F. The Souk
This diagonal street of reddish clay is shaded by wooden slats and numerous striped shades hoisted on wooden poles. It is always thick with activity and hosts dozens of stands selling fruits, vegetables, foodstuffs, cloth, tools, trinkets, exotic animals, copper pots, crockery and other items. Smugglers and fences are common, as are beggars, street urchins, entertainers and common trollops. The guards work their way once every twenty minutes, extorting as much coin as possible from the peddlers and their customers (especially foreigners). Three idols of Melkarth, god of merchants among other things, line the street. It is common for large business deals to be consumated by spitting in the hands and shaking them beneath one of these statues.
27. Guardhouse: This building is constructed of limestone blocks. It rises three stories and is really more of a tower with a crenelation on the roof to protect archers. The building houses fifteen men-at-arms of the royal guard and their commander, Karba. On the ground floor there is a small cell with an iron door, and outside there are two pillories. If there has been a recent execution, the body or head will be displayed from the top of the tower. A secret trapdoor in the cell leads to the catacombs below.
Karba is a woman with long, raven-black hair held back in a thick braid whose beauty is only marred by the ever-present sneer on her face. She dresses in a chainmail hauberk over a scarlet tunic and wears a yellow scarf wrapped around her helm. She carries a red shield decorated with bronze studs and wields a curved long sword and dagger. Her soldiers wear crimson ring mail and helms circled with yellow turbans. They carry pole arms, short swords, short bows and five arrows each. Karba is a swaggering, rakish woman, an insult always on the tip of her tongue and her cold, appraising stare capable of making veteran warriors sweat. While her men patrol the area, she can usually be found at the Inn of One Thousand Delights  or the gambling hall , her feet on a table and a goblet of spiced wine in her hand.
• Karba: HD 5 (29 hp); AC 3 ; Atk 1 weapon (1d8); Move 12; Save 12; CL/XP 5/240; Special: Men-at-arms are +1 to hit under her command.
29. Temple of Astarte and Adonis: Astarte was once the patron deity of Ophir and she had a magnificent temple dedicated to her on a hill overlooking the city-state. The temple was sacked many decades ago, and Astarte fell out of favor. Her temple fell into ruin and her priesthood was forced to purchase and renovate a smaller structure into a shrine dedicated to the goddess and her consort, Adonis. The new temple is constructed from limestone blocks with a few horizontal bands of green marble as decoration. It is topped by a green marble dome. Within the temple there is a large space with a high ceiling dominated by idols of Astarte and Adonis. Behind are apartments for the priests, the largest belonging to Jumaga. Jumaga’s bed is draped with four leopard skins (worth 25 gp each). Outside the temple there is always a place for worshippers to remove their footwear and cleanse their feet before entering. Two guardsmen, Hayad and Alahm, guard the temple at night. Offerings of fruit, grain, flowers and money (4d6 gp) cover the altar in the daytime.
The temple’s priest is Jumaga, a youthful man impeccably dressed in white robes and well-spoken. He has two assistants, Iamir and Hada. Iamir, a gnome, looks younger than his master, and is opinionated and rash. Hada is quite young and only recently left his work as a shepherd. He is servile and friendly. The temple guards, Hayad and Alahm, are both young and foppish (baggy trousers, red sashes, velvet fez, curled mustachios and always annointed with fragrant sandalwood oil), and have only taken this job until something better comes along. Hayad is trusting and egotistical, and Alahm is a blustering fool. Jumaga has become popular in Ophir for his parables and generosity toward the poor. He is often out of the temple tending to the peasantry. A small vault is hidden beneath the temple and does not connect to the catacombs. Here, the priests hide escaped slaves before moving out of the city. The temple’s treasure, kept in a locked chest guarded by a spell that creates an invisible, deadly gas when the chest is opened without saying the magic words (“Quick Brown Fox”), consists of 400 gp and a garnet worth 1,000 gp.
• Jumaga, Adept Lvl 6: HP 23; AC 7 ; Save 10; Special: Adept spells (2nd); Leather armor under pristine white robes, winged sandals, sickle (treat as hand axe).
