BOOK II FOR ALL LEVELS ============================================================== T H E K N I G H T S O F C A R C O S S A adventure game, in three books _______________ | ___ ___ | | | | | | | | | | | | | | | | | | | | | | | | | | |___| |___| | | | \ / \ / \_________/ T H E B E S T I A R Y ----------------------- Being a catalogue of beasts, monsters, the restless dead and THINGS OF THE NIGHT, for the use of referees. Forty-eight creatures, with their habits and wants. ============================================================== KNIGHTS OF CARCOSSA GAME CO. BOOK II Requires BOOK I: THE RULES to play $.95 BOOK II THE BESTIARY FOR ALL LEVELS HOW TO READ THIS BOOK ===================== Every creature is given in the short form used throughout the Knights of Carcossa game. BOOK I explains each part in full. In brief: GHOUL Threat 2 Hits Normal Armor None Harm Normal x2 (claws) Nerve 9 Move Normal Number 2d4 Found: graveyards, crypts, old battlefields THREAT how dangerous, 0 to 20. A man-at-arms is 1, an ogre 3, a troll 5, a giant 7, a great dragon 12. HITS how much killing it takes: Frail, Normal, Tough or Huge, for a creature of its Threat. ARMOR None, Light, Medium, Heavy or Superb. HARM Weak, Normal, Heavy, Brutal or Deadly, for each attack. "x2" is two attacks a round. NERVE 2-12. When the first falls, and at half strength, roll 2d6: OVER Nerve, they break and run. MOVE Slow, Normal or Fast; also fly, swim, climb. NUMBER how many are usually met together. SAVES name the kind: BODY (poison, paralysis, disease, stone), REFLEX (blasts, falls) or MIND (fear, charm, sleep). Last in each entry: what the creature WANTS, and what makes it stop. A referee who knows what a monster wants does not need to be told how it fights. Written by the Knights of Carcossa staff. Special thanks to the Tuesday night group. Copyright 1982 Knights of Carcossa Game Co. Printed in U.S.A. [ARCHIVE NOTE: BOOK II was found in a tin trunk on the second floor of the warehouse, the lid rusted shut. Three entries are water-damaged; where words are lost we mark it, and give our best reading. The box marked BOOK I held only packing straw. The box marked BOOK III held one index card, which reads, in pencil: TREASURES. This edition is released under CC BY-SA 4.0.] - 2 - BOOK II THE BESTIARY FOR ALL LEVELS CONTENTS ======== MEN AND FOLK GOBLINS, OGRES AND GIANTS 4 Bandit 8 Goblin 4 Cultist 10 Hobgoblin 4 Man-at-Arms 10 Bugbear 4 Knight 10 Ogre 4 Hedge-Witch 10 Troll 10 Hill Giant BEASTS 5 Wolf THE FAIR FOLK 5 Grey Wolf 10 Redcap 5 Bear 12 Boggart 5 Boar 12 Will-o'-the-Wisp 5 Giant Rat 12 Kelpie 5 Rat Swarm 12 Fen Hag 6 Bat Swarm 12 Changeling 6 Great Spider 6 Warhorse DRAGONS AND WONDERS 6 Mire-Toad 12 Wyrmling 13 Great Dragon THE DEAD 13 Wyvern 6 Skeleton 13 Cockatrice 6 Walking Corpse 13 Manticore 8 Ghoul 13 Griffon 8 Barrow-Sleeper 13 Drowning Jelly 8 Grey Lady 8 Keening Woman THINGS OF THE NIGHT CITY 15 Knight of Carcossa 15 Masked Player 15 Pale Hound 15 The Prompter 15 Lamplighter 15 Living Mask 16 Moths of the Sign 16 The Thing in Hali WANDERING MONSTERS 17 Tables by terrain - 3 - BOOK II THE BESTIARY FOR ALL LEVELS MEN AND FOLK ============ BANDIT Threat 1 Hits Normal Armor Light Harm Normal (sword or bow) Nerve 7 Move Normal Number 3d6 Found: roads, forests, the edges of things Men and women who would rather take than toil. A band has a captain (Threat 2, Nerve 9); kill the captain and the rest will treat. Bandits know every path and every inn for ten miles, and will sell what they know. WANTS: purses, horses, an easy night. STOPS: when it stops being easy. CULTIST Threat 1 Hits Normal Armor None Harm Weak (dagger) Nerve 9 Move Normal Number 2d4 Found: cellars, ruined