo their training.
er of the Order. What

29
This can take a little proper Ranger out of an
as a few months or as initiate. They humili-
long as several years, ate and hurt squires.
it all depends on the Overwhelm them and push
individual’s skill and them to their absolute
aptitude. limits. It’s not out
of a sense of malice
All Rangers begin
or hate, but rather to
as squires, and their
ensure that those who
initial training in-
can’t handle the stress
volves woodcraft, read-
aren’t sent out into the
ing and writing, combat
wilderness. The Midden
training, herblore and
Vale will do its best
first aid, navigation
to kill the Rangers,
and survival, and, of
and the mentors want to
course, the laws of the
make that as difficult
Order. They are trained
as possible.
by veteran Rangers, the
ones who have managed Only six in ev-
to live long enough to ery ten squires make it
be too old to range, men through training. Once
or women who have been they’ve proven them-
injured and need some- selves, the squires
thing to do while they are often assigned to a
recover, or individu- more established Rang-
als who for some reason er and are taken on
or another are no lon- short ranges in lands
ger capable of ranging that have long been
through the wilderness. considered “tamed.”
They may encounter the
The mentors’ job
occasional Fomorian or
is to cull the unfit as
living Dead, but most
much as it is to make a

30
of the threats to these last breath is drawn.
parts of the Vale are
At last the squire
bandits and mountain
is named a proper Rang-
bears - still danger-
er and is given their
ous, but generally more
Cloak. While its pri-
manageable. Once their
mary purpose is to
initial range is com-
function as a tool of
plete, a task that only
survival - protecting
half of all squires ac-
from rain or cold, for
complish, it’s time to
example - the Cloak
swear their Oath.
also serves as a sign
Each squire’s Oath that they are indeed
is deeply personal. All a member of the Order
of them contain many of of Rangers. A Cloak is
the same ideals - pro- typically crafted by
tect the people of Mid- members of the Rangers’
den Vale and drive away village or family. If
the evils and dangers no such person exists
of the wilderness - but or can be reached, of-
the specifics are up to tentimes a mentor or
the squires themselves. the Ranger’s fellow
Some swear an Oath to squires might craft the
a small god, perhaps Cloak for them. Rarely,
Ghille, who may have a Ranger might create
protected them as a their own Cloak.
child. Others may men-
For those un-
tion their ancestors.
able to complete their
Still others might sim-
training, there are two
ply state that they will
options: return to your
do their utmost to ful-
settlement and resume
fill their Oath until
your previous life, or

31
remain in the Warden’s
Hall as an attendant.
Those who choose to stay
become servants - cook-
ing, cleaning, main-
taining the hall, and
taking up a trade such
as fletching or black-
smithing. It may not be
the life they had hoped
for, but it’s an honest
and oftentime fulfill-
ing living.

32
Character Creation
You are a Ranger, a Formorians, the Dead,
capable and danger- wild animals, Terrors,
ous individual who has and, unfortunately, hu-
sworn an Oath to pro- mans that have decided
tect those unable to to prey upon their own
protect themselves. kind…
Your life is no lon-
Step One - Determin-
ger yours. Instead, it
belongs to the people. ing Abilities
Your duty is to oversee Rangers have six
your range, a stretch abilities: Strength,
of land in the Midden Dexterity, Constitu-
Vale that you will keep tion, Intelligence,
secure against monsters Wisdom, and Charisma.
and beasts. You are the Each ability has two
bulwark. During your related values: a de-
time you will face down
fense and a bonus.
Each of the six
abilities is used
in different cir-
cumstances.
Strength: Used for
melee attacks and
checks and saves
requiring phys-
ical power, like
lifting gates,

33
bending bars, climb- ing with machinery,
ing, swimming, etc. picking locks and
pockets, etc.
Dexterity: Used for
checks and saves Wisdom: Used for
requiring poise, ranged attacks and
speed, and reflexes, check and saves re-
like dodging, sneak- quiring perception
ing, balancing, us- and intuition, such
ing rope, etc. as tracking, navi-
gating, searching
Constitution: Used
for secret doors and
for checks and saves
traps, hunting and
to resist poison,
foraging, etc.
sickness, cold, test-
ing your endurance, Charisma: Used for
etc. The Constitu- checks and saves to
tion bonus is added persuade, deceive,
to healing rolls. A intimidate, charm,
Ranger’s number of provoke, save face,
item slots is based maintain morale,
on their Constitu- etc.
tion bonus as well.
When creating a
Intelligence: Used Ranger, roll 3d6 for
for checks and saves each of their abili-
requiring concentra- ties, in order. The
tion and precision, lowest of the three
such as resisting su- dice on each roll is
pernatural effects, that ability’s bonus.
using runes, re- Add 10 to find its de-
calling lore, craft- fense.
ing objects, tinker-
After you’ve fin-
34
ished rolling, you may - but more important-
optionally swap the ly a tangible symbol of
scores of two abili- their Oath. These items
ties. should be played with a
Ud8 Usage Die.
Step Two - Starting See the “Gear and
Equipment and Profi- Equipment Section” for
ciencies more information.

Rangers start with


two weapons of their Step Three - Starting
choice, with which they Health & Bravery
are proficient. Anyone
Your Ranger begins play
can use any weapon, and
with a number of hit
any weapon can be used
points equal to your
to kill a bandit or mon-
Constitution defense.
ster, but when a Rang-
Your Ranger’s healing
er is proficient they
rate is 1d10 + Consti-
can use the weapon’s
tution bonus. Their ex-
special properties to
ploration speed is 120
perform maneuvers (dis-
feet per exploration
arm, trip, etc.) for an
turn, and their combat
extra edge in battle.
speed is 40 feet per
Each Ranger also begins
combat turn.
play with a shield or
helmet, a gambeson, and Additionally,
5 pieces of gear, which each Ranger has a spe-
can be used during their cial feature called
adventures. Lastly, bravery, represented
each Ranger possess- by a d6 they can roll
es a cloak, a valuable to change the outcome
item in the wilderness of an attack, check,

35
or saving throw that or locations that al-
they are attempting or low a Ranger to gain an
is being made against additional use of this
them. After a d20 is feature.
rolled, the Ranger can
invoke their bravery Step Four - Starting
and roll the d6, adding Speciality
or subtracting the re-
Rangers are highly
sult from the d20 roll
skilled individuals -
as desired.
one has to be in order
With the excep- to survive in the wil-
tion of the Vanguard derness of the Midden
(see the “Traveling the Vale. These skills are
Range” section for more represented by a Rang-
information), Rangers er’s speciality. Having
regain one use of their a speciality means that
bravery at the start of a Ranger is particular-
each tenday. A Ranger ly capable in a certain
can keep an amount of set of actions, often
bravery equal to their allowing them to roll
Level + 1, so for ex- with advantage or forgo
ample a 3rd-level Rang- the use of a particular
er can have up to four tool or piece of gear.
uses of bravery. As the Some Rangers received
GM, feel free to re- formal training before
fresh a Ranger’s brav- swearing their Oath or
ery if they pull off a after joining their
particularly impres- band. Others simply
sive action or bit of have a natural aptitude
roleplaying. There may or talent. Specialities
also be events, items, mention specific types
of actions, but are
36
overall meant to
be flexible, so
as a Ranger don’t
be afraid to ask
if a special-
ty applies to a
particular ac-
tion, and as a GM
don’t be afraid
to broaden the
scope of a spe-
cialty’s appli-
cation. You may
also notice that some tralize potions or
specialties overlap poisons without ex-
with one another - this pending or using a
is intentional. piece of gear, or
create an extra dose
Roll 2d20 and
when expending a
consult the list be-
piece of gear.
low,and select one of
the rolled results to 2. Athletics: You roll
determine your Ranger’s with advantage on
Specialty: any checks made to
climb, swim, tra-
1. Alchemy: You roll
verse difficult ter-
with advantage on any
rain, or outrun an-
checks made to iden-
other creature, or
tify, craft, or neu-
can roll normally
tralize potions or
and not expend or
poison, or can roll
use a piece of gear
normally and create
to traverse diffi-
and identify or neu-

37
cult terrain. es on a roll of 1
(this effect doesn’t
3. Awareness: You roll
apply to rations).
with advantage on
any checks made to 6. Defensive Combat:
notice hidden crea- You ignore disadvan-
tures or objects, or tage whenever you’re
can roll normally and being attacked and
not expend or use a whenever you roll
piece of gear to un- your armor’s Usage
cover that which is Die it only decreas-
hidden. es on a roll of 1.

4. Beastmaster: You 7. Diplomacy: You roll


roll with advantage with advantage on
on any checks made any checks made to
to train, tame, or persuade, bribe, de-
communicate with an ceive or sway another
animal, or can roll person, or can roll
normally and not ex- normally and not ex-
pend or use a piece pend or use a piece
of gear to befriend of gear to bribe an-
an animal. other person.

5. Bricolage: You roll 8. Foraging: You roll


with advantage on with advantage on
any checks made to any checks made to
create or modify an hunt or gather sup-
item, tool, or piece plies out in the wil-
of equipment and derness, or can roll
whenever you roll normally and gain an
your tool’s Usage additional d4 of ra-
Die it only decreas- tions whenever you

38
forage. treat injuries or
recover from dis-
9. Herblore: You roll
ease or poison, or
with advantage on
can roll normally
any checks made to
and not expend or
identify and use
use a piece of gear
plants for medi-
to treat injuries,
cine, rations, or
disease, and poi-
bait, or can roll
son.
normally and not ex-
pend or use a piece 12. Melee Combat: You
of gear to identi- ignore disadvantage
fy plantlife or use when outnumbered in
plants to create melee combat, and
medicine, rations, whenever you roll
or bait. your melee weapon’s
Usage Die it only
10. Lore: You roll with
decreases on a roll
advantage on any
of 1.
checks made to re-
call ancient myths, 13. Navigation: You
legends, and history roll with advantage
as well as to trans- on any checks made
late runes and old to locate and fol-
tomes, or can roll low trails, blaze
normally and not ex- paths in the wilder-
pend or use a piece ness, and navigate
of gear to uncover by natural signs,
secrets of the past. or can roll normal-
ly and not expend or
11. Medicine: You roll
use a piece of gear
with advantage on
to navigate through
any checks made to
the wilderness.

39
14. Ranged Combat: You not roll usage af-
ignore disadvantage ter you activate a
whenever you attack rune. Whenever you
another creature roll your rune’s
that’s obscured, Usage Die it only
behind cover, or decreases on a roll
engaged in melee of 1.
combat and whenev-
17. Smithing: You roll
er you roll your
with advantage on
ranged weapon’s Us-
any checks made to
age Die it only de-
create, modify, or
creases on a roll
repair a weapon or
of 1.
piece of armor and
15. Riding: You roll whenever you roll
with advantage on your weapon or ar-
any checks made to mor’s Usage Die it
break horses, ride only decreases on a
across difficult roll of 1.
terrain or into bat-
18. Stealth: You roll
tle, or race others,
with advantage on
or can roll normal-
any checks made to
ly and not expend or
hide, set up an am-
use a piece of gear
bush, trail a person,
to break a horse or
or pick a pocket,
care for a mount.
or can roll normal-
16. Runecraft: You roll ly and not expend or
with advantage on use a piece of gear
any checks made to to remain unseen or
translate or acti- pick a pocket.
vate a rune, or can
19. Tracking: You roll
roll normally and
40
with advantage on
any checks made to
locate monsters or
individuals and any
signs of their pass-
ing, or can roll
normally and not ex-
pend or use a piece
of gear to track
other people, mon-
sters, or animals.

20. Trapmaster: You


roll with advan-
tage on any checks
made to set, locate,
disarm, or bypass
traps, or can roll
normally and not ex-
pend or use a piece
of gear to set or
disarm traps.

41
Step Five - Assigning
Traits

Invent or roll the rest


of your Ranger’s traits,
such as their physique,
face, skin, hair, vir-
tue, vice speech, back-
ground, and the reason
for swearing the Rang-
er’s Oath, using the
too attached to them.
random tables on the
Ranging is a danger-
following pages. When
ous life and few last
determining the type
more than a few years
of cloak your Ranger
in the wilderness. Use
wears, also consider
the following tables
who gave them the Cloak
to help flesh out your
- for many Rangers it
Rangers:
was a mentor, family
member, or close friend
who made or purchased
it to serve as remind-
er of home and why the
Ranger swore their Oath
in the first place.

Finally, choose
a name for your Rang-
er, either from one of
our lists or by coming
up with a name on your
own. Your Ranger is
complete, but don’t get
42
Physique

1: Athletic 8: Ripped 15: Statuesque

2: Brawny 9: Rugged 16: Stout

3: Delicate 10: Scrawny 17: Tiny

4: Gaunt 11: Short 18: Towering

5: Hulking 12: Sinewy 19: Willowy

6: Husky 13: Slender 20: Wiry

7: Lanky 14: Flabby

Face

1: Bloate 8: Pinched 15: Sunken

2: Blunt 9: Hawkish 16: Sharp

3: Bony 10: Broken 17: Soft

4: Chiseled 11: Impish 18: Square

5: Delicate 12: Narrow 19: Wide

6: Elongated 13: Ratlike 20: Wolfish

7: Patrician 14: Round

43
Skin

1: Battle Scar 8: Perfect 15: Sallow

2: Birthmark 9: Pierced 16: Sunburned

3: Burned 10: Pockmarked 17: Tanned

4: Dark 11: Reeking 18: War Paint

5: Makeup 12: Tattooed 19: Weathered

6: Oily 13: Rosy 20: Whip Scar

7: Pale 14: Rough

Hair

1: Bald 8: Filthy 15: Oily

2: Braided 9: Frizzy 16: Ponytail

3: Bristly 10: Greased 17: Silky

4: Cropped 11: Limp 18: Topknot

5: Curly 12: Long 19: Wavy

6: Disheveled 13: Luxurious 20: Wispy

7: Dreadlocks 14: Mohawk

44
Virtue

1: Ambitious 8: Generous 15: Loyal

2: Cautious 9: Gregarious 16: Merciful

3: Courageous 10: Honest 17: Righteous

4: Courteous 11: Honorable 18: Serene

5: Curious 12: Humble 19: Stoic

6: Disciplined 13: Idealistic 20: Tolerant

7: Focused 14: Just

Vice

1: Aggressive 8: Gluttonous 15: Rude

2: Arrogant 9: Greedy 16: Suspicious

3: Bitter 10: Irascible 17: Vain

4: Cowardly 11: Lazy 18: Vengeful

5: Cruel 12: Nervous 19: Wasteful

6: Deceitful 13: Prejudiced 20: Whiny

7: Flippant 14: Reckless

45
Speech

1: Blunt 8: Formal 15: Rapid-fire

2: Booming 9: Gravelly 16: Dialect

3: Breathy 10: Hoarse 17: Slow

4: Cryptic 11: Mumbling 18: Squeaky

5: Drawling 12: Precise 19: Stuttering

6: Droning 13: Quaint 20: Whispery

7: Flowery 14: Rambling

Cloak

1: Antique 8: Filthy 15: Quilted

2: Bloody 9: Flamboyant 16: Rancid

3: Decorated 10: Frayed 17: Stained

4: Elegant 11: Furred 18: Threadbare

5: Exotic 12: Handmade 19: Torn

6: Faded 13: Oversized 20: Undersized

7: Fashionable 14: Patched

46
Why Did You Swear the Oath?

1: One or more parents 8: I wanted to Escape


were Rangers and I fol- my Past and the Rangers
lowed their Path. offered me that Chance.

2: I was rescued by 9: I felt it was the


a Band of Rangers and Right and Just thing to
felt that I owed them do after all the Rang-
my Life. ers have done for Us.

3: I committed a great 10: Honestly? I was


Wrong and it was the Bored with my old Life.
Axe, the Noose, or the
Once you determine why
Oath.
your Ranger swore their
4: My Settlement was Oath, consider writing
Destroyed and I had No- down a few words about
where else to go. their Oath - you don’t
need a full speech,
5: The Rangers are pow-
just a couple of notes
erful, and I Desire
to add a bit of weight
Power.
to your Ranger’s words.
6: I was Attacked by
Brigands and unable to
defend myself. Now I
seek Revenge.

7: It is Tradition in
my Settlement or Family
for the Second Born to
join the Rangers.

47
Male Names

1: Aidan 8: Eoin 15: Oisin

2: Cian 9: Fergal 16: Pádraig

3: Colm 10: Fionn 17: Rian

4: Conor 11: Kiarán 18: Rory

5: Cormac 12: Liam 19: Senan

6: Darragh 13: Lorcan 20: Tadhg

7: Donnacha 14: Niall

Female Names

1: Aisling 8: Fiadh 15: Róisín

2: Aoife 9: Grainne 16: Sadhbh

3: Cara 10: Imogen 17: Saoirse

4: Ciara 11: Laoise 18: Shannon

5: Deirdre 12: Maeve 19: Sinéad

6: Eabha 13: Neave 20: Siobhán

7: Eimear 14: Orla

48
Unisex Names

1: Ailbe 8: Dillon 15: Nollaig

2: Barra 9: Darcie 16: Odhran

3: Banba 10: Enda 17: Radha

4: Branna 11: Eirnin 18: Regan

5: Caoilainn 12: Fianna 19: Rionnach

6: Daire 13: Faolan 20: Tierney

7: Daireann 14: Murtagh

49
Step Six - Home Settlement

Now this step is com- going on. If you ever


pletely optional, but go back, the GM will
can make for a more in- determine what’s going
teresting and detailed on at that time.
Vale for the Rangers to
If your Rang-
explore. After you’ve
er doesn’t have a home
created your Ranger,
settlement, or doesn’t
feel free to invent
remember it, you can
your home settlement -
skip this step - it
select the type of re-
won’t have any impact
gion it exists in, give
on the game’s mechan-
it a name, come up with
ics.
some traditions, name a
small god or two, and
if your group is us-
ing a map, feel free
to pick a spot on the
map for it. If you want
to randomly generate
your settlement, feel
free to use the ta-
bles in the “Creating
a Settlement” section,
but don’t roll on the
“Beseech” or “Problem”
tables - your Ranger
hasn’t been home for
months, if not years,
and they wouldn’t nec-
essarily know what’s

50
Playing the Game

The town elder, a woman him chanting something


who has seen at least yesterday morning, be-
sixty winters, glances fore most folks were
nervously out the win- up and moving. I think
dow. Given your less- he’s a sorcerer! He’s
than-warm welcome, you left me and the rest
can’t blame her for of the old ones alone,
worrying. I don’t think we’re of
much use to him and his
“That strange man,
plans.”
Lorcan, he arrived not
but four days hence,” She clearly be-
she whispers to you. lieves Lorcan is up to
“And the villagers have no good. What do you do
been acting real strange now?
ever since. I spotted

51
Ability Checks and rolls a d20 and adds
Saving Throws the relevant ability
bonus, as determined by
Like in many games, dice the fiction. If the to-
are used to resolve the tal is greater than the
conflicts the Rangers difficulty number (13,
become embroiled in 15, or 17), the charac-
during their travels. ter succeeds and play
Whenever possible, a resumes as normal. If
Ranger’s actions should not, the Ranger fails
be resolved by its and the GM describes
player simply describ- how things go wrong or
ing what the character go from bad to worse.
does followed by the GM
revealing what happens If one character
next. This keeps the takes an action against
game moving at a nice, another, the GM may de-
fluid pace. However, if cide to call for an op-
the action is risky, posed check. In this
the GM may call for a case, instead of aiming
check. Whenever a check to exceed the diffi-
is required, the GM de- culty number, the side
termines the difficul- doing the rolling must
ty: Challenging (13), get a total greater
Hard (15), or Very Hard than the opposing char-
(17), which determines acter’s relevant de-
the number the Ranger fense score in order to
needs to surpass in or- succeed. If they fail,
der to succeed on their the opposing side suc-
check. The player con- ceeds. Opposed checks
trolling the Ranger can involve the Ranger
involved in the check and an NPC or two Rang-

52
ers. 2d20 and use the worse
of the two dice.
Sometimes the GM
might call for a sav- If several advan-
ing throw in order for tages or disadvantages
a character to avoid apply, there is no need
harm or other undesired to roll. The action au-
consequences. The play- tomatically succeeds
er rolls a d20 and com- or fails, respective-
pares it to the ability ly. If a creature would
defense relevant to the have both advantage and
narrative. For example, disadvantage, they roll
nimbly dodging out of normally as the benefit
the way of a trap might and penalty cancel one
call for an agility another out.
saving throw. If the
result is less than the Combat
ability defense, the
Combat in Rangers of
character successful-
the Midden Vale is
ly saves. If not, the
meant to be fast and
GM introduces harm or a
dangerous. It rewards
consequence.
clever thinking and
If there are sit- strategy versus blindly
uational factors that charging in and hoping
make a test easier or that brute force will
harder, the GM may grant win the day. A combat
the roll advantage or scenario is broken down
disadvantage. If a roll into rounds, during
has advantage, roll which each Ranger and
2d20 and use the better NPC has a turn where
of the two dice. If it they are able to act
has disadvantage, roll and react. Each round

53
takes approximately 5
seconds of “real time,”
should anyone need to
track it.

When combat be-


gins, and at the be-
ginning of each round,
the Rangers all roll a
Dexterity saving throw.
The Rangers who succeed
go before the Non-Play-
er Characters (NPCs) in
any order (if people “Rangers Ambush” - Hodag
can’t make a decision,
by the GM. Some types
go with the best rolls
of activities might re-
first). All Rangers who
quire both actions if
fail their saving throws
they are time-inten-
go after the NPCs. The
sive.
NPCs controlled by the
Game Master (GM) always Melee and ranged
go in the middle. combat operate a lit-
tle differently from
On their turn, a
one another. Melee com-
character can take up
bat is fast, chaotic,
to two actions, which
and deadly with imme-
include making an at-
diate results. To make
tack, retrieving and/or
a melee attack, the
using an item, moving
attacker and defend-
up to their speed (40
er each roll a d20 and
ft.), attempting a ma-
add their Strength bo-
neuver, or any other ac-
nus. Whichever charac-
tion deemed reasonable

54
ter rolls higher has a they fire at a target
chance to deal damage, engaged in melee combat
provided their attack with another creature,
roll is also greater they roll with disad-
than their opponent’s vantage.
armor defense. If not,
On a hit, the at-
the attack misses. On
tacker or defender
a tie, both combatants
rolls their weapon’s
have a chance to hit.
damage die to determine
Ranged combat al- how many Hit Points
lows for an attack and (HP) the defender los-
counter attack - the es. If the attacker
attacker goes first, rolls a natural 20 or
rolling a d20 and add- the defender rolls a
ing Wisdom. If the to- natural 1, the attack
tal is greater than the is a critical hit and
defender’s armor de- the target takes an ad-
fense, the attack hits. ditional die of dam-
If not, the attack miss- age. Additionally, if
es. The defender can a character is wield-
then attempt a count- ing two weapons in bat-
er-attack, provided tle, they may roll both
they’re still alive, weapon’s damage dice
have a weapon with the and take the higher re-
appropriate range, and sult whenever they suc-
it makes sense within cessfully score a hit.
the fiction of the com-
There are three
bat scene. A character
types of weapon damage:
cannot engage in ranged
bludgeoning, piercing,
combat with a target ad-
and slashing, which
jacent to them, and if
help the players and

55
GM shape the fiction of cess ammunition is ex-
battle, and sometimes pended. Melee weapons
result in the addition only roll their usage
of a bonus damage die dice when sundered or
of the weapon’s type if the wielder suffers
may be added to the roll a Critical Miss on an
if the ideal weapon was attack.
used against an enemy
When a character
type. Now, if a crea-
reaches 0 HP, they are
ture suffering damage
unconscious. When they
in battle happens to
reach -1 HP or less,
be carrying a shield,
they are critical-
they can choose to have
ly wounded. The Ranger
their shield absorb the
must succeed on a Con-
blow, destroying the
stitution saving throw
shield and instead tak-
after being reduced
ing no damage (if the
to less than 0 HP. On
shield is magical and
a failure, the Rang-
provides a bonus to the
er dies and the play-
user’s armor defense,
er should roll up a new
instead that number is
level 1 Ranger, rejoin-
permanently reduced by
ing the band as soon as
1, only being destroyed
possible - as the GM,
if there is no longer a
it’s recommended that
bonus).
this happens when the
After combat, each Rangers reach their
character rolls usage next location or stop
dice for any ranged at an outpost to rest.
weapon they used during
On a success, they
the battle. Any results
stabilize and will re-
of a 1 or 2 means ex-
gain consciousness a

56
number of days equal fect - namely the ex-
to the amount of nega- ecution of maneuvers
tive HP they have minus in battle. A maneuver
1 (ex. a Ranger at -3 is a combat trick such
HP takes four days to as stunning, pushing,
recover). If the Ranger disarming, tripping,
receives medical treat- sundering armor, and so
ment or is given a po- on. To execute a maneu-
tion, they reduce the ver, the Ranger rolls
number of days to re- an attack as normal,
cover by one, waking up but instead of inflict-
when their HP reaches ing damage, applies the
1 again. An unconscious effect of the maneuver.
Ranger can only benefit
Each weapon has
from medical attention
one or more types of
once per day.
maneuvers that it is
capable of performing.
The GM is the final ar-
biter as to what maneu-
vers can be attempted
in a given situation.
Weapon Proficiency &
Maneuvers include:
Maneuvers
• Bleed: The target
As previously men-
suffers 1d4 dam-
tioned, any creature
age at the start
can pick up a weapon
of each of their
and use it in battle to
turns until the
some effect. Proficien-
wound is treated.
cy represents a char-
acter’s ability to use • Cleave: Com-
the weapon to full ef- pare your attack

57
against the de- • Sunder: The target
fense of your tar- must immediately
get and all ad- reduce the Usage
jacent creatures Die for their ar-
(including al- mor or one item in
lies). You deal their hands - the
1d6 damage to all maneuver perform-
creatures your at- er’s choice. If
tack hits. the targeted item
had a Ud2 Usage
• Disarm: The target
Die, it breaks.
drops one weapon,
shield, or item in • Trip: The target
their hand - the falls down, forc-
maneuver perform- ing them to spend
er’s choice. an action to find
their feet. While
• Push: The target
prone, the target
is pushed back 10
makes all attacks
feet. If pushed
at disadvantage
into a dangerous
and all attacks
area (such as into
against them are
a fire or off a
made with advan-
cliff), the target
tage.
might suffer addi-
tional damage.
Advantage & Disadvan-
• Stun: The target tage in Combat
is dazed and per-
Characters can gain ad-
forms one fewer
vantage in combat by
action on their
attacking a target that
next turn (minimum
is unaware, on lower
of one action).
ground, off balance,
58
disarmed, distracted, damage and apply
or tactically disadvan- the effects of a
taged in any signifi- maneuver.
cant way. Likewise, if
C. Attack without ad-
a character is caught
vantage, but pre-
unawares themselves,
vent the target
outnumbered, or other-
from counter-at-
wise found in a tac-
tacking.
tically disadvantaged
situation, they gain
Critical Hits & Quality
disadvantage. The GM,
as usual, has the fi- As mentioned, if during
nal say on when someone an attack roll, the at-
benefits from advantage tacker rolls a natu-
or suffers from disad- ral 20 or the defend-
vantage. er rolls a natural 1,
the defender takes an
When a character
additional die of dam-
has advantage against
age (of the weapon’s
an opponent on their
type) and the defender
combat turn, they may
rolls their armor’s us-
either:
age die. If the attack-
A. Apply advantage to er rolls a natural 1 or
their attack roll the defender rolls a
or maneuver, let- natural 20, the attack-
ting them choose er rolls their weapon’s
the higher of two usage die. On a roll of
dice rolls. a 1 or 2, the usage die
of the item (or items)
B. M a k e a n a t t a c k
drops by one size (ex.
without advan-
d8 to d6).
tage, but deal

59
During a test, if gether and pool
the character rolls a their Hit Points.
natural 20, they may For example, 5
complete their task spear-wield-
with an additional ben- ing militia with
efit: they do it fast- 1d10 HD become a
er, the quality of five-person squad
their work is higher, with 5d10 HD.
etc., provided it fits
• Determine an Ar-
the scene. If the char-
mor Defense based
acter rolls a natural
on the most common
1, something worse than
armor worn by mem-
just failing may hap-
bers of the group.
pen.
• Determine the
Large Scale Combat group’s modifi-
er to attacks,
While rare, on occasion
checks, and sav-
a Ranger band may be
ing throws. A weak
called upon to lead oth-
group has a +0
ers in battle - trolls
modifier, a capa-
attack a well-defended
ble group has a
caravan, the Dead as-
modifier equal to
sault a small village,
½ their HD (round-
or Terrors descend upon
ed down), and a
a well-defended town
strong or dan-
and the Rangers lead
gerous group adds
the defenders. In order
their full HD to
to keep combat moving
their d20 rolls.
quickly, the GM should
See “Chapter 7”
do the following:
for additional de-
• Group NPCs to- tails on creating

60
NPCs. damage on a hit and
half damage on a miss
• Determine the
- the number of targets
group’s damage
makes it difficult to
dice, with the
miss completely.
recommendation
being a number of As a squad of NPCs
dice equal to the takes damage, it’s rec-
modifier (minimum ommended that the GM re-
1 die). For exam- duce the group’s damage
ple, the 5 capable dice and d20 modifier.
militia armed with For example, if a group
spears have a +2 of 10 capable (+½ HD to
bonus and roll 2d8 d20 rolls) militia with
damage. spears (1d8 damage)
have 56 Hit Points,
Attacking and
for every 5 or 6 dam-
dealing damage works a
age (roughly 10% of the
little differently for
total HP) the GM should
a squad of NPCs. Due to
reduce the damage dice
their numbers, a squad
of their attack by 1d8
will always deal some
and their d20 modifier
damage. Roll their at-
by 1. This represents
tacks as normal, and
members of the grouping
on a hit the attack
being killed or other-
deals full damage. On
wise incapacitated in
a miss, the attack in-
battle and no longer
stead deals half damage
being able to contrib-
as the target(s) man-
ute. As the GM, feel
ages to avoid some of
free to break groups
the blows. Likewise,
down into individuals
when a creature attacks
whenever their num-
a squad they deal full

61
bers become manageable lowing happens, in or-
- these rules are meant der:
to help keep things
1. Each Ranger can
moving, but they don’t
take up to one ac-
have to be used in ev-
tion (search an
ery big fight!
area, pick a lock,
traverse diffi-
Exploration
cult terrain,
Whenever the Rang- translate runes,
ers find themselves in etc.). All ac-
a location - be it a tions are assumed
strange clearing, an to take roughly
opened barrow, an aban- the same amount of
doned fortress from time.
long ago, or anything
2. The GM rolls a d6
else that could hide a
Encounter die. On
threat or danger to the
a roll of 1 or 2,
citizens of the Vale -
a wandering mon-
they may want to plumb
ster appears or
the depths and uncover
a natural hazard
its secrets. The Rang-
may occur. If the
ers should appoint a
Rangers are mak-
“leader” (this can be
ing too much noise
the Vanguard, see the
or spend more than
“Traveling the Range”
one turn in an
section for more infor-
area, a wander-
mation) who coordinates
ing monster ap-
everyone’s actions.
pears on a roll
Each exploration of 1 through 4 in-
turn takes 10 minutes, stead. A wandering
during which the fol- monster appearing

62
of the location
(enter a new room
within a keep or
barrow, enter
another tunnel
within a cavern
or mine, etc.) or
remain in their
current spot to
investigate fur-
ther, patch up
injuries, or take
other actions.

may result in play


shifting over to
the Combat rules
Injuries & Healing
described above.
The wilderness of the
3. All Rangers carry-
Midden Vale is a dan-
ing a light source
gerous place and Rang-
such as a torch or
ers will inevitably
lantern roll the
suffer harm - exhaus-
item’s Usage Die.
tion, a sprained joint,
On a roll of 1 or
or a fractured bone.
2, decrease the
Whenever your Rangers
Dice by one size
find themselves in a
as torches sputter
dangerous situation,
and lanterns run
considering inflict an
low on oil.
injury instead of or
4. The Rangers move in addition to damage.
on to another part Injuries are simple:

63
determine an ability in a proper settlement
(based on the narrative or ranger outpost re-
or by rolling a d6 - 1: stores all lost HP and
Strength, 2: Constitu- removes all injuries.
tion, 3: Dexterity, 4:
A Ranger can also
Intelligence, 5: Wis-
receive medical aid
dom, 6: Charisma) and
once per day, typi-
the Ranger marks that
cally through the ap-
they have an injury on
plication of poultices
that ability. While in-
and a test. If a con-
jured, the Ranger rolls
scious Ranger receives
all attacks, tests, and
medical aid from an
saves with that abili-
ally, they immediate-
ty at a disadvantage.
ly restore 1d10 + their
Injuries can happen
Constitution bonus in
in combat, during the
Hit Points or recover
Events stage of travel,
from an injury of their
and during free play.
choice. Lastly, a Rang-
Healing comes in er can drink a potion,
three forms: rest, med- restoring an amount of
ical aid, and potions. Hit Points based on the
At the end of each ten- quality of the potion
day, a Ranger heals HP they drink (typically
equal to 1d10 + their 2d4 HP).
Constitution bonus and Advancement
may recover from one
injury of their choice, Leveling up requires
provided they are able Experience Points, or
to regularly make camp XP. In order to level
each night. Resting up, a Ranger must spend
for two or three days an amount of XP equal
to their Level x 1,000
64
(ex. they must earn do any two of the fol-
1,000 XP to hit second lowing:
Level and 9,000 XP to
Gain Health: The Ranger
hit tenth Level). As a
gains a number of Hit
guideline, Rangers re-
Points equal to their
ceive 50 XP for low-risk
Constitution defense.
accomplishments, 100 XP
for moderate-risk ac- Improve Abilities: The
complishments, and 200 Ranger rolls a d20 once
XP for high-risk accom- for each ability - if
plishments. the d20 result is high-
er than their ability
An accomplishment
defense, they increase
can range from defeat-
that ability by 1. If
ing an enemy, uncov-
the Ranger doesn’t in-
ering a valuable re-
crease any abilities
source, or completing a
this way, they may in-
task given to the Rang-
crease one ability of
er by another person.
their choice by 1 in-
The GM should freely
stead. Abilities may
notify the Rangers of
never be raised higher
how much XP different
than 20/+10.
objectives are worth
when asked. Lastly, all Learn a New Speciality:
Rangers in a band au- The Ranger rolls 2d20,
tomatically earn 500 consults the special-
XP whenever they com- ity list, and selects
plete a range and re- one of the rolled spe-
port their findings to cialities. If the Rang-
the Warden’s Council. er rolls specialities
they already have, they
When a Ranger
reroll until they learn
gains a level, they can

65
Equipment
a new specialty. As the
GM, feel free to allow
Rangers to reroll if Your band of Rangers
they pick up a special- lies prone on the edge
ity another Ranger in of a cliff, overlooking
the band already has - a ravine carved out of
after all, Rangers are the mountains. A mas-
often banded together sive, six-legged beast
to take advantage of a with three heads - one
breadth of knowledge. of a serpent, one of a
wolf, and one of a human
- roams below you. This
must be the Terror that
the people of Belcashel
told you about. What do
you do?

