The Phanaton as a Monster CLIMATE/TERRAIN: Tropical or Subtropical jungles and forests FREQUENCY: Rare ORGANIZATION: Clan ACTIVITY CYCLE: Any DIET: Omnivore INTELLEGENCE: Average (8-10) TREASURE: Nil ALIGNMENT: Chaotic Good NO. APPEARING: 3d6 ARMOR CLASS: 7 MOVEMENT: 9, Gl 15 HIT DICE: 1-1 THAC0: 20 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1d4 (bite) or by weapon SPECIAL ATTACKS: Surprise SPECIAL DEFENSES: +2 bonus on all saving throws MAGIC RESISTANCE: Nil SIZE: S (3' tall) MORALE: Average (8) XP VALUE: 35 120 (warrior) 270 (chief) 2,000 (king) Phanaton are odd, seldom-seen intelligent forest-dwellers that have very strong ties to nature. A phanaton looks like a cross between a racoon and a monkey, though its face has an almost human quality in terms of subtle expressions. A phanaton is roughly the size of a halfling, and has a 4-foot-long prehensile tail, that can grasp objects like a fifth limb. For example, when fighting in trees a phanaton wraps its tail around a branch for support. In addition, a phanaton has membranes of skin stretching from arm to leg; these can be spread to glide from branch to branch. A phanaton's coloration resembles a racoon, with a dark mask over the eyes, gray-brown fur, and a ringed tail, The phanaton's hands are like a monkey's, including opposable thumbs. A phanaton's eyes are bright green, fiery red, or shiny yellow. In the dark, phanaton eyes can give travelers quite a scare. Phanaton speak the languages of elves and treants, as well as their own language that consists largely of hoots, chatters, and clicks and can be mistaken for animal noises. They can also use sign language with strangers. COMBAT: Their gentle nature makes phanaton slow to attack strangers, though they fight fanatically to save the natural beauty around them from extinction. As a rule, phanaton will not opt for direct attacks on bigger or more numerous foes. Phanatons use the forest setting in order to launch harrying sneak attacks; they are naturally quiet, which gives opponents a -3 penalty to surprise rolls. When among trees, phanatons can move silently like thieves with a 75% chance of success. Phanaton hate aranea (a certain species of pony-sized, poisonous, spell using, intelligent spiders) and planar spiders intensely and will attack them on sight, casting aside all tactics and stealth. Phanaton use simple weapons such as clubs, staves, and nets. Most of their weapons are fabricated simply with materials at hand. Phanaton rarely use metal weapons. Phanaton have extremely acute senses and therefore have an empathy with their forest surroundings. This gives them a +2 bonus on all their saving throws. When a group of 10 phanaton is encountered, the group will include a warrior (/n'chala/) with 2 Hit Dice and 10 hit points. In a group of 30 phanaton, there is a clan warchief with 3 Hit Dice, at least 15 hit points, and a +1 bonus to all damage rolls. The warchief has 2d6 warriors as guards. Each of these n'chala fights as a 2 hit dice monster and has 1d6+4 hip points. For every 100 phanaton, there is a tribal subchief who has 6 hit dice, 30 hit points, and a +1 bonus to all damage rolls. The subchief has 2d4 bodyguards, who each have 3 hit dice, and 15 hit points. If 300 adult phanaton are encountered, they are led by a tribal king with 8 Hit Dice, 50 hit points, and a +2 bonus to all damage rolls. He has four warriours who act as bodyguards. Each of these bodyguards has 6 hit dice, 30 hit points, and a +1 bonus to all damage rolls. For every 30 phanaton, there is a 2nd level shaman. For every 100 phanaton, there is a 4th level shaman. Shamans dress in bone, claw, and animal skull ornaments. HABITAT/SOCIETY: Each phanaton tribe is made up of clans. Phanaton clans have 3d10x10 adult members plus an additional 25% of that number in offspring. Clans live in villages built on platforms of wood and woven vines connected by a network of rope bridges. (They'd feel right at home in Solace on Krynn.) Phanaton can live for 80 years. Their litters have 1d6 kits. The kits grow to maturity in six months. Though phanaton do not have a written language, they love to pass down stories and legends from generation to generation. In fact, many phanaton names are followed by a list of the phanaton's ancestors' accomplishments. Phanaton are the allies of treants and dryads, and are usually very friendly with elves - especially wood elves. The aranea are their traditional enemies. Phanaton often run afoul of humans, humanoids, and demihumans who attempt to cut down forests. Phanaton try to halt timber efforts by secretly sabotaging equipment and playing annoying, nonlethal tricks on the woodcutters. The phanaton shamans can make a bone talisman, called a phanaton-friend talisman, which allows the bearer to understand and