My little series on the Wyvern Coast now moves to the southwest quadrant of Map J11 (the northwest portion begins here). Part One introduced the Wyvern Coast and Tepid Sea. Part Five covers the basics on the savanna of Pwenet. Part Six and Seven will present more of the set encounters.
Pwenet is a land of rolling grasslands with scattered copses of aromatic trees and a few rocky outcroppings. Large herds of ruminants travel from watering hole to watering hole while being stalked by giant centaurs, lions and even more fantastic predators. Pwenet is said to hold both a fountain of youth and the source of the River Ish, thus making it a popular destination for explorers. A few merchant-adventurers from the city-states of Ibis and Ophir travel into Pwenet annually to trade manufactured goods for aromatic resins, ivory and wild animals. The region is otherwise untouched by the people of Lemuria and the Motherlands.
Although not the most numerous folk on the grasslands, the giant centaurs of Pwenet are the region’s most prominent. Pwenet is also home to tribes of gnolls and many human villages. The largest tribes, human and gnoll both, provide most of the region’s drama as chiefs and witch-doctors jockey for power and recognition. Oft told tales tell of when the human tribes of Pwenet united under Ouplu the Great and conquered the cities of Nabu. The people of Pwenet believe that history is a cycle and that they will once again conquer the outside world when united by a great leader.
Encounters on Pwenet (3d6)
3. Bulette (1d4)
4. Impundulu (1d6)
5. Giant Aardvark (1d4)
6. Giant Ostrich (2d6)
7. Hyena (6d6) or Giant Hyena (2d6)
8. Cheetah-were (2d6)
9. Cheetah (2d6)
10. Baboon (3d6)
11. Baboon-were (2d6)
12. Humanoid (see subtable)
13. Lion (2d6)
14. Lion-were (1d6)
15. Vampire Tree (1d6)
16. Rhinoceros (1d4)
17. Elephant (1d4)
18. Great Ghost (1d4)
Humanoid Encounters (1d6)
1. Abatwa (6d6)
2. Centaur, Giraffe (2d4)
3. Gnoll (3d6)
4. Trader (1d6) and Men-At-Arms (3d6)
5. Tribesman (6d6)
6. Utu Dwarf (6d6)
Random Battlefield Terrain (1d10)
1. Meadow – no penalties
2-5. Rocky Ground – may lose footing at top speed
6-10. Sand Dunes – half movement, may lose footing
Abatwa: The abatwa travel in force and are mounted on giant ants and armed with spears and short bows. They are humorless about their small size and bloody minded when they feel they have been insulted. Abatwa are led by a captain and there is a 1 in 6 chance that they are also accompanied by a shaman.
- Abatwa: HD 1d4 hp; AC 6 ; Atk 1 weapon (1d4); Move 6; Save 18; CL/XP A/5; Special: None.
- Large Ant: HD 1; AC 5 ; Atk 1 bite (1d4 + poison); Move 12; Save 17; CL/XP 2/30; Special: Poison 1d4 (save for 0 damage).
- Abatwa Captain: HP 5d4; AC 4 ; Atk 1 weapon (1d4+1); Move 6; Save 12; Special: +1 to moral checks, troops +1 to hit.
- Abatwa Shaman: HD 4d4; AC 9 ; Atk 1 weapon (1d6); Move 6; Save 13; Special: Cleric (druid) spells (3rd), shape change.
Centaur: The centaurs of Pwenet are a cross between a man and a giraffe rather than a man and horse. Their larger size gives them one more hit dice than a normal centaur. Centaurs are led by a huntsman and there is a 1 in 6 chance they are accompanied by a shaman.
- Giraffe Centaur: HD 5; AC 5 ; Atk 2 kicks (1d6) and 1 weapon (1d10); Move 18; Save 13; CL/XP 6/400; Special: None.
- Centaur Huntsman: HD 8; AC 4 ; Atk 2 kicks (1d6) and 1 weapon (1d10); Move 21; Save 12; CL/XP 9/1100; Special: Surprise on 2 on 1d6, track, double damage with missiles.
