On the Wyvern Coast – Part Four

Here are a few more encounters for the Wyvern Coast map.

0203 Begros: Begros is a mountainous island. Though uninhabited now, signs abound that point to an advanced civilization once existing on Begros. The island’s lone harbor bears traces of ancient foundations and the remnants of a wall. The island’s topography is particularly difficult to negotiate, but a narrow path leads from the harbor into the mountains. The mountains of Begros are really a collection of jagged plateaus separated by twisting canyons. At the highest point in the island, the canyons converge into a hidden valley. The sheer cliffs surrounding this valley have been carved to approximate hundreds of deities now forgotten by mankind (if, indeed, they were ever known to mankind). These gods have the forms of human beings, but their limbs twist and contort in slightly unnatural ways, and their long faces and grave expressions remind one of demons more than gods. In the center of this valley, which is quite lush and is often grazed on by giant goats, is a deep, green pool. Rising from the center of the pool there is a green copper statue of a pot bellied god with a long, thick tongue extending from its mouth. Those who visit the pool would be wise to make a valuable offering to the god in the pool, for if they demur they will find it impossible to get back to the harbor and escape the island. Canyons shift, forcing adventurers back to the central valley. Should the visitors think about aerial means of escape, they discover that their host is one step ahead of them, for the walls of the valley are now thick with peryton, eyes trained on the ungrateful guests. If the adventurers find themselves on the island after dark, they might witness the dance of the nameless gods. As the sun sinks behind the cliffs, the pool gives off an eerie glow that soon fills the valley with flickering, green light. The play of the light and shadow on the cliffs makes the figures carved thereupon appear to be dancing. The keen observer soon discovers that the figures are indeed dancing. Having left their perches on the cliff face, they wind their way in a weird procession toward the pool, their sinuous arms and legs in constant movement, their grave, unmoving faces bobbing to and fro. The entire dance is performed in silence, and viewers will find themselves unable to resist the lure of the dance. They will dance all night with the nameless gods, their forms becoming more like the gods and less like their own, until, when the sun dawns, they join them on the cliff face. Visitors who hide their eyes are unharmed and unmolested, but face the same event the next night until they eventually join the nameless gods on the cliffs or make their offering.

  • Peryton: HD 4; AC 6 [13]; Atk 1 antlers (2d8); Move 9 (Fly 24); Save 13; CL/XP 6/400; Special: Immune to non-magic weapons.
  • Nameless Gods: HD 12 (60 hp); AC 0 [19]; Atk 1 fist (3d6); Move 6; Save 3; CL/XP 16/3200; Special: Immune to slashing and piercing weapons, immune to magic (per a stone golem), irresistable dance.

0409 Abode of the Gull Lords: Built atop the coral reef here there is a small keep of limestone, heavily weathered by wind and wave. This keep houses a band of 30 bandits who attack the shipping lanes and nearby islands atop giant seagulls. The bandits wear brigadine armor (AC +4) and carry short bows, long spears, and weighted nets. Their leader is a robber baron called Sablene, who has two adopted daughters called Phale and Rorta. Phale and Rorta are undine witches and much older than their “mother”. The band’s treasure is locked in a vault in their keep and consists of 2,000 gp, 2,000 sp, 14 lb of tobacco (worth 100 gp per lb), 1 cask of good wine (12 gallons, weighs about 100 lb).

  • Giant Gull: HD 3; AC 7 [12]; Atk 1 beak (1d8); Move 6 (Fly 21); Save 14; CL/XP 3/60; Special: None.
  • Phale & Rorta, Undine Cleric (Druid)/Magic-Users Lvl 5: HP 23 and 15; AC 9 [10]; Save 10; Special: Cleric (druid) spells (3rd), magic-user spells (3rd), telepathy with sea creatures; Staff, dagger.
  • Sablene, Fighter/Thief Lvl 6: HP 22; AC 4 [15]; Save 10; Special: Backstab for triple damage, thievery; Brigandine, short bow, long spear, dagger (pommel of ram horn).

0520 Sunken Treasure: A merchant galley originating in Ibis recently sunk here on its way to trade in Tremayne. It carried iron ingots (3,500 lb worth 350 gp), several bales of raw cotton and amphorae of grain (ruined by the seawater), eight suits of scale armor and twenty scimitars. The wreck is being guarded by two dolphins who, if presented with a chance of parlay, will inform adventurers that the survivors, an old sage and his daughter and a strapping sailor are now languishing in the dungeons of the sahuagin in [0619].