communicate with them without needing magic. It is only awarded to beings who have proven themselves true friends of the phanaton race. Any phanaton who sees the talisman recognizes that the character has been marked as a phanaton-friend. If the possessor performs any deed against a phanaton, however, the talisman crumbles into powder. Known colonies: Isle of Dread (Thanegoth Archepelego), Orc's Head Penninsula (Savage Coast), Eastern Thothian Plateau (Isle of Dawn). ECOLOGY: A healthy woods or jungle is often a sign of phanaton influence. These creatures enjoy tending the woods around them, cultivating favorite plants, clearing away dead plant matter, and ensuring that the balance of nature in their area is maintained. Phanaton are omnivorous. They prefer to eat fruits and vegetables, but they also eat meat; they find spiders to be especially delicous. The Phanaton As A PC Race ABILITY SCORE ADJUSTMENTS: The initial ability scores are modified by a +1 to Dexterity and Wisdom and a penalty of -1 to Strength and Constitution. ABILITY SCORE RANGE: Ability: Minimum Maximum Strength 3 16 Dexterity 6 19 Constitution 3 16 Intelligence 3 18 Wisdom 6 19 Charisma 3 18 CLASS RESTRICTIONS: Class: Maximum Level Kits Warrior Fighter 8 Myrmidon, Pirate/Outlaw, Wilderness Warrior, Tribal Defender, Wilderness Protector Ranger 12 Myrmidon?, Guardian?, Justifier?, Pathfinder?, Seeker?, Stalker?, Feralan? Paladin - Wizard Mage 7 Wokan, Witch, Savage, Hedge Wizard Illusionist - Priest Cleric - Druid 14 Jungle or Forest branches Shaman 7 Witch Doctor - Rogue Thief 12 Bandit, Scout, Adventurer, Beggar, Cutpurse, Humanoid Bard Bard - Psionicist ? Wokan, Savage Multiclass Combinations: Fighter/Mage, Fighter/Druid, Fighter/Mage, Mage/Thief, Fighter/Mage/Thief Fighter/Shaman, Ranger/Shaman, Shaman/Thief THIEVING SKILL RACIAL ADJUSTMENTS: PP: -10%, OL: -10%, FRT: -, MS: +10%, HS: +5%, DN: +5%, CW: +15%, RL: -15% HIT DICE: Phanaton player character receive hit dice by class. ALIGNMENT: Phanaton tend toward chaotic good. PC phanaton can be any alignment, but tend toward chaotic good. NATURAL ARMOR CLASS: 7 BACKGROUND: see below AVERAGE HEIGHT AND WEIGHT: Height in Inches: 32/30 + 2d8 Weight in Pounds: 50/48 + 4d4 AGE: Starting: 15 + 1d4 Middle Age: 40 Old Age: 53 Venerable: 80 Maximun Age Range: 80 + 2d10 LANGUAGES: Elvish, Treant, Phanaton, common ROLE-PLAYING SUGGESTIONS: Phanaton prefer ambushes and sneak attacks over direct conflict. They love nature and are very druidish, no matter what their actual class. Phanaton warriors prefer simple weapons such as nets and staves. They rarely use any metal weapons. They seldom wear clothing, as it interferes with their gliding, but enjoy wearing decorations, makeup and jewelry of various sorts. SPECIAL ADVANTAGES: Opponents are -3 to surprise when the phanaton is in a forest or jungle setting. The phanaton also has a +2 bonus on saves, and when among trees has the ability to move silently as a thief at 75%. They can bite for 1d4 damage. They have a base move on the ground of 9, and 15 while gliding. SPECIAL DISADVANTAGES: Phanaton will attack Aranea on sight, casting aside all stealth and tactics. MONSTROUS TRAITS: Appearance SUPERSTITIONS: Hatred of spiders WEAPON PROFICIENCIES: Club, staff, net NONWEAPON PROFICIENCIES: Alertness, Animal Lore, Animal Noise, Artistic Ability, Cooking, Craft Instrument, Danger Sense, Direction Sense, Healing, Herbalism, Hiding, Hunting, Local History, Musical Instrument, Natural Fighting, Rope Use, Set Snares, Survival: Forest/Jungle, Tightrope Walking, Tracking, Weather Sense Aranea: TERR: Nonarctic forest; FREQ: Rare; ORG: Solitary; ACTIVE: Any; DIET: Carnivore; INT: High(13-14); TREAS: D; ALIGN: CN; #APP: 1d6; AC: 7; MOVE: 18, Wb 12; HD: 3; THACO: 17; ATTACKS: 1 bite,1d6; SPECIAL: Poison,spells; SIZE: L(7' diam.); MORALE: Steady(11); XP:650 These creatures are about the size of small ponies and are nearly indistinguishable from the various types of giant, web-spinning spiders. An aranea, however, has a massive, oddly shaped lump in the back of its head that houses the creature's large and well-developed brain. An aranea also has an extra pair of limbs just below the mandibles. These limbs end in flexible digits which the aranea can use to manipulate simple tools. They spin huge webs, each about 40 feet in diameter, with many narrow extensions winding through the trees nearby. The aranea use these extensions to travel through the trees from crown to ground level. Only creatures who are very unwary or stumbling about in the dark are likely to become entangled in them. In combat, an aranea bites with its poisonous fangs for 1d6 points of damage. The victim must make a succesful saving throw vs. poison or suffer additional damage from the aranea's venom. During the round that the