“It’s clearly
stronger than we are,”
Anthos’ player says.
“We should try to re-
strict its movement.
I search my pack for
a large, weighted net.
That should be enough
to buy us some time if
we play it smart.”

You retrieve the


net and line up a shot.
The throw is good and
the air is filled with
the cacophanos babble
66
of the Terror’s three defined until needed -
heads. You’ve seized when the Ranger needs
the advantage, what do a particular item (be
you do next? it a tool, weapon, or
piece of armor), they
Gear expend an amount of
gear equal to the item’s
Rangers spend most of weight and add it to
their time out in the their inventory. For
wilderness of the Mid- example, a Ranger wants
den Vale, surviving on to go out hunting and
little more than their sets up snare traps. If
wits and the equipment the Ranger already has
on their person. When- snares in their inven-
ever a Ranger acquires tory, they simply use
new supplies, wheth- them. However, if they
er it’s during char- don’t have snare traps
acter creation or from as a specific item,
a cache or safehouse, they can expend 1 gear
rather than writing and “retrieve” a snare
down specific items or trap from their packs.
pieces of equipment on Once a piece of gear
their sheet they gain has been expended and
an amount of gear. Gear retrieved, it remains
is an abstraction - it as that object until
represents the Rang- lost, broken, discard-
er’s preparedness and ed, or traded away.
the various odds and Gear cannot be used to
ends, tools, and sup- retrieve runes.
plies a Ranger has on
their person. All equipment has
a usage die ranging
Gear remains un-
67
from Ud2 to Ud8. This Item Slots
represents how often
Rangers have a number
a Ranger can use the
of item slots based on
item before it breaks
their Constitution.
down. Whenever a Ranger
Most items, including
uses an item, they must
light weapons, potions,
roll that item’s usage
a tenday’s rations,
die and on a roll of 1
tools, have a weight
or 2, reduce the usage
of 1, meaning it takes
die down one size (ex.
up 1 slot. Particular-
Ud8 to Ud6). If an item
ly heavy or bulky items
has a usage die of Ud2,
like armor or medi-
it can be used a final
um-to-heavy weapons may
time before it breaks
have 2 or 3 weight, re-
or is missing key com-
quiring them to take up
ponents. Each stage of
more slots. Groups of
the item’s usage dice
small, identical items
costs 20% of the item’s
may be bundled into the
cost to repair or re-
same slot, at the GM’s
place.
discretion. 100 coins
can fit into a slot. As
a general guideline,
a slot holds around 5
pounds of weight.

Slots are spread


out across the Ranger’s
body, in spots known as
their position. Each
position determines how
quickly a character can
access an item during a
68
heated or tense moment. unless severely dis-
figured. Overloading
Back: packs and bags.
a position’s number of
Provides a number of
slots makes a Ranger
item slots equal to 5 +
encumbered, and incurs
your Constitution bonus
disadvantage on checks
(minimum 6 item slots).
and saves requiring
It takes an action to
physical action and
retrieve an item from
prevents the abili-
the back.
ty to carry anything
Chest: bandoliers and else in that position.
pouches. Provides a If a Ranger has over-
number of item slots loaded 2+ positions,
equal to 2 + your Con- they must make a save
stitution bonus (mini- (usually Strength or
mum 3 item slots). Re- Constitution) or drop
trieving an item from gear until they are no
the chest doesn’t re- longer encumbered.
quire an action unless
you’re prone.

Hips: harnesses and


satchels. Provides a
number of item slots
equal to 1 + your Con-
stitution bonus (mini-
mum 2 item slots). Re-
trieving an item from
the hips doesn’t re-
quire an action.

A Ranger always
has at least 11 slots
69
Tools & Items the end-all list:

All prices are given in • Air Bladder (5c)


copper pieces to help
• Ale/Wine(bottle)
Rangers and the GM de-
(1c)
termine the “value”
of goods, but bear in • Bear Trap(20c)-2 wgt
mind that Rangers rare-
• Bedroll (10c) - 2 wgt
ly carry large sums of
money on their person • Bellows (10c) - 2 wgt
- a few copper coins or
• Black Grease (1c)
pieces of silver won’t
feed you out in the wil- • Block and Tackle
derness or get a fire (30c) - 2 wgt
going, after all - most
commerce occurs through • Book (Blank) (300c)
bartering and trade. • Book (Reading) (600c)
The following are • Bottle/Vial (1c)
examples of tools and
gear the Rangers might • Bucket (5c)
use during their rang-
• Caltrops (bag) (10c)
es. All items start
with a Ud8 usage die, • Candle (4 hours) (1c)
whether purchased out-
• Canoe (50c) - 3 wgt
right or retrieved from
gear. Additionally un- • Cards with an extra
less otherwise noted, Ace (5c)
the item has a weight
• Chain (10 ft.) (10c)
(wgt) of 1. Feel free
- 2 wgt
to come up with other
items as appropriate - • Chalk (10 pieces)
this isn’t meant to be (1c)
70
• Chisel (5c) • Incense (packet)
(10c)
• Cloak (10c)
• Iron Tongs (10c)
• Clothes (poor) (10c)
• Ladder (10 ft.) (10c)
• Clothes (standard)
- 2 wgt
(50c)
• Lamp Oil (5c)
• Clothes (winter)
(100c) • Lantern (30c)

• Cookpots (10c)-2 wgt • Large Sponge (5c)

• Crowbar (10c) • Lens (100c)

• Drill (10c) • Lockpicks (100c)

• Face Paint/Makeup • Manacles (10c)


(10c)
• Metal File (5c)
• Fishing Rod/Tackle
(10c) - 2 wgt • Mirror (small, sil-
ver) (200c)
• Glass Marbles(bag)
(5c) • Musical Instrument
(200c)
• Glue (bottle) (1c)
• Nails (bag of 12)
• Grappling Hook (10c) (5c)

• Hammer (10c) • Net (10c) - 2 wgt


• Holy Water (25c) • Oilskin Bag (5c)

• Horn (10c) • Oilskin Trousers


(10c)
• Hourglass (300c)
• Padlock and Key (20c)

71
• Perfume (50c) • Tar (pot) (10c)

• Pick (10c) • Tent (3 man) (100c)


- 3 wgt
• Pole (10 ft.) (5c) -
2 wgt • Tent (personal)
(50c) - 2 wgt
• Quill and Ink (1c)
• Tinderbox (10c)
• Rations (Fine) (30c)
- 2 wgt • Torch (1c)

• Rations (Travel) • Twine (300 ft.) (5c)


(15c) - 2 wgt
• Waterskin (5c)
• Rope (50 ft.) (10c)
• Whistle (5c)
- 2 wgt

• Sack (1c)

• Saw (10c)

• Set of Loaded Dice


(5c)

• Shovel (10c) - 2 wgt

• Small Bell (20c)

• Soap (1c)

• Spike (iron) (5c)

• Spike (wood) (1c)

• Spiked Boots (5c)

• Spyglass (1,000c)

72
damage; 1 wgt; 1 hand;
bleed, disarm) (5c)

Cudgel/Sap (d6 blud-


geoning damage; 1 wgt;
1 hand; stun) (5c)

Quarterstaff (d6 blud-


geoning damage; 1 wgt;
2 hands; push, trip)
(5c)

Hand Axe (d6 slashing


damage; 1 wgt; 1 hand;
bleed, sunder) (10c)
Weapons
Spear (d8 piercing dam-
The following are exam-
age; 2 wgt; 1 hand;
ples of weapons used by
push, trip) (10c)
Rangers to combat mon-
sters, brigands, and Sword (d8 slashing dam-
other threats to the age; 2 wgt; 1 hand;
towns and villages on bleed, disarm) (10c)
the frontier. Feel free
Mace/Flail (d8 blud-
to reflavor weapons to
geoning damage; 2 wgt;
better suit your Rang-
1 hand; stun, sunder)
er’s style or needs -
(10c)
for example, instead of
carrying a dagger, may- Axe (d8 slashing dam-
be your Ranger carries age; 2 wgt; 1 hand;
a kukri. Most weapons cleave, sunder) (10c)
are worn on the “back”
or “hip” locations. Pike (d10 piercing dam-
age; 3 wgt; 2 hands;
Dagger (d6 piercing push, trip) (20c)
73
War Hammer (d10 blud- on the d20) on an at-
geoning damage; 3 wgt; tack. If a Ranger is
2 hands; stun, sunder) using a sling, bow,
(20c) or crossbow, they must
also roll their Usage
Great Sword (d10 slash-
Dice at the end of any
ing damage; 3 wgt; 2
combat scene, repre-
hands; cleave, disarm)
senting the potential
(20c)
expenditure of ammuni-
Battle Axe/Halberd (d10 tion during the battle.
slashing damage; 3 wgt;
Armor
2 hands; cleave, sun-
der) (20c) The following are exam-
ples of armor, shields,
Sling (d6 bludgeoning
and other defensive im-
damage; 1 wgt; 1 hand;
plements often carried
stun) (5c)
by Rangers while they
Bow (d8 piercing dam- journey in the wilder-
age; 2 wgt; 2 hands; ness. Because armor is
bleed, sunder) (15c) worn rather than car-
ried, Rangers can di-
Crossbow (d10 piercing vide the weight amongst
damage; 3 wgt; 2 hands; the three different lo-
bleed, sunder) (60c) - cations as best suits
requires an action to their needs:
reload after an attack
Shield (Defense +2; 1
As mentioned in wgt, 1 hand) (40c)
the “Playing the Game”
section, a Ranger has Helmet (Defense +1; 1
to roll their weapon’s wgt) (40c)
Usage Dice if they roll
Gambeson (Defense 12; 1
a Critical Miss (a 1
74
wgt) (60c) defense. Addition-
al effects can include
Brigandine (Defense 13;
taking half damage
2 wgt) (500c)
from certain sources
Chainmail (Defense 14; (slashing, bludgeon-
3 wgt) (1,200c) ing, piercing, etc.),
rendering the wearer
Half-Plate (Defense 15; immune to critical hits
4 wgt) (4,000c) or certain kinds of
Full-Plate (Defense 16; damage, providing the
5 wgt) (8,000c) wearer with advantage
on certain checks or
saving throws, or in-
Magickal Armor and creasing the wearer’s
Weapons movement speed or Hit
Points. As the GM, feel
While magick is no lon- free to come up with
ger a living, breath- all manner of unique
ing force in the Midden effects to apply to
Vale, its power lingers your Ranger’s magickal
in runes and magickal armor.
artifacts. All magick-
al items have a Ud10 Magickal weapons
usage die, a testament provide a +1, +2, or
to their craftsman- +3 bonus on attack and
ship. Beyond that, most damage rolls and usual-
magickal items have ad- ly have an additional
ditional benefits. minor effect, like the
ability to shed light
Magickal shields, like a torch or return
helmets, and armor pro- to the wielder’s hand
vide a +1, +2, or +3 if dropped. More power-
bonus to the wearer’s
75
ful effects can include - it’s gone once you use
magickal flames, ice, it. Unless otherwise not-
or holy light along the ed, all medicines have a
weapon that deals an weight of 1. The follow-
ing are examples of med-
additional 1d6 damage,
icines and healing items
dealing double damage
often used by Rangers:
to certain types of
creatures, warning the
Healing Potion
wielder of danger, or
(restores 2d4
even inspiring fear in
Hit Points) (20c)
the hearts of enemies.
Other effects can be Antivenom
(removes a
added as well. As the
poisonous effect)
GM, feel free to come
(15c)
up with all manner of
unique effects to ap- Poultice
ply to your Ranger’s (removes a
magickal weapons. disease effect)
(15c)
Medicine
Elixir
Rangers live a dangerous (grants an
life, and as a result many additional use of
have taken to alchemy to Bravery) (30c)
craft powerful potions
that allow them to stay Animals
healthy while out in the
wilderness of the Midden Most Rangers tend to
Vale. These medicines are travel on foot - it al-
expensive and often dif- lows them to traverse
ficult to acquire, but even the most difficult
are very valuable. Un- of terrains - but some
like most gear, medicine
bands will purchase
doesn’t have a usage die

76
or trade for a horse Runes
or mule to serve as a
Magick isn’t quite
beast of burden or a
dead, but it’s cer-
falcon or dog to assist
tainly not alive ei-
in hunting and foraging
ther. Scholars - were
for supplies. Common
there any of repute
animals used in ranges
left in the Midden Vale
include:
- might say that magick
● Dog, hunting is slumbering. Humans,
(can carry 4 wgt) and therefore Rangers,
(50c) are incapable of con-
trolling or even fully
● Dog, war
harnessing magick. The
(can carry 5 wgt)
best they can hope to
(100c)
do is uncover a rune
● Donkey/Mule that still possesses
(can carry 15 wgt) some amount of power.
(300c) A rune is essential-
ly a type of item - it
● Hawk/Falcon has a weight of 1 and
(1,000c) possesses a Usage Die
ranging from Ud8 to
● Horse, riding
Ud2. Some are carved
(1,000c) (can carry 20
on pieces of bone or
wgt)
wood while others are
● Horse, war made from stone or met-
(10,000c) (can carry al. Some take the form
25 wgt) of rings or pendants,
while others are charms
to be tied to a weap-
on’s hilt or strapped

77
to a shield. usage die - regardless
of success or failure.
Whenever a Rang-
On a roll of 1 or 2,
er wants to use a rune,
reduce the usage die
they must succeed on an
down one size (ex. Ud8
Intelligence check. On
to Ud6). If a rune has
a success, the rune’s
a usage die of Ud2, it
magick flares and the
can be used a final
Ranger can utilize its
time before the magick
effect. On a failure,
is lost and the rune
the rune discharges
is no longer usable. A
the magick without ef-
rune cannot be repaired
fect. The effect of a
or recharged.
rune tends to be fair-
ly subtle - magick is The list below
not meant to be used provides some examples
as an outright weapon, of common Runes, but
but rather as a tool. as the GM feel free to
That being said, some create additional ef-
runes lend themselves fects and options. If
to battle better than you want to randomly
others. A rune’s effect determine the quality
will usually last a of a Rune discovered by
number of seconds, min- your Rangers, roll a d4
utes, hours, or some- (first number) and a d8
times even days based (last number) and con-
on the Ranger’s level - sult the list below:
denoted as “L” in each
(1, 1) - Awareness:
rune’s description.
Your eyesight focuses,
After using the your hearing sharpens,
rune, the Ranger must and your sense of smell
then roll the rune’s becomes like that of a

78
wolf or hound for the
next L hours. You gain
advantage on all rolls
made to track other
creatures and cannot be
ambushed.

(1, 2) - Bane: You place


a mark of ill omen upon
another creature that
lasts for L seconds or
until they next attempt
an action. The target’s
next check or saving
throw is rolled with
disadvantage. tack is rolled with ad-
(1, 3) - Beast Tongue: vantage.
You understand the (1, 5) - Boon: You place
growls and chirrups of a mark of good fortune
animals of the land, upon another creature
river, and air and they that lasts for L sec-
understand you for L onds or until they next
hours. attempt a great feat.
(1, 4) - Bolster: You The target’s next check
or another creature or saving throw is
feels inspired, fatigue rolled with advantage.
leaves your muscles, (1, 6) - Charm: You en-
and your mind sharpens sorcel a person you can
for L seconds or until see, and for the next
you next strike a foe. L minutes they treat
The target’s next at- you as a trusted friend

79
and confidant, fulfill- by and against the crea-
ing any request that ture have advantage and
does not place them in it attacks the closest
harm’s way. creature with no regard
for its own safety.
(1, 7) - Command: You
utter a short command of (2, 2) - Growth: An ob-
no more than six words ject or person you can
at a creature that can see doubles in size for
hear you. The creature L minutes.
obeys the command to
(2, 3) - Guide: Name an
the best of its ability
object, person, or lo-
for the next L minutes,
cation - for the next
assuming the orders do
L hours you are aware
not cause direct harm
of its direction in re-
to it.
lation to yourself as
(1, 8) - Deflect: You well as the distance
conjure forth a barri- separating you.
er around your person
(2, 4) - Levitate: You
or the body of another
can touch a creature
that lasts for L sec-
or object and have it
onds or until struck.
float straight up or
The next attack against
down, to a maximum of
the shielded person is
30 feet, for the next L
rolled with disadvan-
minutes.
tage.
(2, 5) - Light: You
(2, 1) - Frenzy: A crea-
summon forth a flick-
ture you can see flies
ering ghost flame that
into a frothing, ber-
hovers over your open
serker rage for L min-
palm, shedding light as
utes. All attacks made
a torch. It lasts for
80
L hours before extin- locate you do so at
guishing. If used in disadvantage.
battle, the flames deal
(3, 2) - Panacea: You
1d4 damage.
invoke the soothing,
(2, 6) - Madness: For healing natures of
the next L minutes a earth and water. Your
creature acts irratio- target heals 2d6 Hit
nally, taking actions Points.
at random and with no
(3, 3) - Peace: A crea-
regard for any plan or
ture becomes adverse to
strategy.
violence and will not
(2, 7) - Mask: You cre- raise arms except in
ate a magickal disguise self-defense for the
around a creature, mak- next L minutes.
ing them appear to all
(3, 4) - Purify: Any
others as someone else
food or drink you touch
for L hours.
within the next L min-
(2, 8) - Message: You utes is rid of all poi-
can send a short mes- sons, rot, spoilage,
sage to a person you and anything else that
know who is within L could cause a body harm
miles of your location. upon consumption, mak-
They hear your words as ing it safe and edible.
whispers in their mind.
(3, 5) - Repair: You
(3, 1) - Obscure: You restore an object back
enshroud yourself and to its original form,
your companions in mist changing its usage dice
and smoke. For the next back to a Ud8.
L hours any creatures
(3, 6) - Retrieve: You
attempting to track or
81
are able to call an ob- (4, 1) - Shadow: A crea-
ject you can see, weigh- ture you touch becomes
ing no more than 2 wgt, like shadow for L min-
to your hand, provid- utes, allowing them to
ed its path to you is pass through solid ob-
not blocked. If it can- jects and meld with the
not float to your hand, darkness. Any attacks
it will gently come to made by or against the
rest as close to you as shadowed creature are
it can. rolled with disadvan-
tage.
(3, 7) - Scry: Name an
object, person, or lo- (4, 2) - Silence: A
cation - for the next L creature loses the
minutes you can observe ability to speak or ut-
the named item as if you ter noise of any kind,
were standing mere feet whether spoken or gen-
away - letting you see, erated by an object,
hear, and smell. You for L minutes.
are blind and deaf to
(4, 3) - Slumber: L
your body’s surround-
creatures you can see
ings while scrying.
fall into a deep slum-
(3, 8) - Seal: You ber, as if they were
place a ward upon a exhausted from a day’s
door, gate, portal, or hard labor.
any other opening, such
(4, 4) - Smite: Your
as a lid to a chest,
weapon glows with
locking it for L hours.
magickal radiance for L
Should another creature
seconds. The next time
wish to pass or open the
you hit a creature with
sealed barrier, they
an attack, you may roll
must break it down.
82
double damage dice. radius. For the next L
days, any creature that
(4, 5) - Stifle: When-
enters the range with-
ever a creature within
out speaking the code
L feet invokes a rune,
you declare sets off an
you can negate its ef-
alarm that sounds in
fect. (If you are in
your mind.
combat or another sit-
uation that involves
turns, you may use this Crafting
Rune even if it is not
your turn.) Rangers are taught how
to be self-sufficient,
(4, 6) - Tether: A crea- and one of the ways to
ture or object within express this trait in
eyesight must succeed Rangers of the Midden
on a Strength saving Vale is through craft-
throw on each of its ing. A Ranger can at-
turns or it is rendered tempt to create an ob-
immobile. This effect ject or tool through
lasts for L minutes. crafting, which re-
quires spending a piece
(4, 7) - Turn: A crea-
of gear and attempting
ture you can see feels
the appropriate Abili-
compelled to avoid you
ty check (ex. rolling
for L minutes. While so
an Intelligence check
ensorceled they cannot
to craft a healing po-
approach, attack, or
tion). Crafting an item
otherwise interact with
should take some time
you.
- typically an hour for
(4, 8) - Ward: You cre- a simple item, two or
ate a magical alarm three hours for more
that enshrouds a 20 ft. involved items, and
83
four or more for com-
plex designs.

On a success, the
Ranger creates two
items of their choice.
On a failure, the Ranger
only creates one, es-
sentially allowing them
to turn a piece of gear
into a defined item as
normal (with the cost
of some additional time
spent). If a Ranger
wants an item that most
merchants wouldn’t sell
or doesn’t make sense
as a reward or payment
from a grateful set-
tlement, crafting is
a good way for them to
obtain the desired ob-
ject. A Ranger cannot
craft a rune.

84
Traveling the beneath the surface -
it’s eyes fixed on your
Range camp. What do you do?

Blackmore leads your


Starting a Range
band through the marsh-
es, carefully picking The Midden Vale is an
out paths to keep you enormous, largely un-
all on the driest possi- tamed wilderness. Vast
ble patches of land. The forests and woodlands
minutes become hours, cover much of the re-
which stretch out un- gion, occasionally
til your third night broken up by towering
in the swamps. The sky granite cliffs, fog
above remains a cloudy enshrouded mires and
and overcast gray. You bogs, or seas of shoul-
camp down for the eve- der-high golden grass.
ning and upon rising The Rangers, under the
the next day are bless- watchful eye and guid-
ed with clear skies. ance of the Warden and
That’s when you realize the Council, manage
you’ve been traveling portions of the Midden
in circles for the last Vale, large tracts of
two days. land known as “rang-
es.” It is their duty
Before anyone can
as Rangers to travel
so much as complain
throughout the ranges
about Blackmore’s navi-
and right wrongs, help
gation skills, you spot
the citizens of various
a slight movement in
settlements, and fight
the nearby water. The
the various monsters
pale hide of a massive
that seek to crush hu-
bullgator lurking just
85
manity.

In a game of Rang-
ers of the Midden Vale,
the players begin with
their Rangers on their
way to the first stop
of their range, as men-
tioned in the “Intro-
duction” section at
the beginning of this
book. Feel free to let
the players pick their
Vanguard and roll for
an initial event and
encounter (details be- tlement to another,
low), or skip it and they must first appoint
start them off on the a Vanguard, who serves
outskirts of a town or as the band’s guide and
village - your call as leader for that partic-
the GM or as a group. ular leg of their jour-
ney (it’s recommended,
Traveling to a Loca- but not required, that
the Vanguard role ro-
tion
tates, as the Vanguard
Traveling takes days, does not regain any
often tendays, and is uses of their bravery
usually a lonesome af- for that tenday). Then
fair, as few beyond the each member of the band
Rangers are willing to must reduce the usage
brave the wilds. When- dice of their rations
ever the Rangers wish by one size per tenday
to travel from one set-
86
traveled, spending gear dom check to navigate
to retrieve more ra- and forge a path from
tions if needed. If any one region to anoth-
members of the band run er - with the Rang-
out of rations or are ers choosing what re-
unable to convert gear, gion they wish to enter
difficulties occur. (feel free to roll a d6
to randomize - 1: Bad-
If, for any rea-
lands, 2,3: Forest, 4:
son, the Rangers’ jour-
Marshes, 5: Mountains,
ney takes longer than a
6: Steppes). If any of
single tenday (misfor-
the Rangers were miss-
tune strikes and adds
ing rations or other-
an additional amount
wise lacked the proper
of time, or perhaps the
supplies, the vanguard
band is skipping past
attempts this check at
a settlement and trav-
a disadvantage. The GM
eling to a distant lo-
takes the leader’s re-
cale), each Ranger must
sult and compares it to
reduce the usage dice
the Region’s Wilder-
of their rations by an
ness Event List that
additional size. As a
best matches the band’s
general rule, for every
current location.
tenday on the road, the
Rangers of the Midden
Rangers use up another
Vale uses five region
stage of rations (two
types: Badlands, For-
usage dice for 11-20
ests, Marshes, Moun-
days, three usage dice
tains, and Steppes. As
for 21-30 days, etc.).
the GM, feel free to
After rations have mix and match the ta-
been consumed, the van- bles if your Rangers
guard attempts a Wis- are traveling from one

87
type of region to an- Locations can vary
other. If the Rangers’ between settlements,
journey required more ancient barrows,
than 10 days, roll an strange ruins, or nat-
additional Event. ural formations. Upon
arrival, the Rangers
Generally speak-
can feel free to ex-
ing, the better the lead
plore or, if they wish
Ranger’s result, the
to continue, simply
less deadly or danger-
begin the next leg of
ous the journey is. Once
their journey.
an event has occurred,
the GM can roll on the
Region’s Encounter List
and the Region’s Lo-
cation List (or have
the vanguard roll, it
doesn’t matter as long
as someone rolls those
dice) to determine what
happens next and where
the Rangers ultimate-
ly end up. Encounters
can range from running
into violent Fomorians
to friendly travelers
to anything in between,
and if the Rangers take
longer than a tenday to
move from one location
to another, roll addi-
tional encounters.

88
Leaving a Location must be a tenday
away from their
When the Rangers have
current location
resolved, ignored, or
- anything further
abandoned a location
requires multiple
(be it a settlement or
Wisdom checks to
otherwise), it’s time
navigate).
for the Rangers to move
on to the next desti- • One or More Rang-
nation in their range. ers retire or
As the GM, provide the break their Oath
following options, or - the Ranger(s) in
create your own: question leaves
the band and the
• The Rangers con-
player rolls up a
tinue on their
new Ranger.
range (roll for an
Event, Encounter, If the Rangers
and Location as want to return to a
normal). previous location more
than a tenday away,
• The Rangers re-
simply repeat the trav-
turn to a previous
el steps until they ar-
location, be it
rive at their intended
a town or other-
destination. As the GM,
wise (the Vanguard
use this as an oppor-
rolls 2d20 for the
tunity to show what’s
Event, taking the
changed at other loca-
preferred result,
tions along the way.
rolls the Encoun-
ter as normal, and The Rangers al-
the Location is ways have the option to
set. The Location return to the Warden’s

89
Completing a Range

Ranger bands are of-


ten out in the wilder-
ness of Midden Vale for
months on end, with the
most experienced bands
often spending up to
a year in the wilds.
These assignments or
missions are referred
to as “ranges” and are
the focal point of the
Hall, but generally
Rangers’ stories. There
speaking this destina-
are four common range
tion is only visited at
lengths, with three
the end of a range or
of them making up the
if the Rangers uncover
gameplay of Rangers of
something that requires
the Midden Vale.
the Order’s immediate
attention, such as a • One Month: Squires
small army of the Dead are often sent on
or a powerful Fomori- a few one month
an warband - a threat ranges before -
beyond the power of a swearing their
single band of Rangers. Oaths, as are
Returning to the War- Rangers that have
den’s Hall without good recently recov-
cause before a range ered from a ma-
has been completed typ- jor injury. This
ically results in dis- length allows
ciplinary action. mentors and vet-
erans to deter-
90
mine if squires for most bands.
are ready to take This typically al-
on the full re- lows the Rangers
sponsibilities to visit eighteen
of a range. A one locations before
month range typi- they return to the
cally allows for Warden’s Hall for
a band to visit their next range
three locations. assignment.

• Three Months: New- • One Year: On-


ly sworn-in Rang- ce a Ranger band
ers are first sent has proven their
on a three month skill, the War-
range to test den might assign
their skills and them to a one year
mettle. This typ- range. Only the
ically allows the most experienced
band to visit nine of bands are sent
locations before on ranges of this
they return to the length, which typ-
Warden’s Hall to ically allow the
report their find- band to visit
ings. thirty-six loca-
tions before they
• Six Months:Af-
are given leave to
ter completing
return to the War-
their first range
den’s Hall.
of three months,
bands are typi- It is recommended
cally sent on six that most ranges oc-
month ranges - the curring within a Rang-
standard length ers of the Midden Vale

91
campaign will fall in dynamics when they en-
the three to six month counter people in need.
spans, with a one-
year range often serv-
ing as a capstone to a
longer-running game.
While the first range
may be more “tradition-
al,” once your Rangers
have proven themselves,
consider incorporat-
ing special missions
for the second, third,
and ranges beyond - in-
vestigating a possible
location of an ancient
woldling city, seeking
out a Formorian warlord
building an army in the
badlands, delving into
a barrow in a location
riddled with the Dead,
or anything else that
the Warden may consid-
er an important mission
based on your group’s
version of the Midden
Vale! This can pro-
vide the Rangers with
a greater sense of pur-
pose, while also add-
ing new and challenging

92
Midden Vale Region Tables

Use the following tables to generate or inspire


the various events and encounters your Rangers
will have on their journeys. Also feel free to
mix and match different parts of the tables -
there’s the possibility of overlap if your Rang-
ers are leaving the forests and heading into the
mountains.

