CREATURES <strong>of</strong> the AUTUASMAA<strong>The</strong> Rimal HagAC 2HD 36*******Move 90’(30’)Attacks Touch/gaze, orone spellDamage 3d6/special, orby spellNo. Appearing 1 (1)Save As MU36Morale 10Treasure Type See BelowIntelligence Genius (19)Alignment ChaoticXP Value 46,500<strong>The</strong> Rimal Hag was once a Saamarisorceress <strong>of</strong> great power in the lost realm<strong>of</strong> Isanmaa. <strong>The</strong>n named Lovaara, shewas among the most skilled <strong>of</strong> the runemages in the arts <strong>of</strong> elementalism andplanar magics, but she was not contentwith the acclaim she received and wanteda land <strong>of</strong> her own to rule. An entropicemissary taught the sorceress wondroussecrets in exchange for her loyalty.Among the secrets gleaned were the arts<strong>of</strong> (Nithian) necromancy. Lovaara madea bid to control Isanmaa, but she wasultimately undone by the actions <strong>of</strong>Lemminkainen and other Saamari andVaarana heroes.Left forgotten by the people <strong>of</strong> Isanmaaand their descendants, Lovaara vowedvengeance against her former kinsmen. Ittook her many centuries to locate theSaamari – for they moved according tothe great path set forth by Lemminkainen– but Lovaara located them andestablished her own territory near theirnew home, <strong>Kaarjala</strong>. She has spent thefollowing centuries rebuilding hermagical might. <strong>The</strong> time to unleash herfury is nigh, and if successful, she willremake the north in her own image.Once a tall, pleasant-looking woman,with blond hair and amber eyes, Lovaaranow resembles a withered corpse cakedwith frost. <strong>The</strong> ancient injuries shesustained from the Isanmaa heroes andthe subsequent exposure to unwholesomemagics have corrupted her into a parody<strong>of</strong> what she once was. Despite herappearance, the Rimal Hag is not undead,but is a mortal who has prolonged her lifewith powerful magic.Whenever possible, she avoids directconfrontation, preferring to work throughproxies – either undead pawns or peoplebrought under her control.If the Rimal Hag is not casting a spellduring a round <strong>of</strong> combat, she may touchone opponent and gaze at that target oranother each round.<strong>The</strong> touch <strong>of</strong> the Rimal Hag freezes all<strong>of</strong> the moisture in the body part affected,inflicting 3d6 damage and stunning thevictim with pain (1d6 rounds). She maycontinue inflicting damage on a person inthis way simply by retaining her grip onher opponent. Individuals who perishfrom this freezing will rise in the nextday as undead servants <strong>of</strong> the Rimal Hag.Once per round, the Rimal Hag mayalso gaze at an opponent. <strong>The</strong> victimmust make a saving throw vs.Petrification with a -4 penalty or bepartially frozen by a wave <strong>of</strong> intense cold(treat as affected by a slow spell for 1d6turns). Opponents who attempt to avoidthis by not looking at the Rimal Hagsuffer a -4 penalty to all attacks. Unlike amedusa, the Rimal Hag is immune to theeffects <strong>of</strong> her own gaze should opponentsseek to reflect it.<strong>The</strong> Rimal Hag has a vast repertoire <strong>of</strong>spells at her disposal. Referees mayassume that she has access to everymagic-user spell in the any standard ruleset (e.g., the Rules Cyclopedia), andothers so desired.<strong>The</strong> Rimal Hag is immune to all spells– clerical, druidic, and magical – up to 4hlevel, and cannot be feebleminded or slainby death spells. Spells that inflict colddamage instead will heal her, up to hermaximum hit points; however, fire-basedattacks inflict full damage.