saving throw fails, the victim feels no ill effects except a faint stiffening of the limbs. However, each round thereafter the victim suffers 4 points of damage, dying at the end of 1d4+1 rounds (regardless of hit points). All aranea also cast spells as 3rd-level wizards. Their spell books consist of crude rolls of bark written in chalk or charcoal. These scrolls are very delicate and usually fall apart if carried away from the creature's web. In fact, only careful examination reveals that they are valuable at all, as they tend to be well hidden among clumps of leaves and other litter that sticks to the web. As a race, aranea prefer subtle but potent spells, such as illusions, various charm spells, and haste and slow. As a rule, they avoid fire-based spells that might damage their webs or their forest homes. Aranea are clever and patient: their favorite tactic is to lie in wait for prey in the branches of a tree, then silently lower themselves on strands of webbing and begin a spell attack. When confronted by dangerous foes, they often mask their true appearance with illusions and pretend to be elves, rangers, druids, or dryads. The aranea are involved in a constant state of war with the phanaton. The aranea had their origin on the Savage Coast. Phanaton notes from the Champions of Mystara box: Alphamir 26, AY 2001: Not far from the lands of the Wallera, we found a patch of very tall trees towering over the forest. We could see no activity below, save for some unusually large racoon-faced monkeys casually jumping from branch to branch - nothing to worry about. They'll make a good stew for the crew. ... Suddenly, a volley of stings, stones, sticks, spears, and arrows came pouring down on the crew. Sentries were the first to fall, most of them without a word. I saw Ramissur pull a sting out of his arm, take a few steps, and fall flat on his face. Poison! They were using poison. Our attackers were hiding in the bushes and the trees. I could not see them. Feeling a burning sensation on the back of my neck, I turned around and barely had the time to notice a strange, raccoon-faced monkey staring back at me from under the shadow of a large fern. It held a long blowgun. The scene blurred and all went dark. Alphamir 27: I awoke to find myself tied to a tree trunk. The entire crew was similarly tied, dangling from branches or tied to masts on the /Princess Ark/. With horror, I realized our assailants had taken over the ship. They were halfling-sized creatures, more or less like monkeys. They were intelligent. Two of their war-party leaders were arguing, perhaps about what to do next. Raman: "I've been listening to them for some time. I can understand some of their words. If only I could move, I might be able to communicate with them." I managed to loosed some of Raman's ropes and they began to give way. The natives began playing drums and a distant echo responded. I cast neutralize poison on Raman, he would need it. He stepped forward. "Uh, gentlemen, would you please..." and went on chirping at the natives in their strange idiom and making gestures. After a moment of silence, a wave of rage overtook the natives. Raman had perhaps insulted one of the leaders. A cloud of poisoned stings came flying in his direction. A moment later, Raman was still standing there, trying to protect himself while removing the prickly stings. The natives became suddenly quiet. In apparent awe, they all dropped to their knees and bowed before Raman. "They think I'm some sort of forest spirit!". His ability to resist their sleeping poison had truly impressed the natives. They were ready to obey him, up to a point. Raman convinced his followers to untie me, but they refused to free anyone else. Soon afterward, the natives carried us toward their village. Alphamir 28: Some time before arriving at their village, the war party halted the march. Everyone rested from the long, difficult journey through the woods and ate. Sometime after our meal, both Raman and I began suffering from severe cramps. A shaman had connived to make us drink a magical potion of his making. As a result, we both shrank to the natives' size. The shaman watched us and laughed, "You not spirit! Not spirit!" That was bad luck. We eventually reached the village: a place named Cafua if Raman got the name right. The village sat up in the branches of the tallest trees. Precarious, hanging bridges linked a multitude of platforms on top of which sat the natives' huts. They had to haul us up with ropes, since we couldn't climb the tall trees at all. We were allowed some rest in the shaman's hut - a detestable place with all sorts of dried insects pinned to the walls, all manners of snakes and arachnids hanging from the roof, and worst of all, an impressive collection of mummified skuls, most of