Category Archives: Labyrinth Lord

Posts about, related to, or featuring content for Labyrinth Lord and related games such as Basic/Expert D&D, Swords & Wizardry, OSRIC, and so on.

LL/RoCC Antagonist: The Sorcerer Rl’itaago

Wherein your humble scribe presents an antagonist for use with Labyrinth Lord and the brand new Realms of Crawling Chaos. Two appropriately Lovecraftian artifacts are included below. Both are the result of rolling on the Random Artifact Tables contained within RoCC, which I believe is Open Game Content and can be published here. I mention this mostly so that the mighty Dan Proctor gets proper credit.

The transformation of the sorcerer Rl’itaago into the Deep One he is destined to become is nearly complete, and his appearance testifies to this. Once a handsome young man, he now has “the Look” – he is hairless, hunched, and shambling, with spindly, webbed fingers and toes and unblinking, membrane-covered eyes. To avoid undue suspicion he hides in his room at the Yellow King Inn during daylight hours and moves about the great city of Khaarm only by night, cloaked and wrapped in heavy robes.

Rl’itaago is obsessed with the nature of the cosmos and seeks to learn as much as he can from the land dwellers before his eventual exodus to the sea. Any who visit Khaarm with artifacts of the Old Ones or who boast too loudly of exploits wherein they might have gained knowledge of the sort that Rl’itaago seeks will shortly find themselves a target for his attentions.

Over the course of his descent into inhumanity, Rl’itaago has come into possession of two hideous and powerful artifacts created by alien hands in ancient times: The Candle of Yshkor and the Pendant of the Steloloi. These items are described below.

Rl’itaago / Sea Blood Magic-User 5 Neutral Evil
STR 13 INT 17 WIS 7 DEX 13 CON 11 CHR 10
HP 18 AC 4 Gold 39
+1 Dagger of Venom, Bracers of Armor (AC 5), Candle of Yshkor, Pendant of the Steloloi

Magic-User Spells:
1st Level
Charm Person*, Comprehend Languages, Identify, Read Languages, Read Magic, Scribe, Sleep*, Unseen Servant*, Ventriloquism*

2nd Level
Amnesia, Auditory Illusion*, Phantasmal Force*, Powder of Ibn Ghazi, Ray of Enfeeblement*, Strength*

3rd Level
Dispel Magic, Hideous Graft*, Hold Person, Suggestion, Summon Night Beast*

Spells marked with an asterisk are the ones that Rl’itaago normally keeps in memory. The other spells are kept within his grimoire for use when needed.

Candle of Yshkor

Though this blood red candle burns slowly, it is close to halfway spent. When the candle is burning its owner may alter the passage of time, avoiding the effects of the previous combat round as though they did not happen. There is a 1 in 6 chance that the power of the Candle forces the combatants to relieve the round, resulting in twice as much damage as they suffered. 7 uses remain in the Candle of Yshkor. Whether an intentional effect or simply a twisted characteristic of its eldritch creation, all foods and liquids in close proximity to the Candle spoil instantly.

Pendant of the Steloloi

This wearer of this sickly green stone may drain life levels from opponents as Wight, but must make a save vs. Death or permanently lose one point of CON each time the power is employed. The Pendant of the Steloloi constantly whispers with a sibilant, indecipherable voice when worn.

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LL/RoCC Rogues Gallery: The Outcasts Of Nogoloth

Wherein your humble scribe presents what might be an Adventuring Party for Labyrinth Lord/Advanced Edition Companion plus the brand new Realms of Crawling Chaos. These characters are all 1st level, were granted maximum HP (advanced style), and have a bare minimum of equipment. They were all created with 3d6 for stats, more often than not in order.

Driven out of the gloomy seaside town of his birth by the superstitious village elders, Jerald Istholam wandered southward along the rocky coastline of Nogoloth, pausing too often to stare out at the grey and moody sea that seemed to beckon to him darkly. Drawing upon the last reserves of his strength he turned away from the whispering waves and headed inland, intent upon making his way to the great city of Khaarm. There, amid the wisest sages and holiest priests, he would find the answers to the eldritch riddle of his lineage. Along the road to his ultimate fate he would befriend others whose very natures made them unwelcome in the petty and inconsequential civilization cobbled together by those sad creatures known as “men.”