chapels, the wrong inns Followers of some old and patient thing. One in four knows a Minor spell (see BOOK I). They wear plain clothes by day and the same yellow cloth at night, and they are always waiting for something to arrive. WANTS: a sacrifice, a sign, to be chosen. STOPS: when the sign does not come. MAN-AT-ARMS Threat 1 Hits Normal Armor Medium Harm Normal (spear or sword) Nerve 8 Move Normal Number 2d6 Found: castles, gates, behind a lord Paid soldiers, watchmen and guards. They follow orders, up to a point, and that point is usually money. WANTS: pay, and to go home. STOPS: when their sergeant (Threat 2) falls. KNIGHT Threat 4 Hits Tough Armor Heavy Harm Heavy (lance or long sword) Nerve 10 Move Fast (horse) Number 1 (with 1d4 men-at-arms) Found: roads, tourneys A sworn warrior, mounted and armoured. Most keep their oaths. A knight who has broken one is worse than any monster in this book, and knows it. WANTS: honour, and to be seen to have it. STOPS: if he yields; he will keep his word on it. HEDGE-WITCH Threat 2 Hits Frail Armor None Harm Weak (knife) Nerve 6 Move Normal Number 1 Found: cottages at the edge of the woods Wise women and cunning men. Each knows three Minor spells and every herb in the hedge. Most are kind. All remember who was not. WANTS: to be let alone, and paid in kind. STOPS: the moment she has a better bargain. - 4 - BOOK II THE BESTIARY FOR ALL LEVELS BEASTS ====== WOLF Threat 1 Hits Normal Armor None Harm Normal (bite) Nerve 8 Move Fast Number 2d6 Found: forests, hills, the cold months Wolves hunt the weakest first and never fight fair. A pack circles before it closes. WANTS: meat, and the slowest of you. STOPS: fire, or its leader killed. GREY WOLF Threat 3 Hits Tough Armor Light Harm Heavy (bite) Nerve 9 Move Fast Number 1d4 Found: high places, old battlefields A wolf the size of a pony, grey as ash, old and clever. It understands speech. Some speak back. WANTS: to be left its hunting grounds. STOPS: for a fair trade of meat, and a promise kept. BEAR Threat 4 Hits Tough Armor Light Harm Heavy x2 (claws) Nerve 9 Move Normal Number 1 Found: forests, caves, near honey Slow to anger and terrible after. A bear that hugs (both claws hit one target) also crushes for d6 more. WANTS: to be left alone, and to eat. STOPS: if you back away slowly; never if you run. BOAR Threat 2 Hits Tough Armor Light Harm Normal (tusks) Nerve 11 Move Normal Number 1d6 Found: oak woods Stubborn, bad-tempered and very hard to kill. A boar fights on for one round after its Hits are gone. WANTS: acorns and its territory. STOPS: almost never. GIANT RAT Threat 0 Hits Frail Armor None Harm Weak (bite) Nerve 5 Move Fast Number 3d6 Found: sewers, cellars, ships Rats as big as cats. A bite may carry sickness: Body save, or ill for a week. WANTS: food, and anything shiny. STOPS: light and noise. RAT SWARM Threat 0 Hits Frail Armor None Harm Weak (bites) Nerve 5 Move Fast Number 1d3 Found: wherever the dead are kept A boiling mass of ordinary rats, treated as one creature. Only fire or a wide blow does it real harm. WANTS: to get past you. STOPS: fire and loud noise. - 5 - BOOK II THE BESTIARY FOR ALL LEVELS BAT SWARM Threat 0 Hits Frail Armor None Harm Weak (bites) Nerve 4 Move Fast (fly) Number 1d4 Found: caves, towers, belfries A cloud of wings. Anyone inside it can do nothing but swat and shout. Torches are put out. WANTS: out. STOPS: when it is out. GREAT SPIDER Threat 3 Hits Normal Armor Light Harm Normal (bite; poison) Nerve 8 Move Normal (climb) Number 1d3 Found: dark woods, old ruins, high ceilings Bite: Body save or paralysed for an hour, which is when it comes back to feed. Its webs hold anything smaller than an ogre (Hard check, Strength, to