which looked like shrunken human heads. The shaman showed up with a sly grin. After a rudimentary conversation with Raman, we learned that these were the phanaton people of Jibaru, forest hunters and tree dwellers. It took some doing to convince the shaman that we weren't from Herath - apparently people they didn't like. He still seemed suspicous. A phanaton warrior entered the hut and motioned us to follow him. The village chief wanted to see us. He, too, was very suspicous. Then the shaman told Raman to enter a large cage that sat on one of the tree platforms. It was filled with large spiders. I quickly bestowed upon him the same magical protection against poison, but that did not reassure him one bit. He hated spiders. At the sight of what lay in the cage, so did I. There was little choice there. Dozens of warriors aimed their bows at Raman and I. The chief then said "You enter cage, or Ixu make trophy of your head." Raman entered. The spiders all leaped on top of him. I could barely see his hands and feet sticking out from the crawling mass, as he screamed in abject terror. The village chief raised his hand and a volley of blowgun stings neutralized the spiders. Moments later, the phanaton pulled Raman from under the dozing arachnids. It seemed the spiders did not react as expected. The shaman then said "He not man from Herath; spiders attack him." The phanaton quickly applied herbal concoctions to Raman's wounds. The rest of the day went more peacefully. We learned that the phanaton of Jibaru were spider-hunters and, not surprisingly, had gotten in trouble with the neighboring Herathians over the years. Not having seen many humans, they thought we too were from Herath. Had the spiders not attacked Raman, by now our heads would be adorning the chief's hut soon to be followed by those of the entire crew. Finally, the Jibaru released us and the crew. They brought food (baked spider legs), fruits, nuts, and other forest goods, while the crew worked on the ship. After a night of feasting (everyone with their respective foods), drum- beating, and dancing around a large campfire, we took our leave and returned to the /Princess Ark/. It turned out these phanaton were good fellows after all. Phanaton notes from the Red Steel box: From 1500 to 900 years ago, the phanatons began to rise from complete savagery, forming tribal groups and a few semi-permanent settlements. The past century, with a rash of colonization in the East, and the growth of settlements in the center of the coast, the mages of Herath began expanding to the south. There, they came into conflict with the phanaton, who banded together even more firmly, having recently developed primitive government and law. The phanaton of the Orc's Head Peninsula are peaceful primitives dwelling in tree-houses far above the forest floor in their homeland of Jibar£. The phanaton are closely tuned to nature, and are protectors of the plants and animals of their homelands. Phanaton society is similar in many ways to shazak society (see following), though it has a much higher proportion of druids. Latecomers to civilization, phanaton are just beginning to institure a central government and systems of laws. They seem to be headed toward a collective tribal government with an advisory council of druids and shamans. During the recent wars, the phanaton were attacked by manscorpions. Though a few villages were lost, most of their inhabitants escaped and were eventually able to drive back the manscorpions, who were unaccustomed to fighting in any kind of foliage. Most of Jibar£ is free of the Red Curse. It has some native Inheritors, but these are rare. The origin of phanaton is unsure, but it seems likely that they came from somewhere else and spread simultaneously to the Known World and the Savage Coast. Ironically, the so-called savage race of phanaton is less primitive than their cousins in other parts of the world. Afflicted are rare sights in the lands of the phanaton, but are accepted so long as they do not cause problems. The phanaton are somewhat awed by Afflicted, and afford them great respect. Immortals: Ordana is revered in Jibar£ as U¡. As U¡, Ordana is the head of the phanaton pantheon, patron of the forest and protector of its people. Ordana gave the phanaton the impetus toward civilization, so they might defend themselves from the aranea, whom Ordana hates as manipulators of life. Ordana promotes commerce between phanaton and wallera. Terra is revered in Jibar£ as Mother-Earth or Marau-Ixuf. In Jibar£, she is the patron of birth, life, and death. It was Terra who caused the early phanaton to be predators, to balance the aranea threat. She encourages commerce between the phanaton and the wallera. Zirchev is revered in Jibar£ as the Huntsman or Uatuma. In Jibar£, he is the