Venatia – Porpoises and the Eye of Ra

Final 6 preview locales for the southeast map. Starting next week – the northeast map.

6831 Wrecked Galleass: A long galleass, its sides covered in thin plates of bronze, lies wrecked upon a small rocky island. Close inspection will reveal two interesting facts. The first is that the island appears to be a column of basalt that was raised from the ocean floor. The second fact is revealed by a visit to the ship. Below decks, the oars are attached to bronze spheres. The sphere have two L-shaped pipes sticking from them on opposite sides and pointing in opposite directions. They appear to contain brackish water. Beneath each sphere is what appears to be a brass torch, but is actually a pipe. The lowest deck contains dozens of glass tanks, each attached to the torches above. Most of the tanks have been broken, but one contains a small, dead salamander, now reduced to the appearance of charcoal. The salamander deck appears to have burned extensively, for the air here is acrid and the walls are pitted and scarred. Two chuul lurk in the lowest deck, hiding in the shadows and eager to make a fresh kill.

The upper deck is still intact, except for the masts (felled and now gone). The captain’s cabin has been trashed, but one might find fragments of charts and schematics. The captain’s head and entrails have been nailed to a door which leads to his sleeping chamber, now occupied by a massive chuul that appears to be waiting for someone to foolishly open the door. Each chuul on the ship has a golden amulet on a chain around its neck. The amulets are almost impossible to remove. One minute after death, the chuul and anything it is touching will be teleported (via the power of the amulets) to the tower of Ingostos in [7047].

• Chuul: HD 11+2 (76, 68, 58 hp); AC 0 [19]; Atk 2 claw (2d6); Move 12 (Swim 9); Save 4; CL/XP 15/2900; Special: Amphibious, constrict, immune to poison, paralysis.

6934 Playful Porpoises: A pod of six porpoises (treat as dolphins) resides in these waters. Folk in need of rescue will invariably encounter these creatures, who know a great deal about the surrounding seas and will be happy to communicate (via a speak with animals spell) with folk they deem worthy. They will specifically warn people away from [6926], [6938] and [6831].

7250 Chasm: The western portion of this hex has been rent apart into a yawning chasm, some 400 feet deep and 3 miles long. Sand pours into the chasm constantly, and the chasm’s floor is covered in over 100 feet of sand, and acts as quicksand. The chasm was created during an especially vicious confrontation between two deities, and still bears the scars of their deific combat in the form of random magical effects. Each hour adventurers spend in or near the chasm, roll 1d6. On an even roll, generate a random effect (1d6 for level, and then the most appropriate dice for the spell) from the cleric spell list. On an odd roll, use the magic-user spell list, rolling 1d8 to determine level. The spell’s will always target one (or all) of the adventurers.

7428 Fractured Deity: Nine monstrous trilobites have attached themselves to the fractured head of what must have been a massive statue, well over 200 feet tall. The face is in the ancient Egyptian style, and is carved from a solid block of obsidian and is approximately 10 feet in diameter. Should human flesh come into contact with the stone head, they will feel that it is warm and it will send a tingle through their arm and up their spine. Prolonged contact will put one in contact with a voice from beyond, per the Contact Other Plane spell. These communications carry with them the chance of possession by an alien mind that knows only hunger (saving throw to avoid).

• Monstrous Trilobite: HD 4 (21, 20, 19, 19, 19, 17, 17, 17, 15 hp); AC 2 [17]; Atk 1 bite (1d4); Move 12 (Swim 24, Climb 3); Save 13; CL/XP 4/120; Special: Dissolve wood, glue.

7635 The Eye of Ra: The waters in this hex churn and eventually begin moving counterclockwise, drawing ships toward the center of the hex. This region is nicknamed the Eye of Ra. Ships drawn to the center of the Eye are dashed against the rocky island and destroyed. The noble families of Ibis, however, are privy to the Eye’s secret. By playing a secret tune on a reed flute, the Eye opens, the rocky island disappearing and a portal to the Astral Plane taking its place. This portal allows the merchant princes of Ibis to venture into the cosmic gulph, visiting far flung worlds and returning with their exotic cargoes. Few merchant princes ever dare venture into the Eye, for few know how to navigate the Astral Sea and return.

7736 Coral Battlements: What appear to be the crenelations of ancient battlements rise from the sea bottom’s silt in this hex. The battlements are ancient and worn, and are in the process of becoming a coral reef. Beneath the coral, one can still make out the shapes of five hunched statues. The gargoyles are really kapoacinths, aquatic gargoyles, and the reef is their lair. Their treasure, hidden in a hollow, consists of 500 ep, 1,000 gp, 10 pp, a pearl worth 5 gp and a brass icon of Sabazios worth 450 gp.

• Kapoacinth: HD 4 (23, 22, 19, 18, 14 hp); AC 5 [14]; Atk 2 claws (1d3), 1 bite (1d4), 1 horn (1d6); Move 9 (Swim 15); Save 13; CL/XP 5/240; Special: None.

On Venatia – Saint Arachne

Six more sites for the Southeast map – two more installments to go before I begin on the Northeast map.

4348 Fish Men: A community of 112 locathah dwell in a submerged castle. They ride giant eels into battle and carry barbed spears or heavy crossbows or tridents and nets. The locathah are known for their paralyzing poisons, which they harvest from the sea urchins that cover their castle. They are led by Lord Kigl’lot and his bodyguard of twelve elite warriors. The castle is further protected by 11 cave eels and a giant jellyfish. The cave eels live in the catacombs that run underneath the castle and hold Kigl’lot’s vault of treasure. The vault contains 6,100 gp and 110 pp.

• Kigl’lot, Locathah Fighting-Fish Lvl 4: HP 24; AC 4 [15]; Save 13; Shagreen armor, poisoned trident, shield.

• Elites, Fighting-Fish Lvl 3: HD 3d6+6; AC 5 [14]; Save 14; Shagreen armor, poisoned trident, shield.

• Locathah: HD 2; AC 6 [13]; Atk 1 weapon (1d8); Move 12; Save 16; CL/XP 2/30; Special: None.

4431 Abbey of St. Arachne: This abbey is dedicated to Arachne, a mortal weaver possessing such magnificent skill at her art that she challenged the goddess Minerva and was eventually punished for her hubris. Nevertheless, she has become a patron saint of weavers and dyers and a minor figure in the cult of Minerva. The hillsides surrounding the abbey are grazed on by sheep with especially fine, strong wool. The nuns of the abbey use this wool to produce spectacular tapestries which are valued throughout the Motherlands and a variety of magical vestments.

