Lost City 2
1: Major boss: --Asag 8 1 6 Stone Elemental. Always accompanied by 2d6 rock-lobsters. Bilious.
2: Time Mook: Backalley Assassin 3 1d6 0 Your money or your life. Desperate.
3: Small Basilisk 4 1d3 1 Anyone meeting its gaze directly must Save or be petrified. Irascible.
4: Mook: Brass Sphinx 4 1 3 Dislikes riddles and being confused with lammasu. Melancholic.
5: Mook: ARMOR: Brass Sun WARRIOR: 2 1d20 2 Pyro-Sword of HD 1d6. Pyromaniacs. Highly aggressive.
6: Major Boss: Bridge Mimic 10 1 3 Hides in plain sight. Always has surprises. Patient.
7: NPC: Bronze Giant 11 1d3 4 Scholars and poets. Gregarious.
8: Mook: Gibbering Ghoul 3 1d6 0 Save or be immobilized 1d6 Rounds. Hungry.
9: Mook: Cave Lion 2 1d6 1 Two attacks. Doesn’t always live in a cave.
10: Mook: Cave Locust 2 2d6 0 Can squeeze through any crack their eyes can pass through. Detached.
11: NPC: Chitin-farmer 3 2d6 4 Vulnerable to tripping. Top-heavy.
12: Mook: Crocodile 3 1d3 4 On hit, Save or be grappled. Contemplative.
13: NPC: Boar Warrior 6 1 3 Hears voices. Pious.
14: Mook: Dire Vulture 1 2d6 0 “Dire” in the sense that if you see them circling, your situation is dire. Aggressive.
15: Mook: Dry Coral Shambler 9 1 3 Solitary builders. Maintain dryland coral formations. Territorial and hostile.
16: Mook: Dryland Jellyfish 1 2d6 0 On hit, Save or be immobilized 1d6 Rounds. Drift near dryland coral formations. Oblivious.
17: PC Mook: Dwarf of Endak 2 1d20 2 Sorcerer of HD 1d6+1. Ore-eaters. Suspicious.
18: Mook: Fire Ant 1 2d20 3 Migrates seasonally. Inquisitive.
19: NPC Minor Boss: Great Crocodile 6 1 6 Camouflage, 1-in-3 chance to surprise. Craves worship and adoration. Bored.
20: Minor Boss: Brass Hunter (conquest) 9 1d6 6 Can be shut down via a control-rod. Perturbed.
21: Land-husk (war) 6 1d3 4 Animate remains of forgotten war-machines. Belligerent.
22: Visitation (brass winged lion): Sun 3 1 5 Flies, immune to heat and fire. Don’t call them “lesser” to their faces. Imperious.
23: NPC: Lesser Whelk 15 1d20 8 Stilt-legged and spiral-shelled. Often used as burdenbeasts. Tranquil.
24: Brass Arguer (Law) 3 1 2 Flies, immune to magic. Fond of arcane agreements and binding contracts. Litigious.
25: NPC: Mind-burned Brass Evoker. 4 1d6 0 Memory-wiped through exposure to Universal War relics. Confused.
26: NPC Minotaur 6 1 4 Often typecast as bodyguards or bouncers. Sympathetic.
27: Moon-hexed: basically a morlock. 1 1d20 2 Vulnerable to sunlight. Only ventures to the surface at night. Duplicitous.
28: NPC Fungal Worker 2 1d20 0 Reclusive fungus-growing communities. Vulnerable (and fearful!) of fire. Industrious.
29: MOOK Nationalist 1 2d20 2 Plus a leader, as Sword of HD 1d6. Burdened with glorious purpose. Revolting.
30: Mini-boss Brass Burner (anthan) 6 1 6 Flies, immune to heat and fire. Supernatural power over flames. Wrathful.
31: Ceramic Hunter (underworld) 3 1d6 3 Carries treasure worth 1d6 x 100 black glass. Acquisitive.
32: Brass Alarmer (War) 9 1 6 Cacophonous sound and fury; hard to be heard (or invoke Words of Creation). Explosive.
33: NPC undead Qareen 2 1 2 Can take the shape of anyone whose blood they have consumed. Duplicitous.
34: Mook: Qutruk 3 1d6 1 Vulnerable to silver. Haunts graveyards, recovers 1d6 Will when it eats a corpse. Cowardly.