patron of the hunt, as well as bravery and charm. He guides phanaton hunting parties in times of crisis. !For the DM's eyes Only! Kudos to Dungeons & Dragons adventure module M5, "Talons of Night". Much history of the phanaton and aranea races is found there which was left out of the Mystara Monstrous Compendium Appendix. The Night Spider is an Immortal (pretty much a god) in the Sphere of Entropy, or Death. Mighty heroes had discovered her truename and sought to permanently destroy her evil. The Night Spider fled from her home plane to a small planet on the Prime Material Plane (not knowing that it would eventually rise to prominence) later called Mystara. With her came Chaotic planar spiders (who would become the ancestors of the aranea) and phanaton slaves. Ages ago, planar spiders exiled to the Prime Plane for their evil founded the city of Aran on the Isle of Dawn, east of the future Empire of Thyatis. Here they created the only known works of that arachnid civilization (using the enslaved race of phanaton that accompanied them here). Mighty webs intertwined with pearlescent pillars of magical stone to create a lustrous city that scintillated in the rising dawn. Yet the planar spiders' Chaotic descendants soon interbred with lesser giant spiders and so formed the degenerate intelligent spider race known as aranea. On the isle of Dawn, aranea live in the dense forests or jungles surrounding the crumbled ruins of Aran, spinning their web homes high in the trees. Part of each web hut is roofed with bark, leaves, and vines held together with webbing. In the covered parts of their lairs, the aranea keep their crude tools, magical research, and crude furniture of web, vines, bark, and wood. They spend much of their time researching magic (allowing use of several spells that are exclusive to the aranea). Several powerful planar spiders, including an exiled Immortal, serve as rulers and living deities for the degenerate aranea. More prominent aranea clan groups have enslaved the local phanaton to perform manipulative tasks for them. The aranea and planar spiders are their ancient foes (an enmity that predates the exile of these planar spiders on the Isle of Dawn). Bold bands of phanaton attack these spider folk on sight. "Shellsnapper, the brave, intelligent and talkative leader of the rescued phanaton hunters automatically becomes the friend (and willing henchman) of the character possessing the phanaton-friend talisman. He will wish to accompany his new friend everywhere, including potentially embarrassing situations." "During the feast, an elderly shaman recites the legend of the people's origin: "Long ago, the people and the spider folk lived together in harmony in another place; a world made of lush forest and mighty thorns. The people and their spider allies were caretakers of a mighty talisman, a small, white, stone bird. All was peaceful until the greatest spider, 'She-Who-Dwells-in-Darkness', enslaved the people, stole their ancient and holy white bird, then brought them to this place. "Long did the people serve their evil masters; but after generations, the spiders became weak and the people escaped. They stole the white bird from under She-Who-Dwells-in-Darkness and sought the door to the old place (for only the white bird could open the door). But the Spider had hidden the door in a dark lake deep beneath earth, far below even her own black pit. In despair, the people cast the white bird into the great river, knowing that someday, the holy bird would return and take them home." "The gate at Avernus (a special planar gate) leads to Thorne, a world beyond the Astral Plane, one of the so-called outer planes on the fringes of the Sphere of Death's primary influence. On this world, ten days pass for every day that passes on the Prime plane." "The doorway shimmers as you step into a jumbled forest of gigantic thorns. The ground is woody and curves sharply away. Beyond the door, far away and indistinct, you see that even the ground is part of a gargantuan thorn. What you mistook for trees are smaller twigs of the greater thorn." "The party is surrounded as a host of small, furry, monkey-like warriors mounted on great spiders phase in around you. It takes you a moment to realize that these are phanaton and planar spiders, acting as allies - not antagonists." The Peaceful Periapt of Pax: The legengary Immortal peacemaker Pax once imbued her pacifying abilities into an alabaster dove as a passive defense against the forces of Entropy. A clever mortal discovered that it could be made into a mace head with serious damaging effects against mortal and immortal creatures aligned with the Sphere of Death. Because its presence is a serious threat to Entropy, it is rarely found and often mysteriously disappears before it can be put