break free). WANTS: patience, and you. STOPS: fire on its web. WARHORSE Threat 1 Hits Tough Armor None Harm Normal (hooves) Nerve 6 Move Fast Number 1 Found: stables, battlefields, with knights Trained to fight. A rider on a warhorse gets its hooves as an extra attack. Worth 200 gp. WANTS: oats, and its rider. STOPS: when its rider falls. MIRE-TOAD Threat 2 Hits Tough Armor None Harm Normal (tongue; swallow) Nerve 7 Move Slow (swim) Number 1d4 Found: fens, bogs, flooded cellars A toad the size of a cart. Its tongue drags a man to its mouth; next round it swallows him whole (Reflex save). A swallowed man takes d6 a round and may cut his way out. WANTS: one big meal, then sleep. STOPS: once it has eaten. THE DEAD ======== SKELETON Threat 1 Hits Normal Armor Light Harm Normal (old weapons) Nerve 12 Move Normal Number 3d6 Found: tombs, barrows, battlefields Bones held together by an order given long ago. Arrows and thrusts do half harm; clubs do full. WANTS: to obey the order. STOPS: never, until it is ended. WALKING CORPSE Threat 2 Hits Tough Armor None Harm Normal (fists) Nerve 12 Move Slow Number 2d6 Found: plague villages, graveyards The recently dead, raised by sorcery or spite. Slow, cold and stubborn. Always last to act in a round. WANTS: the warm, without knowing why. STOPS: when its head comes off. - 6 - BOOK II THE BESTIARY FOR ALL LEVELS +-------------------------- PLATE 1 ---------------------------+ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | +--------------------------------------------------------------+ PLATE 1. The GREAT SPIDER at the heart of its web, in a crypt passage below the Abbey of St. Ossic. - 7 - BOOK II THE BESTIARY FOR ALL LEVELS GHOUL Threat 2 Hits Normal Armor None Harm Normal x2 (claws) Nerve 9 Move Normal Number 2d4 Found: graveyards, crypts, old battlefields Eaters of the dead, thin and grey. Each claw that hits: Body save or paralysed d4 rounds. Ghouls cannot cross salt. GHOUL MONKS (see KC0) are ghouls bound by a vow of silence: they never make a sound, and wake only to a raised voice. WANTS: the warm. STOPS: salt, holy water, sunlight. BARROW-SLEEPER Threat 4 Hits Tough Armor Medium Harm Heavy (bronze sword; cold touch) Nerve 11 Move Normal Number 1d4 Found: barrows, burial mounds An old king, or his champion, still guarding his grave goods. Its touch is grave-cold: Body save, or lose a level until you sleep a night in a church. WANTS: its treasure left where it lies. STOPS: if every piece is returned. GREY LADY Threat 3 Hits Normal Armor Superb Harm Weak (cold hands) Nerve 12 Move Normal (fly) Number 1 Found: old houses, long galleries, stairs The ghost of a woman who died waiting. She passes through walls; only silver, magic or fire touch her (her Armor is None to these). Seeing her face: Mind save or flee. WANTS: whatever she was waiting for. STOPS: when it comes. KEENING WOMAN Threat 5 Hits Normal Armor Superb Harm Brutal (her keening) Nerve 12 Move Normal (fly) Number 1 Found: outside the houses of the dying Her keening reaches everyone who hears it at once: Mind save, or take the harm. She comes the night before a death. [ARCHIVE: the rest of this entry is lost to water damage. A few words remain: "...name of the one... ...not yet... ...a lock of hair..." We take it that she can be sent away by naming who she has come for, before she does.] GOBLINS, OGRES AND GIANTS ========================= GOBLIN Threat 1 Hits Frail Armor Light Harm Weak (spear or sling) Nerve 6 Move Normal Number 4d6 Found: hills, caves, under bridges Small, quick and greedy. In daylight they fight at -1. A goblin band has a boss (Threat 2) and a grudge. WANTS: whatever you are carrying. STOPS: when the boss is down, or the