• Acolytes, Adepts Lvl 2: HP 2d6; AC 7 ; Save 14; Special: Adept spells (1st); Leather armor under white robes, shepherd’s crook, 1d100 cp in alms for the poor in a leather sack, small skin of ale for medicinal purposes.
• Hayad, Swashbuckler Lvl 1: HP 8; AC 8 ; Save 14; Special: Move 13, stunning attack 1/day; Long sword (scimitar), silver dagger, pouch of snuff, purse with 1d6 sp.
• Alahm, Swashbuckler Lvl 1: HP 5; AC 8 ; Save 14; Special: Move 13, stunning attack 1/day; Long sword (scimitar), silver dagger, silk slippers with curled toes, purse with 1d6 gp.
34. Chandler: Obna is a hedge wizard with a nasally voice and squinty eyes. Chivalrous and cultured, he can always be found with a clay pipe clenched in his teeth, blue smoke curling around his balding head. While Obna makes a living as a chandler, and is capable of enchanting his candles with spells that he knows. An enchanted candle releases its spell when the candle has been burning for 1 minute and lasts as long as the candle lasts, usually 1 hour. Enchanted candles sell for 100 gp per spell level. Obna lives with his wife Esther, a matronly woman of great beauty, wit and kindness. He has twin thirteen-year-old sons, Nabo and Onab, who are his apprentices. While Nabo is content to take over his father’s business one day, Onab longs for the adventurous life. Obna’s town house has four stories, the first containing a workshop, the second a living room and library, the third living quarters for the twins and the fourth a bedchamber for Obna and Esther. Obna’s workshop is protected by a second-hand homonculus called Tatty Tom that he received as a wedding gift from his former master. Tom’s actually shares his bond with Esther, and is goodhearted if a little mischievous. Obna’s treasure, kept in a locked chest hidden in his workshop, contains (beneath ratty blankets and bits of candle) 1,000 sp, 500 ep, 100 gp and a smoky quartz worth 4 gp.
• Obna, Adept Lvl 3: HP 11; AC 8 ; Save 13; Special: Adept spells (1st), skilled as a chandler; Dagger, darts (3), spellbook, snakeskin turban. Obna knows three spells, charm person, protection from evil, sleep.
• Nabo, Adept Lvl 1: HP 3; AC 9 ; Save 15; Special: Adept spells (1st); Dagger, darts (3), spellbook.
• Onab, Magic-User Lvl 1: HP 5; AC 8 ; Save 15; Special: Magic-user spells (1st); Dagger, darts (3), spellbook.
• Tatty Tom, Homonculus: HD 2; HP 18; AC 5 ; Atk 1 bite (1d3); Move 9 (Fly 18); Save 16; CL/XP 3/60; Special: Poison (unconscious for 5d6 minutes.
36. Vigilante: Jumog is a vigilante and a neurotic, opinionated loner. As a half-orc, he can pass for human, but has a pock-marked face and entirely too much bristly hair on his body. By day, he maintains an unkempt appearance as a freighter working on the docks. At night, he skulks about town in blackened chainmail, his face hidden by a scarf, waylaying the evil and wicked (especially the predatory priests of Lotan). His home is eqally unassuming, being a simple stone structure with a flat roof and a wood door covered in peeling white paint. A secret trapdoor allows quick access to the roof, and another inside leads into the catacombs. This trapdoor is covered by a heavy chest and locked. Jumog has very little treasure, giving most of what he takes to the Temple of Shedu , but he does have 100 gp, a rock crystal worth 5 gp and a bronze ewer worth 95 gp. His primary nemesis is the Black Orchid, the most skilled assassin in Ophir.
• Jumog, Half-Orc Fighting-Man Lvl 2: HP 13; AC 3 ; Save 15; Special: +1 strength bonus; Flail, chainmail, shield, brass holy symbol of Shedu (135 gp).
37. Warehouse: This mud brick warehouse contains stolen goods owned by the Thieves’ Guild. It is guarded by a jackalwere called Hadep and his pack of four. Inside the front door there is an empty desk. A loft on the east wall serves as the jackalwere’s lair. Their treasure consists of 2,000 sp, 2,100 gp and a moonstone worth 800 gp hidden under soiled cushions. The moonstone is coated in a contact poison that deals 1d6 dexterity damage each hour until neutralized or until 6 hours has past.