The abbey itself is situated on a rocky hill overlooking a valley of rolling hills. The abbey is a shell keep, two stories tall, containing workshops, storage areas (mostly bundles of wool (5 tons, worth 20 gp per ton) and dyes of many colors (100 lb each of yellow, red, blue and green, worth about 5 sp per pound), combs, spindles, etc) living quarters for the nuns and their officers, an armory, and vaults carved into the granite hill where the true treasure of the monastery, dozens of enchanted spiders who do the real weaving of the abbey, are kept.

At the foot of the abbey hill there is a village of 30 thatched longhouses surrounded by a stone wall with a moat and three towers. The village is built against the abbey hill, with the town hall constructed right against the wall and offering access through a secret door to the tunnels and vaults carved into the hill. One can also access the abbey from the village by a system of stairs, some wooden and some carved into the living rock. The villager is defended by five men-at-arms in embroidered +1 tunics carrying shields, spears and light crossbows.

Abbey and village are ruled by Xanah, a small, radiant woman who wears sepia robes covered in magnificent embroidery depicting scenes from the life of St. Arachne (worth 200 gp). Xanah has guileless green eyes and fine, white hair in an elegant chignon. Her order is sworn to a vow of silence, and she will not break this vow. She is assisted by ten nuns. Hidden in the vaults beneath the abbey is her former lover, Brear, who has been turned into a drider and now stalks the dark corridor struck with madness. While Xarah has forsworn her love for him, she still does her best to hide and protect him, despite his occasional attacks on the villagers.

The abbey’s treasure consists of 10,000 cp and 4,100 gp and is kept behind a locked door in the subterranean vaults.

• Xanah, Cleric Level 9: HP 30; AC 1 [18]; Save 6 (5 with cloak); Special: Spells (4th); Platemail, shield, mace, cloak of resistance (+1 to saving throws), holy symbol.

• Brear, Drider: HD 7 (30 hp); AC 3 [16]; Atk 1 weapon (1d8); Move 18; Save 9; CL/XP 9/1100; Special: Spells, magical abilities.

4433 Ancient Donjon: An ancient, crumbling donjon stands atop a hill, overgrown with pine trees that are gradually tearing the place down. An obscured trap door allows access into the dungeon, which currently houses two hungry ghosts.

• Hungry Ghost: HD 1+1; AC 9 [10]; Atk 1 claw (1d4); Move 12; Save 17; CL/XP 3/60; Special: Phantasmal force, invisibility, suffer double damage from cold and fire.

4436 Ancient Computer: An ancient analog computer has been tucked into a small niche in the rocks and hidden by a few pine boughs, now dry as kindling. The computer looks like a large, wooden chest filled with gears and covered with dials on the outside and a crystal sphere on which is etched a map of the world. By turning the dials to match astronomical observations, the sphere turns to show one their location on NOD. Alas, the map is a bit inaccurate, ignoring the existence of the antipodes and misjudging by 1,000 miles the western extent of Antilia. Operating the device requires a check against intelligence, with magic-users modifying their roll by 1 and scientists by 2.

4450 Whirlpool: This hex is almost filled by an enormous whirlpool that will almost certainly drag ships down to be dashed against the rocks. The whirlpool is caused by a glowing sword piercing the sea floor. The short sword, constructed in the ancient Greek style, was placed there by Neptunus for any hero brave and cunning enough to claim it. The sword is a +2 weapon that allows its wielder to breath underwater and swim as swiftly as a dolphin (Move 24). In addition, sea creatures must pass a saving throw to threaten or attack the wielder (unless he attacks first).

4531 Ancient Road: An elevated stone road goes from this hex to [6026], following the curve of the evergreen belt. In hexes [5434] and [5534] is follows along the banks of the lake. The road is of Nomo construction, and was meant to move troops swiftly into the Golden Coast region for an invasion that never took place. Every six miles (i.e. in each hex) there is a statue of Mercurius consisting of a 5-ft tall pillar of porphyry topped by a sculpture of the deity’s head. Where the road is near settlements, it is lined with cenotaphs, tombs and crypts.

On Venatia – Kelp Fortress and Ooze City

Six more sights to entice and delight (at least, that’s the plan).

4240 Sea Serpent: A briny sea serpent hunts along the coast in this hex. Wrecked ships along the bottom contain 10,000 cp, 5,000 ep, 1,000 gp, 100 pp, a silver stud worth 1,050 gp and a porcelain bowl from the Imperial potter of the court of the Jade Empress of Mu-Pan worth 1,250 gp.

• Briny Sea Serpent: HD 8; AC 2 [17]; Atk 1 bite (3d6 + poison); Move 15; Save 8; CL/XP 11/1700; Special: Acid breath, poison.

4246 Kelp Forest: A forest of long, thick strands of kelp covers the floor of this hex and those surrounding it. Living among the seaweed are dryad-like kelpies, playful and beautiful, but ultimately luring people to their doom. Hidden by the strands of kelp is a massive stone head depicting Okeanus, the titanic ruler of the sea. The head radiates powerful magic, but does not seem to actually do anything. If any remotely hostile act is perpetrated on the head, however, it rises from the ground on the body of a stone golem. Inside the stone head is a fist-sized ruby worth 20,000 gp.

• Kelpie: HD 5; AC 2 [17]; Atk 1 grapple; Move 9 (Swim 12); Save 12; CL/XP 6/400; Special: Charm, drown.

• Stone Golem: HD 15 (60hp); AC 5 [14]; Atk 1 fist (3d8); Move 6; Save 3; CL/XP 16/3200; Special: +1 or better magic weapon to hit, immune to most magic.

4250 City of Oozes: A large city that looks like a maze of excavated canyons lies on the bottom of the sea. This city, its name now lost in the mists of time, was once home to a large colony of elder things. It is now home to 10,000 (more or less, they keep merging and splitting) oozes of every imaginable description – gelatinous cubes, black puddings, jellies of every unappetizing color known to man, slithering trackers and protoplasms as yet undiscovered.