Jerald Istholam / Sea Blood Cleric 1 Chaotic Good
STR 13 INT 10 WIS 15 DEX 10 CON 10 CHR 12
HP 8 AC 4 Gold 40
Mace, Shield, Chain Mail, Silver Holy Symbol
Cleric Spells: Command, Create Water, Fear

Lara / Subhuman Fighter/Thief 1/1 Chaotic Neutral
STR 16 INT 6 WIS 7 DEX 13 CON 16 CHR 11
HP 10 AC 7 Gold 96
Scimitar, Dagger, Leather Armor, Thieves’ Tools

Losh / White Ape Fighter 1 Chaotic Good
STR 16 INT 13 WIS 7 DEX 17 CON 16 CHR 7
HP 12 AC 4 Gold 97
Spear, Short Bow & 20 Arrows, Studded Leather, Shield

Dha’yacha / White Ape Hybrid Fighter/Magic-User 1/1 Chaotic Good
STR 12 INT 16 WIS 5 DEX 14 CON 10 CHR 8
HP 7 AC 5 Gold 67
Flail, Dagger, Light Crossbow & 10 Quarrels, Studded Leather, Shield, Spell Book
Magic-User Spells: Divine Weather, Magic Missile, Sleep

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Ia! Ia! The Stars Are Almost Right!

In case you missed the news, Dan Proctor has announced on his blog that we may be seeing Realms of Crawling Chaos within the next several days. Now that’s more exciting that an internet brawl over the future of S&W WhiteBox, innit?

Already my brain is beginning to spin up a short campaign concept wherein the heroes are cast from the Lovecraftian character races listed in the Table of Contents as glimpsed (1/1d3 SAN) in the Labyrinth Lord Society members-only sneak preview of RoCC. What’s that? You haven’t seen the preview? That must be because you’re not a member of the LLS. You should probably rectify that, naughty person.

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LL/AEC Deities: Daraith Aidhe, Mistress Of The Frost

DARAITH AIDHE Mistress of the Frost

Lesser goddess

ARMOR CLASS: -1
MOVE: 180′ (60′)
HIT POINTS: 273
NO. OF ATTACKS: 2 (axe & breath)
DAMAGE/ATTACK: 3d10 and 4d12
SPECIAL ATTACKS: none
SPECIAL DEFENSES: none
MAGIC RESISTANCE: 50%
SIZE: L (26′ tall)
ALIGNMENT: CN
WORSHIPPER’S ALIGN: Any
SPHERES OF INFLUENCE: Cold, Ice, Snow, History
SYMBOL: A white 8-pointed star against an ice blue field
TYPICAL WORSHIPERS: Barbarians, Frost Giants, White Dragons, and Scholars
CLERIC/DRUID: 9th level Cleric, 14th level Druid
FIGHTER: nil
MAGIC-USER/ILLUSIONIST: 10th level Illusionist
THIEF/ASSASSIN: 14th level Thief
MONK: nil
S:16 I:17 W:19 D:16 C:19 CH:16

Daraith Aidhe appears as an immensely tall alabaster-skinned woman with ice-blue hair worn in long braids. She wields an axe made of purest ice and can breathe a 90′ long, 40′ wide cone of cold air upon her enemies. She is a whimsical goddess, coming and going as she pleases, and just as likely to help as harm one who calls upon her. She holds great enmity towards creatures and deities of fire and flame and is in turn despised by aquatic, reptillian and insectoid gods.

Her position of power over recorded history is somewhat incongruous with the rest of her nature, but the scholars of Thos Nabura have ascribed this role to her because of the frozen nature of the past. She is mostly bemused by this “honor,” but takes her authority seriously and is quick to act against any who would challenge her mighty by attempting to alter the past, either via temporal magic or by distorting or denying historical events for their own purposes.

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Local Trouble Yields Adventure Opportunities

Wherein your humble scribe, drawing on the “All The Dice” random generator concept (tip of the hat to Grim), presents a random table for your nerdly needs. This table is built for Labyrinth Lord + Advanced Edition Companion. You should be able to tweak it to your needs for just about any other old school fantasy RPG, though.