• Jackalweres: HD 4; AC 4 ; Atk 1 bite (2d4); Move 12; Save 13; CL/XP 5/240; Special: Sleep gaze, only harmed by silver or magic weapons.
39. Monastery of Melkarth: This monastery is a fortress-like structure of three levels. The first level holds a reception hall, a chapel of Melkarth and a large training chamber for the monks. The second level holds storage chambers, living cells for the monks, a kitchen and a dining hall. The third level holds living quarters and office space for the abbot and his officers. The abbot is Diyab, a mature man who is quite altruistic and courteous. His monastery is attended by fifteen monks. The monks of Melkarth go bare chested and wear loose pants and white turbans. They maintain long, curly, square-cut beards and full mustaches. When not in training, they either wander the city looking for good deeds to perform (especially against the cult of Lotan or the machinations of Ob ) or stand outside their monastery, demonstrating feats of strength and agility. The monks keep their treasure in a limestone sarcophagus. It consists of 4,000 gp, 2,000 sp and a chalcedony worth 1,550 gp. They are hording their funds to construct a larger monastery overlooking the city, provided they can get permission from Prince Zargo.
• Diyab, Monk Lvl 11: HP 69; AC 4 ; Save 4; Special: Move 24, unarmed attacks deal 1d10 and 1d6 damage, stunning attack 11/day, deflect missiles 2/rd, harm creatures only harmed by +3 weapons, slow fall, still body, fast healing.
• Monk: HD 2+2; AC 8 ; Atk 1 fist (1d6+1); Move 14; Save 13; CL/XP 3/60; Special: Stunning attack 2/day.
40. Animal Trainer: Zarda is a smallish woman with a piercing eyes and a pointed nose. She has red hair and bronzed skin and always dresses in clothes of deep scarlet. Zarda runs a kennel where she trains hunting and guard dogs for the nobility. At any given time she will have 1d10 animals in her care (and under her command). The kennel is located on the ground floor of the building, with living quarters on the two floors above. Zarda is middle-aged. She is cruel and antagonistic, and quite unstable mentally. She loves animals, and uses them to punish those who cross her. Zarda herself owns a large, red wolf named Jaza. Zarda hides 290 gp in a leather sack buried in the floor of her kennel.
• Zarda, Barbarian Lvl 1: HP 7; AC 6 ; Save 15; Special: Superstitious; Leather armor, curved long sword, dagger.
• Jaza, Wolf: HD 3 (14 hp); AC 6 ; Atk 1 bite (1d8); Move 15; Save 14; CL/XP 6/400; Special: None.
41. Healer: Nokin is a young man with an impressive physique and perfect smile. A skilled healer, he can be antagonistic towards patients who ignore his advice. Nokin is often involved in arguments with Alsha  and Zarda  over the noise produced by their establishments. At any given time Nokin will have 1d4 patients in his establishment undergoing some treatment (leeching, cupping, induced vomiting, etc). Nokin’s building is built of limestone with porphyry detail around the entracne, a thick wooden door painted white and bearing a painting of the caduceus. The ground floor chamber contains several tables and chairs, a single bed, cupboards filled with jars of leeches, medicinal herbs and cloth for bandages and a shrine to Asclepius decorated with fresh flowers. A locked iron chest holds more expensive tools (saws, needles, silk thread, etc). Nokin’s second floor contains a living room, dining area and small library. The third floor contains his bedroom and his treasure, 45 gp, 43 sp and 70 cp in a locked chest.
42. Leatherworker: Muam is quite a sight; missing an eye, his other eye has a nervous twitch, squeaky voiced, introverted and often morose. He has lived a life of great misfortune and loss. Muam is skilled at his craft, but works slowly. He is not capable of manufacturing leather armor, although he can repair it. Muam lives with his elderly mother in a two-story adobe building with a flat roof. Muam and his mother live on the second story, with the first given over to his workshop and supplies. His treasure consists of 12 gp and a silver medallion worth 10 gp that he lifted off a drunk.