The maze-like canyons of the city are lit by softly glowing irradium globes (treat as continual light spells). Hundreds of complexes, small and large, are cut into the walls of the canyons. Some of these complexes contain air pockets, but most do not. The outermost complexes mostly contain simple, though strange, domestic items and tools. Closer to the center of the city there are libraries, laboratories and a few crypts and command posts of the elder things. At the center of the city there is the large citadel now turned into a massive temple of The Faceless Lord tended by a “priesthood” of gibbering mouthers and an elder black pudding, the city’s “king”.

• Elder Black Pudding: HD 20 (103 hp); AC 8 [11]; Atk 3 pseudopods (4d8); Move 6; Save 3; CL/XP 21/4700; Special: Acidic surface, immune to cold, divides when hit by lightning.

4333 Hawktoad Acres: Five hawktoads lair in the treetops in this hex, streaking down from above to attack travelers and snatch any shiny objects (especially holy symbols) and then flee into the woods. If their wattle-and-daub nest can be found (a tricky task indeed), it contains a 135 gp pearl, 3 gp rock crystal, 155 gp rose quartz, a bronze statue of a dancing satyr worth 500 gp and five silver holy symbols worth 30 gp each.

• Hawktoad: HD 2 (9, 7, 7, 6, 4 hp); AC 7 [12]; Atk 2 claws (1d2), tongue (strangles); Move 3 (Fly 12); Save 16; CL/XP 3/60; Special: Strangling tongue (constitution check or fall unconscious).

4336 Magnar: Magnar is a farming village of 500 lanky peasants living in houses thatched from pine branches and needles. The village is surrounded by an earthen rampart set with wooden spikes and has three wooden guard towers. The villagers get their water from a number of quick-flowing streams around the village. The men of Magnar have light, peach skin and hair that ranges from red to blond. The women of Magnar are known for the complex knot patterns they weave into their hair and their large, brown eyes – referred to poetically as “cow eyes”. They have fairly plain faces with button noses. The peasants dress in tunics and hose of white, yellow and green, and they wear green skullcaps made from felt. The 25 men-at-arms of the village wear ring armor and carry long bows and spears. Their two sergeants, Gaela and Svana, wear chainmail hauberks and are similarly armed.

The village is ruled by the Baroness Tatya, a pudgy, friendly woman with a club foot. Tatya is protective of her people and kind to them, but is nevertheless strict about maintaining the feudal hierarchy. Her husband is a lanky wastrel named Fynedo who can pluck a fine tune on the harp but is otherwise useless. She has three children, the eldest being an easy-going young man named Olinus who dresses in blue and has gray-blue eyes and a disarming smile. The middle child is a dumpy little princess named Madie. The youngest, only five, is thin, meek girl called Tariel.

Magnar is a calm, pleasant village on the surface, but most visitors feel a certain unease with the villagers and the ruling family. They seem a bit too calm and detached from the world, as though they are only going through the motions. In late autumn, the villagers hang blue lanterns in the trees and light blue candles in their windows to welcome the spirits of their ancestors, who visit the village on that night in the form of forest animals. These animals are invited into homes and treated as honored guests.

4344 Shark Hunting Ground: Five great white sharks hunt in this hex. They shadow ships moving through in hopes of someone walking the plank.

• Large Shark (8HD): HD 8 (38, 37, 34, 32, 30 hp); AC 6 [13]; Atk 1 bite (1d8+4); Move 0 (swim 24); Save 8; CL/XP 8/800; Special: Feeding frenzy.

Wyvern Coast – Shameful Sons, Feeding Frenzies and Demonic Springs

Twenty-seven more sites to explore in the southwest part of the Wyvern Coast map.

0132 Makronissos: Although King Philostos was a noble triton, his unruly sons were a shame to the entire kingdom. As each came of age, the king dutifully granted them leave to construct a fortress and attract whatever followers would have them. Naturally, Philostomes, the eldest, chose to stay by his father’s side, and it is he who now wisely rules Nimos in [0631]. His brother Mathian is the quarrelsome lord of Makronissos, while the youngest, Sthenelaus, lusty rascal that he is, rules Fleves in [0231]. The three rarely have anything to do with one another, though Mathian and Sthenelaus delight in outdoing their older brother and foiling the plans of the other.

Prince Mathian’s fortress is a three-story shell keep constructed from marble blocks on a trefoil pattern, the courtyards topped by onion-shaped domes of glassy-steel. The keep is surrounded by the homes of his fighting-men and women. These homes are constructed of marble blocks, resembling the courtyard homes of the ancient Romans. Makronissos is home to 99 triton warriors, 82 females and 110 young. Prince Mathian, in a fit of madness, constructed a basalt temple to Oceanus, Titan of the Sea. The temple is overseen by Marta with the help of four assistants. The household is overseen by Erigone, Mathian’s wife and a sorceress in her own right. Mathian’s nine household knights, who ride sea horses into battle, can be identified by the deep crimson kelp they wear as sashes. All of the howling warriors of Makronissos carry tridents and shields. They glory in battle. Prince Mathian himself rides in a bronze chariot pulled by seven sea cats. The treasury of Makronissos lies in a pit beneath a heavy stone slab that takes six tritons to lift. It contains 20,000 sp, 29,000 gp, 500 pp and five amphorae of fine wine.

  • Prince Mathian, Triton Fighting-Man Lvl 9: HP 52; AC 4 [15]; Save 8; Special: Magic resistance 90%; Shield, trident.
  • Marta, Triton Cleric Lvl 10: HP 40; AC 5 [14]; Save 5; Special: Cleric spells (5th), banish undead, magic resistance 90%; Shield, trident, holy symbol (gold conch).
  • Assistant Clerics, Lvl 3: HD 3d6+3; AC 5 [14]; Save 12; Special: Cleric spells (1st), banish undead, magic resistance 90%; Shield, trident (silver conch).
  • Erigone, Triton Magic-User Lvl 8: HP 19; AC 6 [13]; Save 8; Special: Magic-user spells (4th), magic resistance 90%; Silver dagger, grimoire.
  • Household Knights: HD 6; AC 5 [14]; Atk 1 trident (1d8+1); Move 1 (Swim 18); Save 11; CL/XP 7/600; Special: Magic resistance 90%.

0134 Expensive Rubble: A large mound of marble blocks rests here, the remnants of construction by the tritons in [0233] and [0631].