Region: Badlands

Mournful stretches of scorched earth broken up


only by blacked copses of skeletal trees and
dunes of soot and dust, the badlands are home
to an unceasing, howling wind that blasts its
inhabitants with heat and ash. Few are brave or
foolish enough to try and start a life in these
wastes with only the occasional nomadic tribe
and roving bands of Fomorians - ogres, trolls,
and ettins - calling the badlands home. Even the
Rangers do their best to avoid these wastes.

Seemingly trackless expanses of thankless


terrain, the badlands border the Midden Vale’s
93
westernmost regions and a source of many of its
troubles and turmoil, namely the disparate Fomo-
rian clans that have taken to raiding into the
woodlands, mountains, and steppes. No one, not
even the oldest Rangers, know how the Badlands
were formed, but each year they seem to encroach
deeper into the Midden Vale...

Badlands Events - Roll a d20 + Wisdom

(2) - Dry, rasping cough. Smoke and ash have


aggravated the Rangers’ lungs. Reduce each Rang-
ers’ Constitution bonus and defense by 1d4 until
they leave the region.

(3-5) - Fire belches from the earth. Each Rang-


er and any creatures with them must succeed on
a Dexterity save or suffer 1d6 damage as flames
erupt from the ground.

(6-8) - Acid rain damages supplies. Each ranger


destroys one piece of gear in their possession.

(9-11) - Myrmids make off with supplies. Each


Ranger loses 1d4 pieces of gear. The myrmid
thieves leave a trail, so the Rangers can spend
1 day backtracking and retrieving their stolen
supplies.

(12-14) - Constant dust irritates and the eyes


and ears. The endless dust and grime assail the
Rangers’ ears and eyes, inflicting disadvantage
on all sight-based rolls for one day. Each Ranger
must succeed on a Constitution saving throw or

94
contract Ash Lung. Any Ranger with this disease
has a constant cough for 1d8 days, inflicting
disadvantage on any rolls that require speech
until the sickness has passed or they receive
treatment.

(15-17) - Sandstorms filled with obsidian shards.


Great black clouds of razor sharp obsidian glass
cross the badlands. The Rangers can take cover,
increasing the length of their journey by 1d3
days or can soldier through it, suffering 1d6
damage.

(18,19) - Happen upon several bushes of bright


red berries. They taste like cinnamon and fill
the stomach, but each Ranger must succeed on a
Constitution saving throw or become sickened for
1d4 days. While sickened, the Rangers rolls all
Strength and Dexterity checks and saves at dis-
advantage.

(20,21) - Smog and smoke obscures the sky. With-


out the sun and stars to navigate by, the Rang-
ers get lost and their journey takes an extra
1d2 days.

(22,23) - Grueling trek, but everyone came out


alive. The Rangers were hard-pressed, but ar-
rived at their destination in one piece, if not
exhausted.

(24) - Uncovered Ranger cache. The band happens


across a well-hidden Ranger cache. It possesses
3d6 gear, but it’s tradition for bands to al-

95
ways leave items behind for their comrades. Each
Ranger earns 25 XP.

(25+) - Happened across a dead Fomorian. A mas-


sive Fomorian corpse lies along the side of the
road. Inspection reveals 3d12 copper pieces and
2d6 gear. Each Ranger earns 50 XP.

Badlands Encounters - Roll a d20

(1) - Myrmids (1d10 HD). Centaurian ant crea-


tures with thick, rust-colored exoskeletons that
possess sharp claws and mandibles and acidic
spittle. Rarely found alone, myrmids prefer to
swarm their target.

(2) - Thick-Skinned Troll (4d10 HD). Standing


at 7 ft and boasting curving, boar-like tusks,
this primitive creature carries crude weapons
and constantly hunts for manflesh. When prompted
to charge, it throws its weight onto its fore-
limbs before swinging its body forward, much
like a great ape.

(3) - Obsidian-Carapaced Scorpion (5d10 HD). A


gleaming-shelled scorpion with a large, jagged
stinger and massive claws capable of rending
steel. If a creature is stung, it must succeed
on a Constitution saving throw or become par-
alyzed for 1d4 turns as venom courses through
its veins. The scorpion will often burrow under-
ground to ambush from below.

(4) - Hardened Nomad (3d10 HD). A wanderer wear-


ing a thick leather coat and a beaked mask with
96
smoked glass eye lenses. Slung across its back
are bulging waterskins and it carries a spear
and wicked-looking crossbow.

(5) - Veteran Ranger Band (5d10 HD). Equipped


with brigandines, spears, and bows, these rang-
ers’ clothes and skin are stained gray under
layers of ash and soot and their eyes hold a
hollow countenance.

(6) - Flesh-Eating Ettin (6d10 HD). A hulk-


ing Fomorian with sickly greenish-gray skin, two
heads with fang-filled mouths, and bumps and
ridges across its body and carries a massive,
rusted greatsword in one hand. It craves flesh,
preferring that of humans above all others.

(7) - Rusted Iron Golem (9d10 HD). A great, lum-


bering humanoid figure made in ancient times by
an unknown creator. While covered in Woldling
runes, many scholars theorize it may have been
as a weapon of war against the Woldlings. Its
skin is made from thick plates of iron, shield-
ing a body of stone, and its massive fists strike
like warhammers. Some iron golems have weapons
mounted to the ends of their arms, making them
even more dangerous.

(8) - Scorched Terror (10d10 HD) A towering, al-


bino creature with bifurcated limbs, needle-like
quills running along its back like a mane, claws
the length of swords, and a face like a scorched
horse’s skull. Each breath sounds like a forlorn
horn sounding in the deep and its eyes are flick-
97
ering flames in pitch-back pits. As an action,
the Terror can unleash a lance of flame hitting
all creatures in a 30 ft. line. Each creature
must succeed on a Dexterity saving throw or suf-
fer 2d8 fire damage and suffer 1d4 fire damage
at the start of each of their turns until they
spend an action extinguishing the flames. Crea-
tures that succeed take half damage, rounded
down. The Terror can attempt a saving throw on
the start of each of its turns to regain a use
of this ability.

(9) - Prowling Wyvern (7d10 HD). A large, rep-


tilian creature with a long serpent-like neck
and great bat-like wings. Its mouth is full
of dagger-like teeth and it is known to vom-
it acidic bile to soften the rotting flesh of
its meals. While normally a scavenging creature,
this wyvern appears to be hunting something. As
an action, the wyvern can release acidic bile in
a 15 ft. cone. Each creature within this space
must succeed on a Dexterity saving throw or suf-
fer 2d6 acid damage and roll the Usage Dice for
their worn armor and any objects in their hands.
Creatures that succeed take half damage, rounded
down, and their items remain unharmed.

(10) - Gray Worm (8d10 HD). This massive creature


is at least twenty feet end-to-end and boasts
a thick, rubbery hide and a lamprey-like mouth
more than capable of swallowing a human whole.
The gray worm travels below the ground quickly,
with only the disturbed earth above giving any

98
indication of its location. It is known to ex-
plode from the ground, bite into its prey with
hundreds of razor sharp teeth, and drag them
screaming below ground to feast.

(11) - Ash Ghoul (2d10 HD). A dried out undead


humanoid with ashen skin like papyrus. Its eyes
glow with a dull, ruddy light that also shines
when it opens its mouth. The ash ghoul radiates
heat like a wood stove, and upon death it ex-
plodes. All creatures within 5 ft. of it must
succeed on a Dexterity saving throw or suffer
2d6 fire damage. Creatures that succeed take
half damage, rounded down.

(12) - Ogre Warlord (6d10 HD). A heavily armed


ogre wearing spiked black armor and bearing a
bloody banner. It often wanders the Badlands at
the head of a raiding party, bellowing loudly
to shock its enemies before charging in, weapons
swinging. As an action, the warlord lets out a
mighty scream, granting all of its allies advan-
tage on their next attack rolls.

(13) - Troll Ravager (4d10 HD). A berserk troll


warrior wrapped in layers of animal hides and
brandishing an iron flail. It has sharpened its
tusk and covered its exposed hide in warpaint.
It appears to possess more cunning than the rest
of its kin, but is still a slave to its appetite
for the flesh of humans.

(14) - Fungal Zombie (2d10 HD). Animated by strange


spores from the badlands’ mushroom groves. The
99
reanimated corpse moves with slow, jerking mo-
tions and will attack anything on sight, drag-
ging prey back to the nearest mushroom grove.
When killed, it explodes into a cloud of spores,
and all creatures within 10 feet of it who fail
a Dexterity saving throw become coated and risk
repeating the cycle...

(15) - Corpulent Terror (10d10 HD) A stagger-


ingly massive humanoid Terror with an impossibly
large mouth. It cannot move, instead vomiting
out minions that hunt on its behalf before being
consumed and returned to the fold. The Terror’s
gaze can freeze a lesser being in their tracks,
making it easier for the monster to feast. As
an action, the Terror can vomit up 2d4 minions
(1d10 HD, strong) or lock eyes with a creature
it can see. The target must succeed on a Wisdom
saving throw or become stunned.

(16) - Fell Ophidian (6d10 HD). A massive, crim-


son-eyed snake that sidewinds across the ash and
sand of the badlands. The ophidian is an ambush
hunter, lying in wait just beneath the surface
until potential prey comes by, at which point
it springs its trap, constricting the poor crea-
ture.

(17) - Myrmid Queen (6d10 HD). The leader of a


myrmid colony, the queen is never without atten-
dants (add 2d6 myrmids to the encounter). Con-
siderably larger than her broodlings, the myr-
mid queen boasts powerful mandibles and a thick

100
exoskeleton. As an action, the myrmid queen can
summon an additional 1d6 myrmids to join the
fight.

(18) - Lava Snail (3d10 HD). A snail roughly


the size of a one-story cottage that boasts a
rock-hard shell that takes on the appearance
of solidified slag or obsidian. While remaining
still, it is impossible to discern from any of
the jagged stones of the badlands, revealing its
true nature only when it moves. The snail itself
is a long, wine-red monstrosity with multiple
eyestalks and a beak of black bone. As an ac-
tion, it can unleash a stream of flammable liq-
uid from its stomach, dealing 2d6 fire damage to
a nearby creature on a hit. The viscous liquid
sticks, continuing to burn until extinguished.

(19) - Wandering Creature. The Rangers encounter


a non-native creature that is more often found
in another region of the Midden Vale. Choose
another Region or roll a d4 to determine where
the creature came from (1: Forest, 2: Marshes,
3: Mountains, 4: Steppes). Then roll a d20 and
consult that region’s Encounter table, ignoring
and rerolling any results of 19 or 20.

(20) - Pitched Battle! Roll twice on this table,


ignoring and rerolling any additional results of
20. The Rangers encounter both types of crea-
ture, which are already involved in a battle
with one another. Use the Encounter Generator
to determine how many creatures are involved and

101
their dispositions toward the Rangers.

Badlands Locations - Roll a d20

(1) - Derelict stronghold. An old fortress from


one of the Fallen Kingdoms, the squat structure
rests on a low hill. Despite its age and the des-
olation of the badlands, the stronghold remains
largely in decent shape with only the wooden
gate seemingly missing. No doubt all manner of
valuable treasures can be acquired, but such a
relatively safe location is unlikely to remain
unoccupied.

(2) - Belching sulfur pools. Reeking pools of


ash-gray water belch out roiling clouds of mi-
asmic steam. The stench is unbearable, but the
humid warmth is a fair respite from the dry,
howling winds that ceaselessly cross the bad-
lands. The constant boil and bubble from the
pools drowns out all other sounds, providing
some peace in this part of the Vale… or cover
102
for an ambush.

(3) - Winding canyons. A natural labyrinth of


windswept arroyos and chasms with ash dunes hap-
hazardly building up along the walls. A stream
of steaming, stinking water trickles through the
canyons, providing potable water to those brave
enough to push past the rotting odor. Footsteps
echo wildly in these stone “halls,” making it
difficult to determine their direction and ori-
gins.

(4) - Ancient battlefield. Partially collapsed


trenches, crumbling bulwarks, and tattered ban-
ners still dot the landscape amidst skeletal
trees and the bleached remains of dead soldiers.
Nomads can occasionally be seen, but always from
a distance, as if watching. A rusted iron golem
rests on a mound of bones and armor. If the Rang-
ers spend some time searching, they can likely
find usable gear to supplement their supplies.

(5) - Crumbling tower. It might have been three


stories before, but now this solitary tower bare-
ly boasts two full stories. Haphazard stone-lay-
ing and the ravages of time have resulted in the
tower learning hard to one side. Moldy tapestries
and rotting furniture clutter the ground floor
while an exposed library filled with crumbling
tomes and scrolls makes up the second story. No
doubt some runes could be uncovered by one know-
ing where to look.

(6) - Ash-buried village. This was no doubt a


103
thriving settlement once, but the badlands have
long since claimed it, as they so often do. Only
the tops of roofs, a bell tower, and the crum-
bling remains of two watchtowers can be seen
poking through the dunes of soot and dust. A few
of the buildings sport holes and windows that
allow for exploration of their buried interiors.

(7) - The dragon hill. A great hill dominates the


horizon, and upon careful or closer inspection
reveals that it is shaped like a great dragon,
with carved standing stones running along its
“back.” The wings form the sides of the hill,
and an open cavern near the “mouth” pulses with
a ruddy red light that brightens to a golden hue
for ten seconds every minute, almost as if the
hill was breathing. Legends say that dragons
once ruled the skies of Midden Vale, but they
haven’t been seen for centuries... Perhaps ex-
ploration into the cavern will unearth a great
treasure.

(8) - Silent ash falls. An ash flow the size


of a river crosses the blasted plains, silent-
ly tumbling over a cliff into a massive pool.
Wreckage and ruin rest, partially buried, at the
base of the falls and a keen-eyed individual
can spot what appear to be skiffs, barges, wag-
ons partially submerged in the silt and ash. A
small, rocky outcropping rests in the center of
this strange pool where a single, blackened tree
grows blood-red leaves.

104
(9) - Grove of towering mushrooms. From a dis-
tance it looks to be a forest, but as the Rang-
ers close the distance they realize that there
are no trees, but instead a thicket of mushrooms
ranging from knee height to those that would
rival the greatest trees of the Vale’s forests.
The undersides of the mushrooms and countless
floating spores all glow with the dim light of
faraway stars. Signs of gnawing and biting along
the fleshy trunks seems to indicate that some-
thing finds the fungus edible. Climbing to the
caps would be a challenge, but not impossible.

(10) - An expansive mastodon graveyard. The Rang-


ers find a few mastodon skeletons, their bones
broken and petrified. Following the fossilized
tracks reveals larger and larger clusters of
skeletons until finally the band finds a moun-
tain of mastodon bones, most of them broken with
the marrow sucked out. If the Rangers travel
another mile or so they’ll find a single mast-
odon skeleton with a massive arrow piercing the
skull.

(11) - A towering mountain with a lodestone


peak. The storms ravaging the badlands seem to
converge at this black mass of stone and earth.
Lightning continually strikes the peak, sending
shards of purified metal clattering toward the
base of the peaks. The finest smiths of the Mid-
den Vale often seek out the iron of these moun-
tains to forge great weapons and armor.

105
(12) - An ancient stronghold of Formorian make.
An ugly, but no doubt effective stronghold. Its
architecture is nothing like that of any hu-
man settlements the Rangers have encountered,
and legends speak of the Woldlings as craftsmen
without peer. The wall is made from stone laid
without mortar, and a wrought-iron portcullis
bars entry. A squat tower of the same gray stone
and sporting a tattered banner peeks over the
walls.

(13) - A mysterious temple within a cavern.


The Rangers stumble upon a cave consisting of
one chamber decorated like a chancel. An altar
of purplish-black stone sits at the far end of
the temple and upon it rests a figurine that is
difficult to behold and harder to understand.
Pews carved from the stone floor fill much of
the remaining space in the cavern. The stone is
carved in a latticework of tendrils and tenta-
cles, the workmanship so exquisite that many of
the carvings appear real at first glance. No
glyphs, runes, or text are legible and there is
no indication of the god or gods this temple was
built to honor.

(14) - A Ranger outpost with walls built from


blocks of obsidian. A humble, yet stolid keep
built from obsidian bricks. Low walls are de-
signed to slow, rather than stop, and a simple
tower provides a defensible vantage point of
the surrounding wasteland. The outpost was built
over a network of caves, giving its attendants
106
an escape route if necessary.

(15) - A labyrinthine outcropping of basalt col-


umns. Rigid, geometric pillars rise up from the
ashen barrens of the badlands, forming a dizzy-
ing maze. Foul-smelling clouds of sulfur smother
the region, making navigation all the more dif-
ficult. The Rangers are certain to lose track of
anything they’re pursuing through this winding
tangle of corridors, but they’re just as likely
to escape pursuit.

(16) - Poisonous oasis, bodies line the watering


hole. A spring runneth over, filling a shal-
low pool in the middle of the badlands. Twist-
ed plant life grows in defiance of the harsh
landscape and all manner of pestering insect
float in the air. The turgid pool reeks of rot
and death and bodies in varying states of decay
along its edges lend testament to the dangers of
this deceptive oasis.

(17) - An expansive crater, but no sign of what


created it. A crater nearly a mile in diameter
dominates the region, forcing the Rangers to
travel around or through it. The exposed stone
is smooth, indicating the passage of eons, but
there is no indication of the object that cre-
ated the massive caldera. From the edge several
deep cracks can be seen in the center. Perhaps
tunnels to be explored?

(18) - Abandoned monastery or abbey. The Rangers


locate an old abbey seemingly devoted to an an-
107
cient faith. Massive wooden doors are moved with
the lightest touch and the courtyard is lined
by gilded statues of a being ten feet in height
- a figure that possesses both male and female
anatomy. White banners with golden thread hang
from the walls of the monastery’s great hall and
places of worship. A single tome entitled The
Gran Grimoire can be found placed upon an altar.

(19-20) - Local settlement. The Rangers locate a


settlement within the region, no doubt its cit-
izens could benefit from the aid of the Rangers.
Create a settlement using the “Creating Settle-
ments” tables below.

108
Region: Forests

Much of the Midden Vale is covered in trackless


seas of trees and undergrowth. Even the most
dedicated of “roads” turn into barely trackable
game trails at times, making travel through the
vast woodlands nearly impossible. Even the most
experienced of Ranger bands often find them-
selves lost in the natural labyrinth of the
Vale’s forests.

Forest Events - Roll a d20 + Wisdom

(2) - Forest fire. A bolt of lightning, or per-


haps the actions of brigands, Fomorians, or a
Terror, has sparked a raging wildfire deep within
the forest. The Rangers have enough time to for-
mulate and carry out a plan, but if they linger
too long they risk great harm to themselves and
their equipment - or possibly a painful death.

(3-5) - Abandoned bear trap. One of the Rang-


ers, perhaps distracted by a sound in the woods,

109
stumbles upon a bear trap. They must succeed on
a Dexterity saving throw or suffer 2d8 pierc-
ing damage and have their movement speed halved
until they receive proper medical treatment or
until 1d12 days have passed and the injury heals
on its own.

(6-8) - Rolling fogbanks. A great, sweeping bank


of fog and mist enshrouds the forest, causing
the Rangers to lose their way. If the Rangers
choose to remain in place and wait out the fog,
add 1d6 days to their journey. Otherwise they
can attempt a Wisdom check to navigate through
the mist. On a success they only add 1d4 days,
but on a failure they add 2d6 days.

(9-11) - Gnawing, biting ticks. Sylvan ticks in-


fest the Rangers’ clothes and bedrolls during the
night. None of the Rangers can heal Hit Points
normally during this tenday, and each Ranger
must succeed on a Constitution saving throw or
contract Sylvan Shakes. Any Ranger who contracts
the disease reduces their Strength, Dexterity,
and Constitution defenses and bonuses by 1 for
1d8 days or until they receive treatment.

(12-14) - Severe weather. A season-appropri-


ate storm cuts through the region (consult the
“Weather in Midden Vale” table to determine the
specifics of the storm). The Rangers can take
cover, adding 1d3 days to their journey, or can
brave through the storm, suffering 1d10 damage
along the way. Double the damage or delay for

110
floods, gales, and heavy fog.

(15-17) - Burning nettles. Hidden within the


tall grasses of an otherwise peaceful meadow are
vicious, burning nettle that seeps an irritating
oil. Each Ranger must succeed on a Constitution
saving throw or suffer disadvantage on all Dex-
terity checks and saving throws for the rest of
the tenday as itching rashes cover their skin.

(18,19) - Wandering minstrel. The Rangers en-


counter a minstrel traveling alone in the for-
est, singing songs in an ancient tongue. On
a successful Intelligence check, the Rangers
identify the language as Woldish, though the
minstrel appears human. By offering 2d4 copper
pieces, 1d6 gear, or a favor, the minstrel will
play the Rangers a song, woven with enchantment
that restores them as if they had rested in town
for several days (heal all Hit Points).

(20,21) - Strange shrine. The Rangers happen


across an ancient shrine, certainly not human
and not to any small god they recognize. Any of
the Rangers can decide to make an offering or
prayer - if they do, they attempt a Wisdom sav-
ing throw. On a success, they feel a sense of
calm and poise and gain advantage on Charisma
checks and saving throws for the next month. On
a failure, they feel utterly drained and suf-
fer disadvantage on Strength checks and saving
throws for the next month.

(22,23) - Uncovered Ranger cache. The band hap-


111
pens across a well-hidden, but poorly stocked
Ranger cache. It possesses 1d4 gear, but it’s
tradition for bands to always leave items behind
for their comrades.

(24) - Ancient game trail. The Vanguard stumbles


upon an old trail cutting through the forest.
Ancient Woldling marks can be seen on various
trees and stones, some formed from moss and oth-
ers from lichen, but always natural. Following
this trail reduces the Rangers’ travel time by
1d4 days and if they take it they come across a
wounded elk that if dispatched mercifully pro-
vides 1d6 gear. Each Ranger earns 25 XP.

(25+) - Woldling guide. As the Rangers sleep for


the night, the Vanguard is visited - perhaps in
a dream - by a Woldling, whose skin glows like
the wood of burnished ash, whose eyes flash
with the piercing gaze of a hunting hawk, whose
horns branch like a ancient yew, and whose legs
move with the grace of a noble elk. The Woldling
speaks to the Vanguard, imparting wisdom on them
before disappearing into the trees. For the next
tenday, as long as they are within the forest,
each Ranger rolls all saving throws with advan-
tage. Each Ranger earns 50 XP.

Forest Encounters - Roll a d20

(1) - Hungry Wolves (4d10 HD). Dangerous and in-


telligent, the wolf’s coat makes it easy for the
creature to stay hidden in the dappled, sylvan

112
shadows of the forest’s expansive canopy.

(2) - Hunting Party (3d10 HD). Hunters from a


nearby settlement or homestead, these folk carry
longbows and wear simple clothes as they track
prey.

(3) - Woldling Boar (7d10 HD). A massive boar


with two sets of tusks and strange patterns on
its hide. It hunts for mushrooms but has been
known to consume flesh. The boar always appears
to be slightly hazy, as if it’s not entirely in
one place at any given time.

(4) - Veteran Ranger Band (5d10 HD). Each car-


ries a sword on one hip, an axe on the other, and
a longbow across their backs. Blue-gray cloaks
boast a mottled pattern to help them blend into
the shadows.

(5) - Greedy Brigand (5d10 HD). Clad in reeking


leathers and carrying antiquated weaponry. They
prefer to ambush and outnumber their victims,
remaining behind cover whenever possible.

(6) - Sylvan Terror (10d10 HD). A lanky creature


standing nearly twelve feet in total with a head
not unlike an elk’s, with rotting flesh and hide
hanging from its face in strips. Its antlers
are covered in a black ichor and it’s mouth is
full of sharp teeth. The lower body is that of
a wolf, although easily the largest wolf you’ve
even seen given the Terror’s height. Each breath
is a ragged howl like that of a midnight wind

113
through ancient branches. As an action, the Ter-
ror can unleash a 15-ft. cone of icy breath. All
creatures caught within must succeed on a Con-
stitution saving throw or take 3d6 cold damage
and become stunned. Creatures that succeed take
half damage, rounded down, and are not stunned.
The Terror can attempt a saving throw on the
start of each of its turns to regain a use of
this ability.

(7) - Great Hart (6d10 HD). A mighty elk stand-


ing nearly seven feet at the shoulder and ant-
lers stretching as far as twelve feet from tip
to tip. Its pelt is covered in strange, swirling
patterns and it lets out a low, mournful call as
it stalks through the trees.

(8) - Elusive Woldling (8d10 HD). Seemingly al-


ways at a distance and partially obscured by
fog, rain, or the branches of trees, the Rangers
catch glimpses of a humanoid figure with pointed
ears, branch-like horns, and the legs of a deer.
Blue runes painted in woad die mark naked skin
and their raptor-like eyes shine in all levels
114
of light. If necessary, the Woldling is capable
of disappearing into a living tree, only to re-
appear dozens of feet away.

(9) - Feral Child (2d10 HD). An orphaned child


that has somehow managed to survive in the wood-
lands. It seems to understand some spoken lan-
guage, but is unable to speak properly and uses
crude tools. Many feral children have been taken
under the wings of protective animals, and there
are rumors that the Woldlings watch out for
children lost in the woods...

(10) - Giant Sloth (7d10 HD). A quadrupedal


beast easily dwarfing a human and standing level
with most Fomorians, this creature is capable of
standing on its hind legs to reach the leaves of
taller trees and bring its sword-like claws to
bear against threats. A colony of moss and fun-
gus grows in its shaggy pelt, giving it a green
camouflage to help blend in with the woodlands
around it. As an action, the giant sloth will
shake, sending spores into the air. All crea-
tures within 10 ft. of the giant sloth must suc-
ceed on a Constitution saving throw or become
stunned.

(11) - Flying Squirrel (1d10 HD). A small, seem-


ingly fearless creature, the flying squirrel of
the Midden Vale is known more for being a nui-
sance than an outright threat. However, when
encountered in a swarm, the venomous barbs on
their feet have been known to end the lives of

115
unsuspecting travelers. When stung, a creature
must succeed on a Constitution saving throw or
suffer 1d4 poison damage and have disadvantage
on all rolls for 24 hours as the injured flesh
burns and swells.

(12) - Mammoth Spider (6d10 HD). A spider the


size of a small bear. It dwells in the shadowy
boughs of the Vale’s massive trees. It lies in
wait to ambush travelers that wander into its
webs, injecting them with a paralyzing poison
from its stinger. When stung, a creature must
succeed on a Constitution saving throw or not
be able to move or act for an hour as the venom
triggers rigor mortis.

(13) - Missionary of the Southron Gods (2d10 HD).


A traveling priest from the Southern Kingdoms
looking for converts in the Vale. The priest will
engage with their fellow travelers, proselytiz-
ing and preaching. Any insults to the Southron
Gods will not be tolerated.

(14) - Brown Bear (5d10 HD). This large creature


spends most of its time foraging, scavenging, or
fishing in the rivers and lakes cutting through
the Midden Vale’s forests. Normally content to
avoid humans, a cornered bear is a formidable
foe, wielding sharp claws and a powerful jaw.

(15) - Vine Snake (3d10 HD). A long, slender con-


strictor that disguises itself as vines hanging
from tree branches. It loops its coils around a
creature’s neck, strangling it before devouring
116
the creature whole.

(16) - Terror Cultist (4d10 HD). A deranged wor-


shipper of the Vale’s Terrors. This fanatic will
happily sacrifice its life in service of a Ter-
ror, but when they engage in combat they try to
capture first, killing only when needed.

(17) - Wooden Golem (9d10 HD). A creaking, rune-


carved figure that stalks through the woodlands.
It often goes still without cause, waiting for…
something. Like all golems, the wood golem is an
increasingly rare sight in the Midden Vale these
days. Its purpose and mission are unknown, as is
the being who created it.

(18) - Colossal Snail (4d10 HD). A large snail


slithers through the forest, leaving a trail
of slime and muck in its wake. It is a large-
ly peaceful creature that will retreat into its
shell when attacked. However, it boasts two bul-
bous antennae that it can use as weapons when
threatened.

(19) - Wandering Creature. The Rangers encounter


a non-native creature that is more often found
in another region of the Midden Vale. Choose
another Region or roll a d4 to determine where
the creature came from (1: Badlands, 2: Marshes,
3: Mountains, 4: Steppes). Then roll a d20 and
consult that region’s Encounter table, ignoring
and rerolling any results of 19 or 20.

(20) - Pitched Battle! Roll twice on this table,

117
ignoring and rerolling any additional results of
20. The Rangers encounter both types of crea-
ture, which are already involved in a battle
with one another. Use the Encounter Generator
to determine how many creatures are involved and
their dispositions toward the Rangers.

Forest Locations - Roll a d20

(1) - A small clearing with a cold spring. The


canopy breaks enough to allow sunlight to trick-
le down into this small clearing, which boasts a
fresh and cold spring where travelers can water
their beasts and fill their skins. A faint glim-
mer of silver or perhaps steel comes from the
depths of the spring - potential treasure for
anyone bold enough to dive in.

(2) - A shaded bower with branching passages.


Branches of nearby trees entwine and weave to-
gether to form a natural wall around this dark-
ened glade in the forest. The canopies block out
of the sun and stars and massive roots crisscross
over the earth, creating a secluded space. Dark,
ripe fruits hang from several of the trees and
the scratches and claw marks of several large
beasts mar the trunks. A faint song, barely more
than a whisper, can be heard on the thin breeze
that flows through the trees. A good place to
lay your head, perhaps, or maybe a way to move
unseen?

(3) - Ancient temple ruins. An abandoned temple


to the small gods whose roof long ago caved in

118
sits at the end of a narrow game trail weaving
between the trees. Small saplings have begun to
grow within the temple’s walls and empty nests
reveal that woodland creatures have claimed it
as their home. Investigation may reveal some old
offerings to the small gods, and perhaps prayers
and requests the Rangers can act upon remain as
well.

(4) - Strange orchard. The trees within the for-


est suddenly shift from haphazard alignment to
an orderly placement of six feet between each
tree as the Rangers stumble upon an acre of
planted and maintained orchard trees - though
the caretakers are nowhere to be found. Regard-
less of season, ripe fruits ready to be picked
can be found, as the orchard boasts all manner
of tree: apple, peach, winter pear, cherry, and
more. The Rangers can easily find enough food to
replenish the rations they consumed during this
tenday.

(5) - Ring of standing stones. Several waist-


high stones covered in runes surround a large,
round flagstone. Each standing stone has a de-
tailed face expressing boredom carved on the side
pointed at the flagstone. A Ranger can attempt
an Intelligence check to decipher the runes, and
upon success learns that the ring was a place
where story and song were shared by the Wold-
lings of old. Entertaining the stones causes one
to fall, revealing a passageway leading beneath
the flagstone to a small cache of treasure.

119
(6) - An ancient barrow, overgrown with moss.
Several trees have fallen over what initial-
ly appears to be a low hill, but upon closer
inspection is an archaic Woldling barrow cov-
ered in moss and grass. A successful Wisdom
check will reveal a sealed passageway carved
with Woldling runes that, if translated, read as
follows: “Within lies a Woldling king, protected
in death by his loyal knights.” The seals appear
to be intact, meaning that any treasures within
no doubt remain.

(7) - A clearing with a towering tree with sil-


ver leaves. This tree rises above the rest of
the treeline, casting the entire clearing in
shadow. Inspecting the tree reveals that it’s
hollow with another tree - still quite large -
growing within. The inner tree has golden acorns
hanging from its branches that ring like bells
in the light breeze. The interior of the larger
tree is covered in thousands of hieroglyphs and
paintings detailing the history of the Midden
Vale.