It’s a brand new year, which might just mean you’re looking to kick off a new campaign. If not, you might still need a starting point for a new adventure or two. In any case, this handy table can help you put together the bones of a mission for your rag-tag band of murderous hoboes no matter what kind of community they’ve stumbled into. So grab those dice, give ’em all a good roll, and see what the locals need done (and what they’re willing to hand over to the first group of fools who actually do it).

Who is having the trouble? 1d4
1 Townsfolk or Farmers
2 Clergy or Scholars
3 Merchants or Miners
4 Royalty or Leaders

Strength of threat (may represent number as well), 1d6
1 Significantly weaker than characters
2 Slightly weaker than characters
3 Approximately same as characters
4 Approximately same as characters
5 Slightly stronger than characters
6 Significantly stronger than characters

Location of threat, 1d8
1 Immediate vicinity (in town, just outside the monastery, etc.)
2 Nearby (1/2 day journey or less)
3 Close (2 day journey or less)
4 Not Far (4 day journey or less)
5 Far (1-2 week journey)
6 Distant (multiple month journey)
7 Hard-to-reach (under water, in the sky)
8 Very hard-to-reach (on another plane/world/etc.)

Nature of Trouble, 1d10
1 Have stolen a thing of great value
2 Have stolen a magical thing
3 Are disrupting trade/travel
4 Are disrupting normal activity
5 Have kidnapped a person of some importance
6 Have kidnapped a person of little influence
7 Are demanding tribute or they will… (roll again using 1d6)
8 Are constantly raiding
9 Are the source of a plague/disease
10 Are drawing the attention of a second source of trouble with their presence (roll a second d20)

Reward for Ending the Trouble, 1d12
1 A small sum of coins
2 A cherished non-magical heirloom
3 A small favor owed
4 Useful knowledge (a map, a legend, etc.)
5 A reasonable sum of coins
6 A low-powered magic item
7 A reasonable favor owed
8 A work of great art or craftsmanship
9 An extravagant sum of coins
10 A powerful magic item
11 A large favor owed
12 Roll twice using 1d8 each time, add results

Type of Threat, 1d20
1 Lycanthropes (wererats, weretigers, etc.)
2 Humanoid monsters (goblins, gnolls, etc.)
3 Humans or Demihumans (thieves, highwaymen, etc.)
4 Undead (skeletons, wights, etc.)
5 Humanoid monsters (orcs, ogres, etc.)
6 Non-humanoid monsters (owlbears, giant ants, etc.)
7 Humans or Demihumans (spellcasters, shamen, etc.)
8 Demons or Devils
9 Lycanthropes (wererats, weretigers, etc.)
10 Undead (zombies, vampires, etc.)
11 Non-humanoid monsters (bulette, naga, etc.)
12 Dragons
13 Undead (specters, wraiths, etc.)
14 Humans or Demihumans (spellcasters, shamen, etc.)
15 Humanoid monsters (orcs, ogres, etc.)
16 Roll again twice using 1d6 each time, add results
17 Roll again three times using 1d6 each time, add results
18 Roll again twice using 1d8 each time, add results
19 Roll again three times using 1d8 each time, add results
20 Roll again twice using 1d12 each time, add results

Some Sample Adventure Opportunities

  • While waiting around Luem for everyone to heal up from their last foray into the Caverns of Ice, a member of the local Scholars’ Guild approaches the party. It seems that a bloodthirsty gang of devils made off with the Guild’s Candles of Wisdom and taken those magical treasures to an abandoned monastery they use as a base on this plane. It is a perilous, multiple month journey to reach the devil’s demesne, but if the heroes will undertake this quest they will be rewarded with a beautifully-crafted Carpet of Flying and a reasonable sum of coins.
  • Reaching the town of Tion’s Pass, the heroes discover that town has been overrun with miners who have been forced to flee their mines due to the constant raids of a small band of Troglodytes. If the party can defeat these foes and clear the mines the miners will owe them a large favor, perhaps providing them with the rare ore the need to forge a weapon of great power.
  • The townsfolk of Mittbridge have a problem. Actually, they have lots of problems. It seems that Black Edna and her gang of thieves have managed to annoy the normally peaceful wereboar clan that lives in the nearby woods. Worse still, they’ve also taken to robbing the graves at the old cemetery, and all those freshly unearthed bodies have drawn the attention of a band of ghouls. The citizens of this troubled little hamlet have pooled together a reasonable sum of coins to pay some fine group of adventurers to deal with Black Edna and her minions, smooth things over with the wereboars, and eliminate the danger of the ghouls.