- Centaur Shaman: HD 8; AC 4 ; Atk 2 kicks (1d6) and 1 weapon (1d6); Move 18; Save 13; CL/XP 11/1700; Special: Shape change, cleric (druid) spells (3rd).
Gnolls: The savanna is thick with gnoll war parties. There is one 3 HD gnoll for every 15 gnolls encountered. The gnolls carry wicker shields, spears and javelins.
- Gnoll: HD 2; AC 5 ; Atk 1 bite (2d4) or 1 weapon (1d10); Move 9; Save 16; CL/XP 2/30; Special: None.
- Gnoll Marauder: HD 5+5; AC 5 ; Atk 1 bite (2d4) or 1 weapon (1d10); Move 12; Save 14; CL/XP 5/240; Special: Berserker state.
Trader: Traders from Ophir and Ibis visit Pwenet in search of rare herbs, animal skins and gum acacia, the dried sap of the acacia tree and a useful substance for alchemists and scribes. Each trader is accompanied by six men-at-arms and 10 bearers. The trader and men-at-arms are mounted on horses and have ring armor, shields, battle axes and light crossbows. The bearers are on foot and have slings and clubs. There is a 2 in 6 chance that the 10 bearers are replaced by 6 drovers riding pack camels.
- Bearer: HD 1d6 hp; AC 9 ; Atk 1 weapon (1d4); Move 12; Save 18; CL/XP B/10; Special: None.
- Man-at-Arms: HD 1; AC 7 ; Atk 1 weapon (1d8); Move 12 (Mounted 18); Save 17; CL/XP 1/15; Special: None.
- Trader: HD 3; AC 3 ; Atk 1 weapon (1d8+1); Move 9 (Mounted 18); Save 14; CL/XP 3/60; Special: +1 to damage.
Tribesman: The tribesmen of Pwenet carry shields and spears that are excellent as melee or missile weapons. Most encountered bands are hunting and are led by a huntsman. The group might also be a war party, in which case the leader will be a marauder.
- Tribesman: HD 1; AC 8 ; Atk 1 weapon (1d8); Move 12; Save 17; CL/XP 1/15; Special: None.
- Huntsman: HD 5; AC 8 ; Atk 1 weapon (1d8); Move 15; Save 12; CL/XP 6/400; Special: Surprise on 1 on 1d6, track, double damage with missiles.
- Marauder: HD 5+5; AC 6 ; Atk 1 weapon (1d8); Move 12; Save 12; CL/XP 6/400; Special: Berserker state.
Utu Dwarf: Utu have pitch-black skin and eyes and small beards of wiry, black hair. They are capable of seeing through both normal and magical darkness and their skin is as hard as granite (AC 14). They carry shields and swords made of wood studded with shards of jade. The utu worship Khnum, the divine potter and creator of the universe and the creatures who inhabit it. The utu are experts at working with wood and clay and well practiced in the art of conjuring spirits, from whom they gain most of the knowledge they record on their clay tablets. Utu are led by druids who cast both cleric and magic-user spells.
NPC utu clerics can contact other plane once per month when the stars are aligned. Once in a century an utu cleric will make contact with Khnum himself to deliver a great prophecy to the peoples of Pwenet. On these occasions the dwarfs sound their drums and blow long horns made from hollowed trees to call all the tribes to hear the prophecy. All the great chiefs of Pwenet heed this call and travel to the appointed place with their retinues, sworn by tradition to observe a full week of peace while the ceremonial dances are performed, lineages are recited and finally the prophecy is pronounced. The coming of the current princess of the Quiet Folk, avatar of the great earth mother, was pronounced at the last convocation, and the next prophecy is due to come in the very near future.
- Utu Dwarf: HD 1; AC 4 ; Atk 1 weapon (1d6+1); Move 9; Save 17; CL/XP 1/15; Special: See through all darkness.
- Utu Priest: HD 4; AC 4 ; Atk 1 weapon (1d6); Move 9; Save 13; CL/XP 6/400; Special: Shape change, cleric spells (3rd).