(8) - A mysterious ambush. The Rangers happen


across the site of an ambush - the targets being
a fellow Ranger band. The arrows and javelins
are of a mysterious make and iridescent fungal
sprouts cover the bodies. Closer inspection of
the clearing shows no tracks save those of the
Rangers - as if the attackers simply appeared
and then vanished into thin air.

120
(9) - A gaping, seemingly bottomless pit. A
yawning pit opens up in the forest floor. Debris
and detritus can be seen stuck at the edge of
one’s vision, but a bottom cannot be discerned.
Dropping a torch results only in the light being
swallowed up after several minutes - no sound can
be heard. Roots from nearby trees punch through
the sides of the pit, casting shadows and ob-
scuring what might be tunnels branching off into
the distance - perhaps pathways to travel below
ground?

(10) - A Ranger outpost built among the branches


of the trees. The ground is a latticework of in-
terwoven vines and the normal noise of the wood-
land is eerily quiet. Closer investigation with
a trained eye reveals hidden ladders built into
the trunks of surrounding trees and paths and
blinds built into the forest canopy. While not a
fortress by any stretch of the imagination, the
clever camouflage makes it difficult for enemies
to locate this outpost, much less assail it.

(11) - A wolf pack’s den, dug beneath the roots


of a mighty tree. The musky scent of animal
hangs in the air as the Rangers approach a small
hillock topped by an ancient tree. Bits of fur
and bone can be seen scattered across the ground
and splashes of blood both dry and still glis-
tening can be seen on the roots as thick as a
human’s arm. A gaping hole beneath the tree’s
roots can be seen, and on occasion the glint of
light on a pair of eyes can be spotted by those
121
with keen vision.

(12) - An ancient amphitheatre, reclaimed by the


wilderness. The Rangers come into a clearing - a
shallow valley in the forest. The natural earth
gives way to worked sandstone and the crumbled
remains of old columns intermingle with vibrant
saplings. Steps carved from the same tan stone
descend deeper into the canyon, forming an arc
of seats. At the bottom of the stairs is a small
stage and behind it is a wall with the faded
images from a long-forgotten fresco. Doorways
leading behind the wall and hatches leading be-
low ground can be seen from nearly any angle.

(13) - A stone archway in the middle of a clear-


ing. A simple stone archway bereft of rune or
blemish sits in the middle of a quiet glade.
Vines have begun creeping along its sides and in
the spring and summer flowers bloom and turn the
arch into a color display of nature’s vibrance.
On occasion, the image within the archway shim-
mers as if on a hot day, but the air around it
remains still...

(14) - A shadowy glade thick with cobwebs. Gloom


overtakes the woodland as thick cobwebs become
more and more prominent. The air becomes clam-
my and unmoving as the webs trap even the wind.
Desiccated corpses wrapped in aged, dirty silk
hang from the lowest branches and clusters of
eggs are glued to the rough bark of dying trees.
On rare occasion, one such coffin shifts - per-

122
haps an unfortunate soul is trapped within. The
air smells of stale death.

(15) - A mysterious house built into a hill. A


small dwelling built hollowed out of a hill sits
in the middle of this clearing, ringed by a mer-
rily babbling brooke. A simple wooden door can
be seen wedged between two boulders and a small,
grubby window peeks out from the dirt and over-
grown grass. A long-dead tree trunk, hollowed
out over the years, rests squarely in the center
of the hill. An occasional cloud of blue-gray
smoke wafts from the trunk, belying the inhabi-
tant within.

(16-20) - Local settlement. The Rangers locate a


settlement within the region, no doubt its cit-
izens could benefit from the aid of the Rangers.
Create a settlement using the “Creating Settle-
ments” tables below.

Forage Safe Tainted Cache Out- Ranger


water Water post Grave

Neutral Hostile Friendly Shrine Cavern Mine


Settle- Settle- Settlement
ment ment

Predator Terror Fomorian Barrow Brigand Woldling


Sighting Sighting Sighting Sighting Sighting

123
Region: Marshes

Fens, bogs, mires, and swamps dot the Midden


Vale, often forming at the crossroads between
forest, plain, and riverlands. All manner of
deadly and secretive creatures live in these re-
gions - most notably the Terrors that stalk the
night. While dangerous and full of death, there
is beauty and life in the marshlands for those
who know where to look.

Marshes Events - Roll a d20 + Wisdom

(2) - Sinkhole. A bog suddenly swallows one of


the Rangers, threatening to drown them if the
rest do not act quickly.

(3-5) - Marshfever. Whether through the biting


of insects or the inhalation of swamp gases,
each Ranger becomes exposed to the marshfever
and must succeed on a Constitution saving throw
or suffer audio and visual hallucinations for
1d3 days. Add one day of travel to the Rangers’
journey if less than half the band suffers from
124
marshfever and add 1d4+1 days of travel to the
Rangers’ journey if half or more suffer from
marshfever.

(6-8) - Bog foot. Slogging through the swamps


and fens has destroyed the Rangers’ boots and
inflicted upon each of them the dreaded bog
foot. If the Rangers don’t have access to medical
treatment, add 1d6 days of travel to the Rang-
ers’ journey if they rest or 1d4 days of travel
if they decide to soldier through the condition,
impeded by their swollen, rotting feet. If the
Rangers decide to travel despite their condi-
tion, they suffer 1d4 damage each day as their
feet blister, crack, and bleed.

(9-11) - Spoiled supplies. All gear marked as ra-


tions are destroyed by the humidity and constant
barrage of insects and pests. Any gear that is
claimed as rations while the Rangers remain in
the region start at a Ud6 instead of a Ud8.

(12-14) - Severe weather. A season-appropri-


ate storm cuts through the region (consult the
“Weather in Midden Vale” table to determine the
specifics of the storm). The Rangers can take
cover, adding 1d3 days to their journey, or can
brave through the storm, suffering 1d10 damage
along the way. Double the damage or delay for
floods, lightning storms, and mudslides.

(15-17) - Recurring nightmares. The Rangers are


struck with vivid, ghastly dreams while they
sleep. Images of Terrors and the Dead infest
125
their sleeping hours, making it difficult to
rest. The Rangers do not get to heal their Hit
Points as part of this journey, and roll any
Dexterity saving throws made to determine com-
bat initiative at disadvantage until they leave
the region and are able to get a proper night’s
sleep.

(18,19) - Lost in a trackless fen. The Rangers


wander through a flat expanse of swamp with no
landmarks and constant overcast blocking the sun
and stars. Add 1d4 days to the Rangers’ journey
as they unknowingly circle the same miles of
marshland again and again.

(20,21) - Uncovered Ranger cache. The band hap-


pens across an old ranger cache that clearly
hasn’t been maintained for several years. Much
of the supplies have deteriorated beyond use,
but the Rangers can uncover 1d2 pieces of ser-
viceable gear. The Oath does state that all
caches should be stocked whenever possible.

(22,23) - Tired, hungry, and in severe need of a


bath. The Rangers escaped the treacherous swamps
of Midden Vale, but the stench of peat and rot
clings to them, forcing them to roll all Charis-
ma checks made to negotiate with other humans
at disadvantage until each Ranger has had the
chance to wash themselves and their clothes.

(24) - Abandoned river barge. The Rangers come


across an old flat-bottomed river barge. In the
boat’s humble cabin they find maps and naviga-
126
tional tools. If the Rangers choose to use the
barge and follow the shallow river flowing slow-
ly through this section of the marsh, they re-
duce their next journey by 1d4 days. Each Ranger
earns 25 XP.

(25+) - Dead Ranger band. The Vanguard notices


a flag or pennant flapping in the wind several
yards ahead, but upon closer inspection realiz-
es that it is a Ranger’s cloak tied to a small
tree. 1d6 fresh, shallow graves can be found at
the base of the tree as well as a single unburied
and decaying corpse holding a journal. Reading
the journal reveals it to be a log of the band’s
most recent range and details several nearby
locations and an ambush by a horde of the Dead.
When rolling for a location, roll twice and let
the Rangers choose which one they’d like to vis-
it. Each Ranger earns 50 XP.

Marshes Encounters - Roll a d20

(1) - Skeletal Soldier (1d10 HD). A skeleton


wearing rusty chainmail and moldy leathers. It
carries an archaic weapon and its shield bears an
ancient, faded sigil of a long-forgotten house.
Whenever the skeleton falls in battle, roll a
d10. If you roll a 10, it reassembles and re-
sumes fighting.

(2) - Wild Bandits (2d10 HD). Wearing rotting


furs and hides and carrying crude weapons, these
highwaymen have begun to descend into barbarism.

127
Whenever they engage in melee combat, they do
so with reckless abandon, giving themselves and
their targets advantage on attack rolls.

(3) - Pale and Scarred Bullgator (7d10 HD).


Floating just beneath the surface of the placid
marsh waters, this enormous primordial reptile
is the length of several horses and moves with
lightning speed despite its bulk. Broken shards
of weapon can be seen embedded in its hide.

(4) - Giant Moa (3d10 HD). A great, flightless


bird roughly the size of a horse. It stalks
through the marshes and swamps, snapping up fish
with its saw-tooth beak. A dangerous creature
that will often chase any perceived threat until
one or both are too exhausted to run.

(5) - Hunting Basilisk (6d10 HD). A wolf-sized


lizard with a long, serpentine tongue and a mouth
ever full of rotting flesh and serrated, nee-
dle-like teeth. It boasts a powerful bite that
often leaves necrotic wounds. If a creature is
bitten, it must succeed on a Constitution saving
throw or become diseased, only able to travel
half the normal distance each day and unable to
benefit from rest until properly treated by a
trained healer.

(6) - Roaming Wight (4d10 HD). A withered, pale


skinned Dead wearing black platemail and wield-
ing a sword with a cruel, edged blade. Hanging
from its neck is a runed pendant, allowing it to
invoke magick in battle.
128
(7) - Veteran Ranger Band (5d10 HD). Sent by the
Warden to give battle to the Dead, these rangers
travel light so as not to sink into the swampy
morass. They carry swords and crossbows and even
a handful of Runes. Their cloaks are treated to
resist the damp.

(8) - Swamp Terror (10d10 HD). A great, vaguely


humanoid creature with four arms and a shaggy,
moss-like pelt. Massive worms with rows of fangs
in their mouths squirm and all over and through-
out the creature, lashing out at nearby crea-
tures. If a creature is bitten by these worms,
it must succeed on a Constitution saving throw
or become diseased, breaking into a terrible
fever that causes them to lose 1d4 Hit Points
each day for 1d6 days until the fever passes or
until they receive proper medical treatment. As
an action, the Terror can infest the ground with
worms, who bite and tear at all creatures within
10 feet of the Terror. Each of those creatures
must succeed on a Dexterity saving throw or they
take damage as if the Terror had struck them
with the worm, including the diseased bite. The
Terror can attempt a saving throw on the start
of each of its turns to regain a use of this
ability.

(9) - Drowned Ghoul (3d10 HD). A bloated, rotting


Dead wearing waterlogged clothes or leather ar-
mor. It is a slow, lumbering creature that fills
the very air around it with a thick, suffocat-
ing aura. Any living creatures within 10 feet of
129
the drowned ghoul must succeed on a Constitution
saving throw or fall prone and begin drowning.
While drowning, a creature can only take one ac-
tion per turn. At the end of each of its turns,
the creature can attempt a Constitution saving
throw to shake off the sensation of drowning.

(10) - Enormous Mudskipper (8d10 HD). A massive


amphibious fish that easily blends into the mud-
dy waters around it. The creature has a biolu-
minescent light at the end of an antennae that
it uses to attract prey, which it swallows with
a gaping maw capable of consuming a small horse
in one gulp. Creatures that see the light must
succeed on a Wisdom saving throw or become dis-
tracted and stunned on their next turn.

(11) - Undead Python (9d10 HD). A long-dead ser-


pent that has somehow been reanimated by fell
magicks. While much of its body has been lost to
rot and decay, it retains its crushing strength
and venomous bite. A creature bitten by the un-
dead python must succeed on a Constitution sav-
ing throw or suffer an additional 2d6 poison
damage and has disadvantage on all rolls for 1d4
days or until they receive medical treatment.

(12) - Gargantuan Tortoise (6d10 HD). A large


tortoise easily the size of a cottage or house
and with several small trees and plants grow-
ing on its back moves through the muck. When
not submerged, the paintings and glyphs on the
tortoise’s shell are easily visible, and upon

130
translating them a Ranger may gain great insight
into the history of the region. If threatened,
the tortoise can retreat into its shell or de-
liver a surprisingly fast and devastating bite.

(13) - Gibbering Madman (2d10 HD). A wild-eyed


human with rotting clothes and ragged hair. They
move seemingly without seeing, constantly stum-
bling and bumping into things. They speak con-
stantly, running one sentence into another in a
single, unending stream of insanity. Listen too
long, and a Ranger might go mad too.

(14) - Zombified Troll (7d10 HD). A troll that


slipped into the muck and drowned. Through some
fell means it has been reanimated and wanders
through the marshes mindlessly, seeking the liv-
ing to satiate its unending hunger. It will pur-
sue its prey with a single-minded determination,
and once it begins feasting it will not stop
until all flesh has been consumed.

(15) - Bog Witch (4d10 HD). A wrinkled and weath-


ered old crone who calls the fens her domain. If
friendly, a bog witch may offer up her wisdom,
magick, or alchemy - but always at a price. If
angered, threatened, or simply bored, she may
trick and trap an unwary traveler and use them
for her cursed spells.

(16) - Bloat Fly Swarm (1d10 HD). A thick, mi-


asmic cloud of fat, buzzing flies. They congre-
gate around dead and rotting matter and deliver
a stinging bite. More annoying than dangerous,
131
but a large enough swarm can tear a traveler
to pieces. All attacks made by the swarm have
advantage and all regular weapon attacks made
against the swarm have disadvantage.

(17) - Fen Tribesman (3d10 HD). A native of the


Vale’s marshlands, this individual moves through
the swamps silently on wooden stilts that allow
them to traverse the waters unharmed. They car-
ry ranged weapons - spears and bows - for hunt-
ing, paint their faces in the images of skulls
to ward off evil spirits, and drape cloaks made
from grasses, leaves, and vines to blend into
the flora. The Fen tribes are known to poison
their weapons.

(18) - Will-o’-the-Wisp (5d10 HD). Appearing as


a collection of lights accompanied by a whis-
pered laughter, the Will-o’-the-Wisp is believed
by many to be a fragment of living magick or per-
haps a small god made “flesh.” All know them to
be wicked and capricious and know that to follow
a Will-o’-the-Wisp is to wander forever, and
yet… As an action, a Will-o’-the-Wisp can call
to a creature. If the creature fails an Intel-
ligence saving throw, it is compelled to follow
the Will-o’-the-Wisp until it breaks the spell.
An ensorceled creature can attempt the saving
throw once every hour.

(19) - Wandering Creature. The Rangers encounter


a non-native creature that is more often found
in another region of the Midden Vale. Choose

132
another Region or roll a d4 to determine where
the creature came from (1: Badlands, 2: Forests,
3: Mountains, 4: Steppes). Then roll a d20 and
consult that region’s Encounter table, ignoring
and rerolling any results of 19 or 20.

(20) - Pitched Battle! Roll twice on this table,


ignoring and rerolling any additional results of
20. The Rangers encounter both types of crea-
ture, which are already involved in a battle
with one another. Use the Encounter Generator
to determine how many creatures are involved and
their dispositions toward the Rangers.

Marshes Locations - Roll a d20

(1) - A submerged henge for an unknown faith.


Muck and water cover a great stone tableau ringed
by carved standing stones, obscured by overgrown
moss and vines. In the center of the tableau is a

133
simple stone structure roughly three feet high,
two feet wide, and seven feet long. Cursory in-
spection reveals that the top is a lid of sorts.
If the Rangers succeed on a Strength check to
remove the top, a Wight (4d10) wielding a pair
of matching +1 swords and 1d4 runes will climb
out of the sarcophagus. It will demand that the
Rangers swear fealty, or attack unless otherwise
placated.

(2) - A sodden barrow, slowly sinking into the


deep. Submerged stone steps lead to an ancient
entrance that goes deep within the low hill in
the middle of this marsh. No doubt a Woldling
barrow of olde, this structure likely contains
great treasure, but also great danger. The open-
ing into the hill has no door and no obvious
signs of being sealed, meaning that any inhabi-
tants could leave the barrow and begin terror-
izing the nearby settlements if not dealt with
soon. Upon closer inspection, the Rangers no-
tice bubbles coming up from various parts of the
hill’s perimeter, and if they study the scene
for a few hours they’ll notice another step de-
scend beneath the black waters.

(3) - A partially buried meteorite. A large me-


teorite roughly the size of a wagon crashed into
the swamplands, forming a wide, shallow pool as
the crater filled with rain and stagnant wa-
ter. Upon closer inspection the meteorite con-
tains a strange black metal that has a greenish
glint beneath torch or lantern light. The flora

134
around the crater have begun to change, taking
on strange properties as streaks of the green-
black metal run through their roots, stems, and
leaves.

(4) - A great stone “cauldron.” Standing rough-


ly at shoulder height and stretching ten feet
across, this strange metal bowl sits atop a
sandy hillock in the middle of the fens. Wold-
ling runes are carved along the sides and if
a Ranger climbs the hill they’ll see that a
churling, bubbling mixture the color and vis-
cosity of blood rests within the structure. Any
Ranger that drinks the mixture must succeed on
a Constitution saving throw. On a success, they
permanently increase their Hit Points by 1d4.
On a failure, they permanently reduce their Hit
Points by 1d4, possibly killing them.

(5) - A dilapidated shack built on stilts. Deep


within a fetid bog where mist and fog hangs
thick in the air the faintest orange glow can
barely be seen. Close inspection reveals a dock
at the edge of dark, still waters where a ca-
noe large enough for three rests, moored to the
warped planks. Should the Rangers explore fur-
ther, they’ll notice the outline of an old, di-
lapidated shack in the middle of the large bog,
from which drifts the scent of cooked meats and
baked breads.

(6) - An ancient totem. A totem made from pet-


rified wood and separated into twelve distinct

135
segments. It is covered in runes and carvings
that don’t match any Woldling or Fomorian the
Rangers have ever seen. Depictions of bloodshed
and battle dominate the bottom six segments,
with the imagery shifting to farms and settle-
ments before final segments of clouds and stars.
The base of the totem is a massive stone disk
covered in grooves and trenches. If a sizeable
portion of blood is poured into the grooves, the
sections will spin and an opening will reveal a
magickal spear - It functions as a +2 spear with
an obsidian tip, a rune-carved bone haft, and it
deals an extra 1d6 to the Dead.

(7-11) - Local settlement. The Rangers locate a


settlement within the region, no doubt its citi-
zens could benefit from the aid of the Rangers.
Create a settlement using the “Creating Settle-
ments” tables below.

(12) - A ritualistic locus. A flat stone tab-


let partially submerged with eight stone pil-
lars placed at each cardinal direction. A rusted
black chain runs from each pillar to a figure
in the middle wearing a collar forged from an
identical metal. Upon closer inspection the fig-
ure is a Woldling, long since transformed into
a Wight, with its horns haphazardly sawed off.
1d12 runes are carved into the ground around it.
If the Wight is asked a question, it will answer
honestly and a rune will flare and disappear.
When the last rune is gone, the chains break and
the Wight is set free.

136
(13) - A collapsed stone colossus covered in
moss. An ancient stone statue of a mighty warrior
that has long since succumbed to the ravages of
time. Pieces can be seen scattered across a vast
stretch of swamp. A brass pedestal, now green
with the ages, states in an ancient language:
“Gaze upon my works, ye mighties, and despair!”

(14) - A derelict Ranger outpost. Half-submerged


and long ago succumbed to the ravages of time,
little remains of this forlorn post. Digging
around in its rotted carcass may reveal trea-
sures long ago abandoned - a quality weapon, an
errant rune, or a scrap of parchment revealing
some great truth. While its days of so-called
glory have long-since passed, the remains of
this outpost still provide more shelter than
most other parts of the marshland, and may be
inhabited still.

(15) - The rotting skeleton of a massive river


barge. A once garish river barge no doubt owned
by a would-be aristocrat or well-off merchant.
Now little remains save rotting timbers rusted
nails. A shell of its former self, this barge
may yet contain valuable materials. However, the
shelter provided by its thick hull may have also
invited some errant creature to settle in and
claim the ship as its home.

(16) - A brigand camp, empty for the moment...


Situated on the top of a low hill or any other
patch of dry earth in the expansive fens, this

137
camp clearly belongs to a rugged band of indi-
viduals. Cursory investigation makes it clear
that this camp doesn’t belong to a Ranger band,
and the errant trash, empty bottles of booze,
and burlap sacks bursting at the seams with
goods would point in the direction of a local
band of highwaymen...

(17) - A slab of pure iron pierced by a massive


sword. Somehow it holds a polish sheen despite
being exposed to the elements, this block of
iron is so pure it sings with but the gentlest
touch. A massive, runed sword - large even for
a Formorian warrior - has been run through the
iron mass. It would take one with monumental
strength to begin to loosen it.

(18) - Flooded and crumbling canals from the age


of kingdoms. All that remains of this ancient
feat of engineering are crumbling, interlocking
stones. Mud and silt cakes the ancient irriga-
tion ways and a thin layer of water rests over
the entire construction. It stretches for miles
in every direction - all that remains of a once
mighty city and its infrastructure.

(19) - A long submerged battlefield, the wa-


ter-logged corpses somehow preserved. The mire
slowly gives way to larger and large bodies of
water until the Rangers stand on the edge of a
proper lake. The water remains shallow, allowing
for easy passage, but looking down reveals hun-
dreds, if not thousands, of waterlogged bodies

138
still wearing their armor and bearing weapon and
shield. Some foul magick has kept these corpses
in fair condition, although thankfully they have
yet to rise up.

(20) - A Ranger outpost resting upon wooden


stilts. A simple structure built in part on the
branches of an old tree and supported addition-
ally with solid wooden poles. A hatch built into
the floor can be moved to allow a rope ladder to
descend. Much of the cabin is covered in bales
of marshland grass and its frame is broken up
as much as possible so it remains hidden at a
distance. The interior is cramped, but boasts
several windows with wooden blinds, giving it a
commanding view of the surrounding swamps.

139
Region: Mountains

Towering spines of stone and earth cut through


the Midden Vale. The few scholars who still call
the region home believe it was these great nat-
ural walls that prevented the kingdoms of olde
from uniting under one banner, eventually caus-
ing their demise. Winding trails and switchbacks
cut through the great stone mountains, allowing
those with the skill to navigate between the
mighty peaks.

Mountains Events - Roll a d20 + Wisdom

(2) - Cacophonous avalanche. A loud crack echoes


through the mountains only moments before the
Rangers feel the shaking of the earth and look
around to see the cliffside begin to fall away
from the mountain and down toward their heads.

(3-5) - Collapsed path. The rocky path gives way


beneath the band. Each Ranger must succeed on a

140
Strength or Dexterity saving throw or fall sev-
eral feet until they hit a lower outcropping.
Each Ranger that falls suffers 1d6 damage and
loses 1d2 pieces of gear as the impact jostles
the items loose. Regardless of success or fail-
ure, the Rangers are forced to retrace their
steps and add 2d6 days to their journey.

(6-8) - Mountain geysers. The Rangers pass through


some hot springs high up in the mountains. The
ground vibrates as steam suddenly fills the air
as multiple geysers of boiling hot water erupt
from the ground. Each Ranger must succeed on a
Dexterity saving throw or suffer 3d4 damage as
they are struck with scalding hot water.

(9-11) - Burning, inflamed joints. Diseased bats


feed on sleeping Rangers. Each Ranger suffers
1d4 damage and must succeed on a Constitution
saving throw or contract Rattle Joint. Any Rang-
er who contracts the disease has disadvantage on
Strength-based attacks, tests, and saves for 1d6
days or until they receive treatment.

(12-14) - Severe weather. A season-appropri-


ate storm cuts through the region (consult the
“Weather in Midden Vale” table to determine the
specifics of the storm). The Rangers can take
cover, adding 1d3 days to their journey, or can
brave through the storm, suffering 1d10 damage
along the way. Double the damage or delay for
mudslides, avalanches, and blizzards.

(15-17) - Snare trap. One of the Rangers gets


143
caught in an abandoned snare trap, yanking them
up and hanging them upside from a tree branch.
The Ranger suffers 1d8 damage as their head hits
the ground and must be cut down by their compan-
ions.

(18,19) - Rapids. The Rangers’ path is blocked


by a swift, churning river too wide to cross
on foot. They can either travel along the bank
until they find a narrower spot to ford, add-
ing 1d4 days to their journey, or spend a day
building a makeshift boat or raft and ride the
rapids. Riding the rapids requires each Ranger
to succeed on a Strength test to keep the boat on
course. If at least half of the Rangers succeed,
they safely ride the rapids. If more than half
fail, the vessel is destroyed and each Ranger
suffers 2d8 damage as they’re battered against
the rocks before making it to shore.

(20,21) - Underground passage. The Vanguard no-


tices an opening in the mountainside leading
deep within the stone. A light breeze drifts
out, indicating an exit on the far end. If the
Rangers choose to follow the passage, the Van-
guard must attempt a Wisdom test. On a success,
reduce the travel time by 1d4 days, but on a
failure add 1d6 as the Rangers get turned around
below ground and exit through the same side they
entered.

(22,23) - Boots worn thin. The Rangers descend


from alpine heights and arrive at their desti-

144
nation tired but otherwise without issue. Their
boots have been worn thin by the rough and rocky
terrain, potentially causing future complica-
tions if not repaired or replaced before moving
on to the next leg of their range.

(24) - An outdoor camp. The Rangers come across


a seemingly commonly-used campsite. A shallow
pit full of ash serves as the firepit, a trench
fifty feet off for a latrine, and a hollowed-out
tree packed with bedding and a few miscellaneous
items that may be of use to make campers com-
fortable. It provides a nice vantage point and
can serve as a resting place for the night. Each
Ranger gains an additional use of their Bravery
during the next tenday. Each Ranger earns 25 XP.

(25+) - Hidden Ranger outpost. The band follow


range signs and make their way to a mountain
outpost overseen by a retired ranger. It pro-
vides ample shelter and the larders and armor
are fully stocked, allowing the Rangers to claim
up to 2d12 gear. The guardian will remind greedy
Rangers of their Oath to always help a brother
or sister in the range. Each Ranger earns 50 XP.

Mountains Encounters - Roll a d20

(1) - Wizened Hermit (2d10 HD). A strange and


ancient individual who you’re honestly not cer-
tain is fully human. They dispense cryptic wis-
dom and utter foreboding portents. If friendly,
they may provide the Rangers with a rune or ad-

145
ditional use of their bravery. If foe, they may
use said runes to plague the Rangers.

(2) - Veteran Ranger Band (4d10 HD). Sent in


search of some great power, these rangers wear
heavy furs to ward off the cold. Each carries a
polearm to double as a staff and to keep great
bears and Fomorians at bay, and most carry slings
thanks to the abundance of stone.

(3) - Lost Caravaners (1d10 HD). A band of way-


ward and frightened caravaners in the mountain
wilderness. Their food stores are running low,
but they have plenty of trade goods to offer to
those who would aid them;however, days spent
lost in the mountains have put them on edge.

(4) - Alpine Marauders (4d10 HD). Armed mainly


with ranged weapons, these robbers use hunt-
ing traps, pitfalls, and natural hazards to aid
in their murder and pillage. They likely have
trained hounds at their heel, ready to track and
kill.

(5) - Cloud Lion (5d10 HD). A large cat with a


spotted gray and white coat that lets it blend
into the snowy terrain with ease. The cloud lion
is an ambush predatory, lying in wait until the
perfect time to strike. For those hunting such
a beast, they will no doubt find it too elusive
and clever.

(6) - Rock Terror (10d10 HD). Seemingly carved


from stone, this winged beast defies logic as

146
it takes to the skies. It’s rock-like hide is
able to turn away most attacks and its claws and
tail make for deadly weapons of their own. As an
action, the Terror unleashes a spray of acid,
hitting all creatures within a 15-ft. cone. Each
creature must succeed on a Dexterity saving throw
or suffer 2d4 acid damage and roll the usage
dice for all armor and weapons on their person.
Those who succeed take half damage, rounded up,
and do not have to roll usage dice. The Terror
can attempt a saving throw on the start of each
of its turns to regain a use of this ability.

(7) - Ettin Berserker (8d10 HD). A ten-foot


tall, two headed humanoid with a thick boney
ridge above its eyes and bulbous features on its
faces. Wild haired and carrying a massive weap-
on - often a club or hammer - the ettin’s twin
heads make sneaking up or trying to ambush it
particularly difficult.

(8) - Great Mountain Bear (7d10 HD). A massive


ursine that easily outweighs any three Rangers.
With teeth like daggers and claws like swords,
this beast can easily overpower any invader in
its domain. Fortunately, most bears are territo-
rial and are just as happy to drive off intrud-
ers as they are to kill. A hungry bear, however,
is a different story…

(9) - Watchful Woldling (6d10 HD). Seemingly


always at a distance and partially obscured by
snow, mist, or an outcropping of stone, the

147
Rangers catch glimpses of a humanoid figure with
pointed ears, crystal-like horns, and the legs
of a mountain goat. Blue runes painted in woad
die mark naked skin and their raptor-like eyes
shine in all levels of light. The Woldling fades
into the nearby stonework whenever someone gets
too close, only to appear scores of feet ahead,
still watching.

(10) - Giant Owl (3d10 HD). An enormous owl


roughly the size of a human that is known to
decorate its nest and oftentimes itself with the
bones and skins of the prey it has hunted down
and consumed. Its favorite tactic is to silently
swoop down, grab an unsuspecting creature, and
then drop them from a great height.

(11) - Stone Golem (9d10 HD). An ancient and


somewhat deteriorated humanoid made from stone
and carved in Woldling runes. Lichen has en-
croached upon much of its surface, allowing it
to blend in with the surrounding landscape. As
to who built it and what its purpose may have
been? No one knows...

(12) - Glacial Wyrm (10d10 HD). A massive ser-


pentine creature with jeweled, multifaceted
eyes, and a strange pelt of bluish-white fur and
scales that shine like sunlight upon a snowbank.
It possesses a horrifying, bifurcated jaw capa-
ble of opening up and consuming a mountain bear,
and the scales on its underbelly can be made to
generate a burning heat, which it uses to slide

148
across ice and snow with ease. A creature that
touches the wyrm’s belly suffers 2d8 fire damage
as their flesh blisters and threatens to slough
off.

(13) - Mountain Goat (2d10 HD). A sturdy and


hardy goat approximately the size of a work-
horse, this creature boasts a pair of curling
horns that strike with the strength of a batter-
ing ram or troll’s club. Stubborn to a fault, a
Vale mountain goat will defend its territory to
the death. It’s said that mountain nomads have
tamed these beasts.

(14) - Adolescent Rukh (5d10 HD). A fledgling


rukh merely the size of an aurochs instead of
a small keep. This creature is not yet strong
enough to fly to the nearby grasslands to hunt
and instead remains closer to its nest, catch-
ing and killing prey local to its mountain home.
While certainly less dangerous than an adult
rukh, one or both parents are rarely far away...

(15) - Cyclopean Fomorian (6d10 HD). A tower-


ing Fomorian with a single eye, jagged teeth,
and wild hair. It lingers above mountain paths,
laying in wait to ambush travelers and pummel
them with stones. It throws to stun, not kill,
preferring to play with its food.

(16) - Frozen Drauger Warrior (4d10 HD). A Dead


warrior preserved by frost and ice. Its mummi-
fied flesh has been warped and transformed, giv-
ing it an icy blue hue. The frozen flesh renders
149
it slow, but resistant to physical harm, and its
touch leaves the angry scars of an icy burn.

