Creature Compendium

The Creature Compendium RPG Sourcebook

Monsters have invaded our lands. People are scared. And it is our job to help them.

I have compiled many notes throughout my years of hunting, and now I will share these with you, so you can hunt as well. And hopefully make this world safe again.

Etahn Belbane, Hunter

Creature Compendium Kickstarter

Preorder now at:

The Creature Compendium, A Guide to Hunting the Monsters and Creatures of Atheles will be a 100+ page book filled with over 90 creatures for the gloomy lands of Atheles. The book will be hardbound, designed to look as if it is the leather journal of a monster hunter. Inside each creature has descriptive text, stats for the SagaBorn RPG, and an illustration or two. This will provide GMs all the information they need to start building adventures in the Dark Return setting, give adventurers a leg up on the monsters they may face, or give a collector a book filled with wonderful artwork.

The book is told through the eyes of two well known monster hunters from Atheles, Etahn and Delgon. This gives the descriptions a personal touch, and a view into the larger world of the Dark Return.

Every RPG needs two things, a core rulebook and the manual of monsters. I am happy to say that this book really helps bring my world to life, thanks to all the help from the SagaBorn team. This isn’t just a rehash of monsters that you find in most other D20 books. Sure, we have skeletons, zombies, and goblins; but they have all been reworked to fit into the mood and culture of Atheles. We have the monsters up on the server now, over at the Creature Compendium wiki page, so you can check out the assortment we are offering, but remember, the ones on this site are BETA stats!

Angroll Illustration

Armor-plated and hunched, an angroll is a fearsome foe—and they never travel alone.

Angrolls are a large, armored race of beings who seemingly hate all other races of Uteria. They appear to be related to the common armadillo, but their own lore denies this. They are a couple heads taller than humans, but are often slumped forward, giving them the appearance of being shorter. They are a dirty race, their armored shells often coated in dirt and matted hair hanging long from their heads. Although they seem able to speak a guttural common tongue, one usually hears only a shout before they attack.

Angrolls are cowardly creatures, never attacking unless they have superior numbers. They use all manner of weapons, usually scavenged or stolen.

Angrolls live in tribes along the Wildelands, the Wastelands, and Jaldur Desert.

—From the Bestiary Tome of Cianan

Lone Wanderer Entertainment is a small indie gaming company. Kickstarter has been the only way we have been able to put out such great books, and that is all because of you. I thank you so much for helping me get these visions out of my head and onto the page.

Mike Bielaczyc

Recent Posts

Save the Witches – Notes

Goal: save the mages. get shem and kids out of Kowal. Meet biena at home.

What happened:

  • Novro 26th – burning of the witches
  • Met with Raff of Sons
  • Found that Kowal army has started recruiting for the first time a hundred years
  • Lesser Geas Red Guard Knight and 4 uthgard soldiers.
  • Daz found Amulet of Charmed protection. +5 vs charm and sleep magic
  • Xynx roll of 20 on all roof checks.
  • Mort and the Irregulars will take place in a full frontal assault.


Notable NPC’s (met, interactions, etc):

Raff of the Sons – met and “befriended”



  1. Escape though underden?


Scouting the area

Knowledge gained

    • Sewer entrance nearby
    • Uthgard and Kowal troops stationed nearby.
    • A new stage built for this
    • DC 15 awareness runes atop the pillar. DC 25 to see what it looks like.
    • Lots of citizens interested.


  • Sewers marked and familiar.


The Sons

  • Dc20 to convince them to help.
  • Shovel is there.
  • Raff, son of Drex is there. He is ranking officer.
  • What is the plan? Burn and run
  • What is the pay off?  1000gp
  • Buying black rock – 10 ounces 500gp


Black Rock – 50 gp per ounce – 1d8 damage per ounce. Highly volatile. Unstable. To use roll 1d12. Each ounce used gives the damage an additional 5’ of range.

  • 1 – Explodes while handling. Full damage to handler. DC 15 Reflex to take half damage
  • 2 – Implodes and causes itself to become inert.
  • 3 – 10 – Explodes as intended.
  • 11- Explodes as intended, add 10’ to the AoE
  • 12 – Double damage to intended target.


  • Can help scry.
  • Can’t leave house.
  • Magic wrap of non detection for Roe.
  • Summoned on dretch. Gave amulet and wrap.


  • Can’t directly interfere.
  • Most have left the city.
  • Mort and the irregulars are at the tavern.
  • Can provide escape route, but could be dangerous.

Mort @ half pint

  • Will help.
  • Whats the plan? Frontal assault
  • Whats the pay off? Friends and drinks.

Fleg Jennen

  • Sending out word to find out if and guards will look the other way.
  • (Guards will look the other way)


  • Fuel in sewers for burning our escapees
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