loot is gone. - 8 - BOOK II THE BESTIARY FOR ALL LEVELS +-------------------------- PLATE 2 ---------------------------+ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | +--------------------------------------------------------------+ PLATE 2. The GREY LADY on the stair at Wexcombe Hall, as reported by the steward. - 9 - BOOK II THE BESTIARY FOR ALL LEVELS HOBGOBLIN Threat 2 Hits Normal Armor Medium Harm Normal (sword) Nerve 8 Move Normal Number 2d6 Found: forts, war-camps, the hills Big goblins who march in step and keep their kit clean. They fight in a line and take prisoners for ransom. WANTS: ransom, territory, order. STOPS: when out-numbered. BUGBEAR Threat 3 Hits Tough Armor Light Harm Heavy (club) Nerve 8 Move Normal Number 1d4 Found: wherever children are told not to go Large, hairy and astonishingly quiet. It surprises on a 1-3 on d6. It likes to carry off one victim and run. WANTS: a meal to take home. STOPS: when it has one. OGRE Threat 3 Hits Tough Armor Light Harm Heavy (club) Nerve 8 Move Normal Number 1d3 Found: hills, caves, toll bridges Huge, stupid and always hungry. Ogres can be tricked, bribed or flattered, and usually all three at once. WANTS: food, a hoard, to be called clever. STOPS: when fed. TROLL Threat 5 Hits Tough Armor None Harm Heavy x2 (claws) Nerve 10 Move Normal Number 1d2 Found: under bridges, in deep woods Tall, green-grey and rubbery. A troll regrows 3 Hits each round, and rises again from 0 unless burned or drowned. WANTS: a toll, then you. STOPS: fire. HILL GIANT Threat 7 Hits Huge Armor Light Harm Brutal (club, or thrown rocks) Nerve 8 Move Normal Number 1d2 Found: high hills, stolen farmhouses Twice the height of a man and very slow to think. It hurls rocks at anyone it can see. WANTS: sheep, ale, a fight. STOPS: when bored. THE FAIR FOLK ============= REDCAP Threat 2 Hits Normal Armor Light Harm Heavy (iron pike) Nerve 11 Move Fast Number 1d4 Found: ruined towers, old border keeps A wizened little man in iron boots, whose cap is dyed in blood and must be kept wet. Reciting scripture at it makes it lose a round (once per fight). WANTS: blood for its cap. STOPS: never, while the cap dries. - 10 - BOOK II THE BESTIARY FOR ALL LEVELS +-------------------------- PLATE 3 ---------------------------+ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | +--------------------------------------------------------------+ PLATE 3. A TROLL under the Pell Bridge, waiting for footsteps. - 11 - BOOK II THE BESTIARY FOR ALL LEVELS BOGGART Threat 1 Hits Frail Armor None Harm Weak (pinches, thrown pots) Nerve 7 Move Normal Number 1 Found: one house, for ever An unseen house-spirit gone sour. It spills milk, hides keys and trips the stairs. It cannot be seen; it can be caught in a sack, if you are quick and lucky. WANTS: to be noticed, and a saucer of cream. STOPS: cream. WILL-O'-THE-WISP Threat 3 Hits Frail Armor Superb Harm Normal (a cold shock) Nerve 6 Move Fast (fly) Number 1 Found: marshes, moors, at dusk A pale light that bobs ahead of travellers. Those who follow it (Mind save) walk into the deepest part of the bog. WANTS: to watch you drown. STOPS: if you stand still. KELPIE Threat 3 Hits Tough Armor None Harm Normal (hooves; drowning) Nerve 8 Move Fast (swim) Number 1 Found: lochs, deep rivers, fords A fine black horse with wet weed in its mane. Anyone who mounts it sticks fast, and it gallops into the water. A bridle put on it by force makes it a loyal servant. WANTS: a rider. STOPS: a bridle, or iron. FEN HAG Threat 4 Hits Normal Armor Light Harm Normal (claws) Nerve 7 Move Normal (swim) Number 1, or 3 (a coven) Found: fens, under willows A green-faced old woman with river-weed hair. She knows three Major spells