(17) - Cave Bat (2d10 HD). A large, eagle-sized


bat. It roosts within deep caverns each day,
coming out at twilight to hunt during the night,
seeking out sleeping creatures to deliver a pain-
less bite and gorge itself on blood until it’s
nearly too fat to fly off again. These feasts
rarely kill, but often leave the prey weakened
for several days.

(18) - Mountain Nomad (3d10 HD). A hardy nomad


wrapped in heavy furs and trekking through the
mountains. To some they might be a valued guide,
but to others a harrying attacker.

(19) - Wandering Creature. The Rangers encounter


a non-native creature that is more often found
in another region of the Midden Vale. Choose an-
other Region or roll a d4 to determine where the
creature came from (1: Badlands, 2: Forests, 3:
Marshes, 4: Steppes). Then roll a d20 and con-
sult that region’s Encounter table, ignoring and
rerolling any results of 19 or 20.

(20) - Pitched Battle! Roll twice on this table,


ignoring and rerolling any additional results of
20. The Rangers encounter both types of crea-
ture, which are already involved in a battle
with one another. Use the Encounter Generator
to determine how many creatures are involved and
their dispositions toward the Rangers.

150
Mountains Locations - Roll a d20

(1-5) - Local settlement. The Rangers locate a


settlement within the region, no doubt its citi-
zens could benefit from the aid of the Rangers.
Create a settlement using the “Creating Settle-
ments” tables below.

(6) - A Ranger outpost built into an abandoned


cavern. A small cavern with three rooms that
has been furnished with crude bedding. One room
has seemingly been converted into an armory of
sorts, allowing the band to resupply if needed.
A firepit dominates the main chamber, and the
entrance has been cleverly hidden behind boul-
ders and brush.

(7) - Abandoned mine. An old mine no doubt once


rich with iron, silver, or possibly gold. Cur-
sory inspection reveals it to be empty, but
investigation deeper into the earth may reveal

151
ore-rich veins and dangerous denizens...

(8) - Crumbling Fomorian obelisk. A once proud


obelisk carved with Fomorian runes now lies crum-
bled on the ground. Around it are the remains
of perhaps a temple or similar place of worship
or introspection. It was clearly an important
site at one point… perhaps there is more to be
found beneath unturned stone?

(9) - Collapsed dam. An ancient dam of unknown


origin once stretched from peak to peak in,
turning a great valley into a bottomless lake.
Decades ago it crumbled, no doubt due to a lack
of maintenance after the kingdoms fell, and re-
leased the river trapped behind. Now a murky,
placid lake rests at the base of great stone ru-
ins and the entire place smells vaguely of rot
and decay.

(10) - Den of a beast. The air is hot and heavy


and filled with the stink of its inhabitant.
Looking in through the entrance reveals little,
although deeper patches of darkness seem to im-
ply additional chambers beyond the first. If the
beast isn’t already in its den, it’s no doubt
nearby, perhaps even watching...

(11) - Everburning signal fire. A massive pyre,


easily the height of two men, burns atop a pla-
teau. It has no dedicated caretaker, instead
those who rest within its orange glow know to
throw more wood upon it. There are no records
of its creation and only legends exist. Some
152
say the First Rangers built it to light the way
for travelers. Others believe it was built and
lit by the Fomorians. Still others claim the
Woldlings bewitched the wood so it would burn
for all eternity. The fires heat even the cold-
est mountain nights and the dance of flame and
crackle of wood exude a sense of calm to those
who camp in its light.

(12) - A stone barrow carved into the mountain-


side. Expansive and intricate glyphs dominate
the sheer cliff face before you, all surround-
ing what appears to be a simple stone door. If
the seals are broken, the Rangers can enter
the barrow, but there is no telling what might
lie within its darkened depths.... Those brave
enough to plumb its depths can often find an-
cient and magickal treasures.

(13) - A massive glacial flow, groaning as it


shifts beneath its own weight. A massive ice
flow that stretches from one mountain to the
next, sometimes only a few feet wide, other
times miles. The ground vibrates as thousands of
tons of ice and snow scrape against the earth
and stone, carving away at the Midden Vale. The
footing is treacherous, making travel slow and
difficult.

(14) - Bubbling hot springs. A series of steam-


ing pools where water from deep beneath the
earth escapes to the surface. They can provide
shelter from the wind and cold of the mountain

153
peaks, but some springs are hot enough to boil
a person alive. The relative safety of a hot
spring often draws attention, meaning that few
remain unclaimed and uninhabited.

(15) - A completely flat, perfectly circular ob-


sidian disc. Polished and gleaming in the alpine
sun, this disc of obsidian rests at the severed
peak of a mountain. Striations of lighter stone
marble the volcanic rocks, but the surface re-
mains smooth as unblemished glass. The entire
disc is slightly warm to the touch.

(16) - A massive stone bridge spanning a yawn-


ing chasm and coursing river. The Rangers find
themselves at the edge of a great stone bridge,
seemingly carved from the mountains themselves.
It spans a chasm nearly five-hundred feet wide
and crosses a raging river that surges through a
winding corridor of stone. No runes or carvings
blemish this marvel of engineering - the surfac-
es remain smooth and slick with condensation.

(17) - A cavern that opens into an underground


forest. From outside, the cavern appears no dif-
ferent than the countless others dotting the
Midden Vale’s mountain ranges. However, fur-
ther exploration reveals a forested glade thick
with fern growth and coniferous trees within the
heart of the mountain. A massive fissure in the
cavern ceiling allows rain and sunlight to pour
in, creating a natural terrarium where beast and
traveler alike can take shelter from the moun-

154
tain storms.

(18) - Abandoned hunting lodge. The door is


locked, but can be easily picked or broken with
the right tools or enough brute force. The inside
of the lodge reveals several rooms including a
loft. Further inspection uncovers a pantry de-
void of usable rations, and a fine layer of dust
coats much of the interior. The main room has
a wall of bookshelves packed with tomes, jour-
nals, and scrolls and the fireplace has a neatly
stacked cord of wood ready to burn, making for a
cozy place to rest for a few days.

(19) - The ruins of a settlement buried beneath


a landslide. The Rangers arrive in what would
once have been called a bucolic valley by bards
and poets, but is now a memorial to nature’s
wrath. Stone, mud, and detritus fill the space,
with the remains of buildings, wagons, animals,
and settlers peeking out here and there. A small
stream of polluted water trickles from beneath
the destruction, carving a shallow path out of
the valley and into the mountains beyond.

(20) - Rukh’s aerie. A massive nest resting atop


a vast plateau and seemingly made from entire
trees, rather than branches. Skeletons of mas-
sive beasts such as aurochs and mastodons dot
the stoney ground, with the occasional carcass
remaining. Investigating the nest may reveal
valuable rukh eggs, but the eggs’ keepers may
not be far away...

155
Chapter 6 - Traveling the Range

Region: Steppes
Region: Steppes

While relatively few and far between, the rolling


While relatively few and far between, the rolling hills of Midden Vale’s grasslands are no safer than its great peaks

hills of Midden Vale’s grasslands are no safer


and twilight forests. Herds of aurochs travel the plains, crushing all before them in their roaring stampede, and
massive predatory cats stalk the shoulder-high grasses in search of prey. As with all regions within the Vale, the
than its great peaks and twilight forests. Herds
plains boast their own dangers, but so too do they hide their own treasures...
of aurochs travel the plains, crushing all be-
fore them in their roaring stampede, and massive
Steppes Events - Roll a d20 + Wisdom

predatory
(2) - Aurochs stampede. catsA natural stalk the
hazard or local shoulder-high
predators cause a local herd of aurochs grasses
to panic and

in search
stampede, of Rangers
with the traveling prey. in theirAs with
path. The Rangers all regions
hear the thunder of the herdwithin
and feel the

the Vale, the plains boast their own dangers,


vibrations through the earth minutes before the dust clouds appear over the horizon.

but so too
(3-5) - Nonstop do rations
rains cause they hide
to spoil and rot.their
All Rangers own treasures...
reduce the usage dice of any rations on
their person by one size.

Steppes Events - Roll a d20 + Wisdom


(6-8) - An infection or oozing sore. The muddy roads resulted in the Rangers getting an infection or oozing
sore on their legs. They move at half speed during combat for the next 1d4 days until it heals up.

(2) - Aurochs stampede. A natural hazard or near-


(9-11) - Sprained ankle. One or more unfortunate Rangers twist their ankle in a ground squirrel hole, forcing
by predators
the band cause
to make immediate camp. Increase thea local
amount herd
of travel time of aurochs to
by 1d2 days.
panic and stampede, with the traveling Rangers
in their path. The Rangers hear the thunder of
the herd and feel the vibrations through the
88
earth minutes before the dust clouds appear over
the horizon.

(3-5) - Nonstop rains cause rations to spoil and


rot. All Rangers reduce the usage dice of any
rations on their person by one size.

156
(6-8) - An infection or oozing sore. The muddy
roads resulted in the Rangers getting an infec-
tion or oozing sore on their legs. They move at
half speed during combat for the next 1d4 days
until it heals up.

(9-11) - Sprained ankle. One or more unfortunate


Rangers twist their ankle in a ground squirrel
hole, forcing the band to make immediate camp.
Increase the amount of travel time by 1d2 days.

(12-14) - Severe weather. A season-appropri-


ate storm cuts through the region (consult the
“Weather in Midden Vale” table to determine the
specifics of the storm). The Rangers can take
cover, adding 1d3 days to their journey, or can
brave through the storm, suffering 1d10 damage
along the way. Double the damage or delay for
floods, tornados, and wildfires.

(15-17) - Harassing steppe dogs. Local steppe


dogs chase and harass the Rangers. If the Rang-
ers have any pack beasts such as a mule or horse,
the Rangers leading them must succeed on Cha-
risma tests to soothe the beasts, lest the dogs
chase them away. If the band has no pack beasts,
the dogs will harass the Rangers until chased
off with a Charisma test. Failure adds 1 day of
travel to the Rangers’ journey.

(18,19) - Dust devil. Wicked winds pick up dirt


and bits of grass, battering the Rangers and
tearing away at their clothes. The Rangers can
shelter for 1 day until the storm passes, or
157
attempt a Wisdom test to navigate through the
windstorm. On a success, the Rangers lose no
time, but on a failure they add 1d4 days to their
journey.

(20,21) - Uncovered Ranger cache. The band un-


covers a Ranger cache hidden beneath an old
cairn. Week-old tracks can be seen and several
of the food supplies look surprisingly fresh,
not the dusty trail rations and salted pork so
often found in these places. The cache contains
2d6 gear and a note reading: “Carry only what
you need.”

(22,23) - Tattered cloaks. While the Rangers


made it through the steppes with barely more than
scratches and aching bones, their cloaks did not
fare so well. Reduce the Usage Die of each Rang-
er’s cloak by one size as the razor-sharp grass-
es and thorny branches of the steppe’s low trees
snagged, snarled, and tore at the flowing cloth.
Best mend them before returning to the Warden.

(24) - Cluster of dragon root. The Rangers un-


cover a brick-red root that, if consumed, gives
them a preternatural sense of awareness. A Rang-
er can eat an entire root, which then causes
time to seemingly slow around them. For 1 min-
ute, the Ranger has advantage on all attacks,
tests, and saves. After the minute, they must
succeed on a Constitution saving throw or vomit
and fall violently ill for 24 hours. Continued
use of dragon root stains the mouth black and

158
causes a creature’s eyes to glow with a faint
green glow. Each Ranger earns 25 XP.

(25+) - Nomadic hunter. The Rangers encounter a


nomadic hunter who just felled a mighty aurochs.
The nomad invites the Rangers to join them in
a ritual where the heart is consumed raw before
the aurochs is skinned and butchered. Each Rang-
er that wishes to join must succeed on a Consti-
tution saving throw to eat their chunk of heart
without vomiting. Those who fail are lightly
chided by the nomad, but suffer nothing more
than a bruised ego. The nomad leaves the next
morning as the Rangers rise from their slumber,
gifting each with 1 gear for their assistance
and respect of the ritual. Each Ranger earns 50
XP.

Steppes Encounter - Roll a d20

(1) - Steppe Dogs (1d10 HD). Cackling, hyena-like


creatures with long legs that allow them to see
over the sea of grass, this animal is generally
harmless when found alone and is more likely to
flee than fight unless backed up by the rest of
their pack.

(2) - Plains Lion (4d10 HD). A long and sleek cat


roughly the size of a large hunting hound, this
creature is capable of outrunning a horse for
short periods of time. It is a pack hunter, so
if you have the misfortune of encountering one,
there are likely more lying in wait.

159
(3) - Nomad Caravan (2d10 HD). Descended from
wildlings or a devastated settlement, these har-
dy folk have taken to wandering through Midden
Vale’s steppes, going from town to town to ped-
dle wares and spread gossip and news. Several
members of the caravan have blackened mouths and
faintly glowing green eyes.

(4) - Aurochs (7d10 HD). A massive bovine crea-


ture with great horns the size and sharpness
of spears and hooves that strike like hammers.
It boasts a tough hide and during the winter
and autumn seasons has a shaggy pelt. Typical-
ly travels in herds, but small groups are still
quite dangerous.

(5) - Violent Outlaws (5d10 HD). Not content to


simply rob and steal, these thieves take plea-
sure in the pain of others. They ride small but
swift horses and prefer to use crossbows and
axes. Many of the outlaws have glowing green
eyes and their lips and tongues are a deep blue-
black.

(6) - Steppe Terror (9d10 HD). A quadrupedal be-


hemoth seemingly made from massive aurochs bones
covered with straw, hide, and tanned leather -
this creature is reminiscent of a demonic scare-
crow. Its mouth is full of teeth the length of
swords, and its arms look large and strong enough
to pick up an aurochs calf and hurl it dozens of
feet. As an action, the Terror unleashes a howl-
ing screech that cuts to the bone. All creatures

160
that can hear it must succeed on a Wisdom saving
throw or become terrified, spending all of their
actions moving away from the Terror as quick-
ly as possible. Those who fail must attempt the
saving throw again at the start of each of their
turns until they succeed. Those who succeed ig-
nore the wailing sound. The Terror can attempt a
saving throw on the start of each of its turns
to regain a use of this ability.

(7) - Veteran Ranger Band (4d10 HD). A rare


mounted band of rangers, they naturally car-
ry spears and lances alongside their longbows
and are capable of using either from horseback.
Their cloaks flap in the unending wind that
gusts across the plains.

(8) - Feral Ghouls (3d10 HD). A wild ghoul wear-


ing scraps of clothes from its life. Its nails
are long and jagged and its eyes wild. It has a
reddish-brown stain around a mouth filled with
broken teeth. It lets out a ragged howl when it
spots the Rangers.

(9) - Fleeting Woldling (6d10 HD). Seemingly


always at a distance and partially obscured by
smoke, hail, or the blades of grass, the Rangers
catch glimpses of a humanoid figure with pointed
ears, antler-like horns, and the legs of an an-
telope. Blue runes painted in woad die mark na-
ked skin and their raptor-like eyes shine in all
levels of light. If the Rangers move too close,
it disappears in a flurry of windswept grass and

161
reappears off in the distance, dancing at the
edges of their vision.

(10) - Wooly Mastodon (8d10 HD). A dangerous


elephant-like creature, the mastodon uses its
trunk to graze and manipulate simple objects,
and boasts a pair of long tusks to defend itself
from predators and hunters. While often found in
small herds, even a single wooly mastodon is a
dangerous creature.

(11) - Soaring Rukh (10d10 HD). An absolutely


colossal bird of prey that is said to roost high
up in the mountains, but hunts in the rolling
grasslands where it can ambush aurochs, mast-
odons, and even human caravans, carrying off
the frightened and confused prey to its mate and
young to devour them whole. As an action, the
rukh can stir up a powerful gust with its wings.
All creatures within a 15 ft. cone must succeed
on a Strength saving throw or be tripped up and
knocked prone.

(12) - Speaker of the Small Gods (2d10 HD).


A wandering monk traveling from wayshrine to
wayshrine to pray and place blessings upon fel-
low travelers. The Speaker will happily discuss
history, theology, and philosophy with anyone
willing to give them time and will travel along
with Rangers if they’re on their way to another
shrine.

(13) - Fortune Seeker (4d10 HD). A well-armed


and armored adventurer seeking glory and rich-
162
es. If they hear that the Rangers are tracking a
dangerous creature like a Terror or Fomorian or
delving into ancient ruins, the adventurer will
offer to join them for a cut of the treasure.

(14) - Wild Stallion (3d10 HD). A stocky, but


well-bred bronco roaming across the plains. It
remains alert to predators and while it prefers
to run, it can deliver a devastating kick when
cornered. The Rangers will often break in wild
steppes horses when they need mounts for longer
ranges.

(15) - Greater Antlion (6d10 HD). This insect


burrows deep beneath the soil, forming a pit to
trap unsuspecting creatures. A creature passing
by the antlion’s pit must succeed on a Dexterity
saving throw or fall into the creature’s wait-
ing jaws. In rare cases the greater antlion may
leave its lair and hunt on the ground, tearing
its prey limb from limb with its powerful man-
dibles.

(16) - Ettin Warlock (6d10 HD). This two-headed


giant with Woldling runes crudely inscribed in
its own flesh. Wielding its magick invokes dan-
gerous effects, corrupting the Woldling spells
and wreaking only pain and havoc.

(17) - Mummified Woldling (7d10 HD). Preserved


by techniques long lost to history, this heir to
Woldling nobility has been awakened by unknown
forces. Runes have been tattooed onto its flesh,
allowing it to evoke powerful magicks in bat-
163
tle. Like its living counterparts, the deathless
Woldling can only be seen when it so desires.

(18) - Wandering Sorcerer (4d10 HD). A traveler


carrying all manner of runes and magickal trin-
kets. They may be interested in trading for any
runes a Ranger might possess… or may try to
take them by force.

(19) - Wandering Creature. The Rangers encounter


a non-native creature that is more often found
in another region of the Midden Vale. Choose
another Region or roll a d4 to determine where
the creature came from (1: Badlands, 2: Forest,
3: Marshes, 4: Mountains). Then roll a d20 and
consult that region’s Encounter table, ignoring
and rerolling any results of 19 or 20.

(20) - Pitched Battle! Roll twice on this table,


ignoring and rerolling any additional results of
20. The Rangers encounter both types of crea-
ture, which are already involved in a battle
with one another. Use the Encounter Generator
to determine how many creatures are involved and
their dispositions toward the Rangers.

Steppes Locations - Roll a d20

(1-3) - Local settlement. The Rangers locate a


settlement within the region, no doubt its citi-
zens could benefit from the aid of the Rangers.
Create a settlement using the “Creating Settle-
ments” tables below.

164
(4) - Aurochs resting grounds. A large swath of
the plains is covered in 3d8 beaten circles of
grass, many of which are covered in thick hair
and piles of dung swarming with flies. The odor
of aurochs sweat fills the air around you and
you can hear the lowing of the grazing beasts in
the near distance.

(5) - Low, but wide, barrow covered in rune-


carved standing stones and high yellow grasses.
A low hill rises from the steppes, boulders and
Woldling standing stones dotting its surface. At
the base of the hill is the stone door leading
deeper into the barrow, and at the top is a squat
stone tower that has begun to crumble beneath
the winds of time. Despite the damage, it still
provides an impressive view of the local area.

(6) - A tall, slender tower made from a single


piece of obsidian. A forty-foot tall tower made
from a single piece of obsidian dominates the
165
horizon. Upon closer inspection the tower boasts
a single archway leading inside, though there is
no door. Who or what created this tower remains
to be seen...

(7) - An inn along an old trade road. Along a


stretch of old cobblestone road stands a two
story inn built from stone and lumber, although
no trees grow nearby and there are no quarries
in this part of the steppes. A corral sits not
far from the inn and several horses and even a
few moa birds from the marshlands graze or are
tethered within. The sounds of music and conver-
sation can be heard from outside the building.

(8) - Nomad bivouac. Tents dot the landscape,


ringed by a circle of wagons. Horses and oxen
graze just beyond the circle and dozens of nomads
can be seen going about their business among the
tents. The distant sound of quiet chatter and
the smell of cookfires fill the air. Multiple
sentries have been posted, each with spear or
bow in hand.

(9) - Deep ravines obscured by the chest-high


grasses. Narrow, but incredibly deep, canyons
zigzag across a stretch of the plains. Unaware
travelers may quickly find themselves falling,
and if they survive they may wind up in the lair
of a beast or perhaps at the entrance of an ex-
pansive underground cavern.

(10) - An old farmstead, completely overrun by


wild grasses. A derelict farmstead in the middle
166
of the grasslands. The fields are overgrown with
wild stalks of corn and feral dogs chase each
other through the ruins of abandoned workhous-
es. Investigating the barn reveals an ominous
message that perhaps provides a clue as to the
source of the farm’s destruction…

(11) - A ring of standing stones covered in


Woldling runes. A wide clearing where the grass
only reaches the calves or knees of the average
person. The middle is dominated by a low, circu-
lar stone covered in glyphs and what could have
been blood channels, although the gray stone it-
self doesn’t appear to be stained. Surrounding
the centerpiece are 1d12 twenty- to thirty-foot
high stones with carved Woldling runes. The nor-
mally unceasing winds do not blow here and your
ears are filled with the droning of cicadas. The
air feels thick and charged with energy.

(12) - A caravan of nomad wagons, circled up and


abandoned. From a distance this site appears to
be a normal nomadic caravan, but as the Rang-
ers approach they quickly realize that it has
suffered some kind of assault. Arrows stick out
from sturdy wagons, caravans covers are torn and
flap in the breeze, and patches of burned grass
dot the landscape. There are no bodies, but mas-
sive tracks lead away into the distance.

(13) - A Ranger outpost built upon a low hill. A


squat hut of stacked stones with a thatched roof
that helps it blend into the surrounding plains.

167
The interior consists of one room and contains
humble furnishings. A cellar has been dug into
the hill, providing a cool place to store provi-
sions and serve as a hideaway should the outpost
be attacked. A small shelf is packed with jour-
nals and scrolls - decades of reports by Ranger
bands passing through the area.

(14) - The flagstones of an old marketplace, hid-


den beneath a sea of grass. The chest-high grass
thins until it gives way to exposed patches of
marble stone. The occasional remains of a market
stall can still be found beneath a thin layer
of loose dirt and patches of sun-bleached grass.
Despite the passage of decades, the stonework
is still in exquisite condition, a testament to
the fortitude of the once proud kingdoms of the
Vale.

(15) - Flat-topped mesa with a winding pathway


up. The plateau rises nearly five hundred feet,
dominating the surrounding grasslands. Herds of
aurochs can be seen roaming about the base,
with a few brave specimens following the winding
paths to the top. The occasional tree dots the
surface of the mesa, providing a roost for the
raptors that often hunt the nearby steppes. A
camp placed upon this natural feature would be
easy to defend and provide its inhabitants with
a miles-long view, allowing for the better plan-
ning of the journey’s next leg.

(16) - Salann pillars the height of most hu-

168
mans. Pillars of salt boasting a rainbow array
of colors tower over even the tallest Rangers
in the band. The porous stone has been shaped
into a myriad of unusual forms by the wind and
rain over the years, giving an alien air to the
entire site. Nothing grows in the salt-pregnant
earth near the pillars, rendering the locale si-
lent save the mournful howl of wind.

(17) - A military camp flying Southron flags. A


wooden palisade rings this camp and the constant
hammering of metal and bellowed order fills the
air. Large tents can be spotted between the
sharpened logs and dozens of banners flutter in
the breeze - no doubt the sigils of noble houses
from the southern lands. Patrols of well-armed
guards can be seen marching along the outer edge
of the camp. Its purpose remains unknown.

(18) - A ghost town. All that remains of a once-


proud settlement. The wilderness has begun its
reclamation campaign with trees growing through
the rotted roofs of various buildings and grass-
es peeking out from windows and doors. The oc-
casional animal - both prey and predator - can
be found stalking the worn remains of previously
traveled streets.

(19-20) - Local settlement. The Rangers locate a


settlement within the region, no doubt its cit-
izens could benefit from the aid of the Rangers.
Create a settlement using the “Creating Settle-
ments” tables below.

169
Encounter Generator - Roll 3d10

Once you’ve determined the nature of your Rang-


ers’ encounter, roll 3d10 and consult the fol-
lowing chart to determine the specifics of the
encounter. Remember, not all encounters need to
involve bloodshed, and very few creatures are
going to be willing to fight to the death! Your
Rangers should be able to determine multiple
ways to handle an encounter.

d10 Severity Attitude Numbers


1 The Rangers are am- Murderous and Scores
bushed! aggressive. (1d6 x
20).
2,3 Close and difficult Hostile, like- Dozens (3
to avoid. ly to attack. x 1d12).

4,5 Nearby and possible Unfriendly and Many (3d8)


to avoid. cautious.
6,7 Distant and easy to Neutral and Several
avoid. indifferent. (2d6+1).
8 Cold tracks, hard to Polite or A few
follow. friendly. (1d4+1).

9 Fresh tracks, easy Helpful. A pair of


to follow. creatures.
10 Recent signs, easy An ally for A single
to track & ambush. the road. creature.

Weather in the Midden Vale

As your Rangers travel through the Midden Vale


they may encounter extreme weather conditions,
or as the GM you may simply want to take note
of the season and weather to add a little extra
170
detail to the world. Use this table as needed to
determine the weather and any setbacks it may
inflict upon the Rangers. Most of the weather
effects are meant to inform the narrative when
handling Wilderness Events, but the Travel col-
umn has a mechanical effect, as noted:

Nearly Impossible: Double the amount of days re-


quired to travel from one location to another,
requiring each Ranger to expend twice as many
rations or use up twice as much gear.

Challenging: The Rangers add 1d6+1 days to their


journey.

Easy: The weather has no negative impact on the


Rangers’ journey.

Tough: The journey is difficult, but not unbear-


ably so. The Rangers add 1d4+1 days to their
trip.

Grueling: Adverse weather conditions abound,


adding 1d8+1 days to the Rangers’ journey.

171

d12 Midden Common Days/ Extreme Travel


Calendar Nights Weather &
Hazards
1 Gealach Frigid days Frigid, Nearly
& freezing howling impos-
nights gales & icy sible
patches
2 Cadail Cold, mud- Heavy rains Nearly
dy days & & dangerous impos-
freezing, wet mudslides sible
nights
3 Earrach Cool, damp Sudden Chal-
days & cold, heat waves leng-
sodden nights & swollen ing &
rivers and damp
streams
4 Guisaidh Warm, rainy Heat waves Easy
days & cool, & flash
damp nights floods in
low regions
5 Flúran Warm days & Heat waves Easy
cool, dry with
nights drought &
dust storms
6 Samhrach Searing, dry Heat waves Tough
days & warm, with and
dry nights drought & swel-
wildfires tering

7 Teine Scorching hot Heavy rain- Easy,


days with fall & in- but
showers & warm termittent hot
damp nights flooding
8 Grian Warm, damp Lightning Easy
days & warm, storms &
humid nights scattered
tornados

172
9 Foghar Cool, rainy Heavy rains Easy
days & cold, & thick fog
wet nights
10 Buain Cold, frosty Freez- Chal-
days & freez- ing rain & leng-
ing nights blustering ing &
gales wet

11 Co- Cold, snowy Heavy snow- Gruel-


Thràth days & storms & ing &
bone-chilling black ice very
nights cold

12 Gemhrad Freezing, Great bliz- Nearly


snowy days & zards & av- impos-
deathly cold alanches sible
nights

Generally speaking, the Midden Vale calen-


dar assumes a 360 day orbit around the sun, bro-
ken down into twelve months that each consist of
30 days. Each month boasts three “tendays” and
each day is roughly 24 hours long. As a GM, go
ahead and throw all of that out of the window and
use the traditional 365 day Gregorian calendar
with 7 day weeks - it’s up to you and your play-
ers - and simply replace all uses of “tenday” in
the rules with “week.”

173
Creating Settlements

A fair-sized village built upon an iron-rich


hill, Belcashel sits at the edge of a great for-
est with the badlands no more than three days’
hard ride to the west. It’s an old settlement
with architecture dating all the way back to the
old kingdoms, although dozens of simpler, more
“modern” hovels dot the townscape. More inter-
esting, perhaps, are the Woldling stones found
all throughout the town, some built into the
homes and shops themselves. The locals believe
the runes protect their home from Terrors and
Fomorians.

Speaking of the locals, life is hard on


this frontier, and as a result the men and women
of Belcashel aren’t particularly friendly toward
outsiders despite the best efforts of Judge Ea-
mon, who leads his
ignorant flock as
best he can. Re-
gardless, Warden
Stavos has sent
you here for a
reason. How do you
approach?

174
Overview

The Midden Vale has not known proper lords,


dukes, or kings in generations - they were killed
or fled long before even the oldest citizen was
born. These days, most settlements are run by
a council, mayor, sheriff, burgomaster, judge,
or Speaker (priest of the small gods). They are
small, insular, and most boast very paltry de-
fenses - a palisade ringing the center of town
and a partially-trained militia at best. They
are beset by problems and threats both within
and without. That’s why you’re here.

When your Rangers enter a settlement they will


typically find themselves on the receiving end
of a cold welcome - after all, they’re consid-
ered dangerous strangers to most. One or two
citizens might look past the Rangers’ reputation
and offer food and a place to shelter, but if
your Rangers are looking to shake hands with the
town leader and cash in on free drinks at the
tavern, they’re in the wrong line of business.

When Rangers arrive, local troubles are made


known. The Rangers are rarely the cause of the
problems, but for many people it’s hard to see
past the connection: dangerous strangers appear
and oftentimes the bodies start to pile up.
Problems can be ignored for a long time in the
Midden Vale, but once these men and women ar-
rive in their cloaks of green, people batten the
hatches, because they realize the storm is here.

175
Building the Settlement

When your Rangers finish their journey and ar-


rive near a settlement it becomes time to build
that town or village. You can roll all the dice
yourself or let your players roll to keep them
included. After creating the first few settle-
ments you might decide to stop rolling on tables
entirely and build your settlements whole-cloth.
Go for it!

Each settlement should have the following:


a look, a leader, the citizens, a size, trade
goods, something the Rangers already know about
it, a way to seek aid from the Rangers, a prob-
lem or issue, and a name. If your Rangers ever
return to a settlement they’ve previously vis-
ited, feel free to change up some of the details
- things change in the Midden Vale!

What does this settlement look like? - Roll


a d10

(1) - Rustic and pastoral. Most of the buildings


are squat, one-story, and assembled from rough-
ly-hewn wood. A sturdy wooden palisade rings the
town and the roads are simple dirt paths carved
into the natural terrain to ease the passage of
wagon and cart. Structures are spaced out, oc-
casionally making the settlement appear larger
than it is.

(2) - Archaic architecture. Ancient buildings

176
from before the kingdoms collapsed dominate the
settlement - a testament to their fine con-
struction. Simpler, more modern hovels dot the
settlements - no doubt the homes of the town’s
poorer residents. The ancient walls stand ten
feet tall in most places, but have crumbled in
others.

(3) - Prominent great hall. The center of the


settlement boasts a large meeting hall, or heo-
rot, is in view from all parts of town and serves
many functions - feasting hall, temple for all
of the small gods’ shrines, and defensive point
in times of trouble. The citizens gather there
for dinner each night and for every local hol-
iday. A low, sturdy stone wall surrounds the
settlement.

(4) - Simple brick buildings. The entire set-


tlement seems to be constructed from similar
earth-red brick, no doubt made from local clay
or traded from a neighboring village. The houses
and buildings are sturdy, but shapeless, boast-
ing minimal to no embellishments. The same brick
was used to construct the settlement’s walls.

(5) - Primitive bivouac. The settlement is newer


or had recently suffered a great calamity - ei-
ther way most of the buildings are little more
than sturdy canvas tents with a few boasting the
beginnings of wooden or stone walls. Fire-hard-
ened stakes were arranged haphazardly around the
settlement to ward off local beasts.