<strong>The</strong> Rimal Hag is an adversary that theplayer characters should learn about onlylater on in their adventuring careers, andone that they should not encounter untilthey are <strong>of</strong> very high level.If encountered outside <strong>of</strong> her lair, shewill be carrying 2d4 magic items <strong>of</strong> thereferee’s choice. Inside her lair, theRimal Hag possesses another 5d8 magicitems, plus coins, gems, and jewelrygiven under Treasure Type H. Her laircontains many magical traps and is filledwith powerful servants – both living andundead.Native NamesAave, Haamu or Kummitus: ghost,apparition, phantom, or spectreAhma: wolverineAjattara: vadātājs (see <strong>Gaz</strong> F6)Akka, Haahka or Harppu: hagAnkerias: eelHaltija: fairy, gnome, or spiritHämähäkki: spiderHauki: pikeHiisi: goblinHirvi: elk or mooseHirviö or Epäsikiö: monsterIlves: lynxJättiläinen: giantJoutsen: swan (protected by the gods)Kakkiainen: a nocturnal leprechaun orspirit who appears in one’s dreams toreveal the location <strong>of</strong> treasureKani: rabbitKarhu: bearKarju: boarKehikko, Kehys or Luuranko: skeletonKeisari: griffon (archaic)Kettu or Repo: foxKissa: catKoira: dogKoirankuonolainen: koboldKokko: arctic rocKotka: eagle, artic rocKratti: banshee (guarding treasures)Leijona or Jalopeura: lionLupinkoiranlainen: lupinLohi: salmonLohikäärme: dragonMajava: beaverMammutti: mammothMehiläinen: beeMenninkäinen: earth elementalMörkö: bugbear, bogey, spookNäkki: a malevolent spirit or dryad-likecreature <strong>of</strong> pools and streams; mostlymales (cf. drowned maidens; <strong>Gaz</strong> F7).Noita: sorcererNoita-akka: crone <strong>of</strong> chaos or witchNorppa: ringed sealPaholainen: fiendPäiväkorento: dragonflyPässi or Lammas: sheepPeikko: hobgoblinPöllö or Tarhapöllö: owlPoro: reindeerRallattaa: trollSusi: wolfTonttu: brownie or impVampyyri: vampire26
ARTIFACTS, TREASURES, and HIDDEN PLACES<strong>The</strong> Great Sampo(Lesser artifact: Matter, neutral)Ilmarinen’s greatest work is a 100-foottall post mill built atop a two-storyroundhouse – all <strong>of</strong> which is built <strong>of</strong> solidgranite. <strong>The</strong> fan blades and tower rotateautomatically to face the prevailing windsand are supported by a glowing, ten footthick rod <strong>of</strong> iron embedded deep into theground. <strong>The</strong> roundhouse protects thesupport pillar and functions as a storagearea for the Great Sampo’s products.<strong>The</strong> entrance to the roundhouse isflanked by statues – actually 20 HDbronze golems – <strong>of</strong> Lemminkainen andVainamoinen. <strong>The</strong> statues activate whenanyone intending to damage the Sampodraws near. <strong>The</strong> main level <strong>of</strong> theroundhouse contains a number <strong>of</strong> storerooms and workshops used by seniorclerics <strong>of</strong> the Church <strong>of</strong> <strong>Kaarjala</strong>. <strong>The</strong>second level is open to the inside <strong>of</strong> thetower and contains three large stone bins,above each <strong>of</strong> which is suspended abronze pipe that vanishes into the GreatSampo’s workings.Powers: <strong>The</strong> Great Sampo possessesthe following powers:Create food and water: As per spell,up to five times daily.Detect magic: 180' range, at will.ESP: As per spell, up to four timesdaily.Dispel evil: As per spell, up to threetimes daily.Additional Features: Anyone insidethe Great Sampo regenerates 1 hp/hr, andany perishable item placed within thestore rooms will not spoil. Mundanerepairs or crafting done in any <strong>of</strong> theworkshops will be automaticallysuccessful; attempts to create enchanteditems receive a 10% bonus.