43. Blacksmith: Alsha is a round, middle-aged woman with cropped black hair and large hands and arms. She usually has an unkempt appearance and is known to be rather arrogant. Alsha can make any type of metal tool as well as arrow- and spearheads. She employs five journeymen and three apprentices, the apprentices sleeping in the workroom at night. The upper story of her building is given over to living space for herself and her family. Her husband, Kobar, is a member of the royal guard (and disgruntled at its corruption under the command of Karba). She also has two daughters, Sifar and Alshada. A locked iron chest in their living quarters contains 122 gp. Alsha’s building is built of rough-hewn flint, with a yellow door and several shuttered windows on the ground floor.
• Alsha, Fighting-Woman Lvl 3: HP 25; AC 8 ; Save 16; Hand axe & chainmail (packed away), light hammer, 5 sp.
G. Street of the Ancestors
This street of hard-packed red clay is lined by several tall buildings. Small, clay idols line the sides of the street in little niches. These are ancestor idols, and even the most criminal Ophirian leaves them and the offerings made to them alone. Offerings include flowers, small loaves of bread and copper pieces.
48. Bakery: This large, adobe brick bakery is run by Sarah, a mature halfling woman who once lived the life of an adventurer. Sarah is trusting, outspoken and a bit tongue-tied around handsome elves. She runs a bakery and coffee house that is popular with foreigners in Ophir. The ground floor is divided into a bakery (five brick ovens), kitchen and coffee house. Sarah bakes pita bread (and serves it covered in savories on request), loaves of wheat bread and fruit and nut breads daily. She also serves cold meats and cheeses and dark coffee sweetened with honey. She employs several assistants and has two apprentices, both humans. Sarah is very popular in Ophir, especially with sailors, who refer to her as their “Little Mama”. Sarah and her apprentices live above the kitchen. Aside from an ample supply of flour, cheese and other edibles, Sarah keeps 300 gp and 500 ep in a locked iron box in her bedroom.
• Sarah, Halfling Fighting-Woman Lvl 5: HP 29; AC 9 ; Save 12; Chemise, head scarf (all clothing covered in flour), dagger tucked into the ribbon around her waist, short sword in her room.
49. Woodcarver: Muma the woodcarver has a collection of fetishes from the jungles of Cush and most of his business is in carving idols and holy symbols. An old, pot-bellied sinner, Muma has a beautiful young wife called Mara that most believe to be bewitched. The area outside his shop is littered with wood flakes and sawdust, but the inside is very neat. Muma can be found in the center of his shop sharpening his blades or carving an idol, his wife flitting around tidying up or serving him sweet coffee. Muma is very jealous concerning his wife, and usually sends her away when people enter his shop. He and his wife live above the shop in a lavish bedroom (rugs, silk curtains, bronze braziers, a cedar chest of clothing with a false bottom holding 20 gp, 110 sp and a sapphire worth 400 gp). Muma is perceptive and well-spoken, but not to be trusted. He is a devotee of Baal-Zebub, and makes sure that holy symbols carved for the gods of Law are tainted, giving the clerics that use them a -1d4 penalty to rolls made to turn the undead.
52. Excisewoman: Zita is an excise-woman (tax collector). She is youthful, capricious and rash, with the appearance of someone with little taste who has come into money. Zita is a cunning and overconfident tax collector. She is engaged in a little graft, and hoping its not enough to draw the attention of her superiors. Her ultimate plan, when she has enough money, is to buy a merchant galley and leave Ophir forever. Her home has three stories and is constructed of pearly white stones. There are two balconies on the second floor and the front door is constructed of wood and clad in greenish copper. Zita’s treasure (200 gp, a pearl worth 125 gp, a piece of coral worth 115 gp and a panther skin worth 15 gp) is hidden in a leather sack stuffed inside the wall behind her wardrobe. She is usually encountered making her rounds through the city accompanied by 6 to 8 men-at-arms. At night, she can be found carousing and on the hunt for male companionship, favoring the Inn of One Thousand Delights  and the Bloody Bones Tavern  as her hunting grounds.
[Referee Note: When Zita appeared in my campaign, for some strange reason her voice turned out to be that of Dr. Girlfriend from the Venture Brothers. She also seduced the party’s dwarf. Do with this information what you will.]