177
(6) - Open and inviting. This settlement has no
walls and only a few of the houses have fences
ringing the properties. Lush, green grass inter-
spersed with flowering bushes and small trees
cover the grounds and a well-maintained gravel
road runs through the town. Wooden watchtowers
ring the perimeter, offering some amount of pro-
tection.

(7) - Claustrophobic and towering. This settle-


ment is formed of buildings clustered together
in a small space - no doubt constricted by nat-
ural barriers. To compensate, architects have
built up rather than out, resulting in buildings
of dizzying heights and narrow, winding roads
and pathways between them. The layout is laby-
rinthine and often results in outsiders wander-
ing aimlessly through its streets.

(8) - Drab and forlorn. Muddy roads crisscross


a collection of dilapidated shacks with rotted
planks and timbers haphazardly laid across the
pathways to provide a small measure of traction.
There is no rhyme or reason to the settlement’s
layout, with houses and shops seemingly placed
down at random and oftentime built upon one an-
other.

(9) - Dry and dusty. Whether due to location or


recent drought, this windswept settlement ap-
pears withered. Plantlife is minimal to nonexis-
tent and the sides of buildings are caked with
layers of grime and dust, hiding whatever colors

178
may lie beneath. The soil lies exposed, only
worsening the dessicated conditions.

(10) - Bustling and vibrant. Through a boom in


trade or a wealth of natural resources, this
settlement boasts a healthy population and a
cultural appreciation for arts and scholarship.
Buildings of all shapes and styles can be seen
in the settlement and wide cobblestone streets
make navigation easy and provide caravans with
easy access to all districts.

Who leads this settlement? - Roll a d12

(1) - A self-proclaimed baron. All the proper


lords and ladies of the Midden Vale died, fled,
or renounced their claims generations ago, leav-
ing a vacuum for greedy, power-seeking warlords.
The leader wears fine clothes, expensive jewel-
ry, and the excess weight on their body shows
that they have never missed a meal.

(2) - A mysterious master of runes. A strange


individual wearing all manner of sigil and rune
on their person holds sway in this settlement.
Some folks claim to have remembered electing the
rune master willingly, but there are others who
claim they were bewitched and compelled to pro-
claim the person leader of the settlement.

(3) - An elected burgomaster. Duly elected and


appointed by the citizenry, the burgomaster
“runs” the settlement, spending most of their
time running back and forth between various ma-
179
jor families and the wealthier merchants to do
their bidding and keep tempers in check. No one
seems to mind the burgomaster, but they don’t
appear to be anyone’s friend, either.

(4) - A Speaker of the small gods. The Faiths of


the Kingdoms departed when the nobles and their
armies were destroyed or fled south, allowing
those who remained to return to their old ways.
Each settlement has their shrines to the small
gods, but this one seems to take particular
pride, and the caretaker and voice of the gods
appears to be their de facto leader.

(5) - A respected elder. Among the oldest (if not


the oldest) of the town’s citizens, this gray-
beard or wise-wife is less a ruler and more a
“parent” to the younger generations. They don’t
issue commands, but when they speak the towns-
folk listen and their advice and musings are
akin to law.

(6) - A stern sheriff. A local hero, no doubt a


former member of the militia or - if the settle-
ment is large enough - the town guard. Capable
in battle and with the wellbeing of the citizen-
ry always at the forefront of their mind, this
individual expects their orders to be followed.

(7) - Scion of a noble house. Not every noble


fled to the south, but those that remains were
left to ruin - shadows of their house’s former
glory. While they may not possess the wealth or
privilege of their ancestors, the leader of this
180
settlement understands duty and what it means to
serve. Whether they follow these principles is
another matter entirely...

(8) - A learned judge. This leader didn’t al-


ways live in the settlement, but they’ve been
here long enough that even the normally xenopho-
bic citizens have come to accept them as one of
their own. While their origins are unknown, it’s
clear that this leader was or is a scholar, and
they have some interesting ideas as to how the
settlement should be run and how justice is to
be meted out.

(9) - A wealthy merchant. While they may not


“rule” in the traditional sense, this individual
or family has amassed the most “wealth,” allow-
ing them to leverage their power and influence
by providing aid to those in need and bribing
those who would normally oppose them. Few seem
to despise them, but should their coffers run
dry, they may not find the townsfolk so pliable.

(10) - A retired ranger. It doesn’t always hap-


pen, but on occasion a Ranger is given permis-
sion to hang up their cloak, or so to speak -
usually due to an injury that prevents them from
carrying on in their travels. This settlement is
led by one such person, a retired Ranger given
leave by the Warden. But just because they used
to walk your path doesn’t mean they’re going to
be your friend…

(11) - A council of magisters. Rather than a


181
single leader, a small council (3-7 men and wom-
en) oversees the day-to-day affairs of the town,
allocating taxes to various services and ensur-
ing everything operates smoothly. The citizens
appreciate a greater degree of representation
during town meetings, but with the council comes
the slow grind of bureaucracy.

(12) - Anarchy in the streets. The town has no


proper rulers, with folks doing what they can to
get by. Goods and services are traded (or taken)
as needed and the citizens work together as de-
sired (or required).

What are the citizens like?- Roll a d12

(1) - Ignorant and xenophobic. The citizens don’t


know who you are, they don’t trust your inten-
tions, and frankly, they don’t want you around
whether they need your help or not. You have
arrived to alleviate the strain on this settle-
ment, but may find that its citizens are your
biggest obstacle.

(2) - Hardworking and resilient. The citizens


are industrious, toiling away to improve their
lot and provide a better life for their descen-
dants than they had themselves.

(3) - Wretched and hateful. Hard times have


fallen upon the citizens, but rather than forg-
ing hard men and women, they have resorted to
treachery, infighting, and baseless gossip.

182
(4) - Humble and happy. The settlement boasts
a simple, but ultimately fulfilled populace who
take pleasure in the lives they lead. When hard-
ship strikes, the people quite literally grin
and bear it, believing that by working together
they can overcome any challenge.

(5) - Dour, but not impolite. The citizens of


this settlement have been hardened by turmoil,
but they do not take their frustrations out on
others. While they may keep the Rangers at arm’s
length, they remember the rights of guests and
will accommodate the Rangers as needed.

(6) - Beholden to tradition. The people of this


settlement uphold ancient traditions, some going
all the way back to the kingdoms that once ruled
the Midden Vale. To an outsider these ceremonies
make little sense and seemingly serve only to
obscure and obfuscate the citizen’s true inten-
tions.

(7) - Old, gray, and fading away. Something hap-


pened in recent memory that resulted in many of
the settlement’s younger folk leaving or perish-
ing, leaving only the elderly and crones behind.
The citizens know that unless newcomers arrive
and settle within the walls, the town will sure-
ly die out, leaving only ruins and graves.

(8) - Wild and barely civilized. To call it a


“town” would be generous. The citizens are bare-
ly more than a settled tribe - a coalition of
extended families who not too long ago realized
183
that it was better to band together and survive
than to perish in the wilderness alone. Expect
challenges of wit and strength, duels, and honor
killings here.

(9) - Murderers and thieves, all. At one point


each citizen of this town was a brigand, high-
wayman, or criminal - or related to one. Even-
tually they accrued enough wealth and avoided
the Rangers long enough to settle down and turn
their camp into a proper home. Unfortunately for
you, most of the citizens remember what it was
like being dogged by a Ranger for tendays on
end...

(10) - Restless and in search of change. Unrest


permeates this settlement - whether at their
leadership, their neighbors, or their general
situation remains to be seen. People are dis-
pleased and seek change and some look to you
Rangers as harbingers for a better future. Oth-
ers see you as a relic of an unwanted past.

(11) - Strange and arcane. Every settlement main-


tains one or more shrines to the small gods, but
the citizens of this particular place seem to
worship beings even older than the gods. Their
rituals are secret and the townsfolk can often
be found murmuring to themselves and speaking
cryptically.

(12) - Cautious and nomadic. The citizens hav-


en’t physically been in the location much longer
than the Rangers themselves, likely only arriv-
184
ing and setting up camp a few tendays before.
Well-traveled, but wary, the nomads respect the
Rangers’ skills, but life traveling through the
Midden Vale keeps them from trusting any outsid-
ers.

What is the settlement’s size? - Roll a d6

(1) - Hamlet. This settlement is little more


than a camp, honestly, with a population between
20 and 50 individuals.

(2,3) - Village. This settlement boasts a modest


population ranging between 50 and 200 individ-
uals.

(4,5) - Town. A fair-sized settlement that often


boasts some manner of trade and communication
with its neighbors. Towns of the Midden Vale
have a population between 200 and 500 individ-
uals.

185
(6) - Large Town. The largest of the Midden
Vale’s settlements, a large town typically has
more than 500 individuals, but rarely more than
1,000. Some people living within their walls may
even consider themselves to be in cities.

What goods does this settlement buy and sell?


- Roll a d10

(1) - Lumber. The forests surrounding the set-


tlement are rich with quality lumber - hard as
iron and capable of burning for hours.

(2) - Copper or Silver. A plentiful copper or


silver mine provides the able-bodied with plen-
ty of work and allows the people to craft coin-
age and valuable goods - drawing merchants even
through the dangerous stretches of wilderness.

(3) - Iron and Steel. The settlement is built


upon or among a hill boasting dozens of veins of
pure iron that can be easily worked into quality
steel tools, armor, and weapons.

(4) - Furs and Leather. Whether through local


livestock or hunting deer and other animals in
the nearby fields and woodlands, the settlement
has a thriving trade of furs and worked leathers
which are turned into coats, armor, saddles, and
all manner of goods.

(5) - Grain, Beer, and Spirits. Rolling fields


of grain provide the settlement with ample re-
sources to bake bread, brew ale, and distill

186
spirits - all of which are in high demand.

(6) - Agricultural Goods. Nutrient-rich soil and


relatively temperate climates allow for bounti-
ful harvest season after season. Potatoes, corn,
carrots, and all manner of vegetables fill the
settlement’s marketplace.

(7) - Pottery and Clay. Brick-red clay beds dot


the banks of a nearby stream, providing common
laborers with honest work and artisans with fine
materials to make exquisite pots and tableware.

(8) - Thriving Trade Hub. The settlement seem-


ingly provides no industry of its own, but thanks
to a secure location with access to a river or
other fairly safe trade lane, other settlements
send merchant caravans here to do trade with
towns normally outside their spheres of influ-
ence.

(9) - Livestock and Horseflesh. This settlement


raises some of the Midden Vale’s finest cattle,
goats, and chickens. Ranches just outside the
settlement breed horses of the highest pedigree,
selling them to those who need them both for
work and for war.

(10) - Wool or Cotton Textiles. Seamstresses and


weavers take local wool and cotton and turn them
into bolts of fabric or even clothes to be sold
to nearby settlements. On occasion the raw mate-
rials are sold as well.

187
What do the Rangers know about the settle-
ment? - Roll a d12

(1) - Finest ale around. The local tavern serves


some of the best ale in the Midden Vale - a few
tankards will fill your belly like a fine meal.

(2) - Southrons poking around. Sellswords from


the south have taken an interest in the settle-
ment. Their reasons are yet unknown, but few
believe they have good intentions.

(3) - Woldling waystones. Ancient stone obe-


lisks carved with Woldling runes are scattered
throughout the settlement - the locals believe
they protect the town from monsters.

(4) - Old fortifications. The settlement was


built around an old frontier stronghold, provid-
ing the citizens with some measure of protection
in dark times.

(5) - Ancient barrows. An expansive barrow lies


beneath the settlement. It was sealed by the
first Rangers long before the settlement was
built, but it’s believed that the dead continue
wandering its labyrinthine corridors.

(6) - Foul practitioners. Several years back


during a particularly harsh winter half of the
population suddenly disappeared between Ranger
visits, with the remaining half seeming very
well fed despite the summer’s drought and poor
autumnal harvest leading into the cold season.

188
(7) - Warmongering. After generations of trad-
ed insults and harassment with the next nearest
town, the settlement seems to be preparing for
battle - forges are constantly stoked and the
sound of hammer on anvil can be heard from sunup
well past sundown each day.

(8) - Renowned scholar. A famed and fabled South-


ron scholar has taken residence in the town and
often allows the Rangers into their library and
aids them in any of their ongoing investigations.
They only ask that the Rangers bring any runes
they find in their journeys back for study.

(9) - Brigand muscle. A local gang of bandits


and thieves has formed an alliance with this
settlement, providing protection in exchange for
gold, booze, and the gear necessary to live out
in the wilderness.

(10) - Wild festivals. The citizens of this


settlement are known for throwing lavish, he-
donistic festivals on holy days and solstices.
The best minstrels and bards flock perform each
night, rich and lavish feasts are commonplace,
and the wine and ale flows freely.

(11) - Master blacksmith. A blacksmith of the


highest caliber resides in this settlement. Vet-
eran Rangers often travel here simply to pur-
chase their weapons, which are without peer in
the Midden Vale.

(12) - Standing militia. Unlike most places, this

189
settlement actually boasts a proper guard corps,
allowing them to quickly respond to threats. As
a result, many folks consider Rangers to be in-
terlopers more so than heroes or saviors.

How does this settlement beseech the Rangers


for aid? - Roll 2d4

Roll a d4 to determine the type of request and a


second d4 to determine where the request occurs.

Type of Request

(1) - Direct Request. Someone, typically the


town’s leader or a prominent citizen, reaches
out to the Rangers directly to ask them for aid
with a particular problem or trial. This is of-
ten a sign of the citizens’ willingness to work
with the Rangers, or at least not deliberately
hinder them.

(2) - Secret Request. The Rangers aren’t well-re-


ceived - whether due to poor reputation, misin-
formation, or a prominent citizen working against
them - but one or two citizens will defy the gen-
eral thoughts and feelings of the settlement and
seek out the Rangers anyway. Other citizens may
try to hinder the Rangers, so be wary.

(3) - No Request. Whether it’s due to super-


stition, fear, or a tyrannical leader feeling
threatened by the Rangers’ arrival, the set-
tlement will not directly ask for help, nor are

190
their problems obvious. The Rangers must do some
investigating of their own if they wish to aid
the people.

(4) - Obvious Problem. While no one directly


reaches out to the Rangers for help, the town
is obviously plagued by some manner of beast,
monster, brigand, or other problem. The Rangers
will easily locate the issue and solve the prob-
lem if possible.

Location

(1) - In the Settlement. The Rangers are typi-


cally approached in a public location, receive a
summons to meet someone, or are otherwise made
aware of the situation while they are within the
settlement’s walls.

(2) - Outside the Settlement. The Rangers are


made aware of the situation before they enter
the settlement proper - be it a guard posted
outside, a farmer or rancher living beyond the
walls, or a missive left at a known Ranger out-
post.

(3) - Shrine of the Small Gods. Citizens will


often leave written “prayers” at local shrines
along with offerings of food and ale, or suppli-
cants can be overheard making a request of the
small gods by a passerby. Rangers are trained to
check these shrines and help as they can, making
them a common stop for a band passing through
the area. Some folk know that it is the Rangers
191
who answer these prayers, but many remain ig-
norant and believe the small gods are directly
responsible.

(4) - Along the Road. The Rangers encounter an


individual or group traveling from one settle-
ment to another - be it a merchant caravan, a
nomad tribe, a band of minstrels, or their fel-
low Rangers. The outgoing group often knows of
the situation troubling the nearby settlement,
and may pass along some information - be it as a
request or a warning.

What is the settlement’s problem or issue? -


Roll a d20

(1) - Brigands and highwaymen. A large group of


bandits has taken to harassing merchants and
travelers to homesteads beyond the town’s walls.
Several people have died already and others are
nursing severe injuries. The town militia is no
match for a gang this large.

(2) - Wandering Terrors in the nearby lands.


Strange and terrible monsters have been seen
wandering through the woods, hills, or nearby
mountains killing travelers, destroying outly-
ing homesteads, and consuming cattle, horses,
and other livestock.

(3) - Packs of wild animals killing livestock.


Wolves, mountain lions, or even bears are attack-
ing outlying farms and ranches, killing sheep,

192
goats, chickens, and other valuable livestock.
The winter will be difficult already, but with-
out the animals people will starve.

(4) - Famine and pestilence pervading the set-


tlement. A plague or famine has struck the town,
rendering a large portion of the population too
feeble or ill to work. Medicine must be found or
extra foodstuffs provided lest the weak perish.

(5) - Corrupt leadership. Despite public appear-


ance, the leader of the settlement is corrupt,
striking deals with local brigands to harass
their allies and making deals with the wealth-
iest citizens to consolidate their power while
the commoners are barely scraping by.

(6) - Missing Citizens. Several important citi-


zens have gone missing, and folks suspect foul
play.

(7) - Lack of critical resources. An import-


ant resource for the town has been depleted and
while the settlement isn’t in immediate danger,
it must be replaced before it’s too late. The
resource can range from foodstuffs to raw mate-
rials used by the town’s primary trade.

(8) - A dangerous stranger. A strange-mannered


individual wandered into town… alone. They’ve
been around for 1d6 days and all manner of un-
usual occurrence has happened since then. No
one has been injured or killed yet, but the
townsfolk are getting suspicious and scared and

193
there’s talk of forming a mob...

(9) - Conquered by a would-be warlord. A small


army, perhaps sellswords or perhaps little more
than jumped-up brigands, arrived in the settle-
ment recently and killed, bribed, or imprisoned
the militia and anyone else willing to stand up
against them. Their origin and purpose is myste-
rious, but the citizenry want them gone.

(10) - Thieves and smugglers. Supplies and pos-


sessions are going missing and folks have re-
ported catching individuals fleeing from houses
and shops late at night. 1d3 suspected thieves
have even been imprisoned and can be found at
the local constabulary.

(11) - Natural disaster struck the town. Wild-


fires, hail storms, rock or mudslides - the small
gods are angry with the settlement and have bat-
tered it with one disaster or another. People
are hurt, scared, and looking for a savior.

(12) - Strange sounds and sightings in the night.


No one knows what’s out there and so far nothing
particularly untoward has happened, but plenty
of folks are reporting strange noises and myste-
rious figures at night. It could be nothing, but
it’s better to be safe than sorry in the Midden
Vale.

(13) - An ancient barrow has opened. The set-


tlement was built 2d8 miles from an ancient
Woldling barrow. A few folks (perhaps a band

194
of self-proclaimed adventurers or maybe just a
handful of stupid adolescents) ventured out and
never came back. Now folks are claiming they see
the dead stalking the roads...

(14) - Fomorians coming in from the badlands.


Caravans have been attacked, hunters nearly
killed, and homesteads were raided by trolls,
ogres, and ettins - or so they say...

(15) - Settle a dispute. 1d4 parties are arguing


over something- property boundaries, a game of
dice, a trade deal - and the Rangers make for an
excellent impartial juror.

(16) - Recover property. A valuable possession


has gone missing and its owner believes it was
lost on the outskirts of town or stolen by a ri-
val or enemy. They will pay for its return.

(17) - Deal with a troublemaker. There have been


complaints about a local “tough” causing a stir
in the settlement and folks are afraid that if
they deal with it, it’ll only cause more trou-
ble down the line. As outsiders, the Rangers are
equipped to handle the problem.

(18) - Expedition guide. While few folks venture


far from the safety of their settlement, some
are brave, foolish, or desperate enough to jour-
ney into the wilderness and are willing to pay
for a Ranger’s protection and guidance.

(19) - A murder most foul. A prominent citizen


was found dead not but 1d4 days prior. Rumors
195
and gossip abound, but no real headway has been
made in the investigation just yet.

(20) - An imprisoned Ranger. The Rangers may be


surprised to find out that one of their brothers
or sisters has been locked up in the local jail.
The townsfolk claim the Ranger has committed a
great crime (murder, theft, etc.) and the Ranger
claims they are innocent.

What is the settlement’s name? - Roll a d20


1: Athlone 8: Dunrath 15: Newry
2: Barcarrick 9: Galway 16: Omagh
3: Belcashel 10: Glasgen
17: Rostyr
4: Clonmel 11: Kildare
18: Sleevmor
5: Colkill 12: Lis
19: Tralee
6: Derry 13: Loch Muir
20: Varnalin
7: Donegal 14: Maralis

196
Enemies and
NPCs
A dozen bandits and
highwaymen block the
road in front of you,
their leader wear-
ing a patchwork of
plates and carry-
ing an antique sword.
Her henchmen all have
crossbows aimed at you. You curse yourselves
for letting them sneak up on you, but it’s too
late to go back now.

She smiles. “Rangers, eh? I should’ve known


the mayor would have reached out for help even-
tually. Well… here’s the deal. We outnumber
you three to one and got you dead to rights.
Tell the mayor to pay up, or we burn down the
grain silos. I don’t think you want to see what
happens if you refuse.”

You’re out in the open. If you’re lucky,


maybe you can catch them off guard, but it’s
still going to be a tough fight. What do you do?

Creating NPCs

Wild animals attack the unaware that foolishly


wander into their territory. Bandits and brig-
ands plague the rare tradelanes of the Midden
Vale. The hulking Fomorians strike out from the
197
badlands to raid settlements. The seals placed
upon dusty barrows break and the Dead stalk the
night. And then there are the Terrors… de-
mons, monsters, and aberrations from the darkest
depths of the forest, the deepest caverns in the
mountains, and the black fog of the moors.

As the GM, when your Rangers encounter a po-


tential threat, you’re going to need statistics
in order to keep things moving. Rangers of the
Midden Vale intends for NPC creation to be fast
and relatively simple. There are six “classes”
of creature:

● Beasts: Wolves, lions, bears, aurochs, ga-


tors, and all manner of wild animals. Beasts
rarely fight to the death.

● The Dead: Ghouls, ghasts, wights, and any oth-


er living Dead, be they former human or Wold-
ling. The Dead fear nothing and will fight
unto the last.

● Fomorians: Trolls, ogres, ettins, and any


other giant-kin that came from the badlands.
Fomorians don’t always fight to the death.

● Humans: Most commonly bandits, highwaymen,


thieves, and other unsavory types from human
bloodlines, but it can also include rioting
peasants and wanderers. Most humans are like-
ly to retreat if they feel the battle is lost.

● Golems: Magickally animated constructs of


wood, iron, and stone. Their purposes and cre-
198
ators are unknown, although there are rumors
abound. Golems battle until their goals are
achieved or their bodies collapse.

● Terrors: Horrifying chimeric creatures of un-


known origin and purpose that stalk the Vale.
A Terror never retreats.

These categories have no mechanical impact,


but instead serve to help the GM define and de-
scribe certain NPCs and help the players better
imagine them. Mechanically, NPCs only use a few
stats in order to keep creature quick and sim-
ple:

Hit Dice (HD): To determine a creature’s Hit


Points, roll 1d10 per Hit Die and then increase
it by the total number of Hit Dice the creature
has (ex. 3d10+3 HP for a creature with 3 Hit
Dice). The higher a creature’s Hit Dice, the
more dangerous they’re likely to be. A crea-
ture’s HD also help determine how dangerous they
are when engaged in combat with a Ranger:

A weak or non-threatening creature gets no bo-


nus to their attacks, tests, or saving throws
(see below).

A capable or average foe adds one-half their


number of HD (rounded down) to their attacks,
tests, or saving throws.

A strong or dangerous enemy adds their full


HD to their attacks, tests, or saving throws.

199
A deadly creature adds double their HD to
their attacks, tests, or saving throws.

Armor: Simply pick a type of armor from the


Equipment section to determine a creature’s
Armor. Most animals can be treated as wearing
a gambeson (12) or brigandine (13). Humans,
the Dead, and Fomorians wear armor, so select
one appropriate to the hostiles encountered.
Terrors can range from disfigured humanoids
to absolute abominations, so feel free to get
creative with their Armor.

Attacks: It’s rare that a creature will charge


into battle, especially with a Ranger, with-
out some kind of weapon - improvised, natu-
ral, or otherwise. Equip your NPCs with weap-
ons from the Equipment section and for beasts
feel free to treat their weapons as Daggers,
Cudgels, or whatever weapon is appropriate
given the creature’s size and relative danger
(for example, a bear’s claws might count as a
sword rather than a dagger). Humans, the Dead,
and Fomorians wield proper weapons, so select
one appropriate to the hostiles encountered.
Terrors can carry weapons, but many prefer to
use claws, fangs, tentacles, horns, or worse,
so assign a value accordingly. All NPCs are
considered proficient with the weapons they
carry, should you wish to use maneuvers.

Saving Throws: NPCs don’t make saving throws


the same way that Rangers do. Instead, if an

198
NPC must attempt a saving throw against a
trap, hazard, or other danger, they attempt a
test, trying to surpass 15. If the trap, haz-
ard, or danger was created or influenced by
a Ranger, they must beat the Ranger’s corre-
sponding ability defense instead.

Special Notes: If your NPCs have any addi-


tional features or abilities, such as a su-
pernatural power, make a note of it. This is
an opportunity for you to add in additional
effects that might cause your PCs to make sav-
ing throws. Some example abilities and super-
natural powers are listed below.

Special Abilities and Powers


Certain creatures may
have additional abil-
ities to utilize in
battle, making them
more dangerous to the
Rangers. Feel free to
make up whatever abilities come to mind - below
are some suggested abilities and powers you can
apply to an NPC to make them more dangerous in
a battle:

● Aquatic. The creature is able to swim and


breathe underwater. Its swim speed matches
its normal movement speed.

● Blindsense. The creature can sense any


living being within 30 feet, even if it
can’t see them.
199
● Burrower. The creature is able to free-
ly move underground. Its burrowing speed
matches its normal movement speed.

● Breath Weapon. The creature can spend an


action exhaling fire, acid, or icy cold.
All creatures in a 15 ft. cone must suc-
ceed on a Dexterity saving throw or suffer
2d6 of the appropriate damage. Creatures
that succeed take half damage, rounded
down.

● Diseased. If a creature is struck, it must


succeed on a Constitution saving throw or
become diseased, only able to travel half
the normal distance each day and unable to
benefit from rest until properly treated
by a trained healer.

● Fearsome Presence. All enemy creatures


must succeed on a Wisdom saving throw be-
fore they can approach this creature.

● Flight. The creature is able to fly. Its


flight speed matches its normal movement
speed.

● Hasty. The creature can take three actions


on its turn.

● Regeneration. The creature restores 1d4


Hit Points at the start of each of its
turns.

● Swallow Whole. The creature is capable of

200
swallowing a smaller creature whole. They
make a contested Strength test against the
target and on a success the creature is
consumed (but still alive).

● Venomous. If a creature is struck, it must


succeed on a Constitution saving throw or
become poisoned for 1d4 turns as venom
courses through its veins. While poisoned,
the creature suffers 1d6 damage at the
start of each of its turns.

● Vigilant. Attacks against the creature


never have advantage and the creature ig-
nores disadvantage on attack rolls.

● Warlord. The creature summons 1d4 “weak”


minions with 1d10 HD, who arrive during
the next round of combat.

● Weapon Master. The creature is proficient


with all weapons.

201
Threats to the Vale

All manner of creatures call the Midden Vale


home. The Region sections provide many potential
NPCs for your Rangers to face, but by design
they are kept fluid - descriptions to utilize
but no mechanics. This section provides multi-
ple creatures with more defined mechanics. They
are rarer or more powerful creatures to utilize
as threats to your settlements or denizens of
crypts and ancient ruins. Feel free to drop one
of these creatures into your Rangers’ travels
whenever you roll a Wandering Creature on the
Encounter table.

Each entry contains the creature’s name,


type, Hit Dice, and Defense as well as a ba-
sic description of the creature you can use to
introduce it to your Rangers and some notes on
how it may commonly act during an encounter. For
groups that use grids or like to measure out
distances, movement speeds are also included.
What is not listed is the relative danger level
of each creature, which determines its bonuses
to its attacks, tests, and saving throws. One
self-proclaimed “brigand king,” may be incredi-
bly dangerous, while another could wind up being
a total pushover.

Lastly, it’s important to remember that


this game focuses on “rulings, not rules” so
feel free to modify each entry - add things you
think are missing and ignore the stuff you don’t

202
like!

Armored Rhinoceros - Beast / 7d10 HD / Armor De-


fense 16 (Full-Plate)

A large wooly rhinocer-


os armored with steel
plates and trained to
bear a rider. This
fearsome creature is
renowned for its brav-
ery and is known as the
mount of the most elite
Southron knights. While
most dangerous with a
rider, the rhinoceros
is still a dangerous
foe if its rider has
been killed thanks to its massive size and pow-
erful horn.

Primarily used as a mount by Southron


knights, the armored rhino follows the orders of
its rider. When left to its own devices, it tends
to attack whatever is in front of it. Southron
soldiers will often feed their mounts devil weed
before battle to whip them into a killing frenzy
and make them numb to pain. The Armored Rhinoc-
eros can move 60 feet as an action.

● Horn. 1d10 piercing damage. Whenever the


Armored Rhinoceros hits a creature with its
horn, it may immediately push it.

203
● Berserk. If the Armored Rhinoceros’s rider
is killed, it spends its turns moving to-
ward and attacking the nearest creature.

● Trample. If the Armored Rhinoceros moves


through another creature it deals 2d6 blud-
geoning damage unless that creature suc-
ceeds on a Dexterity saving throw.

Bánánach - Dead / 4d10 HD / Armor Defense 11


(None)

A ghostly spectre known to haunt barrows and the


desecrated resting places of the dead. It is
said that a bánánach is created whenever an in-
nocent person is murdered, their vengeful spirit
returning to exact justice.

An incorporeal spirit, the Bánánach does


not carry weapons or use armor. It remains fixed
to a location, as it is tied to its corporeal
remains. Until its body or bones are completely
destroyed, the bánánach is invulnerable and even
when rendered vulnerable, it remains difficult
to kill without magickal weapons of some kind.
The Bánánach can move 40 feet as an action.

● Claws. 1d6 slashing damage. The Bánánach’s


attacks are rolled against the target’s
Charisma defense, not their Armor Defense .

● Corporeal Tether. The Bánánach cannot move


more than 100 feet from its remains (corpse
or skeleton) and is immune to all damage
until its remains are destroyed (remains
204
have 2d10 HD). Once rendered vulnerable,
any attacks made against the bánánach with-
out a magickal weapon are rolled at disad-
vantage and deal half damage, rounded down.

● Incorporeal. The Bánánach ignores all dif-


ficult terrain and can pass through walls
and obstacles freely.

● Wail. As an action, the Bánánach can un-


leash a piercing scream. Each living crea-
ture within 40 ft. must succeed on a Cha-
risma saving throw or suffer 2d6 psychic
damage and become stunned and cannot attack
the bánánach during the next turns. Crea-
tures that succeed take half damage, round-
ed down. The bánánach can attempt a saving
throw on the start of each of its turns to
regain the use of this ability.

Brigand King - Human / 5d10 HD / Armor Defense


14 (Chainmail)

A large, rough-looking fellow wearing battered


chainmail and a ragged cloak. Despite the wear
and tear of the man’s garment, you are still
able to recognize it as a Ranger’s cloak. This
highway either fell from grace or murdered a
Ranger and stole their cloak. Either way, he is
a dangerous foe. On his hip he carries a slender
blade and a knife and his smile is the icy cold
of a seasoned killer.

The Brigand King wields a sword and dag-

205
ger, wears chainmail ar-
mor, carries 2 potions
of healing, and 2 fire
bombs. He is a bad boss,
and will pull unsuspect-
ing minions in front of
him to “defend” him from
attacks when he gets
desperate. The Brigand
King can move 40 feet as
an action.

● Sword and Dagger. When-


ever the Brigand King
deals damage, roll 1d8 slashing damage
(sword) and 1d4 piercing damage (dagger)
and deal damage to the target equal to the
higher roll.