0619 Unfinished Ziggurat: This basalt ziggurat is home to a tribe of 69 sahuagin males, 74 females, 34 hatchlings and a clutch of 153 eggs. The sahuagin are commanded by Krlo’kel with the assistance of four grandees. Overseeing the spiritual health of the tribe is its high priestess, Phakella and her three assistants. The ziggurat remains uncompleted and is currently being constructed by 110 oktomon slaves. The sahuagin are even now preparing to raid nearby settlements for slave labor. They have recently captured Sipneton, a scientist, along with his daughter Neveth and Brutu, a sailor aboard the merchant galley that was carrying them to Tremayne before it sunk. The three wear clever helmets invented by Sipneton that allow them to breath underwater, though their air supply is not infinite. The sahuagin’s treasure consists of 1,000 sp, 2,100 gp, 10 pp and a copper locket worth 3 gp taken from Neveth. The waters around the ziggurat are protected by 19 small sharks under the control of Phakella. Krlo’kel and Phakella are locked in a bitter struggle for dominance over the tribe, a struggle which Phakella is winning. This is why Krlo’kel now holds Sipneton and his party in his dungeon, hoping that the scientist can create something to give him the advantage.

  • Krlo’kel, Sahuagin Fighting-Man Lvl 6: HP 41; AC 2 [17]; Save 11; Coat of bronze scales, steel trident forged in [2523], shark’s tooth dagger.
  • Sahuagin Grandees: HD 4+4; AC 3 [16]; Atk 1 weapon (1d10); Move 12 (Swim 18); Save 16; CL/XP 4/120; Special: None.
  • Phakella, Sahuagin Cleric Lvl 6: HP 36; AC 5 [14]; Save 9; Special: Cleric spells (3rd); Jade mace (worth 40 gp), holy symbol consisting of a necklace teeth, the most prominent being a shark’s tooth.
  • Sahuagin Under-Clerics: HD 3+3; AC 5 [14]; Atk 1 weapon (1d8); Move 12 (Swim 18); Save 14; CL/XP 4/120; Special: Cleric spells (1 x 2nd, 2 x 1st).

0802 Ephne the Oceanid: Towering above the sea floor, and visible from the surface on certain days, is the palace of Ephne, oceanid of the Tepid Sea. Like the body of water she rules, Ephne is mild in manner and bored in demeanor. She spends her days in repose, sometimes taking lovers from among the subjects in her kingdom or stealing them from passing ships. She grows tired of them in due time, returning them to their homes to pine away for her for the rest of their lives. The palace is a collection of spires apparently carved from coral and tipped with dome of gold. Furnishings are sparse within the palace, but art abounds in the form of sculpture and mosaics, many made with expensive stones. The household consists of Livanda, the major domo, dozens of ladies-in-waiting (all mermaids), an elite guard of twenty triton warriors and one hundred giant crab guardsmen. Ephne also keeps a stable of 50 hippocampi. Each spring, representative of the different sea people who dwell in the Tepid sea travel to the palace to pay tribute. These treasures are kept in a vault deep within the recesses of the palace. The vault is guarded by a stone golem shaped like a kraken. It contains 100,000 cp, 51,000 sp, 21,400 gp, 30 pp, a diamond (1,100 gp), a sardonyx (65 gp), plate mail of the deep*, five amphorae of perfume (worth 500 gp per amphora), an exquisite teak figurehead in the shape of Juno (2,400 gp) and a large bronze statue of Hercules (7,200 gp). Ephne wears a dozen pearls strung on a golden chain (100 gp) and a golden crown inlaid with mother of pearl and sapphires (7,700 gp).

  • Giant Crab: HD 3; AC 3 [16]; Ark 2 pincers (1d6+2); Move 9; Save 14; CL/XP 3/60; Special: None.
  • Triton Guardsman: HD 6; AC 3 [16]; Atk 1 trident (2d6); Move 1 (Swim 18); Save 14; CL/XP 7/600; Special: Magic resistance 90%, immune to fear.
  • Livanda, Undine Magic-User Lvl 6: HP 14; AC 9 [10]; Save 10; Special: Magic-user spells (3rd); Staff, obsidian dagger, grimoire.
  • Ephne: HD 17 (60 hp); AC 2 [17]; Atk 1 weapon (2d8); Move 21; Save 3; CL/XP 19/4100; Special: Spells (2 spells per level, from level 1 to 7, magic-user and cleric (druid) spells).