0231 Fleves: Fleves is the stronghold of Sthenelaus, brother and rival of Mathian [0132] and Philostomes [0631]. Sthenelaus is wild and unruly, with a massive appetite for war, women and song. His cadre of retainers are nine devotees of Bacchus. Fleves itself is a coral feasting hall capable of holding Sthenelaus, his retainers, his court druid, Helle, and magician, Talthybios, and his 292 followers (93 males, 94 females and 105 young). The hall’s ceiling is covered in beaten bronze and hangs 40 feet above the floor. The tables, benches and chairs are the remnants of a century’s worth of shipwrecks. The walls are lined with trophies and weapons – the warriors of Fleves prefer barbed spears, bucklers and hoplite-style helms. The tables are always loaded down with the harvest of the sea, including stoppered stone crocks of wine. At one end of the hall is a massive marble idol of Bacchus. Heaped around the statue is the treasure of Fleves: 10,000 sp, 5,500 ep, 17,000 gp, 1,020 pp, an aquamarine (450 gp) and a jasper (6 gp). The idol is guarded by Helle’s four assistants at all time. The feast hall is surrounded by a thick forrest of kelp prowled by twelve sea cats trained to ignore the tritons of Fleves, but to attack anyone else on sight. Sthenelaus goes into battle in a chariot drawn by six hippocampi. His maenads ride hippocampi as well, their green hair tied into long braids, their arms bearing ritual scarification.

  • Sthenelaus, Triton Fighting-Man (Barbarian) Lvl 9: HP 50; AC 4 [15]; Save 8; Special: Magic resistance 90%; Buckler, helm, barbed spear.
  • Maenads, Triton Fighting-Women (Barbarians) Lvl 6: HD 6d6+12; AC 4 [15]; Save 11; Special: Magic resistance 90%; Barbed spear, net.
  • Helles, Triton Cleric (Druid) Lvl 11: HP 41; AC 4 [15]; Save 4; Special: Cleric (Druid) spells (5th), magic resistance 90%; Barbed spear, shield, helm, holy symbol (gold vines, worn around neck).
  • Helles’ Assistants (4), Triton Clerics (Druids) Lvl 3: HD 3d6+3; AC 4 [15]; Save 12; Special: Cleric (Druid) spells (1st), magic resistance 90%; Barbed spear, shield, helm, holy symbol (silver vines, worn around neck).
  • Talthybios, Triton Magic-User Lvl 8: HP 18; AC 5 [14]; Save 8; Special: Magic-user spells (4th), magic resistance 90%; Silver dagger, grimoire.

0233 Tomb of King Philostos: As mentioned in [0132], King Philostos is dead, killed three centuries ago in battle with the sahuagin. In his honor, his sons, putting aside their rivalry, constructed a fabulous tomb for their father. The tomb is built of marble and stands 20-ft wide, 20-ft deep and 20-ft tall. Atop the tomb is a 20-ft tall bronze statue of Philostos. The tomb is surrounded by false columns carved onto 5-ft thick walls. The interior of the tomb is dry, and actually cannot be entered by water under any means. At the center of the tomb chamber is a gold-plated sarcophagus suspended from the ceiling by bronze chains over a pit of charcoal. The walls are covered in bright mosaics depicting the life, death, funeral and ascension of King Philostos.

A captive fire elemental called Horogule guards the tomb. He dwells in the fire pit, but copper piping allows him to move rapidly throughout the tomb chamber. His access to the chamber can be closed by depressing the right eye of the images of Philostos in the chamber murals. He is depicted four times, once on each wall. By depressing the right eyes on the images, the fire pit and pipes are sealed, trapping the fire elemental. There are two clues to this course of action; the first is a charred skeleton by one wall reaching toward the image of Philostos. The other is that the bas-relief of Philostos on his sarcophagus has his right hand over his right eye and his left hand grasping a trident that is impaling a fire-breathing dragon.

The tomb treasure is concealed in four floor spaces. Above each of these spaces there is a trap in the form of a crescent axe that falls from the ceiling, splitting would-be thieves in two (attacks as a 6 HD monster, 2d6 damage). The floor spaces contain 10,000 sp, 5,100 gp and a bronze figurine of Neptunus (500 gp).

  • Horogule: HD 16 (43 hp); AC 2 [17]; Atk 1 strike (3d6); Move 12; Save 3; CL/XP 17/3400; Special: Ignite materials.

0631 Nimos: Nimos is the stronghold of Philostomes, the eldest and favored son of King Philostos. Nimos now rules Nimos and its 118 triton warriors, 93 females and 108 young. He is advised by his aged mother, Diomede, a priestess of Amphitrite. Philostomes is philosopher, poet and warrior. His army is well drilled and schooled in the concepts of chivalry. His personal guard consists of eight knightly warriors led by Aristonike, a chaste paladin and Philostomes’ ideal of beauty. Nimos is a marble citadel atop a sea mount. It is built in the ancient Greek style, and within its thick walls there is a fortified palace, a temple of Neptunus and Amphitrite and stables for the prince’s twenty hippocampi. Beneath the sea mount there is a dungeon protected by roving sea cats and cunning traps. The dungeon’s only resident is the undying eye of a wicked sea titan, killed a milennia ago by King Philostos. A vault in the citadel holds 21,000 sp, 5,500 ep, 27,500 gp, 500 pp, a spinel (7,000 gp), a zircon (10 gp)

  • Philostomes, Triton Fighting-Man (Bard) Lvl 9: HP 45; AC 2 [17]; Save 8; Special: Magic resistance 90%; Helm, scale armor, shield, trident, silver dagger, golden horn, gauntlets of dexterity.
  • Aristonike, Triton Fighting-Woman (Paladin) Lvl 8: HP 34; AC 2 [17]; Save 9; Special: Magic resistance 90%; Helm, scale armor, shield, trident, holy symbol (silver conch), potion of healing.
  • Knights of Nimos, Triton Fighting-Men Lvl 6: HP 6d6+12; AC 3 [16]; Save 11; Special: Magic resistance 90%; Helm, scale armor, shield, trident.
  • Diomede, Triton Cleric (Druid) Lvl 11: HP 44; AC 4 [15]; Save 4; Special: Cleric (Druid) spells (Lvl 5th), magic resistance 90%; Helm, shield, trident, holy symbol (gold image of Amphitrite).
  • Diomede’s Priestesses, Triton Cleric (Druid) Lvl 4: HD 4d6+4; AC 4 [15]; Save 10; Special: Cleric (Druid) spells (2nd), magic resistance 90%; Helm, shield, trident, holy symbol (silver image of Amphitrite).