to best use. Module X1: 10. Phanaton Settlement (Use Map 9.) This is a small settlement of about 100 phanaton. (Desc.) This settlement is hidden 50 feet off the ground in the trees. The settlement cannot be seen from the ground, and and creature other than a phanaton must be within 20 feet of the settlement to distinguish it from the surrounding greenery. The phanaton settlement consists of six wooden platforms built between several large trees. Each platform is supported from below by wooden braces. The platforms are also supported by a web of knotted ropes, like the cables of s suspension bridge. A number of huts, varying in size, have been built on each of teh platforms. A safety rail runs along the edges of teh platforms to prevent young phanaton from falling off. The platforms are connected by a series of rope bridges for the young or infirm. Phanaton usually climb or glide [?!?] up to their settlement. However, a trap door is built into one of the platforms (10e); a rope ladder may be unrolled from the door. The rope ladder reaches to the jungle floor, and is for the convenience of nonflying guests. Guests usually sleep on the northernmost platform (10e). 10a. Huts: Three huts, housing a total of 14 phanaton, have been built on this platform. There are seven aduly males, five adult females, and two children. The children are unable to defend themselves and flee if attacked. Phanaton (14): AC 7; HD 1-1; hp 7x4; 5x3; 2x1; MV 90' (30'), 150' (50') gliding; #AT 1; D 1-6 or by weapon; Save F1+2; ML 7; AL L 10b. Huts: The five wooden huts on this platform house a total of 20 phanaton, including the clan war chief and his seven bodyguards. The remaining 12 phanaton are the warriors' mates. War Chief: AC 6; HD 3; hp 15; MV 90' (30'), 150' (50') gliding; #AT 1; D 1-6 or by weapon; Save F3+2; ML 7; AL L Bodyguards (7): AC 6; HD 2; hp 10 each; MV 90' (30'), 150' (50') gliding; #AT 1; D 1-6 or by weapon; Save F2+2; ML 7; AL L Mates (12): AC 7; HD 1-1; hp 3 each; MV 90' (30'), 150' (50') gliding; #AT 1; D 1-6 or by weapon; Save F1+2; ML 7; AL L Hidden beneath the war chief's bed is a locked wooden chest containing the clan treasure: 3,000 sp. 10c, 10d, 10e, 10f. Other Platforms: These platforms house the rest of the tribe. There are three huts each on platforms 10c and 10d; there are four huts each on platforms 10e and 10f. In each hut, there is a family of phanaton composed of an adult male, an adult female, and 1-4 children. The wooden huts are filled with skillfully carved furniture made from many differt types of exotic woods. Dozens of hanging plants and ornate mobiles decorate the huts. Module X9: 13. Phanaton Settlement (DM Map 3E) [In the trees ahead, halfling-sized creatures which look like a cross ] [between a monkey and a raccoon glide from branch to branch. Wood chips, dry] [leaves, and nutshells crackel beneath your feet. The faint aroma of horses ] [floats in the air. Alerted, the furry creatures rapidly climb out of sight.] The phanaton settlement is hidden 50 feet off the ground in the trees. The settlement cannot be seen from the ground, and any creature other than a phanaton must be within 20 feet of the settlement to distinguish it from the surrounding greenery. The clan war chief and seven bodyguards climb and glide down to meet all visitors. If the visitors are open and friendly, the war chief orders a rope ladder to be lowered through the trap door for the visitors to climb. If the visitors are hostile, the subchief's bodyguard, the war chief, and the war chief's bodyguard glide down to defend the settlement. If they have to, the subchief and the adult remainder of the settlement, including the warrior's mates, defend the platforms. Subchief:stats War chief and subchief bodyguard (5): stats War chief bodyguard (7): stats Adult males (11) and mates (19): stats The settlement consists of five wooden platforms built between several large trees. Each platform is supported from below by wooden braces and from above by a web of knotted ropes. A number of huts, varying in size, are built on each platform, except one. A safety rail runs along the platform's edges. The platforms are connected by a series of rope bridges for the young and infirm. Guests usually sleep on the platform with the solitary hut. In each of the 19 huts, there is usually a family of four phanatons; two adults and two young. Recently the tribal subchief and his bodyguard came to visit. The phanatons have a small corral of horses hidden about 100 feet from their camp. The phanatons will sell them to the characters for 100 gp each if asked. The subchief and his followers have little to offer adventurers except rations. They aid Lawful adventurers traveling through the Forbidden Highlands and attempt to direct the party to the lost city of Risilvar.