Known as the Plateau of Dread, the desert where the civilization of the Thauns once shimmered is now a wasteland battled over by immortal tyrants.
The Wordfishes of Hloth, known also as the Sshpah, are strange composite-minds of the Hlothian jungles.
Known in these times as shalgiel, these beings were guardians created through ancient magic for purposes which are now forgotten.
Unleashed from the high white temples of Hosok in massive swarms, the Handvermin are among the lowliest and most disgusting of the children of the Hand That Sees
These ghastly beings are corrupted to do the bidding of Hosok, The Hand That Sees
Malignant entities, these beings have existed in unlife for so long that they have forgotten what it means to be mortal.
Hideous creatures, they stand motionless and filled with intense sorrow at their existence.
Buzurivambavas is Bastard Demonspeak, and comes from the true Demonspeak bzhuu’vhambv’s, which means “carrying and crawling one”, or “one that carries and crawls”. They are a subtle kind of demon, and do not exhibit the terrible rage and bloodthirst of some other demons.
Created as a weapon by the ancient sorceror-primotologists of the Iron Triangle Nation, the Cutsman still stalks the underhalls of the city of Mehxaiyul, a spectre of blood and blades.
The abominable spawn of Ll’hhrau, the Thing Behind The Sky, the Minotauri descend from above, hideous and awful perversions of natural life.
The children of the Sea of Pandemonium, the Viles of Salt are always thirsty, and they draw water from living beings with even a single brush from their crusty white flesh, dessicating those who are touched.
The Seyeverasin are supernaturally excellent musicians- no other can play a cello as well as them, and when the moon wanes, one may hear their haunting phantom strains echoing about night-time mountain cliffs, by dark pools, and in places where mortals no longer go or have never gone.
The Lavas are animalistic warrior-demons who converge in packs like lice on the inconceivable walls of Hell, filled with inconceivable fury and berzerk bloodthirst.
In lakes throughout the East, these lake squid are as plentiful as fish.
The spirit which dies with a murderous rage upon it’s conscience cannot rest, and re-inhabits the corpse it once dwelt in, stalking the earth in search of one thing: revenge.
The Cyahoi are horrific undead beings created as powerful servants by the cults of the frightful Lord Sarku, flesh-eating Master of the Living Dead. They are animalistic and violent creatures whose lower, animal souls have been driven wild with spiritual starvation, and whose higher, reasoning souls are held captive in their black hearts.
The Cynocephali are those wretched beings who are cursed to walk the earth after death for the betrayal of those most dear to them. The gods look upon such traitors with terrible anger, and as such, those who do nothing to remedy their betrayal or offset the sin are doomed to an eternal unlife, bearing the head of a dog.
Brutish masters of the Highlands, the grey-skinned, wolf-riding men of the Flinthill Clan are famed for their ferocity and their savagery.
The Sark-Hound is a basic form of Sark which is created for a very specific purpose, to wit, the hunting and killing of the necromancer’s enemies (in Centas, the place of the banal zombie is taken by these creatures).
The Poison Eaters Tribe dwells deep in the jungle glades of the Ushaika, in the lowest reaches of the undergrowth where no sunlight pierces through the leaves, and where the marshy ground wells up with tea-colored water at the lightest step.
When the characters approach a clearing in the forest, they will see 4 ogres who are guarding, and preventing from escape, 4 human males, and 3 human females. The ogres will see the party and leap to attack. The females will scream "OUR SAVIORS!!" and run screaming straight across the currently forming battlefield, in between ogres and party members, to hide behind the rearmost party members. They will be safe there. The males will try to skirt the battle to the north side to join the women.
To the south, giants will be hiding in the thick underbrush until the party has engaged the ogres and then attack the most opportune target EXCEPT the ones that the females are next to.
It should be noted that the female commoners are not female commoners at all, nor are the male commoners actually male commoners. The female commoners are the hags, who have polymorphed themselves as the commoners in their stewpot to escape detection. The males skirting the battle are actually MORE ogres, the hags were in the process of polymorphing ALL the ogres into regular humans for ambush purposes. The REAL commoners are already dead, having found their way into the coven's cauldron for dinner.
The hags (the women) will position themselves near to any spellcasters in the rear first, and then near anyone else in the back of the fight. The ogres (the men) will wait until the hags shift form, and then attack first the rear folks, then shift into the melee.
It is possible that the characters, as they approach the ogres, will notice the giants in the bush, and be able to warn the others of the ambush.
GAME NOTES: If you sell the screaming women correctly, they will not even be suspected until it is too late. Therein lay the problem. This encounter is ESPECIALLY deadly to the rear eschelon of the party. It is entirely possible that the hags will finish off half the party before they even realize they have been duped. Caution is required if the game master wishes to avoid a TPK(total party kill).