and can take any shape once a day. A coven of three can do one Mighty spell together. WANTS: bargains, and to win them. STOPS: if out-bargained; she always keeps her word, to the letter. CHANGELING Threat 1 Hits Frail Armor None Harm Weak (bite) Nerve 5 Move Normal Number 1 Found: cradles [ARCHIVE: the whole description is lost; the page stuck to the next and tore. One line survives at the foot: "...never feed it after dark." We have left it at that.] DRAGONS AND WONDERS =================== WYRMLING Threat 5 Hits Tough Armor Heavy Harm Heavy (bite) Nerve 9 Move Normal (fly) Number 1 Found: caves, ruins, a small hoard A dragon no bigger than a horse, and twice as proud. Once a day it breathes fire (3d6, Reflex save for half). WANTS: a hoard worth having. STOPS: flattery, briefly. - 12 - BOOK II THE BESTIARY FOR ALL LEVELS GREAT DRAGON Threat 12 Hits Huge Armor Superb Harm Deadly x2 (bite and claws) Nerve 11 Move Fast (fly) Number 1 Found: mountains, and the stories of the dead Old, vast and clever beyond reckoning. Three times a day it breathes (10d6, Reflex save for half). It speaks every tongue, knows every spell of Major power, and sleeps for a hundred years at a time. A party that fights one should be sure it is asleep. WANTS: more. STOPS: never; but it can be bargained with. WYVERN Threat 6 Hits Tough Armor Medium Harm Heavy (bite; poison sting) Nerve 8 Move Fast (fly) Number 1d2 Found: crags, sea cliffs A two-legged cousin of the dragon, with a scorpion's tail. Sting: Body save or take 3d6 more. WANTS: goats, and anything that looks like one. STOPS: when it has carried something off. COCKATRICE Threat 2 Hits Frail Armor Light Harm Weak (peck; stone) Nerve 7 Move Normal (fly) Number 1d4 Found: ruins, deserts, old henhouses A rooster with a serpent's tail. Its peck: Body save or turn slowly to stone over d6 rounds. WANTS: to be left in its ruin. STOPS: the crow of a real rooster, which it cannot bear. MANTICORE Threat 6 Hits Tough Armor Medium Harm Heavy x2 (claws; tail spikes) Nerve 9 Move Normal (fly) Number 1 Found: mountains, hot wastes A lion with a man's face, bat's wings and a tail of spikes. It throws 2d6 spikes at range once a round instead of clawing. It talks, mostly about what it has eaten. WANTS: to be admired, then dinner. STOPS: if admired enough. GRIFFON Threat 4 Hits Tough Armor Light Harm Heavy x2 (beak and claws) Nerve 8 Move Fast (fly) Number 1d4 Found: high crags Eagle in front, lion behind. It hates horses above all. Taken as an egg, it can be trained to bear a rider. WANTS: horsemeat, its nest safe. STOPS: when its nest is. DROWNING JELLY Threat 3 Hits Tough Armor None Harm Normal (engulf) Nerve 12 Move Slow Number 1 Found: wells, cisterns, flooded passages A clear, cold mass that fills a passage from wall to wall and cannot be seen in water. Engulfed: Body save each round or drown. WANTS: to fill something. STOPS: fire, or salt in quantity. - 13 - BOOK II THE BESTIARY FOR ALL LEVELS +-------------------------- PLATE 4 ---------------------------+ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | +--------------------------------------------------------------+ PLATE 4. A GREAT DRAGON asleep upon its hoard. Note the open eye. - 14 - BOOK II THE BESTIARY FOR ALL LEVELS THINGS OF THE NIGHT CITY ======================== Carcossa is a city that is only there at night (see KC1). These are its people and its creatures. KNIGHT OF CARCOSSA Threat 3 Hits Tough Armor Heavy Harm Heavy (lance or long sword) Nerve 12 Move Fast (pale horse) Number 2, at a gate Found: Carcossa, by night The city's watch. They never lift their visors. They keep the city's peace, even against themselves. WANTS: rest. STOPS: when the peace is kept. MASKED