* This is +1 plate mail of the deep lacquered pale blue and green. In it, one can swim in it as though unarmored. It also grants its wearer the ability to breath water and communicate telepathically with sea life.

1011 Captain Saemet: There is a 4 in 6 chance that ship’s passing through this hex will meet the pirate galley of Saemet the Seadevil. Saemet’s nickname is not merely a reflection of his demeanor, as he is a cambion, born of a demon and a human woman. Saemet is tall and gaunt, with pronounced cheekbones, a forked chin, amber skin, eyes of jet and small, black horns flecked with gold. He dresses in a black leather jack, red silk sash, a saffron turban held by a mummified monkey’s paw and short breeches. Saemet never wears shoes, as they irritate his taloned feet. He arms himself with a curved dagger and scimitar. Saemet’s ship is called the Beautiful Abomination. It is crewed by three dozen pirates. Saemet’s first mate is a short, stocky woman named Theoda. Theoda has bleached blonde hair, coppery skin and a broad, devious smile. She wears leather armor and carries a buckler and hand axe with 18 notches in its handle. Saemet’s home port is Corsair Cove in [3119]. His shipboard treasure depends on how active he has been, but usually amounts to 1d4 x 100 gp in coinage and 2d6 x 100 gp worth of cargo.

  • Theoda, Human Fighting-Woman Lvl 5: HP 32; AC 6 [13]; Save 12; Leather armor, shield, hand axe.
  • Saemet, Cambion Fighting-Man 9: HP 55; AC 2 [17]; Save 7; Special: Half damage from fire, bestow a curse once per day; Dagger, magic short sword (see below), magic chainmail (see below), mystic monkey’s paw (+1 to saving throws, already figured into stats).
  • Saemet’s Chainmail: Saemet wears +2 chainmail emblazoned with the glyph of Oceanus, elder demon of the sea. The leather parts of the mail have been died crimson. The chainmail allows Saemet to create a wall of water once per day.
  • Saemet’s Sword: Saemet’s scimitar is a +1 weapon with a hilt wrapped in green leather (the skin of a sea hag). Once per month, he can use it to summon 1d6 merrow.

1202 Isaranos: Isaranos is an island with a coastline that varies between rocky cliffs and white beaches. The interior of the island is forested highlands of cedars and pines. The forests of Isaranos are inhabited by dozens of nymphs and dryads and a single human being, Kelan the Nimble. Kelan was an adventurer who came to the island with a brave band in search of treasure. Upon first discovering a bathing nymph they foolishly attempted to capture her. Kelan was blinded while his companions were turned into gulls. Kelan looks after them to this day, and has become a pitiable figure due not only to his drawn appearance, but also his obsession with finally capturing a nymph. Kelan is an able magician, and he does not willingly accept intruders on his island. The nymphs torment and taunt the poor fellow.

  • Kelan the Nimble, Magic-User Lvl 5: HP 10; AC 9 [10]; Save 11; Special: Magic-user spells (3rd); Gnarled oak staff, silver dagger, a tourmaline necklace (50 gp), grimoire (he studies it with the help of his imp familiar).
  • Ratik, Imp Familiar: HD 2 (15 hp); AC 2 [17]; Atk 1 sting (1d4 + poison); Move 6 (Fly 16); Save 16; CL/XP 6/400; Special: Poison tail, polymorph, regenerate, immune to fire.

1314 Hunting Ground: A pod of 15 tusked whales has made this its hunting ground. Encounters with the whales happen on a roll of 1-4 on 1d6. The whales are not afraid to attack vessels en masse.

  • Tusked Whale: HD 12; AC 4 [15]; Atk 1 bite (3d10); Move (Swim 24); Save 3; CL/XP 12/2000; Special: None.

1608 Slave Mine: An enterprising band of 20 sahuagins is operating an aventurine mine in this hex using 36 hobbled merrows for their slave labor. The sahuagins are led by Zhachak, a mutated member with four arms and eyes that cause confusion (as a gaze attack). The merrow are all lame, but capable of fighting their oppressors if freed from their chains. The sahuagins dwell within the labyrinthine mine. They keep a treasure of 400 gp and 1,600 gp worth of aventurines in locked chests.