● Fire Bombs. 2d6 fire damage. Splashes in a


10 ft. radius. All creatures caught within
must succeed on a Dexterity saving throw or
catch on fire. Creatures who save take half
damage and don’t start burning. Creatures
who fail take full damage and an addition-
al 1d6 at the start of each of their turns
unless they spend both actions putting out
the fires.

● Commanding Presence. All Brigands that can


see the Brigand King get +1 on all of their
rolls while he remains alive.

● Hasty. The Brigand King can take three ac-


206
tions on each of its turns.

Burrower - Beast / 3d10 HD / Armor Defense 12


(None)

A lumpy, sickly green slug-like creature covered


in yellow spikes.
It lives in the ash-
en barrens of the
badlands, burrowing
through the ground
to attack prey from
below. It has a
fang-filled mouth
reminiscent of a
lampreys and most
of its internal or-
gans are stomachs.
Stupid to a fault, once a burrower latches on to
its prey it doesn’t let go until killed or the
prey has been digested.

The Burrower is a simple-minded creature,


digging through the ground until it senses move-
ment on the surface. Once the burrower bites
into perceived prey, it doesn’t let go until it
or its target are killed. The Burrower can move
40 feet as an action.

● Bite. 1d6 piercing damage. The target must


beat the Burrower in a Strength contest or
become swallowed whole. A swallowed crea-
ture takes 1d6 acid damage at the start of
each of its turns as the Burrower chews on
207
it and must roll the Usage Dice on all of
its weapons and armor as stomach acid burns
through it.

● Blindsense. The Burrower can sense any liv-


ing being within 30 feet, even if it can’t
see them.

Clockwork Serpent - Golem / 4d10 HD / Armor De-


fense 16 (Metal Plates)

A massive, coiling serpent made from brass and


copper. Its eyes appear to be massive rubies that
gleam with a diabolical light. Gears churn and
bursts of steam escape from gaps in its plated
scales as it moves with a thunderous cacophony.
The delicate machinery beneath the scales is no
doubt valuable… and fragile. Its origins and
purpose are unknown.

Is it magickal or mundane? The clockwork


serpent resides deep within ancient ruins, pos-
sibly built to defend a location or object. If it
can think, it lacks the ability to communicate
these thoughts. In combat, it prefers to coil
around as many creatures as possible, crushing
them to death while blasting others with steam.
The Burrower can move 60 feet as an action.

● Bite. 1d6 piercing damage.

● Crush. As an action, the clockwork serpent


can attempt to grapple a creature, roll-
ing with advantage on the Strength contest
versus the target if the target is smaller
208
than the serpent. A grappled creature suf-
fers 1d8 bludgeoning damage at the start
of each of its turns as gear grind against
it and cannot move away from the clockwork
serpent unless it wins a Strength contest.
The clockwork serpent can grapple up to
three creatures this way.

● Steam Blast. As an action, the clockwork


serpent can unleash a scalding cone of steam
25 ft. long. Each creature caught within
must succeed on a Dexterity saving throw
or suffer 3d4 fire damage. Creatures that
succeed take half damage, rounded down.
The clockwork serpent can attempt a saving
throw on the start of each of its turns to
regain the use of this ability.

Cyclopean Reaver - Fomorian / 5d10 HD / Armor


Defense 14 (Hide Armor)

This towering Fomorian


boasts a single eye in
the middle of its face,
a massive mouth full of
rock-hard teeth, and a
mane of wild tangles
that cascades down its
back. Layer upon layer of
half-treated hides cover
its body, forming a crude
but effective armor. It
209
wields an axe in battle, but it prefers to launch
boulders and stones from afar, relying on its
supernaturally accurate aim.

Favoring canyons and mountain passes where


it can easily acquire and launch stones, the Cy-
clopean Reaver tends to ambush from a distance,
battering its targets until they’re near death.
Sadistic to the bone, the reaver prefers eating
its food while the poor thing is still alive,
reveling in the screams and squirms. While not
particularly brave, the Cyclopean Reaver is of-
tentimes too dim to realize that it’s lost the
upper hand and will rarely retreat. The Cyclope-
an Reaver can move 60 feet as an action.

● Great Axe. 1d12 slashing damage.

● Thrown Rock. 1d8 bludgeoning damage. The


target must succeed on a Constitution sav-
ing throw or become stunned.

● Cannibalism. As an action, the Cyclopean


Reaver can attempt to eat one creature it
has grappled. If the creature has 0 or fewer
Hit Points, it dies immediately, otherwise
the reaver deals 1d10 bludgeoning damage as
it chews the creature to bits. The cyclope-
an reaver heals 1d10 Hit Points.

210
Dire Basilisk - Beast / 8d10 HD / Armor Defense
13 (Hide)

Easily twice the size


of a regular basi-
lisk, this six-legged,
quill-covered monster
prefers to move through
the marshes and rivers
of the Midden Vale,
remaining submerged or
hidden before chasing
down prey with a sudden burst of speed. Its
bear-trap bite causes festering wounds that can
lay low even the hardiest of Rangers. Some dire
basilisks are capable of launching their quills,
providing them with a powerful ranged attack.

The dire basilisk is a patient hunter, pre-


ferring to lie in wait for prey to enter its
hunting grounds. While not particularly fast
over long distances, this creature is a natu-
ral sprinting, letting it cover a short bit of
ground in the blink of an eye. Most of the time
the dire basilisk will bite a creature once and
let them flee, following them leisurely until
the prey drops dead from infection. On its first
turn, the dire basilisk can move 60 feet as an
action. On each subsequent turn it can only move
30 feet as an action.

● Bite. 1d8 piercing damage. The target must


succeed on a Constitution saving throw

211
or suffer a septic infection, gaining a
Strength, Dexterity, or Constitution inju-
ry and be rendered able to travel only half
the normal distance each day and unable to
benefit from rest until properly treated
by a trained healer. An injured creature
suffers 1d6 poison damage each day it goes
without healing.

● Quills. 1d6 piercing damage. If the dire


basilisk successfully hits with two quill
attacks on its turn, it may make a third
quill attack against any target without us-
ing an action.

The Dweller - Terror


/ 10d10 HD / Armor
Defense 16 (Carapace)

A massive, cephalid
creature with doz-
ens of tentacles end-
ing in nasty, barbed
hooks. Its main body
is covered in a hard carapace and the rubbery
hide of its tentacles is resistant to both blade
and hammer. It lurks in the depths of Middn
Vale’s lakes, most often in great caverns. While
its tentacles and size make for deadly weapons,
the Dweller’s true threat are the minions it
commands.

The Dweller lurks, waiting until creatures


stray too close to its waters. It prefers to un-
212
leash its waves of hypnotic sound and send its
Servants to bring its meals over getting direct-
ly involved in the fighting. Consumed prey is
eventually regurgitated as yet another Servant
of the Dweller. The Dweller can move 10 feet as
an action on land and 60 feet as an action in the
water.

● Tentacles. 1d8 bludgeoning damage. The


Dweller can lash out at creatures within 20
feet of it. On a hit, the Dweller can grap-
ple the creature, rolling with advantage on
the Strength contest versus the target. A
grappled creature cannot move away from the
Dweller unless it wins a Strength contest.

● Aquatic. The Dweller is able to swim and


breathe underwater.

● Hypnotic Wave. As an action, the Dweller


unleashes a dizzying soundwave across a 30
ft. space. All creatures caught within must
succeed on an Intelligence saving throw or
be stunned on their next turns. A creature
that fails cannot use its action to move
away from the Terror, only closer or main-
taining the same distance. The Dweller’s
Servants are immune to this ability.

● Vigilance. Attacks against the Dweller nev-


er have advantage and the creature ignores
disadvantage on attack rolls.

● Warlord. The Dweller summons 1d6 “Dweller’s

213
Servants” (see below), who start swimming
up from the bottom of its lair. They arrive
ready to battle during the Dweller’s next
turn.

The Dweller’s Ser-


vant - Terror / 3d10
HD / Armor Defense 14
(Hide)

A tall humanoid crea-


ture with the face of
a beautiful woman and
eyes that shine like
torches. From its neck
sprouts five tentacles
that lash out randomly
at nearby creatures.
Its left arm is human-like with glistening skin,
while the right is a tentacle ending with bone-
like spurs. A gaping maw is situated in the
middle of the creature’s torso, puckering and
chomping at all times. Its legs are humanoid and
covered in its master’s pucker scars.

A mindless creature that moves only at the


bidding of its master. The Servant prefers to
use its tentacles in battle, grappling its mas-
ter’s prey and dragging it back to the Dweller’s
waiting maw. The Servant can move 50 feet as an
action.

● Bite. 1d6 piercing damage. The target must


succeed on a Constitution saving throw or
214
become poisoned, suffering a Wisdom inju-
ry. Until treated, the injured creature
attempts all Strength attacks, tests, and
saves at disadvantage.

● Tentacles. 1d6 bludgeoning damage. The Ser-


vant can lash out at creatures within 10
feet of it. On a hit, the Servant can grap-
ple the creature, rolling with advantage on
the Strength contest versus the target. A
grappled creature cannot move away from the
Servant unless it wins a Strength contest.

● Aquatic. The Servant is able to swim and


breathe underwater. Its swim speed matches
its normal movement speed.

Ettin Shaman - Fomorian / 7d10 HD / Armor De-


fense 15 (Hide Armor)

A towering, two-headed giant draped in layers


of rotting hides and bearing inscrutable marks
upon every inch of exposed flesh. It carries a
staff that functions more like a giant cudgel
and wears a necklace of bone-carved runes that
it uses in battle. While a formidable fighter in
its own right, the ettin shaman is at its most
dangerous when it has minions it can rile up
with inspiring chants.

A religious or spiritual advisor amongst et-


tinkind. The ettin shaman is rarely found alone,
but is instead often guarded by several brut-
ish ettin warriors. While not cunning by human

215
standards, it is one of the brighter Formorian
specimens and will direct its allies in battle,
bolstering their resolve with harsh chants and
making their attacks deadlier with the help of
pilfered runes. An ettin shaman is brave, and
their warriors will not back down from a fight
as long as the shaman lives. Wears hide armor,
carries a Smite rune, carries a Flame rune. The
Ettin Shaman can move 50 feet as an action.

● Great Club. 1d10 bludgeoning damage.

● Vigilance. Attacks against the Ettin Shaman


never have advantage and the creature ig-
nores disadvantage on attack rolls.

● War Chant. The Ettin Shaman can lead an


invigorating chant in its harsh language
by spending both actions on its turn. All
allies that can hear the shaman heal 1d10
Hit Points and gain advantage on their next
attack. If the attack deals maximum damage,
the attacker can roll another damage die
and add the result to the roll.

Firebird Terror -
Terror / 7d10 HD
/ Armor Defense 16
(Hide)

A massive, four-
winged avian crea-
ture roughly the
size of one of Mid-

216
den Vale’s rukhs. Flame, cinder, and burning
flesh fall free from its wings with every flap
and its shrill cry erupting from its skele-
tal beak instills fear in all but the stout-
est of hearts. Unlike most Terrors, who tend
to appear and remain in one part of the Vale,
this monstrous firebird has been spotted flying
over various settlements and spotted by multiple
ranger bands - meaning it migrates or… there
are more than one.

Perhaps one of the more dangerous and


well-documented Terrors in the Midden Vale, the
Firebird has been spotted all across the Vale
leading the Rangers to believe that unlike most
of its “kin” it remains migratory. Like all Ter-
rors, it is without fear and once it engages in
combat it will not stop until either its prey is
dead or it has been destroyed. The Firebird Ter-
ror can move 30 feet as an action on the ground
and 60 feet as an action through the air.

● Bite. 1d12 piercing damage, plus 1d6 fire


damage.

● Claws. 1d10 slashing damage, plus 1d6 fire


damage.

● Wings. 1d10 bludgeoning damage, plus 1d10


fire damage.

● Flyby Attack. Whenever the firebird ter-


ror spends more than one action moving,
all creatures beneath its flight pattern

217
must succeed on a Dexterity saving throw or
suffer 2d8 fire damage as chunks of burn-
ing flesh strike the ground. Creatures that
succeed take half damage, rounded down.

● Hasty. The firebird terror can take three


actions on its turn.

● Piercing Shriek. As an action, the firebird


terror unleashes a rending scream across a
40 ft. space. All creatures caught with-
in must succeed on an Intelligence saving
throw made with disadvantage or be stunned
for 1d6 turns. A creature that fails can-
not attack the firebird terror - they may
only use their actions to flee from it or
interact with other creatures. The firebird
terror can attempt a saving throw on the
start of each of its turns to regain the
use of this ability.

Fire Drake - Beast / 10d10 HD / Armor Defense 22


(Scales)

A massive creature with a long, serpentine neck,


a horned head with a mouth filled with fangs. Its
body is covered in rust-colored scales as thick
as steel plates and its wings blot out the sun
when it takes flight. Its claws are the length
and sharpness of swords and its tail strikes with
the force of a battering ram. The air around the
fire drake is as hot as midsummer’s day. Leg-
ends speak of this monster, but the legends also
say that dragons went extinct centuries ago. It
218
would seem that the
legends are wrong.

Quite possi-
bly the last of the
dragons, this beast
prefers to fly above
its prey and unleash
gouts of flame. When
forced to engage in
close combat it uses
its bite, claws, and
tails in equal mea-
sure. The Fire Drake
can move 50 feet as an
action on the ground
and 70 feet as an ac-
tion through the air.

● Bite. 2d8 piercing damage. If the fire


drake’s bite attack reduces a target to 0
or fewer Hit Points, the creature is swal-
lowed and consumed.

● Claws. 2d10 slashing damage. A creature


that gets hit with the claw attack must
roll the Usage Die of either their weapon,
shield, helm, or armor as if sundered.

● Fire Breath. As an action, the fire drake


can unleash a cone of flames 50 ft. long.
Each creature caught within must succeed
on a Dexterity saving throw or suffer 4d6
fire damage and catch on fire, taking an
219
additional 2d6 fire damage at the start of
each of their turns unless they spend two
actions putting out the flames. Creatures
that succeed take half damage, rounded down.
The fire drake can attempt a saving throw
on the start of each of its turns to regain
the use of this ability.

● Tail. 2d12 bludgeoning damage. A creature


that gets hit with the tail attack is auto-
matically pushed back 10 feet.

● Beast of Legend. Do not roll for the fire


drake’s Hit Points, it has a full 110 HP.
Additionally, the fire drake takes half
damage from all mundane weapons and attacks
- only a magickal weapon can fully pierce
its scales.

● Fearsome Presence. All enemy creatures must


succeed on a Wisdom saving throw before
they can approach or attack the fire drake.

● Hasty. The fire drake can take three ac-


tions on its turn.

Golem Colossus - Golem / 10d10 HD / Armor De-


fense N/A (See Below)

A towering creature often made from stone, iron,


wood, and clay. Who created it and for what pur-
pose are unknown, but someone or something woke
it up and now it moves through the Midden Vale
leaving desolation in its wake. Its thick plates
deflect all weapons, forcing those brave enough
220
to engage it to seek out its weak points. The
secret to creating a golem was lost long ago -
some believe these creatures are older even than
the Woldlings.

Golems are built to fulfill a variety of


purposes. Some are guardians set to protect a
specific region. Others are sentient siege weap-
ons, capable of following orders and carrying
out complex tasks. Others still have a secret
purpose - the recovery of an ancient artifact
or the complete destruction of a specific enemy.
Whatever the reason for their creation, a golem
will carry out its tasks until it succeeds or is
destroyed. Due to its massive size, the Golem
Colossus often ignores lesser creatures unless
it was designed to combat them or they somehow
manage to prove a threat. The Golem Colossus can
move 60 feet as an action.

● Natural Weapons. 2d12 bludgeoning damage.


A creature that takes damage from the Golem
Colossus is automatically stunned.

● Invulnerable. The Golem Colossus is immune


to all damage except when one of its weak
points has been hit (see “Weak Points” be-
low).

● Massive. The Golem Colossus is a towering


creature and is immune to the push, stun,
sunder, and trip maneuvers. Smaller crea-
tures can climb upon the colossus to reach
its weak points. Due to its size, the co-
221
lossus cannot retaliate against melee at-
tacks made against it - in fact, it proba-
bly doesn’t register most of them.

● Weak Points. The Golem Colossus has 1d4


weak points throughout its body (1 - Head,
2 - Chest, 3 - Neck, 4 - Back), each with
an Armor Defense of 15. Attacking the weak
point from a range inflicts disadvantage
due to the small size of the weak point.

Hairy Cephalid - Beast / 6d10 HD / Armor Defense


12 (None)

A strange octopus-like creature with a mud-brown


pelt of fur that lives along the Vale’s frigid,
northern shores. The hairy cephalid is primari-
ly aquatic, but this black bear-sized beast has
been known to scramble about the muddy shores,
able to sprint across the ground in quick spurts
to run down land-based prey trying to escape.
Its tentacles have powerful suckers and end in
sharp claws, but the hairy cephalid’s best weap-
on is its powerful beak. Its shaggy pelt is
waterproof and its flesh has an earthy, gamey
flavor, making it a favorite amongst the Midden
Vale’s northern citizens.

The Hairy Cephalid is a clever ambush pred-


ator, hiding in muddy tidepools during the low
tide. It uses its pelt and coloration to blend
in, looking all the world like a pile of seaweed
or kelp until prey wanders too close. When in
danger, the hairy cephalid is known for ripping
222
off a tentacle and throwing it, using the writh-
ing limb as a distraction while it escapes. The
Hairy Cephalid can move 20 feet as an action on
the ground and 40 feet as an action through the
air.

● Bite. 1d8 piercing damage.

● Tentacles. 1d6 bludgeoning damage. The


Hairy Cephalid can lash out at creatures
within 10 feet of it. On a hit, the Cepha-
lid can grapple the creature, rolling with
advantage on the Strength contest versus
the target. A grappled creature cannot move
away from the Cephalid unless it wins a
Strength contest.

● Aquatic. The Hairy Cephalid is able to swim


and breathe underwater.

● Camouflage. As long as the Hairy Cephalid


remains still and is in its preferred envi-
ronment (muddy, rocky shores) it is indis-
tinguishable from a pile of kelp.

Hunter Mantid - Beast / 3d10 HD / Armor Defense


13 (Carapace)

A praying mantis the size of a wolf, this danger-


ous insect is known for its natural camouflage,
sword-like limbs, and its pack tactics. Fortu-
nately for most denizens of the Vale - beast or
human - the hunter mantid is found primarily in
the badlands, although swarms have been seen in
the deeper parts of the Midden Vale’s vast wood
223
lands.

A large insect with the hunting instincts


of a trained bloodhound, the hunter mantid pre-
fers to work in pairs: one male and the much
larger, more dangerous female. Primarily ambush
predators, they will blend in with their sur-
roundings and lie in wait until prey arrives.
The male typically attacks first to distract the
prey while the female lines up a deadly strike.
The Hunter Mantid can move 30 feet as an action
on the ground and through the air.

● Claws. 1d6 slashing damage. If the hunter


mantid scores a critical hit, they deal
triple damage instead of double.

● Brood Carrier. Whenever a female hunter


mantid is slain, roll a d20. On a 16+, 3d4
hunter mantid nymphs burst out of her corpse
and flee the area to build new nests. They
are weak creatures with 1d10 HD, but other-
wise share the same stats as their mother.

● Camouflage. As long as the hunter mantid


remains still and is in its preferred envi-
ronment (rocky wastes or deep forests) it
is indistinguishable from a pile of stone
or a leafy mass of limbs.

● Hunting Pair. Whenever one of the hunter


mantids in a pair deals damage to a crea-
ture, the other creature can move up to
half its speed toward the same target.

224
Lake Rat - Beast / 2d10 HD / Armor Defense 11
(None)

A weasel-like crea-
ture nearly five and
a half feet in length.
Its fur is wet and
glossy like that of a
beaver and it boasts
the blunt but power-
ful claws of a badger.
Found most common-
ly along the rivers,
lakes, and swamps of
the Midden Vale, the lake rat is known as a pack
hunter and it’s said that where you find one
lake rate, a dozen more remain hidden.

A pack animal with the rough intelligence


of a wolf or hound, the lake rat is unlikely to
attack alone, but instead works with other lake
rats to herd its prey into the water where its
speed and agility give it a distinct advantage.
While bright, lake rats are animals, and will
not fight to the death unless cornered or trying
to hold off a predator while the rest of the pack
escapes. The Lake Rat can move 40 feet on land
or in the water as an action.

● Bite or Claws. 1d8 piercing or slashing


damage respectively. The lake rat has ad-
vantage on its attacks while it and its
target are both in the water.

225
● Musk Spray. As an action, the lake rat can
make an attack with its stinging musk. On
a hit, the target is temporarily blind-
ed, inflicting disadvantage on any attacks,
checks, or saves that rely on sight for 1
hour or until the musk has been washed off.
The smell of a lake rat’s musk tends to at-
tract attention...

Mharu - Beast / 7d10 HD /


Armor Defense 12 (None)

A bipedal bird roughly


the size and tempera-
ment of the Vale’s moun-
tain bear. It is simi-
lar to the moa in many
ways, but boasts a more
rooster-like appear-
ance. The mharu stalks
the darkened forests of
the Vale, making its nests in shallow caves or
amongst the roots of ancient trees. The bacteria
on its leg spurs is known to inflict temporary
blindness that can easily become permanent if
not promptly treated.

The mharu is a dangerous and cunning preda-


tor, moving between the trees quietly until it’s
close enough to sprint at and run down its prey.
It prefers to lash out with the spurs on its
legs, but is equally capable of breaking bones
with its sharp beak. Mharus are solitary outside

226
of mating season and are a prized mount of the
Vale’s marshland nomads. The Mharu can move 50
feet as an action.

● Bite. 1d10 piercing damage. If the Mharu


hits its target and has at least one ac-
tion remaining, it will attempt a Strength
contest with the target to disarm it of any
weapons.

● Spurs. 1d6 slashing damage. A creature hit


with the Mharu’s spurs must succeed on a
Constitution saving throw or suffer a Wis-
dom injury as temporary blindness sets in.

Ravenous Hydra - Beast / 5d10 HD (Body, See Be-


low) / Armor Defense 14 (Scales)

The apex predator of the Midden Vales marshlands,


the hydra is a terrifying serpentine beast known
for its multiple heads, relative cunning, and
its unyielding tenacity. Fortunately the War-
dens of the past have made it a top priority to
eradicate these monsters. This combined with the
hydra’s aggression toward all other living crea-
tures has made the monster quite rare.

The Ravenous Hydra’s lair is a place of


death. No bird song, minimal reptiles or fish,
and even reduced insect populations. Due to its
bulk, a hydra tends to remain submerged with-
in a deep bog or pool, leaving its heads at the
surface to monitor its surroundings. Needlessly
cruel, a hydra will often play with its prey be-

227
fore finally killing it. The Ravenous Hydra can
move 50 feet as an action.

● Bite. 1d8 piercing damage, plus 1d6 acid


damage. If two or more heads attack the
same target, they will attempt to tear it
in half, dealing an additional 1d8 piercing
damage.

● Multiple Heads. When creating a Ravenous


Hydra, roll 2d4+1 heads. Each head has 2d10
HD and can be attacked separately (Defense
14). The Hydra has a single action each
turn, plus one additional action for every
two heads it possesses. These additional
actions can only be used for actions that
a head could accomplish (attacks, grabbing
objects, searching for something, etc.).

● Regeneration. Whenever a head is cut off


(has its HP reduced to 0 or less), two new
heads grow back at the start of the Hydra’s
next turn. If a neck stump is burned or
sprayed with acid, new heads cannot grow
back.

● Vigilance. Attacks against the Hydra nev-


er have advantage and the creature ignores
disadvantage on attack rolls.

228
River Shark - Beast / 3d10 HD / Armor Defense 13
(Hide)

A sleek, dangerous fish that calls the wider


rivers of the Midden Vale home. Ranging between
four and six feet end-to-end, the river shark
isn’t the largest predator in the Vale, but be-
tween its mouth of razor-sharp teeth and its un-
canny ability to hone in on the scent of blood,
the river shark is quite dangerous.

Unlike most fish, the river shark has the


ability to survive on land for short periods of
time, allowing it to chase prey on to the shores
of its river homes, moving across the land like
a fanged mudskipper. A favorite meal amongst the
riverfolk of the Vale - with the inherent danger
of acquisition often driving up the price. The
River Shark can move 10 feet as an action on land
and 50 feet as an action in the water.

● Bite. 1d8 piercing damage. If the River


Shark’s bite attack reduces a target to 0
or fewer Hit Points, the creature is swal-

229
lowed and consumed.

● Blood Sense. The river shark gains advan-


tage against all targets that aren’t at
full Hit Points.

● Aquatic. The Dweller is able to swim and


breathe underwater. It can survive on land
for 10 minutes before it starts to suffo-
cate.

Southron Bravo - Human / 3d10 HD / Armor Defense


16 (Chainmail and Shield)

A brazen warrior from the kingdoms bordering the


Midden Vale to the south. What they are doing
this far north is unknown to any save themselves
and their compatriots. Traditionally mounted
upon an armored rhinoceros, the bravo is a feared
soldier on foot as well, wielding a leaf-bladed
sword and shield to devastating effect.

A dangerous warrior from the southern king-


doms, the bravo is equally capable on rhinoback
and foot. While mounted, they tend to direct the
massive beast beneath them to devastating ef-
fect, supplementing the rhino’s horn with jabs
of their spear. Should the bravo find themself
on foot, they favor the sword and shield, pro-
viding them with a difficult to penetrate de-
fense. The Bravo wields a sword and spear, wears
chainmail armor and uses a shield, and carries 2
potions of healing. The Southron Bravo can move
40 feet as an action.

230
● Spear or Sword. 1d8 piercing or slashing
damage respectively. The bravo uses the
spear when mounted and switches to the sword
when on foot.

● Hasty. The Southron Bravo can take three


actions on each of its turns.

● Press the Advantage. Whenever the Southron


Bravo attacks or counter-attacks with ad-
vantage they roll an additional damage die
on a hit.

Southron Sorcerer - Human / 2d10 HD / Armor De-


fense 11 (Robes)

An enigmatic spellcaster from the kingdoms south


of the Midden Vale. They are clearly search-
ing for something hidden in the wilderness, but
their mission remains a secret. They often trav-
el astride an armored rhinoceros, but rarely
use the beasts in battle. Their true power lies
within the staff they carry, allowing them to
summon fire, illusion, and force when called
upon.

A mysterious sage from the southern king-


doms, the Sorcerer wields arcane magick in bat-
tle. They rarely travel alone, instead moving
about in the company of multiple bravos, who
pledge their very lives to keep the sorcerer
safe. The Sorcerer carries a staff, wears robes,
and carries 2 potions of healing. The Southron
Sorcerer can move 40 feet as an action.

231
● Magickal Staff. 1d6 magickal bludgeoning
damage. As an action, the Southron Sorcerer
can use the magick within their staff to
create one of the effects listed below. The
Sorcerer must succeed on a saving throw as
an action before they can use another ef-
fect.

○ Fire. 1d6 fire damage. The target must


succeed on a Dexterity saving throw or
catch on fire, taking 1d6 fire damage
at the start of each of their turns
until they spend an action putting out
the flames.

○ Illusion. The Sorcerer conjures up a


magickal image, complete with sounds
and smells.

○ Shield. The Sorcerer surrounds them-


self with a barrier of energy, in-
creasing their Defense to 16 for 1
hour.

Stars-Upon-the-Brow, the Traitor King - Undead /


6d10 HD / Armor Defense 15 (Woldling Half-Plate)

The once-proud king of a Woldling nation in Mid-


den Vale’s marshes, this withered creature is
but a shadow of his former self. His flesh was
well-preserved, perhaps through magick or ad-
vanced alchemical techniques, and he has lost
none of his strength or agility in death. Runes
in blue woad cover every inch of exposed skin

232
and his mighty horns form a natural crown upon
his head. In his hands is an obsidian greatsword
with ghostly blue-white runes along the spine.

Stars-Upon-the-Brow is a capable warrior


and commander. Fearless, he is not afraid to
seek out and challenge the greatest of his en-
emies, and will in fact often charge into bat-
tle against whomever appears to be the greatest
threat, leaving his minions to handle the rest.
He keeps his runes at the ready so he may max-
imize their effectiveness, negating the use of
runes by others and dealing additional damage
whenever possible. Wears Woldling Half-Plate (3
wgt), carries a Smite rune, carries a Stifle
rune, and wields the magickal sword Gwynt Morne.
The Traitor King can move 50 feet as an action.

● Gwynt Morne. +1 greatsword. 1d10+1 magickal


slashing damage. Deals an additional 1d6
fire damage on a hit and the wielder heals
Hit Points equal to the fire damage dealt.

● Commanding Presence. All Woldling Wights


that can see the Traitor King get +1 on all
of their rolls while he remains alive.

● Hasty. The Traitor King can take three ac-


tions on each of their turns.

● Runecraft. The Traitor King rolls with ad-


vantage on any checks made to translate or
activate a rune, or can roll normally and
not roll usage after they activate a rune.

233
Whenever they roll their rune’s Usage Die
it only decreases on a roll of 1.

Terror Cultist - Human / 2d10 HD / Armor Defense


11

A gaunt human wearing a ragged cloak and robes.


What little exposed skin
exists is covered in scars
and their eyes shine with
the wild light of madness. A
cruel-looking dagger rests
on their hip and they speak
in an unintelligible lan-
guage.

Most of the time a sur-


vivor of a Terror attack
flees their home and tries
to begin again in another settlement, always
looking over their shoulder. Some people, how-
ever, are broken and can’t quite fix it. These
folks turn their backs on their fellow humans
and become worshippers of the Terrors, treating
them as gods. Terror cultists are mad and fear-
less, throwing themselves at those who would
harm their “masters.” Most carry simple weapons,
like a dagger or cudgel. The Cultist can move 30
feet as an action.

● Dagger. 1d6 piercing damage. Favors the


bleed maneuver over damage.

● Blood Rune. The Cultist has a random rune

234
carved into its flesh. Whenever they use
it, instead of rolling Usage they take 1d4
damage to themselves.

● Mad Courage. The Cultist is immune to any


fear or morale effects as long as it can
see a living Terror.

Undead Rukh - Dead / 8d10 HD / Armor Defense 14


(Hide)

A rotting corpse of the Midden Vale’s apex pred-


ator, this fell monstrosity is somehow more dan-
gerous than its living kin. Ichor and necrotic
flesh cover its beak and talons, making wounds
from said weapon even more dangerous than usual.

Animated by some foul magick, the undead


rukh flies aimlessly throughout the Vale without
resting. When it spots a living creature it will
divebomb in an attempt to quickly kill and de-
vour its prey. As one of the Dead, the rukh knows
no fear and has no sense of self-preservation.
Once it engages in a
fight, it will con-
tinue battling un-
til it or its prey
is dead. The Undead
Rukh can move 20 feet
as an action on the
ground and 50 feet
as an action through
the air.

235
● Bite. 1d10 piercing damage. The target must
succeed on a Constitution saving throw or
suffer 1d6 poison damage and suffer an in-
jury to Strength, Dexterity, or Constitu-
tion as infection sets in.

● Claws. 1d10 slashing damage. The target


must succeed on a Constitution saving throw
or suffer 1d6 poison damage and suffer an
injury to Intelligence, Wisdom, or Charisma
as infection sets in.

● Wings. 1d12 bludgeoning damage.

● Gust. As an action, the undead rukh can


stir up a powerful gust with its wings. All
creatures within a 15 ft. cone must succeed
on a Strength saving throw or be tripped
and knocked prone.

● Rise Up. Any creature that dies while suf-


fering from an injury inflicted by the un-
dead rukh animates one hour later as a
mindless Dead version of itself.