53. Scribe: Ho’am is a youthful scribe with an imposing height. Cautious and modest, he is a devotee of Lotan and quite wicked. Ho’am employs ten scribes, sending them to work for others or keeping them in the scriptorium to finish more important jobs. The scriptorium consists of a ground floor filled with writing tables and second story living quarters. His desk is adorned with a bone paperweight worth 20 gp. Ho’am has a strained relationship with Lathba the sage. The man is a good customer, but he is patronizing. Ho’am would act against the old man, but he has seen his prowess with a sword.
• Ho’am, Magic-User Lvl 2: HP 5; AC 9 ; Save 16; Special: Magic-user (1st); Dagger, spellbook, writer’s kit, 7 gp.
54. Gambling House: Evil Gladiator 6; braided hair, interrupts others, serious and dull. Mulla, an ex-gladiator with braided hair, runs a gambling house that specializes in “pit fighting”. The building is two-stories tall and made of masonry with a slate roof. The ground floor is dominated by a 20 foot tall cage in which combats occur. The back of the main floor features a long bar stretching from one end of the room to the other. A loft circles the main floor about 10 feet above the ground and leads to offices and Mulla’s apartment. Gladiators enter from a back room seperated from the main floor by a thick, stone wall.
When a fight is imminent, three clarks position themselves around the cage and the challenger is brought into the room and put inside the cage. When the champion enters, the spectators begin placing bets with the clarks. For most fights, the house has a limit of 25 gp on a bet, with odds determined by comparing the XP value of the contestants. Higher bets must be approved by Mulla, who keeps 600 gp on hand for losses. He also owns a scroll of invisibility that he would like to unload on a magic-user capable of paying 300 gp for it.
Contestants cannot wear armor heavier than leather and may not carry weapons larger than a short sword. Contestants can be determined by rolling on the charts below.
• Mulla: Evil Human Gladiator 6, HP 43, AC 16, MV 12, ATK short sword +10 (1d6+5) or spiked gauntlet +8 (1d3+3) or both +6/+4, SA +1 to hit and +2 to damage with unarmed strikes, SV 13, AB Str 18, Dex 14, Con 13, Int 12, Wis 8, Cha 11.
1. Beastman Barbarian, Lvl 1d4+1
2. Human Barbarian, Lvl 1d4+2
3. Elf Swashbuckler, Lvl 1d4+1 (1 in 6 chance of magic-user spells)
4. Mechanical Fighting-Man, Lvl 1d4+1, studded with spikes
5. Dwarf Fighting-Man, Lvl 1d4+2 in gladiator gear
6. Human Fighting-Man, Lvl 1d4+2 in gladiator gear
9. Human Monk, Lvl 1d4+2
• Beastman Barbarian Lvl 3: HD 3d6+12; AC 7 ; Atk 1 axe (1d6+1) or fists (1d2+1); Move 12; Save 13; CL/XP 4/120; Special: Cannot be flanked or back stabbed, fears magic, berserk (+2 to hit and damage, -2 to AC). Wears leather armor and carries hand axe.
• Human Barbarian Lvl 4: HD 4d6+12; AC 7 ; Atk 1 sword (1d6) or fists (1d2); Move 12; Save 11; CL/XP 5/240; Special: Cannot be flanked or back stabbed, fears magic, berserk (+2 to hit and damage, -2 to AC). Carries shield and short sword.
• Elf Swashbuckler Lvl 3: HD 3d6+9; AC 8 ; Atk 1 short sword (1d6) and 1 dagger (1d4); Move 15; Save 12; CL/XP 4/120; Special: Stunning attack 3/day, deflect arrows 1/rd.
• Mechanical Fighting-Man Lvl 3: HD 3d6+6; AC 5 ; Atk 1 flail (1d6+1) or fists (1d3); Move 12; Save 14; CL/XP 3/60; Special: Mechanical man abilities.
• Dwarf Fighting-Man Lvl 4: HD 4d6+8; AC 7 ; Atk 1 short sword (1d6+1) or 1 net (entangle); Move 12; Save 13; CL/XP 4/120; Special: None.
• Human Fighting-Man Lvl 4: HD 4d6+8; AC 5 ; Save 13; Short sword, leather armor, shield.