PLAYER Threat 1 Hits Normal Armor None Harm Weak (stage dagger; it is real) Nerve 7 Move Normal Number 2d4 Found: Carcossa's theatre and taverns Called by their part's name, they must answer in character for one round. WANTS: applause. STOPS: when the act ends. PALE HOUND Threat 1 Hits Normal Armor None Harm Normal (bite) Nerve 8 Move Fast Number 1d4 Found: Carcossa's streets Long white dogs with too many teeth. They hunt only the unmasked. WANTS: a face without a mask. STOPS: a mask thrown to it. THE PROMPTER Threat 2 Hits Frail Armor None Harm Normal (fingers) Nerve 5 Move Normal Number 1 Found: under every stage in Carcossa A long-fingered thing in a hood that whispers. Whisper: Mind save, or forget what you were doing for a round. WANTS: every line said right. STOPS: in the light. LAMPLIGHTER Threat 0 Hits Frail Armor None Harm Weak (pole) Nerve 4 Move Normal Number 7, always seven Found: Carcossa's streets Masked children who light the lamps. They answer any question truthfully, and never say where they came from. WANTS: a copper, and to be asked. STOPS: at dawn. LIVING MASK Threat 1 Hits Frail Armor Medium Harm Weak (it clings) Nerve 10 Move Slow (fly) Number 1d6 Found: Carcossa, the Milliner's back shelves A mask that flutters like a moth and fastens to a face. Worn: Mind save each hour, or obey the city. WANTS: a face. STOPS: when pulled off (Hard check). - 15 - BOOK II THE BESTIARY FOR ALL LEVELS MOTHS OF THE SIGN Threat 1 Hits Frail Armor None Harm Weak (dust) Nerve 12 Move Fast (fly) Number 1 swarm Found: wherever yellow lamps burn A swarm of pale yellow moths. Their dust shows a sign on the skin of any it touches, and the Pale Hounds can smell it. Washes off in running water. WANTS: the light. STOPS: in darkness. THE THING IN HALI Threat 6 Hits Huge Armor Medium Harm [ARCHIVE: lost; we read Brutal] (coils) Nerve 10 Move Fast (swim) Number 1 Found: Lake Hali, under Carcossa [ARCHIVE: most of this entry is lost to the water. What is left: "...the lake is not deep, it is..." and, at the foot of the page, in a different ink: "DO NOT GO DOWN THE STAIR."] - 16 - BOOK II THE BESTIARY FOR ALL LEVELS WANDERING MONSTERS ================== Roll when the party has been an hour on the road, or makes a great deal of noise. On a 1 on d6, something comes: roll d12 on the table for where they are. The number is the page. ROADS AND FIELDS FORESTS 1-3 Bandits 4 1-2 Wolves 5 4-5 Men-at-arms 4 3 Grey wolf 5 6 Knight 4 4 Bear 5 7 Hedge-witch 4 5-6 Boar 5 8 Riderless warhorse 6 7 Great spider 6 9 Cultists 4 8 Bugbear 10 10 Goblins 8 9 Redcap 10 11 Ogre at a toll 10 10 Hedge-witch 4 12 Griffon overhead 13 11 Troll 10 12 Wyrmling 12 HILLS AND MOUNTAINS FENS AND WATER 1-3 Goblins 8 1-2 Mire-toad 6 4-5 Hobgoblins 10 3-4 Will-o'-the-wisp 12 6 Grey wolves 5 5 Kelpie 12 7 Ogre 10 6 Fen hag 12 8 Barrow-sleeper 8 7 Drowning jelly 13 9 Hill giant 10 8 Bandits on a barge 4 10 Griffons 13 9 Giant rats 5 11 Wyvern 13 10 Walking corpses 6 12 Manticore 13 11 Troll at a bridge 10 12 Grey lady 8 GRAVES, TOMBS, RUINS THE NIGHT CITY (KC1) 1-2 Rat swarm 5 1-2 Lamplighters 15 3-4 Skeletons 6 3 Masked players 15 5 Walking corpses 6 4 Pale hounds 15 6-7 Ghouls 8 5 Knights of Carcossa 15 8 Bat swarm 6 6 Moths of the Sign 16 9 Cockatrice 13 7 A living mask 15 10 Barrow-sleeper 8 8 Something: leave 16 11 Grey lady 8 12 Keening woman 8 - 17 - BOOK II THE BESTIARY FOR ALL LEVELS NOTES ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ - 18 - BOOK II THE BESTIARY FOR ALL LEVELS NOTES ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ - 19 - B O O K I I ------------- The creatures of the Knights of Carcossa adventure game. For use with BOOK I. BOOK III will tell of TREASURES.