Wandering Knight-Errant - Human / 4d10 HD / Ar-


mor Defense 18 (Half-Plate, Helmet, & Shield)

A striking figure in half-plate armor carrying


a shield that bears the mark of a fallen noble
house or self-proclaimed lord. They wear a sword
on their hip and the dents in their armor and
shield prove they know how to use it. Cordial,
but merciless in battle, the knight-errant meets
you with a steely gaze.
236
The Knight-Errant wields a sword and shield,
wears half-plate armor and a helmet, and carries
3 potions of healing. Often mounted. In battle
the knight-errant will rely on their armor to
see them through the battle and will focus on
taking out one enemy at a time. If traveling
with others, the knight-errant typically focus-
es on defending their allies first and foremost.
The Wandering Knight-Errant can move 40 feet as
an action.

● Sword. 1d8 slashing damage.

● Shield Bash. 1d6 bludgeoning damage. The


target must succeed on a Constitution sav-
ing throw or become stunned.

● Defensive Duelist. The Knight-Errant rolls


all counter-attacks with advantage.

Wandering Minstrel - Human / 1d10 HD / Armor De-


fense 12 (Gambeson)

A traveling bard and storyteller. Due to a lack


of proper literacy across the Vale, oral tradi-
tion is important and many minstrels will trav-
el from settlement to settlement, often joining
merchant or nomad caravans or even a Ranger band
passing through. Their knowledge of the Vale’s
history and their penchant for entertaining an-
tics typically allows a minstrel access to parts
of a settlement off limits to most, making them
valuable allies and dangerous enemies.

The Wandering Minstrel uses a quarterstaff,


237
wears leather armor, carries 2 potions of heal-
ing, an elixir, and a musical instrument. While
brave enough to travel through the wilderness,
the minstrel is not a warrior by any stretch and
will typically stay out of a direct fight. The
Wandering Minstrel can move 40 feet as an ac-
tion.

● Quarterstaff. 1d6 bludgeoning damage.

● Silver Tongue. The Wandering Minstrel has


advantage on all rolls made to cause a dis-
traction or engage in diplomacy.

Wildeboar - Beast / 5d10 HD / Armor Defense 15


(Hide)

A massive porcine creature the approximate size


of a draft horse. It boasts a small, mammoth-like
trunk that it uses to dig for roots and truffles
and wields four or more tusks when forced to
defend itself. Found only in the darkest parts
of the Midden Vale’s forests, the Wildeboar is
known for the strange colonies of fungus and
moss that grow in its matted fur. The relation-
ship appears to be symbiotic, with plant and
beast both benefiting.

Much like its smaller, more mundane cous-


in, the Wildeboar can be incredibly aggressive.
When disturbed, the wildeboar will fearlessly
attack predators and invaders in an attempt to
drive them from its territory. They will pursue
their assailants for miles, only stopping when

238
they are satisfied that the attacker won’t be
returning to their territory anytime soon. The
Wildeboar can move 50 feet as an action.

● Tusks. 1d8 piercing damage. If the Wilde-


boar hits a creature with two or more tusk
attacks in one turn, it deals an additional
1d8 damage.

● Frenzy. The Wildeboar gains an additional


action on each of its turns whenever it’s
Hit Points are at 50% or lower. This action
can only be used to move or attack.

● Spores. Whenever the Wildeboar takes dam-


age, it releases a cloud of spores. All
creatures within 5 ft. of the wildeboar
must succeed on a Constitution saving throw
or suffer a random injury as spores infect
its body (roll a d6: 1 - Strength, 2 - Dex-
terity, 3 - Constitution, 4 - Intelligence,
5 - Wisdom, 6 - Charisma). A creature can
only suffer one injury from a wildeboar’s
spores.

Winter Troll - Fomorian / 5d10 HD / Armor De-


fense 14 (Hide)

An impressive specimen with jagged tusks and a


snow-white pelt that it uses to blend into the
Vale’s frozen peaks. Easily twice the size of
its kin in the valleys and badlands, the winter
troll not only boasts an impressive ability to
heal, but a deadly venom that feels like ice in

239
one’s veins.

A solitary hunter in the highest mountains,


the winter troll often controls a large swath
of territory, driving out all other potential
predators. It possesses a crude cunning, craft-
ing primitive weapons from stone, wood, and bone
and taking advantage of its natural camouflage.
Like many trolls, it often lets out boisterous
displays of strength to intimidate its enemies
and rile itself up for battle. The Winter Troll
can move 40 feet as an action.

● Stone Axe. 1d8 slashing damage.

● Tusks. 1d8 piercing damage. The target must


succeed on a Constitution saving throw or
suffer 1d8 cold damage and become paralyzed
as the venom sets in.

● Howl of the Wild. As an action the troll


can unleash a great scream. Until the end
of its next turn, it has advantage on all
attack rolls and all creatures attacking
the winter troll roll with disadvantage.

● Regeneration. The winter troll heals 1d6


Hit Points at the start of each of its
turns. If the troll suffered fire damage
since its last turn it does not heal any
Hit Points.

Woldling Druid - Woldling / 6d10 HD / Armor De-


fense 14 (Woldling Brigandine)

240
Priest and oracle, the druid is the ear into
which the small gods speak directly. The dru-
id wields strange, magickal powers unknown to
even the most cunning of human sorcerers - true
magick - that it uses to sway the beasts and
plants of the Vale to carry out its bidding.
The druid wears no clothes, instead choosing to
paint powerful runes on its skin and fur in woad
dye.

The Woldling Druid wields a rune-carved


staff, carries 2 potions of healing, and wears a
Woldling brigandine (functions as brigandine but
is 1 wgt). They possess 4 runes, one of which is
carved upon their staff. The Druid focuses on
supporting their allies in battle, only engag-
ing in direct combat when there is no other re-
course. If overwhelmed, they will utilize their
magickal talents to escape. The Woldling Druid
can move 50 feet as an action.

● Runed Quarterstaff. 1d6 bludgeoning damage.


Deals an additional 1d6 damage to Terrors
and the Dead.

● Magickal Talents. As an action, the Wold-


ling Druid can use the magick innate to
their blood to create one of the effects
listed below.

○ Ghost Flame. The Druid conjures up


a blue-white flame that shines as a
torch. If used as a weapon, it deals
1d8 fire damage.
241
○ Friend to All Things. A creature hos-
tile to the Druid must succeed on a
Charisma saving throw or be unable to
attack or otherwise knowingly inflict
harm on the Druid for 1 hour.

○ Pass Without a Trace. The Druid disap-


pears and reappears in a location of
its choosing within 60 feet.

○ Soothing Balm. One creature that the


Druid can see heals 1d8 Hit Points and
recovers from any poison, injuries, or
magickal effects.

● Nature’s Veil. All creatures have disadvan-


tage on any checks or saving throws made to
locate the Woldling Oathsworn so long as it
wishes to remain unseen.

● Runecraft. The Woldling Druid rolls with


advantage on any checks made to translate
or activate a rune, or can roll normally
and not roll usage after they activate a
rune. Whenever they roll their rune’s Usage
Die it only decreases on a roll of 1.

Woldling Oathsworn - Woldling / 7d10 HD / Armor


Defense 18 (Woldling Plate)

A Woldling knight sworn to protect one of the


remaining holdfasts in the Vale. It has trained
in battle for centuries and upon swearing its
oath to protect its home and kin received magick-
al blessings from the druids, bestowing upon it
242
great strength and speed. Fearless, an Oathsworn
will defend its home to its final breath, never
blinking or retreating in the face of danger.

The Woldling Oathsworn wields an obsidian


sword, carries 2 potions of healing, and wears
platemail crafted from treated wood and leather
(functions as full-plate but is 4 wgt). They are
without fear in battle, singling out the target
they deem most dangerous and putting them down
as quickly as possible. When defending a loca-
tion or person, the Oathsworn will die before
dishonoring themselves. The Woldling Oathsworn
can move 50 feet as an action.

● Obsidian Sword. 1d8 slashing damage. Deals


an additional 1d8 damage to Terrors and the
Dead.

● Dance of Death. Whenever the Oathsworn re-


duces a creature to 0 or fewer Hit Points,
it may move up to 20 feet and make an attack
against another creature.

● Defensive Flourish. Whenever the Oathsworn


deals damage when counter-attacking, they
roll their next attack with advantage.

● Fearless. The Oathsworn is immune to any


fear or morale effects.

● Nature’s Veil. All creatures have disadvan-


tage on any checks or saving throws made to
locate the Woldling Oathsworn so long as it
wishes to remain unseen.
243
“Ranger battling a Stone Colossus”

244
Building Terrors
One of the greatest
threats to the people
of the Midden Vale are
Terrors - strange chime-
ric creatures of unknown
purpose and origin.
There doesn’t appear to
be a rhyme or reason to
their appearances and
shapes: it’s as if someone mashed together all
manner of creature into one abomination. As
a result, Terrors can have some pretty unique
builds. Feel free to create your own, or use
the following tables to help create Terrors for
your Rangers to face:

Form - Roll 1d6

What is the Terror’s form? How does this influ-


ence its behavior?

(1) - Humanoid, standing a head or two taller


than most Rangers.

(2) - Colossal, towering over the average Rang-


er and oftentimes buildings.

(3) - Bestial, moving about erratically on all


limbs.

(4) - Centaurian, with a humanoid upper torso


and beast-like lower body.

245
(5) - Oozing, with head and limbs appearing and
disappearing from the main mass at random.

(6) - Aberrant, its form difficult to compre-


hend and seemingly doesn’t follow any laws of
nature.

Head - Roll 1d20

What does the Terror’s head look like? How does


this impact its senses?

(1) - The soft face of a sleeping child.

(2) - The scarred head of a fanged wolf.

(3) - A mosquito’s head with bulbous eyes.

(4) - A rotting horse head with an exposed


skull.

(5) - An ape-like face with the tusks of a


boar.

6) - A humanoid skull with worms for eyes.

(7) - A demon face with fangs and horns.

(8) - An ever roaring head of a lion.

(9) - A spider’s head with gem-like eyes.

(10) - An aurochs’ head with great curving


horns.

(11) - A stone face weeping tears of blood.

(12) - A beautiful woman’s face, with eyes of

246
fire.

(13) - A scaled, lizard head with needle teeth.

14) - A porcelain head with three faces and


black eyes.

(15) - A head with a single burning eye.

(16) - A humanoid head with vipers for hair.

(17) - The creature is headless, but 1d6 spined


tentacles lash out blindly from it’s “neck.”

(18-20) - Multiple Heads. This Terror has more


than one head, roll two more times and record
the results. Continue rolling if you get more
results of 18, 19, or 20.

Arms - Roll 2d20, Once for the Left Arm, Once


for the Right Arm

What do the Terror’s arms look like, and how


does this affect its ability to fight?

(1) - A tentacle with bone-like spurs on the


tip.

(2) - A withered arm with sharp nails.

(3) - A large, shapeless pseudopod.

(4) - A bulging, twisted limb with broken skin.

(5) - A crab-like claw with a thick carapace.

(6) - A metal arm ending with a sword blade.

247
(7) - An ivory arm of bone and tendon.

(8) - A mantis-like arm with sharp bone spurs.

(9) - A long arm with two hooked claws.

(10) - Bear-like forearm covered in shaggy fur.

(11) - A humanoid arm with glistening skin.

(12) - A brass arm powered by gears and steam.

(13) - A serpentine limb ending with a snake’s


head.

(14) - A bifurcated limb splitting at the el-


bow.

(15) - A slender, humanoid limb covered in


runes.

16) - Animated chain tipped with a mace.

(17) - Blackened skin with flames bursting from


the cracks.

(18-20) - Multiple Sets of Arms. This Terror


has more than two arms, roll two more times and
record the results. Continue rolling if you get
more results of 18, 19, or 20.

248
(18) - Oozing, weeping, festering sores abound.

(19) - Bulging muscles that threaten to tear


from bone.

(20) - A bulbous thorax that deposits


slime-coated eggs.

Legs - Roll 1d20

What do the Terror’s legs look like, and how


does this impact its mobility?

(1) - Insectile, spider-like legs shining


black.

2) - A massive, snake-like lower body.

(3) - Horse legs with weeping sores.

(4) - Skeletal legs with rotting flesh.

(5) - A mass of writhing tentacles.

(6) - An oozing mass of acidic slime.

(7) - Lean, feline legs with razor claws.

(8) - Muscular legs with bovine hooves.

(9) - Four, spindly metal legs that gleam like


silver.

(10) - Humanoid legs covered in scars.

(11) - Stone legs with glowing runes.

(12) - The Terror floats on a dark aura.

249
Torso - Roll 1d20

What does the Terror’s body look like and what


defenses might it possess?

(1) - A beetle-like carapace covers the body.

(2) - Tattered, bat-like wings full of holes.

(3) - A scorpion-like stinger dripping black


ichor.

(4) - Skin like stone or obsidian.

(5) - Mushrooms and spores grow on its body.

(6) - Massive eyes embedded on their chest.

(7) - A gaping maw on the Terror’s stomach.

(8) - Horns and spines cover the body.

(9) - Multiple sets of insectile wings.

(10) - A humanoid torso made of steel or iron.

(11) - Screaming and gibbering faces abound.

(12) - Flesh stitched together with red twine.

(13) - A bark-like hide covered in lichen.

(14) - Slime and mucus coat the Terror.

(15) - A long, feathered, serpentine body.

(16) - A smooth, marble body, like a sculpture.

(17) - Dancing blue and green flames cloak it.

250
(13) - A chaotic mass of assorted legs.
(14) - Metal wheels tipped with spikes.

(15) - Humanoid arms, serving as legs.

(16) - Great scaled legs, like that of a moa.

(17) - Reptilian legs with a hooked claw.

(18) - Slimy, frog-like legs that ooze pus.

(19) - A mass of hanging veins, dripping blood.

(20) - A clockwork, serpentine lower body.

Special Weapon - Roll 1d12

What kind of special weapon does the Terror


possess and how can it wield it in battle?

(1) - The Terror exhales clouds of cin-


der-filled smoke; burning, choking, and
blinding.

(2) - The Terror emits swarms of venomous in-


sects; biting, stinging, and sickening.

(3) - The Terror unleashes a cloud of floating


spores; poisonous, hallucinogenic, and corrupt-
ing.

(4) - The Terror exudes an aura of nightmares


and fears; terrifying, paralyzing, and insidi-
ous.

(5) - The Terror vomits out minions; swift,


overwhelming, and fearless.

251
(6) - The Terror launches a barrage of quills;
piercing, barbed, and painful.

(7) - The Terror exhales an ice-cold fog;


freezing, sapping, and slowing.

(8) - The Terror spits a stream of acid; caus-


tic, melting, and acrid.

(9) - The Terror unleashes a crackling web of


electricity; stunning, devastating, and ruin-
ous.

(10) - The Terror emits a wave of necrotic en-


ergy; weakening, debilitating, and decaying.

(11) - The Terror exudes a hypnotic wave; con-


fusing, distractic, and charming.

(12) - Multiple Special Weapons. This Terror


has two Special Weapons, roll two more times
and record the results, ignoring and rerolling
any additional results of 12.

252
The Tomb of the Woldling King
The Woldlings would go to great lengths to honor
their dead - interning them within great bar-
rows filled with works of art and the remains of
favored servants. Entire clans or tribes would
be placed together, filling the crypts. Through
some fell magick - be it the Woldlings them-
selves or perhaps whatever dark power gave rise
to the Terrors - many of these barrows are now
homes to the Dead. The once still Woldlings have
been reanimated, waiting patiently for a foolish
adventurer to break the seals and unleash the
Dead within.

Dungeon Introduction

Provided is a sample barrow which can be used in


your game of Rangers of the Midden Vale or can
simply exist to serve as an example of a fair-
ly common type of dungeon encounter Rangers may
come across in their travels. In this particu-
lar case, the barrow supposedly belongs to an
ancient Woldling King, who was buried with his
most loyal servants and greatest treasures…

Dungeon Hooks

Use any of the following hooks to attract the


Rangers toward the barrow:

1. A local brigand gang has taken shelter in


an old Woldling barrow and uses it as a
253
base to launch raids on a settlement.

2. Trolls have been seen lumbering around


not far from the settlement. Rumor has it
they’re camped out in a cave atop a hill.

3. Rumors of the Dead abound deep within the


wilderness. It’s said there’s an old barrow
not far from the settlement. Perhaps it’s
the source?

4. Local citizens have gone missing. As they


so often do, the more superstitious folks
in the settlement believe it has something
to do with the old barrow.

254
The Barrow

A large hillock standing roughly twenty feet


high in the middle of a clearing. It is ver-
dant and green. The sun and moon seem to shine
brighter here than elsewhere in this region. A
mighty, petrified stump twenty feet across and
fifty feet high sits at the top of the hill, its
roots perforating the earth and soil.

● Singing bluebirds roost at the top and mon-


itor the activity of all creatures that
enter the clearing.

Room 1 - The Hollow Trunk

The stump is hollow and contains a chamber with-


in. The Rangers can try to squeeze in through a
crack in the petrified tree, or can attempt to
climb up the trunk and descend into the barrow
from above. The chamber is 50 ft. tall, with wood
giving way to shaped and inscribed tiles 10-15
ft. down. These tiles are made from petrified
wood and are covered in Woldling designs which
depict the history of this barrow’s residents.

At the base of the room are two petrified


doors, one to the north and the other to the
south. The northern door, which is barred shut
from the inside, leads to the Staircase (Room 2)
and the southern doors lead to the Statue Room
(Room 4).

A gang of 1d4+1 bandits are trapped in this

255
room, having come in through the caves only to
be trapped by the trolls. 1d2 bodies can be found
in the corner, the floors and walls smeared with
their blood. The bandits are led by a woman named
Irla, who is armed with a sharp dagger. They
were on the run after robbing a nearby market.
They are hoping to escape, but lack the proper
tools to climb out of the barrow and fear trying
to face down the Troll again.

Room 2 - The Staircase

An ornate, spiral stairway carved from the roots


of the tree and the stone and earth of the
hillock. Elegant patterns of woven branches and
leaves cover the stairs. The petrified wood door
at the top is locked and barred from the Hollow
Trunk (Room 1). Halfway down the staircase is
an archway carved like two trees with branches
reaching across the top and interweaving with
one another. This leads to the Lair of the Trolls
(Room 3). At the base of the staircase is a stone
double-door with a Woldling warrior carved on
the left door and a Woldling sorcerer carved on
the right door. It is locked and trapped, ensor-
celed to burn the hands of anyone who tries to
open it without the key (found in Room 3).

● Trapped Door. Anyone can attempt an Intel-


ligence test to determine that a series of runes
has created a powerful enchantment that will
deal 1d6 fire damage to any creature that tries
to open the door without first finding the key.

256
Room 3 - The Lair of the Trolls

Collapsed stonework forms a cavern mouth at the


base of the hillock’s northern face. The air is
rank with the thick musk of trolls, which lin-
gers for hours even after they’ve left to hunt
and pillage. Bones and scraps of rotting flesh
are strewn about. Anyone can dig through the
refuse and detritus to find a key to unlock the
door at the base of the staircase.

● During the day, 1d2 trolls lair here and can


be heard from outside the entrance. During the
night, roll a d6, and on a result of 1 or 2
the trolls are still within the cave. If the
cavern is empty, reroll the d6 every 10 min-
utes to determine if the Troll returns from
the hunt.

• Cave Troll (3d10 HD). A smaller Fomori-


an specimen at just over 6 ft in height,
the cave troll has tough leather-like skin
the color of stone and is covered in a
thick, moss-like pelt. Its massive tusks
are cracked, leaving several jagged edges.
It carries a broken sapling trunk as a crude
club and will attack any living creature in
its hunger. (The Troll is strong and adds
its full HD to any d20 rolls).

Room 4 - The Statue Room

Four elegantly carved statues of petrified wood


fill this chamber. One is of a male Wolding
257
adorned in finery inspired by the shapes found
within the vast wood. Another is a female, pos-
sibly the mate or wife of the Woldling king ru-
mored to be buried here. The remaining statues
are carved in the likeness of warriors, wear-
ing armor that appears to be made from bark and
leaves. Both hold spears which have been tipped
with real obsidian.

Two more bandits, Eion and Cian, can be


found in this chamber - scouts of Irla’s that
are looking for another way out. They’ve hit a
dead end.

• Eion (2d10 HD). The leader of the gang.


He’s a smooth talker with an easy smile and
while he knows how Rangers treat his ilk,
he’ll try to strike a deal anyway. He’s
armed with a sword and wears a brigandine.
(Eion is strong and adds his full HD to any
d20 rolls).

• Cian (2d10 HD). Eion’s chief muscle. He’s


a loud braggart with a short temper. He
carries a war hammer and wears chainmail.
(Cian is strong and adds his full HD to any
d20 rolls).

If the Rangers investigate they may realize


that the southern wall possesses a secret door.
It opens inward and leads to a staircase nearly
identical to the one found in Room 2. A stone
doorway depicting a Woldling warrior and Wold-
ling sorcerer can be found at the base of the
258
stairs, although this one is not trapped.

Room 5 - The Painted Chamber

This small room is empty save murals painted


on the walls that depict a Woldling with regal
bearing. The murals are of an exquisite quality
and would no doubt draw the interest of a schol-
ar, but they are of little value to the Rangers
and hold no secrets or clues. A stone door with
a bas relief image of the Woldling king’s face
leads deeper into the barrow.

Room 6 - The Crypts

This chamber boasts several columns carved to


look like trees with the floor designed to ap-
pear like interwoven roots and the ceiling like
a canopy of leaves. Eight sarcophagi can be
found in alcoves all along the walls. A partic-
ularly ornate statue of a tree that is designed
to look as if the Woldling king’s features were
carved upon the wood and bark dominates the
western wall. Four statues of Woldling warriors
stand in each of the crypt’s four corners, as if
watching the chamber. One is smashed from the
knees up and all four have a rune placed between
their feet.

● The Blind Terror (5d10 HD). A blind terror


with a humanoid head, fanged maw, hair like
serpents, and pupiless eyes. Its left arm
is metal and ends in a jagged blade (serves

259
as a great sword) while the right arm glis-
tens with a silvery sheen. Much of its body
is covered in a tough, bark-like hide that
hosts patches of lichen (serves as chain-
mail). Its legs are muscular and bovine.
While blind, the Terror has resided in this
crypt for years and can navigate without
hindrance or issue. (The Terror is strong
and adds its full HD to any d20 rolls).

• Blindsense: The creature can sense any


living being within 30 feet, even if
it can’t see them.

• Hasty: The creature can take three ac-


tions on its turn.

• Venomous: If a creature is struck by


the Terror’s serpents, it must succeed
on a Constitution saving throw or be-
come poisoned for 1d4 turns as venom
courses through its veins. While poi-
soned, the creature suffers 1d6 damage
at the start of each of its turns.

● Woldling Wights (3d10 HD). Each sarcophagus


contains a Woldling warrior who volunteered
to be sacrificed so they might accompany
their king into the afterlife. If a sar-
cophagus is opened or the seals are broken,
the Wight will awaken and give battle to
any creature found within. Each has skin
and flesh toughened by a mummification pro-
cess (serves as brigandine). They all carry
260
a simple shield and a blade made from ob-
sidian (serves as a sword).

The statue of the tree can be easily broken


with a blow (and may, in fact, become damaged
during a battle). A spiral staircase hidden in-
side leads up to the Tomb of the Woldling King
(Room 7).

Room 7 - The Tomb of the Woldling King

This room has no predetermined traits or de-


scription, leaving it up to the GM to describe
what is found within. Perhaps the Woldling King
still rests inside - animated by necromancy or
maybe he has avoided the curse. Perhaps his
Queen sleeps by his side. Potential treasure in-
cludes exquisite bows and spears with obsidian
tips, armor made from leaves and bark enchanted
with the strength of steel, or perhaps a neck-
lace of runes.

261
Acknowledgments & Special Thanks

Rangers of the Midden Vale was heavily inspired


by the following games:
• Ben Milton’s Knave.
• D. Vincent Baker’s Dogs in the Vineyard.
• Brian Yaksha’s Rakehell.
• Luka Rejec’s The Ultraviolet Grassland.
• Joseph A. McCullough’s Rangers of Shadowdeep.
• Yochai Gal’s Cairn.
• Ben & Jessica Dutter’s Dungeonbright.
• Daniel Sell’s Troika.
• David Black’s The Black Hack.

They’re all excellent


games and you should
check them out!

Special thanks to play-


testers and general
feedback providers:
Andrew, Coco, Grant,
Joda, Josh, Logan,
Ryan, Sean P., Tisen,
and Will. I pray Càird-
eas brings you all good
fortune in your ranges!

And, of course to all


of the wonderful Kick-
starter Backers, with-

262
out whom this project would have never been com-
pleted!

Squires of the Midden Vale: Alessio “Lord Per-


si’’ Persichetti, Andrea Rossi, Andrew Foxx,
Andy McMillan, Blaegor, Bojislav z Poduboci,
Bruce Curd, Carl Russell, C David Ross, Charles
Ratulowski, CHolgren, Chris H, ChrisP, Chris
Williams, Chrobert, CloakedDM, David King, Da-
vid Paul Guzmán, David Sullivan, Derek A. Kamal,
DerKastellan, Dice Goblin Blog, Dirk, Doncamat-
ic, Eleanor McHugh, ELF Vesala, Elmenttus, Eti-
enne Guerry, Frank Adams, Gerard K, Ian Lynch,
Goblin Ink Inc, Gord Cranford, Gustavo Rocha,
Helen G, Herman Duyker, HexFortuna, Hunter Fowl-
er, Iko, il Giova della Locanda Shakespiriana
per Moschettieri, imredave, Ingjald Pilskog,
James Tejeda, Jan Postolka, JediTim, Jeffrey A
Jessee, Jin Ying Li, Jonathan Korman, Jonathan
Syson, Jon Baker, Joshua Michael Harper, J. Rog-
ers, Lars (Man of Letters), Juri Tokarski,
Kale Schneider, Kyle Meeks (@TheThinkTanker),
Lawrence Anderson, Lawrence Holbrook, Loren B.
Dean, Marco Ghezzi, Matt Nathanson, M. D. Len-
den, Michael Cherun, Michael Cosgrove, Michal
“Boodzik’’ Budzinski, Michele Canali, Millsy,
Mizuki, Moon, Nathan D. Clark, Neal Tanner, Nina
Silver Ch., Oh SeungHan, Paolo Spaziosi, Phillip
McGregor, Raven P, Renton Wright, retropantha,
Samuel Kohner, Seán Harnett, Sebrina Calkins,
Sergio “Sarkis” Fernández, Sergio Vasquez, Shaun
Vellucci, Spencer Linwood Gerowe, Styrbjörn,

263
Tedsternis, TheThingFromOuterSpace, Todd Agthe,
Trip Space-Parasite, Vassiliy Clottes, William
King, Xious Divinshield, Zach S., and many oth-
ers. Blessings of Soirbhea upon you!

Rangers of the Midden Vale: Andrew Goode, Andrew


M Young, Andrew Shaw, Andrzej Krakowian, Ari
N., Barnbaby Schneider, Blaze Muller, Boson Au,
Brian Yaksha, Breanna S., Brent Jans, Bri, Bru-
torz Bill, C. Edward Brown, Chris Hearne, Chris
Stone-Bush, Chris Wallen, Cigeus, Colin P, Crazy
Squirrel Hermit, C.R. Brandon, Dalton Chase Cal-
laway, Daniel “Kalajel” Vallée, Daniel Styles,
Daniel Way, David Cinabro, David Eitelbach, Da-
vid Rodemaker, Davin RavenHook, Derek Bizier,
Discordian Laureate, D. Trudel, Dustin Headen,
Ebest, Eddie Trager, Erastis, Eric Rumfelt, Game-
Commodore, Garrett Thomas Cilli, Gary Anastasio,
Guppy G, Gwen Jefferson, Hans Guévin, Harrigan,
Heather Allen, Henry Hatch, Huw Nicholas, Jacob
Casper, James L. Ash, Jason Mcintosh, J. Derry,
Jeffrey May, Jeff Wilms, Jimmy Hopes, J Maxwell,
John Griffis, John Hutton, John & Zsolt Lockard,
Jon Terry, Joshua Lee Duren, J.R.R. Tolkouns,
Justin Hamilton, Kat Lugo, Keith N., Kevin Bren-
nan, King Dennis, Kyle Bounds, L.F. OSR, LuxAdv,
Madison Tinsley, Mario Tijero, Martin Greening,
Matt F., Matthew R. Krempski, Matt Poole, Mi-
cahel G Palmer, Michael Bakker, Michael Gordon,
Michael J Pace, Michael Snook, Michael Tomczak,
Mike Westley, Nicolai Rerup Nielsen, Nicholas
Lee, Oskar Dankill, Rachel Collister, Randall

264
Q., Rasheed Knox, Richard Hickman, Richard Rex
LaBrache, Rick Hull, Rick LaRue, Rocky and Sea-
bass Muller, Rowan Irelia, Ryan Sigler, Salva-
tore, Sarah & Andrew Gordon, Scott Mathis, Scott
Wymer, ShakeSharp, Shaun Duke, The Sherwood Fam-
ily, Sjef Haan, spleenrippa, Steven L Cowan,
Steve Sabram, Takumi Izumo, Taylor Rice, Ted
Bingham, Terry E Roberts, Thalji, Theedle, Théo
“Lubuwei” GIL, Thistle Copperlocks, Thos, Tim E,
Tony A. Thompson, Tony Fucina, Tony Reyes, V.
DZUNDZA, Vic Harris, W.F. Smith, William James
Dowie, Wrenza Ruiz, W. Will Dubbeld, Zach Rein-
sel, Zack Wolf, and many others. May Mis’Treun
keep your blade sharp!

Veteran Rangers of the Midden Vale: Adan Yanez,


Ætherwulf, Arthur Braune, B.A. Velazquez, Ben
Fabian, Ben Smith, bordercholly, Caleb Pittman,
Chris Hickernell, Chris Johnson, Cole Stephan,
Corrugated Cavalier, Daniel Svenson, Devon Beck-
ett, Ethan Stern, Evan and Sarah Edwards, Jeremy
“That cool guy I used to work and drink with”
Wauchek (true story) Jonathan “Buddha” Davis,
Kermit The Scot, K. Edward Lepley, Kevin Mor-
rell, Klil H. Neori, Luke Gran, Mark Feather-
ston, Mike Sloup, Miles Mateus, Mitchell Daily,
Morgan Hazel, Ranger Challenge Justin, Richard
D Hart, Rob Ritchie, Sean Potero, Skye Lowell,
Steve Roach, taichara, The West Family, Tim Ru-
dolph, Tom Hasani, and others. I pray Coga-Blàir
favors you!

Warden’s Councillors: Andrew “Sean’s Best Friend”

265
Bower, Cameron, EliJah, FlacoAlto, Grant Moyer
AKA Sigtrygger, Jean-Baptiste Pierre Simone de
Monet - Chassuer de Heap, Joda, Joel Castro,
The Radgoski Family, and R.S. Kennedy. Gliocas
smiles upon you!

The Warden(s) of the Midden Vale: David & Brit-


any Moyer And Òrdugh provide you with guidance
and wisdom!

266
Rangers of the Midden Vale is a tabletop roleplaying game
set in the harsh and unyielding lands of the Midden Vale.
You play as a band of capable and intrepid Rangers, trav-
eling throughout the Vale to protect those that call it
home from trolls, the Dead, monstrous Terrors, and humans
who have turned their back on their kin. You have sworn
an Oath to protect the people of the Vale - now get out
there, Ranger.
Rangers of the Midden Vale’s features include:
Fast to learn, easy to play. If you’re new to tabletop
adventure games, Rangers allows you to make characters
and understand the rules in minutes.
Core mechanic. The game follows a universal
structure for nearly any kind of rules en-
gagement. The game centers on “rulings, not
rules.”
Abilities are king. All d20 rolls use the
same standard abilities. No need to memo-
rize a list of skills or special modifiers.

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