• Human Monk Lvl 4: HD 4d6+12; AC 7 ; Atk 1 fist (1d6); Move 16; Save 11; CL/XP 5/240; Special: Stunning attack 4/day, deflect missiles 1/rd, harm monsters only harmed by +1 weapons.
• Bugbear: HD 3+1; AC 5 ; Atk 1 bite (2d4) or 1 weapon (1d8+1); Move 9; Save 14; CL/XP 3/60; Special: Surprise on 1-3 on 1d6.
• Ogre: HD 4+1; AC 5 ; Atk 1 weapon (1d10+1); Move 9; Save 13; CL/XP 4/120; Special: None.
• Minotaur: HD 6+4; AC 6 ; Atk 1 head butt (2d4), 1 bite (1d3) and 1 weapon (1d6); Move 12; Save 11; CL/XP 6/400; Special: Never gets lost in mazes.
56. Temple of Shedu: The temple of Shedu is quite old. It resembles a Greek temple, with columns on the outside and an inner sanctum containing a marble and gold idol of Shedu. Behind the inner sanctum are sparse living quarters for the priests. Entrances to the catacombs have been bricked up to prevent entry by the Lotanites and other strange creatures. Unbeknownst to the priests, a bedlam has taken up residence in the catacombs beneath the temple, and it is slowly driving the priests of Shedu mad.
The temple is overseen by Hoda. Hoda is an aging cleric who keeps his grey hair and beard properly oiled and curled. Once a towering figure, he now leans heavily on his staff. He is assisted by Balhad, Ib, Hama, and Saysnah. The temple’s treasure now consists of only 1,000 sp. It is kept in a locked chest protected by a glyph of warding (a thunder clap that deals 6d6 points of damage and deafness for 4d6 hours).
• Hoda, Cleric Lvl 8: HP 42; AC 1 ; 7; Special: Cleric spells (4th); Mace, chainmail +2, shield, holy symbol, potion of healing. Hoda is mature, unkempt, neurotic, inquisitive and antagonistic.
• Acolytes, Adept Lvl 3: HD 3d6; AC 3 ; Save 12; Special: Adept spells (1st); Mace, chainmail, shield, holy symbol. All are trained in the healing arts.
57. Public Baths: The public baths are one of the oldest finest buildings in Ophir. They are built in the Roman style (pillars, painted stone), and consist of a reception chamber, dressing rooms (one for men, one for women), steam rooms (using the old Roman furnace concept), two pools fed by natural springs (no medicinal qualities) and an exercise room (with weights and massage tables). A day at the baths costs 10 gp, paid in the reception area. Massages cost an additional 10 gp. Attendants wait on customers in each chamber. Two guards (sergeants, 15 hit points each, armed with pole arms and short swords) are present in the reception hall and two more guard the owner’s chambers.
Above the reception area are the living chambers of Ubago, the old deviant who operates the baths. He is attended by young men (eunuchs) with shaved heads and bodies who wear only loin cloths. Ubago’s living chambers include a feast hall, a lavish toilet, an office decorated in antiquities dating to the days of the Purple Kings (such antiques are a hobby of Ubago, and people will find him as competent as any sage on matters of the history of the Wyvern Coast) and a large bedchamber. Ubago is a loud man with an aquiline nose. He is madcap and sensual, and sneezes frequently, especially around dwarfs. It is difficult to truly like Ubago, but almost impossible to hate him.
58. Wine Merchant: Saybee is a bald, gap-toothed man who runs an upscale wineshop purchased with funds he earned adventuring (mostly in the Klarkash Mts, a subject he will speak on endlessly). The shop consists of a long counter, behind which stands Saybee with a look of eagerness on his face. He is quick to greet customers and does his best to steer them to a proper wine and vintage. He stocks his shop with bottles and casques of wine from as far away as Lyonesse and Nomo. He sells the local spiced wine, but believes it an inferior product; he’ll even suck his teeth and roll his eyes slightly when a customer insists on it. Saybee is addicted to the black lotus. Because of this, there is always a 15% chance that his shop will be closed while he’s on a “trip”. Saybee lives alone. His treasure consists of 1,500 ep, 300 gp, 10 pp and a oval piece of polished lapis lazuli worth 95 gp that he uses as a focus for meditation.