The only thing I didn’t force into this table was a specific way of deciding whether or not things were as they seemed and/or on the up-and-up. I figure that’s best left to the individual GM. But, if you really want to randomly determine that kind of thing, I’d say roll a d4 and on a 4 then there’s some kind of trickery involved in the set up. Adjust for the honesty level of your world as needed 🙂

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Strange Storms In The Mages’ Desert

Wherein your humble scribe, drawing on the “All The Dice” random generator concept (tip of the hat to Grim), presents a random table for your nerdly needs. This table is built for Labyrinth Lord + Advanced Edition Companion. You should be able to tweak it to your needs for just about any other old school fantasy RPG, though.

The Mages’ Desert is an area far to the west of most civilized lands, burned barren by a great magical duel that happened in aeons past. The sheer power of the arcane residue that haunts this place brings very strange storms to the region. The tables below will help construct just such a storm to bedevil your players if they should happen to be passing through. Sometimes these storms are strong enough that they even make their way to settled areas.

Time Of Day Storm Begins, 1d4

  1. Morning (6am-12pm)
  2. Afternoon (1pm-5pm)
  3. Evening (6pm-12am)
  4. Night (1am-5am)

Atmospheric Effects Of Storm, 1d6

  1. Heavy Lighting, No Thunder
  2. Heavy Thunder, No Lightning
  3. Disturbing Calm
  4. Heavy Winds
  5. The Roar of Wind without actual Wind
  6. Sudden temperature change (1-3 hotter, 4-6 colder)

Direction From Which The Storm Approaches, 1d8

  1. North
  2. Northeast
  3. East
  4. Southeast
  5. South
  6. Southwest
  7. West
  8. Northwest

Mood Engendered By The Storm, 1d10

  1. Gloom
  2. Melancholy
  3. Lust
  4. Contentment
  5. Mirth
  6. Unease
  7. Paranoia
  8. Rage
  9. Jealousy
  10. Roll again twice, add results

Color Of The Sky/Clouds During Storm, 1d12

  1. Crimson
  2. Ochre
  3. Pale Yellow
  4. Umber
  5. Pea Green
  6. Forest Green
  7. Cerulean
  8. Midnight Blue
  9. Royal Purple
  10. Bruised Purple
  11. Alabaster White
  12. Night Black

Odd Rains, 1d20

  1. Daggers (1d4 damage per turn exposed)
  2. Gold Coins (melt after 1d20 minutes)
  3. Silver Coins (melt after 1d20 hours)
  4. Copper Coins (melt after 1d20 days)
  5. Frogs
  6. Fish
  7. Skulls (1d6 damage per turn exposed)
  8. Eyeballs
  9. Blood
  10. Feathers
  11. Scraps of paper (books)
  12. Scraps of paper (magic scrolls)
  13. Scraps of paper (treasure maps)
  14. Gravel (1d4 damage per turn exposed)
  15. Ale
  16. Wine
  17. Miniature fully-formed snowmen
  18. Fruit
  19. Fire (1d4 per turn exposed, may cause more fires)
  20. Jewelry (rings, necklaces, etc. 1-2 real, 3-6 costume)
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LL/AEC Rogues Gallery: The Winter Elves

Wherein your humble scribe presents what might be an Adventuring Party for Labyrinth Lord/Advanced Edition Companion. These characters are all 1st level, were granted maximum HP (Advanced Style), and have a bare minimum of equipment. They were all created with 3d6 for stats, more often than not in order. And, as is now commonplace, they all have some snappy headgear.

Riding out of the frozen north, each upon his own sleigh drawn by a distinct pair of reindeer, this fearsome quartet of Winter Elves makes annual raids on the villages of men, always on the day when the sun shines least. Some of the victimized villagers leave items of tribute beneath lighted trees to keep the elves from ransacking their homes. Others use snow to construct “guardsmen” on their lawns in an effort to frighten the elves away. Still others leave freshly baked – and freshly poisoned – pies and cakes at their doors in the hope of ridding themselves of the elves once and for all. Legend foretells the coming of a hero – a saint dressed in red, with alabaster hair and eyes that twinkle – who will bring these fiends to heel. Could this be the year the people are saved?