0640 Eador: Eador is a lair of 345 gnome artisans, 114 gnomewives and 64 gnomelings. They dwell in burrows beneath the roots of a large, gnarled oak tree. The gnomes of Eador produce delicate images in stained glass for trade, most of their contact coming via traders from Ophir or clerics interested in decorating their monasteries. Their work can be seen hanging from the branches of their tree and also lodged between gnarled roots, illuminating some of the burrows beneath. The gnome-king of Eador is Kermid. Kermid’s honor guard is composed of six level 3 fighting-gnomes. The community is also served by a cantankerous druid named Thumbar and his three level 2 assistants. The gnomes keep a flock of sixteen giant ravens as guard animals and messengers. Deep in their burrows, the gnomes keep 2,000 sp, 10,100 gp, 110 pp a matching pair of electrum clasps, each set with 11 tiny topazs (35 gp) and 1,000 gp worth of stained glass.

  • Gnome: HD 1d6; AC 4 [15]; Atk 1 weapon (1d6); Move 9; Save 17; CL/XP 1/15; Special: Simple illusions, +4 AC vs. giant creatures.
  • Kermid, Fighting-Gnome Lvl 5: HP 28; AC 2 [17]; Save 12; Light mace, platemail.
  • Honor Guard, Fighting-Gnome Lvl 3: HD 3d6+6; AC 3 [16]; Save 14; Hand axe, chainmail, shield, crossbow.
  • Thumbar, Gnome Cleric (Druid) Lvl 6: HP 30; AC 6 [13]; Save 9; Special: Cleric (druid) spells (3rd); Club, leather armor, shield, holy symbol (wreath of oak leaves).
  • Thumbar’s Assistants, Lvl 2: HD 2d6+2; AC 6 [13]; Save 15; Special: Cleric (druid) spells (1st); Club, leather armor, shield.
  • Giant Raven: HD 3; AC 5 [14]; Atk 1 bite (1d8); Move 2 (Fly 30); Save 14; CL/XP 4/240; Special: None.

0745 Morix: Morix is a relatively new dwarf stronghold built into the mountains. It is inhabited by 360 dwarfs with 135 females and 55 dwarflings. The dwarfs mine tin (about 20,000 gp worth a month), trading it to Ophir for iron and gold. Morix is ruled by King Okolast and Queen Maiu. Okolasts housecarls are six level 3 fighter/clerics. He is assisted in times of battle by two level 2 sergeants. The entrance to Morix is located 60 feet above the ground in the side of a mountain, with supplies being lowered and raised via pulleys and stout ropes. The dwarfs also maintain two escape tunnels that emerge well away from the entrance and can only be opened from the inside. The halls of Morix are patrolled by seven brown bears. Okolast’s main hall has a vaulted ceiling supported by massive pillars engrave with the name of every dwarf from his clan lost when they were forced to quit the Bleeding Mountains across the sea. His throne is cast from bronze and decorated with goblin skulls. The dwarfs of Morix maintain a dozen forges and a multiple shrines to Volcanus, whom they call Weyland. Their heavily trapped vaults contain 10,000 cp, 10,500 ep, 2,500 gp, 1,100 pp, a cymophane worth 40 gp and jewelry worth 30 gp. They generally have 60 tin ingots (5 lb each, worth 15 gp each) on hand and 15 barrels (60 gp each) of slightly sour wine (as dwarfs prefer it that way).

  • Dwarf: HD 1; AC 4 [15]; Atk 1 weapon (1d8); Move 6; Save 17; CL/XP 1/15; Special: Detect attributes of stonework.
  • Okolast, Dwarf Fighter/Cleric Lvl 5: HP 24; AC 1 [18]; Save 10; Special: Cleric spells (2nd); Platemail, shield, military pick, dagger.
  • Housecarls, Dwarf Fighter/Clerics Lvl 3: HD 3d6+6; AC 1 [18]; Save 14; Platemail, shield, hand axe, dagger, crossbow.
  • Sergeants, Dwarf Fighting-Men Lvl 2: HD 2d6+4; AC 3 [16]; Save 15; Chainmail, shield, hand axe, dagger, crossbow.
  • Brown Bear: HD 4+1; AC 7 [12]; Atk 2 claws (1d3), 1 bite (1d6); Move 9; Save 13; CL/XP 4/120; Special: Hug (+1d8 damage if hits with both claws).

0833 Exiled Merrow: A band of ten exiled merrows have taken residence in a dilapidated keep choked with barnacles. The merrows have no mermaids in their harem and are taking their humiliation out on anything that passes by. They are lead by an especially large and stupid male called Kthuk. The merrows are armed with thick spears and nets. Their treasure consists of 500 ep, 400 gp, a rose quartz (165 gp) and a silver statuette of entwined mermaids (7,000 gp).

  • Kthuk: HD 6 (26 hp); AC 4 [15]; Atk 1 weapon (1d10+3); Move 9 (Swim 9); Save 11; CL/XP 6/400; Special: None.

0930 Feeding Frenzy: A merchant galley recently slipped under the waves, victim of a tusked whale. It carried with it over 100 chained slave rowers, whose corpses are now at the center of a feeding frenzy of thirty lacedons and twenty sharks. The lacedons look like water-logged corpses with feral faces. From the tattered clothing they wear, it is obvious that most are former corsairs and sailors. At the center of the lacedons is a female with stringy, black hair, grey skin and wearing the remnants of a silk gown. Bards may be able to identify her as Ivada, Lady of Comiar in the territory of Ophir, lost at sea six months ago. Her return in a more civilized state could be worth a 200 gp reward from her father, as she was his last heir. Amidst the ship’s wreckage one could salvage 75 gp worth of cedar lumber, hides and skins worth 250 gp, an amphorae of spiced wine (40 gp), 60 gold ingots (1 lb each, 100 gp each) and a collection of marble statuary (2,500 gp) intended for the home of a wealthy merchant of Antigoon.

  • Lacedon: HD 2; AC 6 [13]; Atk 2 claws (1d3), 1 bite (1d4); Move 9; Save 16; CL/XP 3/60; Special: Immunities, paralyzing touch.
  • Shark: HD 5; AC 6 [13]; Atk 1 bite (1d6+2); Move 0 (Swim 24); Save 12; CL/XP 5/240; Special: Feeding frenzy.