  • Zhachak, Mutant Sahuagin: HD 4+2 (HP 27); AC 5 [14]; Atk 4 claws (1d8); Move 12 (Swim 18); Save 13; CL/XP 6/400; Special: Confusion gaze attack.

1609 Meritrael’s Rest: In the base of a large seamount there is what appears to be the entrance to a barrow-style tomb. The entrance is an arch of large granite blocks sealed by a single block of granite that must weigh several tons. Beyond the gateway there is a long, narrow passage inlaid with phosphorescent rock in geometric knot patterns. This passage is studded with traps, including spring-loaded spears and poisoned needles hidden in the silt covering the floor. This passageway leads to stairs that ascend to an air-filled limestone grotto lit by a glowing statue of a angel. Three passages lead from this grotto, entering a sprawling dungeon complex of blinded merrow slave-warriors, spirits of avenging law, elementals of water, steam and ooze, mithril automatons shaped like squid with obsidian beaks and mother-of-pearl eyes that squirt acidic ink and all manner of traps and tricks. At the heart of this tomb complex lies a slumbing solar, a divine champion of law. This solar, called Meritrael, was laid here by a cabal of undersea wizards, that it might be awakened centuries later to make war on a prophesied evil.

2510 Undersea Meadow: A submarine meadow of seaweed stretches across the sea floor here. The meadow supports a vast herd of 300 giant seahorses. It is also occupied by three dozen petrified trilobites that will animate and attack if the sea horses are disturbed.

  • Petrified Trilobite: HD 6; AC 3 [16]; Atk 1 bite (3d6); Move 9; Save 12; CL/XP 8/800; Special: Immune to turning, unaffected by sleep, hold and charm, immune to non-blunt weapons.

2523 Hydrothermal Smithy: This hex contains a hydrothermal vent. The land around the vent, which consists of multiple black and white smokers, is rich in many minerals and inhabited by giant clams, flail snails and giant shrimp. Encounters with these creatures occur on the roll of 1-2 on 1d6.

Amidst the chimneys a small band of twenty automatons collect the minerals and work a submarine forge where they craft armor and weapons of bronze, mithril and a steel that is resistant to rust due to its phosphorus content. The automatons look like muscular maidens made of bronze. Crafted in elder times by Volcanus himself, they retain his patronage and protection. The automatons have a workshop composed of dozens of brightly-colored flail snail shells held together with lead. The automatons do not speak, but can make bargains using a unique sign language that most aquatic folk in the Tepid Sea have come to understand. They keep their treasure in locked chests. It consists of 2,000 sp, 200 gp, 10 pp, a set of golden scales (80 gp), 20 ounces of phosphorus (worth 7 gp per ounce), an 8 lb mithril ingot (worth 400 gp), 30 lb of bronze ingots (worth 12 sp per lb), 80 lb of copper ingots (worth 10 gp per lb), 100 lb of iron ingots (worth 8 sp per pound) and 120 lb of tin ingots (worth 30 sp per pound).

  • Automaton: HD 1+1; AC 4 [15]; Atk 1 hammer (1d8+1); Move 12; Save 17; CL/XP 2/30; Special: Immune to most mind effects, half damage from fire and lightning.
  • Flail Snail (1-6 appearing): HD 5; AC 3 [16]; Atk 6 tentacles (1d8); Move 3; Save 12; CL/XP 7/600; Special: Immune to fire, scintillating colors.
  • Giant Clam: HD 4; AC 5 [14]; Atk 1 clamp; Move 0; Save 13; CL/XP X/X; Special: Clamp (creature trapped inside clam if attack is successful, takes 2d6 damage per round and may drown).
  • Giant Shrimp (10-60 appearing): HD 1d2 hp; AC 9 [10]; Atk 1 bite (1d2); Move 13; Save 18; CL/XP A/5; Special: None.

2115 Ghostly Lovers: This hex is inhabited by two ghosts. In life, he was a prince of the house of Arkad (see 3413) and she a commoner. In a fit of passion, and in defiance of his father, the prince and his love fled in a small boat bound for Ibis. Unfortunately, rough seas sunk their little vessel and the girl drowned. Returned to his father, the boy languished for a few months until finally killing himself with poison-laced wine. To this day, his restless spirit may be encountered in this hex, appearing as a young man in a small boat holding a lantern and calling out the name “Phaedra”. The ghost will investigate ships he encounters, and may attempt to embrace any beautiful young women he finds. In the meantime, the spirit of Phaedra rests on the sea floor, appearing a beautiful young maiden in a silver cage, reaching toward her lover above, but unable to catch his attention.