Askasleikir / Elf Fighter 1 CE
Head Gear: A bloody scarlet hood with a single long tassel that ends in a fuzzy white ball
STR 15 INT 9 WIS 9 DEX 17 CON 13 CHR 13
HP 11 AC 2 Gold 5
Chain Mail, Shield, Longsword, Long Bow & 20 Arrows

Giljagaur / Elf Cleric 1 CE
Head Gear: A forest green hood decorated with Celtic deer designs
STR 13 INT 13 WIS 13 DEX 12 CON 6 CHR 11
HP 7 AC 4 Gold 54
Chain Mail, Shield, Mace, Silver Holy Symbol
Cleric Spells: Cause Fear, Darkness, Resist Cold

Skyrjarmur / Elf Magic-User/Thief 1/1 CE
Head Gear: A long, heavy scarlet & white striped scarf
STR 8 INT 14 WIS 9 DEX 17 CON 9 CHR 10
HP 5 AC 6 Gold 67
Leather Armor, Short Sword, Short Bow & 20 Arrows, Thieves’ Tools, Spell Book
Magic-User Spells: Floating Disc, Sleep, Spider Climb

Thvorusleikir / Elf Magic-User/Thief 1/1 CE
Head Gear: A platinum silver hood with single long tassel ending in a jingle bell
STR 10 INT 13 WIS 10 DEX 13 CON 7 CHR 12
HP 4 AC 5 Gold 34
Leather Armor, Long Sword, Short Bow & 20 Arrows, Thieves’ Tools, Spell Book
Magic-User Spells: Charm Person, Dancing Lights, Ventriloquism

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Skulking Though The Necropolis…

Wherein your humble scribe, drawing on the “All The Dice” random generator concept (tip of the hat to Grim), presents a random table for your nerdly needs. This stuff is built for Labyrinth Lord + Advanced Edition Companion, but you should be able to tweak it to suit your needs for just about any other old school fantasy RPG.

Now why on earth are your players rummaging around in a cemetery? Is the entrance to a dungeon hidden in one of the graves? Did the Thieves’ Guild hide something with someone who will tell no tales? Did a certain Doctor hire them to bring back a few spare parts? In any case, if all they have to do is make a beeline for a specific spot then you probably don’t need this chart. But if they have to hunt, or if you want to add some flavor, grab those dice and get to rolling.

Date Of Death, 1d4

  1. Distant Past (100+ years ago)
  2. Long Ago (21-99 years ago)
  3. Recent Past (10-20 years ago)
  4. Recent (0-9 years ago)

Headstone Type, 1d6

  1. Unmarked Grave
  2. Simple ground-level grave marker
  3. Classic “Tablet” Tombstone
  4. Monument
  5. Statuary
  6. Mausoleum

Language Of Inscription, 1d8

  1. Common
  2. Human Dialect
  3. Druidic
  4. Elvish
  5. Dwarven
  6. Arcane Script
  7. Human Dialect
  8. Common

Condition Of Marker, 1d10
(roll again for offering: 1-6 none, 6-8 fresh flowers, 9 foodstuffs, 10 unique: a bottle of wine, a filled pipe, a deck of cards, etc.)

  1. Weathered, appropriate to age
  2. Weathered, unnaturally so
  3. Graffiti-covered
  4. Vandalized
  5. Shattered
  6. Recently cleaned
  7. Well-maintained, appropriate to age
  8. Well-maintained, unnaturally so
  9. Cracked & chipped
  10. Fallen over

Age At Death, 1d12
(see Labyrinth Lord Advanced Edition Companion, p. 23 for ranges by race)

  1. Infant
  2. Child
  3. Adolescent
  4. Adolescent
  5. Adult
  6. Adult
  7. Adult
  8. Middle Age
  9. Middle Age
  10. Middle Age
  11. Elderly
  12. Venerable

Ornamentation, 1d20

  1. Unadorned
  2. Holy Symbol
  3. Holy Symbol
  4. Arcane Symbol(s)
  5. Horse & Rider
  6. Angel, full
  7. Angel, wings only
  8. Book
  9. Scroll
  10. Vines/Roses/Tree(s)
  11. Military Insignia
  12. Nationalist Symbol
  13. Sword, or other weapon
  14. Shield
  15. Animal (bird, dog, etc.)
  16. Soldier
  17. Crown
  18. Hammer & Anvil, or other sign of craft or trade
  19. Celestial Insignia (planets, sextants, etc.)
  20. Likeness of deceased