0933 Zorix: Zorix is a small, rocky island with several sandy beaches. The center of the island is dominated by a craggy upland, from which flow two streams marked by many waterfalls. One flows to the northern shore of the island, the other to the western shore. The upland has many caves, and most show signs of visitation. One has seen more visitation than the others, and contains a crude, blood-stained stone altar and many black candle nubs. Just beyond the altar the cave floor drops away suddenly; thirty feet below is a grotto. The grotto is filled with icy, cold water. The ceiling is marked with dozens of reddish-orange stalagtites and the floor of the lagoon with similar stalagmites. Hidden among the stalagtites are a dozen piercers. The waters of the lagoon hide a submerged, 20-ft long tunnel that emerges in a large vault. This vault measures forty feet in circumference. The periphery is submerged in icy water, while the center rises above the water in a 20-ft tall black pillar. This pillar is actually Zorix, a massive, demonic roper, believed by cultists from Ophir to be the spawn of Baalzebul and one of his avatars on Nod. They are correct in this assumption, and any aggression committed on Zorix will be noted by the Lord of Flies. A century of offerings to Zorix now lie in the water around his dais and amount to 20,000 cp, 5,500 ep, 1,200 gp, 510 pp, a bronze kyton (100 gp) that once held blood wine.

  • Piercers: HD 1; AC 3 [16]; Atk 1 slam (1d6); Move 3 (Climb 3); Save 17; CL/XP 2/30; Special: A piercer scores 2d6 damage on the roll of a natural 20 to hit, the piercer’s belly is coated with acid that deals 1d6 damage to exposed flesh.
  • Zorix: HD 12 (51 hp); AC 0 [19]; Atk 1 tentacle (weakness), 1 bite (2d10); Move 3; Save 3; CL/XP 17/3500; Special: Tentacles grab and cause weakness (save or lose half strength points), smite good once per day (+12 damage to good creature), cleric spells (one per level, up to 9th), immune to poison, half damage from acid, fire and lightning, magic resistance 25%, only harmed by magic weapons.

[Because the 12-year-old in me still likes piercers and wants desperately for them to finally work!]

0936 Tomb of Clever Eksirossa: Eksirossa was, in her day, the greatest thief to have ever pilfered a vault in Ophir, a city-state noted for its thieves. Her tomb was constructed to her special design by a band of duergar who took her right hand and the jewels on her fingers as payment. The tomb is constructed in a cave overlooking the sea. The cave is filled with twenty feet of water at high tide and about 5 feet of water at low tide. The cave’s ceiling is 35 feet above the floor, thus 15 feet above the water surface at high tide and 30 feet above the water’s surface at low tide. Hanging from the ceiling by a thick, iron chain is a bronze sphere 13 feet in diameter. The sphere is hollow, the skin being 3’ thick. The ball has three obvious, circular portals. None of these portals are trapped, per se, but all are dangerous.

The first two portals are located on the upper surface of the globe. Either requires a master thief to overcome its locks. When one is opened, it reveals inky darkness within the globe. This is a portable hole that sends anyone entering into a cramped, empty space several miles away. This space contains a coffer corpse and a treasure of 500 silver-plated lead coins (worth about 1 gp, but weigh 1,000 lb).

  • Coffer Corpse: HD 2+2 (16 hp); AC 7 [12]; Atk 1 fist (1d6); Move 9; Save 16; CL/XP 4/120; Special: Only harmed by magic weapons (though weapons appear to do damage), false death (if “killed” with normal weapons, will fall and then rise again, causing fear), choking (those hit by fist must save or be choked for 1d6 damage per round).

The second portal is much as the first, but leads to a slick tunnel-slide into a cavern filled almost entirely with bubbling magma. In the center of the cavern there is, atop a basalt dais, a pile of gold coins. Suspended from the ceiling of the magma cavern and leading from the entrance to the dais are nine rings suspended from chains. The second, fourth, sixth and ninth rings wil collapse if any weight is placed on them, the others will hold up to 200 pounds before collapsing. The pile of treasure on the dais is a treacherous treasure. The coinage on its surface amounts to 1,100 gp and 500 ep, all of its ancient and counterfeit and bearing very rude messages in a variety of languages.

  • Treacherous Treasure: HD 7 (31 hp), AC 3 [16]; Atk 1 slam (3d6); Move 6; Save 9; CL/XP 7/600; Special: Surprise foes 40% of the time.

The final portal is located on the bottom of the sphere. It is also a portable hole leading into the center of the sphere. Moving up through the hole actually entails coming in from one side. The interior of the sphere is 10 feet in diameter. The center of the sphere is taken up by a circular cage with steel bars from top to bottom. Inside this space is the skeletal corpse of Eksirossa, identifiable by her missing hand and her broad grin, which reveals a mouth full of gold teeth (10 gp worth). The door of the cage has a very complex lock that requires two successful rolls to open. A failure on the first attempt results in the portable hole detaching and falling into the sea below and trapping the would-be thief inside the sphere. A failure on the second roll results in the sphere detaching from the ceiling and plunging into the water below, causing 5d6 points of damage to anyone inside (or beneath it). Eksirossa’s corpse is wearing a single glove of dexterity, a +1 dagger that glows when within 30 feet of precious metals or gems, and her personal burglar’s tools, crafted by masterful hands and giving thieves a +1 bonus to all thievery rolls.

1034 Delec: Delec is a village of 300 loutish copper miners living in adobe huts. The village has few females, for few women can be persuaded to live among the miners. Delec is surrounded by a stone wall, three stout watch towers and a moat filled by a stream. It is ruled by Lord Shemel, a pompous twit every bit as unpleasant as his subjects. The village knows no crime, primarily because Shemel and many of the miners are actually members of the Brotherhood of the Purple Hood, a clan of assassins that has existed since the times of the Purple Kings. Despite Shemel’s buffonish act, he is the shrewdest and most dangerous man on the Wyvern Coast after Zargo, whose rule he plans to usurp. Delec is defended by 60 men-at-arms in chainmail and toting pole axes, short swords and crossbows. The men-at-arms are commanded by seven sergeants, all assassins under Shemel’s ultimate command. Shemel’s treasure is 1,000 copper ingots (1 lb each, 1 gp each), 20,000 cp, 1,000 sp, 500 ep and 2,800 gp.