• Saybee, Psychic Lvl 6: HP 10; AC 9 ; Save 10 (8 vs. mental); Special: Sixth sense, powers –mesmerism, mind thrust and telekinesis. Leather armor, curved long sword scimitar, dagger, crimson sash in which he keeps a packet of black lotus, three darts and 20 gp. Cautious and sympathetic, he touches people while talking to them.
59. Astrologer: Hobeah is a hedonistic and aloof worshiper of Marduk (he has a large, wooden idol in his parlor) and is an émigré from Ishkabibel. He has bronze skin, thinning white hair and a long, sparse, white beard. Hobeah dresses in colorful robes embroidered with images of shooting stars. Hobeah has three wives, Isha, the oldest, being his favorite. His only son, Juba, is his apprentice. Upon entering Hobeah’s shop one finds themselves in a plush parlor with expensive, though worn, mahogany furniture, the aforementioned idol of Marduk and several tapestries depicting astrological events. Beyond the parlor there is a kitchen and dining area. Bedrooms are on the two floors above. The attic has been transformed into an observatory, with a telescope, astrolabe and shutters that open to reveal the night sky. A table here is covered in star charts, and shelves covered with almanacs and books and scrolls on astrology line the walls. An iron chest locked with a superior lock (-3 to open) contains 262 gp. Hobeah is capable of producing star charts at a cost of 50 gp that have a 1 in 6 chance of simulating a scroll of augury in its overall effect (i.e. it contains knowledge that a person can later use to make a tough decision).
Level: 2 (cleric)
An augury can tell you whether a particular action will bring good or bad results for you in the immediate future. The base chance for receiving a meaningful reply is 70% + 1% per level, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results: Weal (if the action will probably bring good results), Woe (for bad results), Weal and woe (for both) or Nothing (for actions that don’t have especially good or bad results). If the spell fails, you get the “nothing” result. A cleric who gets the “nothing” result has no way to tell whether it was the consequence of a failed or successful augury. The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same dice result as the first casting.
60. Den of Thieves: This is a four-story, nondescript building of adobe. The doors and windows are always kept locked, and one might spot a shadowy figure on the roof from time to time. The first floor is a maze of corridors, dead ends, secret doors and lethal traps. The second floor is a crawlspace of trapped vaults containing the thieves’ treasure as well as supplies of water, iron rations, rope, torches and weapons. The third floor contains living quarters for the lesser thieves and training rooms, and the fourth floor has larger living quarters for the superiors.
The den houses eight footpads, including a gnome and halfling. The leader of the thieves is called Katya. Her lieutenant is Bors Turmudgeon, an immigrant from Lyonesse, and her sub-lieutenant is Kaffa. Ketta’s den of thieves is co-operative with Zargo’s assassins, but opposed by those merchants that do not deal in slaves.
The guild’s treasure consists of 11,000 sp, 5,000 ep, 1,000 gp, 100 pp, a jasper worth 6 gp, a +2 lance of polished oak with a steel head chased in silver runes and a recently heisted cargo of 100 coconuts that are worth 10 gp/coconut.
• Katya, Thief Lvl 10: HP 35; AC 5 ; Save 5; Special: Back stab for quadruple damage; Leather armor +1, brown robes with many pockets, short sword, three darts with silver tips, earrings worth 700 gp, jeweled dagger worth 900 gp, vial of acid, burglars’ tools.
• Bors, Thief Lvl 4: HP 12; AC 7 ; Save 11; Special: Back stab for double damage; Leather armor, short sword, dagger, burglars’ tools, 7 gp, polished quartz pebble that can be used as a magnifying glass.
• Kaffa, Thief Lvl 3: HP 9; AC 7 ; Save 12; Special: Back stab four double damage; Leather armor, daggers (3), burglars’ tools, 12 gp. Kaffa fancies himself a contender for guild leadership and Katya’s bed. She finds him an insufferable ass, but keeps him around as a potential fall guy should things ever go wrong. His presence in the guild also keeps Bors on his toes.
• Footpad: HD 2d6; AC 7 ; Atk 1 weapon (1d6); Move 12; Save 13; CL/XP 3/60; Special: Back stab for double damage. Have short sword, light crossbow, leather armor, burglars’ tools, 2d6 gp.