Examples – Because They’re Fun

  • This simple ground-level marker bears the insignia of the Duke’s Infantry and marks the resting place of an adolescent who died some 13 years ago, during the bitter war between Dryndland and Nemetstaat. The marble is unnaturally well-maintained for its age, and the inscriptions are in Common.
  • This shield-shaped tombstone likes shattered atop the grave it marks. The fragments, which are written in a dialect spoken by the Humans of the Eastern Continent, reveal that the person buried here died exactly 50 years ago today, after living to the utmost limits of the human lifespan.
  • The middle-aged individual buried beneath this statue of angelic wings died only 9 months ago, according to the Druidic inscriptions found upon the its base. The blatant vandalization of the grave marker stands in stark contrast to the still warm basket of muffins that rests at its base.
  • Buried more than two hundred years ago, the adult occupant of this grave was important enough to warrant a tall monument, which has weathered quite poorly. Numerous baskets of freshly cut flowers have been placed about the its base. No name is given, but the birth and death dates are inscribed in the language of the distant land whose ragged flag honors his interment.
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The Duke’s Grand Masquerade

Wherein your humble scribe, drawing on the “All The Dice” random generator concept (tip of the hat to Grim), presents a random table-fueled scenario for your nerdly needs. This stuff is built for Labyrinth Lord + Advanced Edition Companion, but you should be able to tweak it to suit your needs for just about any other old school fantasy RPG.

The party has been invited to attend the Duke’s Grand Masquerade in honor of the New Year. A number of other NPC adventurers are present as well, but just who is behind those masks? Roll up a few encounters ahead of time (or fly by the seat of your pants), stir in some intrigue (a devil in disguise? a challenger to the throne?) – et voilà! – instant role-play heavy adventure. And if you need some less-random characters, there’s always the Strange Stones Rogues Gallery.

Character Class, 1d4 (roll again for subclass, if desired)

  1. Fighter (1-2 Fighter, 3 Ranger, 4 Paladin)
  2. Cleric (1-2 Cleric, 3 Druid, 4 Monk)
  3. Magic-User (1-3 Magic-User, 4 Illusionist)
  4. Thief (1-2 Thief, 3-4 Assassin)

Character Level, 1d6

  1. Average Party Level −1
  2. Average Party Level
  3. Average Party Level
  4. Average Party Level +1
  5. Average Party Level +2
  6. Average Party Level +3

Character Race, 1d8

  1. Human
  2. Dwarf
  3. Elf
  4. Gnome
  5. Halfling
  6. Half-Elf
  7. Half-Orc
  8. Human

Alignment, 1d10

  1. Lawful Good
  2. Lawful Neutral
  3. Lawful Evil
  4. Neutral Good
  5. True Neutral
  6. Neutral Evil
  7. Chaotic Good
  8. Chaotic Neutral
  9. Chaotic Evil
  10. Roll Again

Ulterior Motive?, 1d12

  1. None, just having fun
  2. Here to steal something from another guest
  3. Here to steal something from the Duke or one of his entourage
  4. Here to kidnap a wealthy target
  5. None, dragged along by family/friend (bored!)
  6. Here to assassinate another guest
  7. Here to assassinate the Duke of one of his entourage
  8. Here to curry favor with the Duke
  9. None, just having fun
  10. Here to deliver a secret message to another guest
  11. Here to deliver a secret message to the Duke of one of his entourage
  12. Here to win the heart of a lady/gentleman

Mask, 1d20

  1. Cat (Black or White)
  2. Cassanova
  3. Bird (Lark/Raven/etc.)
  4. Jester
  5. Three-faced
  6. Long-nosed, ornate (Gran Naso)
  7. Long-nosed, pain (Peste, Plague Mask)
  8. Venetian, feathered
  9. Venetian, jewelled
  10. Venetian, plain
  11. Butterfly
  12. Wolf
  13. Tragedia
  14. Comedia
  15. Peacock
  16. Leopard
  17. Bat
  18. Horned Devil
  19. Rat/Mouse
  20. Crowned
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