  • Sergeants, Assassins Lvl 3: HD 3d6; AC 7 [12]; Save 13; Special: Death attack (save or die, otherwise double damage), surprise on 1-2 on 1d6; Leather tunic (backed with steel plates), short sword, dagger, crossbow.
  • Lord Shemel, Assassin Lvl 7: HP 24; AC 6 [13]; Save 9; Special: Death attack (save or die, otherwise triple damage), surprise on 1-2 on 1d6; Leather tunic (backed with steel plates), spring-loaded cane (treat as javelin), silver dagger, poisoned dagger (save or die).

1036 Zonay: Zonay is a village of 100 pious goatherds living in timber huts surrounded by a thicket and moat. Zonay is governed by Difer, a reeve of Prince Zargo recently arrived from Ophir. Zonay is protected by ten men-at-arms (chainmail and shield, battle axe and crossbows) commanded by Sergeant Phaus. A stream rushes by the village and fills its moat. The goats of Zonay were known to produce the finest cheese on the Wyvern Coast, and thus were highly valued by Prince Zargo. Unfortunately, the arrival of Difer has changed this. For untold ages the people of Zonay paid heed to a kilmoulis named Kolong who tended their herds and produced their excellent cheese. In return, they were careful to ever speak his name reverently and leave nothing but dishes of perfume for his meals. Alas, Difer thought these the acts of fools, and has now brought the wrath of Kolong down on the village, for their milk is curdled and sour and their goats growing thin. A party of adventurers capable of rectifying this situation might attract the patronage of Prince Zargo.

1226 Noromina (West): Noromina island is ringed by reefs. It is dotted with a few small farmsteads that mostly raise sheep and garlic. A remote temple of Melkarth was constructed on the island by cultists several centuries ago. It has a caretaker named Grono and hosts athletic games every seven years in honor of Melkarth. At this time, dozens of adventurers, athletes, aristocrats and merchants crowd onto the island, pitching simple tents and grand pavilions and enjoying competitions that include races, swimming, javelin throws, archery and wrestling. Hidden behind a loose stone in the temple are 1,000 sp and an ivory idol of Melkarth worth 105 gp. The shephards have stout locks on their doors and have holy symbols painted on their doors and each wall of their home, for the other end of their island is plagued by vampires.

  • Grono, Gnome Cleric Lvl 4: HP 20; AC 4 [15]; Save 11; Special: Cleric spells (2nd), banish undead, hear noise on 1-2 on 1d6, communicate with burrowing animals; Chainmail (rarely worn, slightly rusty), light hammer (1d4 damage), holy symbol of Melkarth.

1326 Noromina (East): This side of the Noromina island is mountainous and inhabited by bestial vampire spawn called kalikantzaros. The kalikantzaros look like smallish humans with bestial features (tusks, hairy bodies). They fear the sound of bells. They only come up from their subterranean abodes at night in the dead of winter.

  • Kalikantzaros: HD 4; AC 4 [15]; Atk 1 bite (1d6 + level drain); Move 12; Save 13; CL/XP 7/600; Special: See this blog post.

1336 Vignos: Vignos is a sprawling village of timber huts overlooking the sea. The landward side is protected by an earthen rampart and several watch towers. Vignos is inhabited by 500 dour, xenophobic fishermen ruled by Lord Jerig, himself a paranoid with an intense hatred of elves. The villagers get their water from a large reservoir located in the hills beyond their village. Vignos is defended by 100 men-at-arms (leather armor, long bows, spears) and twelve sergeants under the command of Jerig himself. An old woman named Ronia has a vast knowledge of the Wyvern Coast, and will happily hire on to guide adventurers. Jerig’s coffers contain 20,000 cp, 1,000 ep, 2,500 gp, 20 pp, a garnet (70 gp), a silver ring decorated with scaled dolphins (80 gp) and a painted terracotta wine pitcher (115 gp). Vignos has over 100 fishing boats (worth 30 gp each)

  • Jerig: HD 3 (19 hp); AC 2 [17]; Atk 1 weapon (1d8+1); Move 9; Save 14; CL/XP 3/60; Special: Gives soldiers a +1 boost to morale.
  • Ronia: HD 2 (9 hp); AC 6 [13]; Atk 1 weapon (1d6); Move 12; Save 16; CL/XP 2/30; Special: While under her guidance, the chance of surprise and random monster encounters are rolled on 1d8.

1837 Sabre-Tooth Tribe: A tribe of 63 cavemen, 61 cavewomen and 37 cavechildren dwell in a deep, winding complex of limestone caves. The cavemen wield flint knives in combat. They are led by a prudish, tempermental chieftain called Yog along with four sub-chiefs. They worship sabre-tooth tigers under the guidance of a shaman called Jothag. Yog is always accompanied by his six bodyguards. The sabre-tooth people have persisted in these hills since the days when the Wyvern Coast was an archipelago of tiny islands. They are extraordinarily long-lived, with the elders of the tribe reaching well over 300 years of age.

  • Caveman: HD 1; AC 8 [11]; Atk 1 weapon (1d6); Move 12; Save 17; CL/XP 1/15; Special: None.
  • Bodyguards, Fighting-Man (Barbarians) Lvl 3: HD 3d6+9; AC 8 [11]; Save 14; Flint knife, tiger hide.
  • Sub-Chiefs, Fighting-Man (Barbarian) Lvl 4: HD 4d6+12; AC 7 [12]; Save 13; Flint knife, wyvern hide.
  • Yog, Fighting-Man (Barbarian) Lvl 5: HP 31; AC 7 [12]; Save 11; Flint knife, wyvern hide.
  • Jothag, Cleric (Druid) Lvl 3: HP 9; AC 9 [10]; Save 12; Special: Cleric (druid) spells (1st); Gnarled acacia-wood staff, tiger tooth necklace holy symbol.

1946 Magnolia Grove: A large magnolia grove, a hold over from the days when the savanna was a swamp, covers several acres here. The grove offers shade, but the presence of dozens of castaway spears stuck in the ground suggests danger. This danger comes in two forms. The first are the nine dusky-skinned dryads that inhabit and protect the grove. They are particularly adoring of human hunters, and often lure them into their trees, only to cast them away centuries later. Moreover, living in the branches of the magnolias are a species of pseudo-dragon with white scales. The pseudo-dragons feed on the magnolia nectar with long, curled, pink tongues. At any given time, there will be 2d6 of these pseudo-dragons observing intruders and prepared to attack if they show any inclination to harm the trees.