  • Ghost: HD 10; AC -1 [20]; Atk 1 slam (rapid aging); Move 12; Save 5; CL/XP 14/2600; Special: Aging touch (1d4 decades, double for demi-humans, elves immune), frightful moan, incorporeal, only harmed by magic weapons, telekinesis (as the spell).

2704 Village of the Drowned: An ancient, maze-like village lies here, half-buried in silt. The village is occupied by 140 pale humans with large, green eyes and white hair. The humans keep fish in corals made of netting and process shells and bits of stone into tools. The villagers are remnants of slave stock created by the aboleth. They were once owned by the sahuagin of [2603], but freed themselves in a bloody revolution. The 20 warriors of the village wear shelly-coat armor (protects as well as scale armor, inspired by this) and wield flint spears and axes. They are commanded by a level 6 fighting-man named Dusheel and his two level 2 assistants, Brina and Pered. The village is governed by a council of elders. The council’s speaker is Ilmot, a vigorous old man with a long beard tied into braids with kelp. The villagers are wary of outsiders.

  • Aquatic Human: HD 1; AC 5 [14]; Atk 1 weapon (1d6); Move 12 (Swim 6); Save 16; CL/XP 1/15; Special: Breath water.
  • Dusheel, Aquatic Human Fighting-Man Lvl 6: HP 35; AC 3 [16]; Save 11; Special: Breath water; Shelly-coat armor, flint battle axe.
  • Brina & Pered, Aquatic Human Fighting-Men Lvl 2: HP 14; AC 4 [15]; Save 15; Special: Breath water; Shelly-coat armor, shield, flint battle axe.
  • Ilmot, Aquatic Human Sage: HD 1d4 (3 hp); AC 9 [10]; Atk 1 weapon (1d4); Move 12 (Swim 6); Save 18; CL/XP B/10; Special: Knows the following spells – comprehend languages, ESP, identify and sleep.

3813 Ambush: A band of seven highwaymen and their leaders hide in niches in the walls of a narrow canyon. From their hiding places, they surprise travelers on a roll of 1-3 on 1d6. The highwaymen always announce their presence by shooting a crossbow bolt into the ground before the lead rider. They then demand the travelers leave their valuables on the ground and then depart at all possible speed. The highwaymen are led by Koret assisted by Namis and Odagus. The highwaymen have a permanent hideout in a cave a couple miles away from the canyon. The hideout consists of a small cave complex trapped with a few rock traps and furnished with bedrolls and a large chest containing 10,000 cp, 1,000 sp, 300 gp, 120 pp, a piece of amber worth 4 gp and a fabulous ruby worth 3,000 gp (stolen from a noble of Ophir, there is a reward for the return of the gem with the heads of the highwaymen). They also have three casks (12 gallons each, weigh 100 lb each) of spiced wine.

  • Highwayman: HD 4; AC 6 [13]; Atk 1 weapon (1d8); Move 12; Save 13; CL/XP 4/120; Special: +1 damage with ranged weapons, surprise on 1-3 on 1d6.
  • Namis, Fighting-Man Lvl 4: HP 26; AC 3 [16]; Save 13; Chainmail, wooden shield, pointed helm, heavy crossbow, 10 quarrels, khopesh sword (1d8 damage).
  • Odagus, Dwarf Thief Lvl 5: HP 24; AC 5 [14]; Save 11; Special: Backstab for double damage, thievery; Studded leather armor, wooden shield, crossbow, 10 quarrels, hand axe.
  • Koret, Thief (Assassin) Lvl 7: HP 22; AC 5 [14]; Save 9; Special: Death attack or backstab for triple damage; Studded leather armor, wooden shield, crossbow, 10 quarrels, 3 poisoned quarrels, short sword.

3 thoughts on “On the Wyvern Coast – Part Four

  1. I just wanted to say that I've really been enjoying these Wyvern Coast sandbox posts. Very imaginative reading these entries make me want to drop what I'm doing and play.

    Like

  2. Glad you like them. I'm hoping to be able to publish them at some point, maybe in a quarterly publication along with other material from the blog.

    Like

  3. I'd buy them, I have a great fondness for hex crawls and yours are very well done, just enough details to get you going but still lots of room to make it all your own.

    Like

Comments are closed.