35: Mook: Habisu 9 1 4 Unaffected by non-silver weapons. Can transform into a cloud of gas, a bat, or a wolf at will. Skulking.
36: NPC: Retro-human 6 1 2 Communicate telepathically over vast distances. Childlike and maudlin.
37: NPC: Scorpion-kin 5 1d6 3 Plus a leader, as Sword of HD 2d6. Militant. Honourable.
38: Serpent-kin 1 1d20 2 Plus a leader, as Sorcerer of HD 2d6. Worship massive blocks of unworked stone. Detached.
39: Brass Si’lat 7 1 3 On gaze, Save or cower in fear for 1d6 Rounds. On hit, Save or be cursed, preventing any healing until the curse is lifted. Vulnerable to silver. Hagridden.
40: Laughing Skeleton 1 2d20 1 Vulnerable to silver. Sullen.
41: Mook: Time-cobra 1 1d6 1 On hit, Save or time-slip 1d6 months. Gossipy.
42: Mook: Time Ghost 1 2d6 0 Naturally invisible; may choose to become visible. Always have surprise. Obsessed.
43: NPCs: Steppe Nomad 2 2d20 2 Plus a leader, as Sorcerer of HD 2d6. Often use horses, mammoths, great-tapirs, and other beings as mounts. Communal.
44: Mook: Sword-witch 6 1d6 6 Can curse bronze with a touch. Refuses to handle any sort of bladed weapon. Transgressive.
45: Mook: Therianthrope 5 1 4 Vulnerable to silver. Cursed by the Pale Moon. Petulant.
46: Werehyena 4 1 1 Vulnerable to silver. Lament the loss of their communities. Withdrawn.
47: Mook: Toad-cultist 2 2d6 0 Plus a leader, as Sorcerer of HD 1d6. Admiring.
48: Mook: Unburied Dead 3 2d6+6 2 Dwells among mass graves. Childish.
49: Mook: Steam Hawk 9 1 6 Flies, immune to heat and fire. Breath attack is a cloud of boiling steam. Austere.
50: Mook:
Void-rider 2 2d6 2 Plus a leader, as Sword of HD 1d6. Telepathically linked to their mounts. Uncanny.
51: Mook: Wolf Spider 6 1d6 1 Camouflage, leaps from walls and ceilings. 1-in-2 chance to surprise. Playful.
52: NPCs:
Steppe Nomad 2 2d20 2 Plus a leader, as Sorcerer of HD 2d6. Often use horses, mammoths, great-tapirs, and other beings as mounts. Communal.
TIME END Boss:
Belet 7 1 0 Unfathomable magickal abilities. Unbound by time. Inscrutable aims.
1 A local hero (HD 6) and her entourage. Pursuing rumors of a Beast of Legend.
2 Stone dolmens. Surrounded by sunbleached ox skeletons.
3 Traces of recent campfires. Rabbit warrens in the hills.
4 Solitary hollow cedar tree. Split by lightning.
5 Neat rows of grapevines outside an old farmhouse.
6 Deserted quarry. Overrun with albino monkeys.
7 Thicket of tall cactus.
8 untended fields of grain.
9 Several stone rings inscribed by faded runes. A collapsed portal-way.
10 An ancient golden barge, incongruously abandoned atop a mesa.
11 Massive crater. A mountain crumbled, as if a giant hand scooped it out and bore it away.
12 Steps of a stone staircase, leading to nowhere.
13 The ruins of a nomadic encampment. Tattered flags and collapsed tents.
14 The shelter and shade of a massive overhanging rock formation.
15 Tranquil oasis ringed by a quiet cedar grove.
16 Strange circles drawn into the sand with terrifying precision, hundreds and hundreds, spaced equidistant.
17 Astrological carvings into a rock face.
18 Wicker effigy of a horse God.
19 Corridors of razor-sharp, teeth-like stones.
20 The remains of a mercenary camp, recently abandoned.
21 A pair of ur-condors (HD 2, suspicious) spying on the Travellers from afar.
22 A “helpful” trading party (HD 1, duplicitous) selling bad maps of the surrounding region.
23 Herd of bounding grey antelopes (HD 1, delicious); a horned river of white-tufted tails.
24 Marmots infected by a memetic virus (HD 1, loquacious) uncontrollably spouting poetry at passers-by.