<strong>The</strong> Great Sampo produces 100pounds <strong>of</strong> grain per day, 100 pounds <strong>of</strong>salt per week, and 100 pounds (or 1,000markkaa) <strong>of</strong> gold per month. OnlyIlmarinen himself may alter this output.Handicaps: Anyone who resideswithin or uses the Great Sampo becomesincreasingly driven to build and invent.This change <strong>of</strong> personality becomespermanent after one month, after whichreaction rolls with dwarves and gnomeswill receive a +1 bonus, but encounterswith druids, noaide, and elves and similarraces receive a -2 penalty.In addition, elvish and druidic magicwill have a 15% chance <strong>of</strong> failure whencast around anyone who has spent morethan two months in the Great Sampo.This effect is permanent, and once knownreactions from the affected groups arepenalized an additional -2. Animals, too,sense the person's growing disconnectwith nature and are unfriendly or hostile.Penalties: <strong>The</strong> spell-like powers drawtheir strength from the user. Create foodand water reduces the user’s Constitutionby two for one hour; all other spell-likepowers drain one point. Should one’sConstitution score reach zero, he or shedies instantly, and the artifact consumestheir spirit (no resurrection possible).Those using any <strong>of</strong> the Sampo’sworkshops must save vs. Spells orbecome compelled to work incessantlyfor one day (12 hours). At the end <strong>of</strong> thatday, another save must be made, at -2.Or the character must work through thenight at the same feverish pace. Thisprocess continues, with each subsequentsave penalized by an additional -2, untilthe project is finished; the charactermakes a save; or he or she literally worksthemselves to death (fatigue, hunger).<strong>The</strong> Great Sampo's regeneration powerwill not begin until the project iscomplete.Within 120 feet <strong>of</strong> the Sampo, magiccast by elves, fairies, druids, and noaidehas a 20% chance <strong>of</strong> failure. In addition,wild animals will not willingly comewithin one 1,000 feet <strong>of</strong> the structure,becoming highly agitated and violent ifdriven to do so.Activation and Use: <strong>The</strong> Sampo’spowers are available for use at any time.A character learns how to operate onepower each time he completes a project.Destruction: <strong>The</strong> Sampo will shutdown if its central mechanisms aretouched by an incarnation <strong>of</strong> Hel, or if thecentral pillar <strong>of</strong> iron is ever struck by theIce Scepter <strong>of</strong> Pohjola.Other Magical ItemsVoimavyö: This is a girdle <strong>of</strong> powerthat grants its wearer Strength 17 andmental powers such as clairvoyance,ESP, and mind blank.<strong>The</strong> original Voimavyö was a silver andgold girdle made by Ilmarinen while heresided in Isanmaa. This device alsoprotected against charm, sleep, fear, andfeeblemind spells.Umpiputki: An umpiputki is ahollow bronze tube that clips onto aperson’s girdle or belt. <strong>The</strong>se items arebelieved to be gifts from the GreatPowers above. In fact, they are remnants<strong>of</strong> ancient Blackmoor’s technomancy andmachinery that retain magical energy.<strong>The</strong>se devices have various degrees <strong>of</strong>healing power or, more rarely, someother ability. Whenever an umpiputki isfound, the referee should roll on thefollowing table:d10 Result Charges1 Cure light wounds 2d62 Cure disease 2d43 Neutralize poison 1d84 Knock 1d85 Cure critical wounds 1d66 Levitate 1d67 Magic missile 1d68 Cureall 1d39 Conjure elemental 1d310 Raise Dead 1d2Ukonvasara: <strong>The</strong> Ukonvasara(“Hammer <strong>of</strong> Ukko”) is a magical warhammer once wielded by Ukko (Thor)during his ancient battles with the giants.This is not Mjolnir, but another, similarweapon. This weapon is truly massive,requiring Str18 to wield it. It functionsas a war hammer +5, +10 against giants.Devotees <strong>of</strong> Ukko, both clerics andlaypeople, commonly wear stone amuletsshaped like a hammer (treat as a holysymbol). <strong>The</strong>se amulets purportedlybestow Ukko’s favor upon the wearer –and by extension <strong>of</strong>fer some protectionfrom his legendary wrath. When craftedby a cleric <strong>of</strong> Ukko, such items provide a+1 bonus to saving throws againstmagical and mundane lightning.27