  • Dryads HD 2; AC 9 [10]; Atk 1 wooden dagger (1d4); Move 12; Save 16; CL/XP 3/60; Special: Charm person (-2 save).
  • Pseudo-Dragon: HD 2; AC 2 [17]; Atk 1 bite (1d3), 1 tail sting (1d3 + poison); Move 6 (Fly 25); Save 16; CL/XP 5/240; Special: Magic resistance 25%, poison (25% lethal, otherwise catalepsy for 1d4 days), invisibility (80% effective).

2028 Absalon: Absalon is the name of an island ringed by high cliffs. The cliffs are dotted with dozens of sea caves, one such cave leading to the surface via steps carved into the stone. The walls of this cavern are decorated with images of bearded men dressed as fish. The surface of the island is green and lush. It is composed of verdant meadows with trickling streams and copses of tall pine trees. In the midst of this paradise there is a large granite upland covered by a sparkling town of white walls and tall, white buildings. A single gate permits access to the town, which is peopled entirely by children. The children of Absalon range in age from infancy to twelve years of age. The children perform the roles of adults – tending the miniature, dun cattle that graze in the meadows, making pottery, woodworking, etc. The recognized leader of the children is a boy named Lodeses. Lodeses is wise for his age, but still a child and in over his head trying to lead the 2,000 young citizens of Absalon. Nonetheless, he and his peers are expert slingers; they wear leather armor and carry slings, javelins and knotty pine clubs into battle. They are determined to defend their village, especially the domed church that sits in the center of town.

The domed church consists of a large, central chamber 30 feet in diameter surrounded by a dozen small rooms used for storage. Seven statues of fish-garbed men, like those in the sea cave, stand against the walls of the church, their hands extended in peace. In the center of the room there is a squat dais upon which rests a large vessel carved from malachite and used to burn incense and offerings of meat. A secret catch on the dais shifts this vessel and reveals a narrow set of stairs that leads to a grotto deep benath Absalon. It is here that the people of Absalon, upon reaching their thirteenth year, descend to undergo a monstrous transformation into a hybrid of fish and man. These bizarre creatures welcome these visitors. Young women are mated with, their children eventually being placed at night in the church to be found and raised by the children of Absalon. The fish people, who call themselves oannes, have pallid, scaled skin, lipless mouths and curled beards (on the men) and large, fishy eyes. They are exceptionally bright scholars and philosophers for many years. But they never stop growing, and eventually turn feral and are forced into the sea, where they complete their transformation into tusked whales.

  • Child Soldiers of Absalon: HD 1d4; AC 8 [11]; Atk 1 weapon (1d4); Move 9; Save 18; CL/XP A/5; Special: None.
  • Oannes: HD 6; AC 2 [17]; Atk 1 bite (1d4) or 1 weapon (1d8); Move 12; Save 11; CL/XP 7/600; Special: Spells (change self, dispel magic, ESP, levitate, magic missile, shield, all once per day each), create small, simple object once per day.

2247 Strange Statue: Half-buried in the soil is a bronze statue (60 gp) of a tall, bald woman with two hands at the end of each arm, each hand holding a dagger. The statues eyes are formed of bone chips and the woman’s face bears an inhumanly wide grin. The statue attracts weird parasites that dwell on the astral plane. These parasites will attach themselves to the astral body of any magic-user present and feed off his magical energies, creating a cumulative 1% chance per day of failure when he tries to cast spells. They can only be removed by casting remove curse while on the astral plane.

2429 Lionweres: A pride of seven lionweres, consisting of one male, four females and two cubs, dwells in a cave. The females hunt during the night, taking the form of beautiful, tawny-haired maidens to get close to their prey. If doing poorly in a fight, their yowls will draw the attention of the male, who will arrive in 1d4 rounds to either save them or take revenge. The lionweres have hidden in their caves a gold ring worth 100 gp, a platinum oil lamp worth 950 gp, trade (1,000 gp), 1,000 sp, 400 gp, 500 ep, 20 pp and a hematite worth 35 gp.

  • Lionwere (females): HD 6 (24 hp); AC 2 [17]; Atk 1 bite (1d8) or weapon (1d8); Move 15; Save 11; CL/XP 7/600; Special: Weakness gaze, hit by silver or magic weapons only.
  • Lionwere (males): HD 6 (36 hp); AC 2 [17]; Atk 1 bite (1d10) or weapon (1d10); Move 15; Save 11; CL/XP 7/600; Special: Weakness gaze, hit by silver or magic weapons only.

2839 Ivory Tower of Kinyoth: Rising above the highlands is a 75-ft tall tower of ivory and limestone. This is the tower of Kinyoth the tower hag. Kinyoth is the undisputed master of this hex and the hexes surrounding it. She stands 9-ft tall. She has steel grey skin, black claws and weathered, black teeth, pale yellow eyes and limp, black hair that falls beyond her shoulders.

The tower has five levels. The first level is approximately 20-ft in diameter. The walls of this level are slick, rippled ivory and seem to sweat a yellowish ichor. The first level is a dumping ground of the magical detritus of several centuries – ruined scrolls, broken vials, magical cabinets, scorched wands, etc. Lurking among the ruined items are ten barics. Winding stairs lead to level two.

  • Baric: HD 5; AC 6 [13]; Atk 2 claw (1d4) and 1 bite (1d10); Move 15; Save 12; CL/XP 5/240; Special: None.

Level two looks much like level one. It is furnished with a multitude of torture devices and has seven sets of manacles attached to the walls and two iron cages hanging from the vaulted ceiling. Three prisoners currently occupy this chamber: An ogre called Tundrun that has been shrank to the size of a halfling, a young woman named Marya in an iron cage who appears to be suffering from leprosy, and a naked, scarred man named Lhumler with wild eyes who is chained to one wall. Lhumler was once a paladin, but successive bouts of torture and rape have reduced him to a mere fighting-man. The room is guarded by two headless screamers.

  • Headless Screamer: HD 4; AC 3 [16]; Atk 1 claw (1d6) or 1 thrown head (1d8); Move 15; Save 13; CL/XP 7/600; Special: Throw and retrieve head, scream, immune to cold.
  • Lhumler, Fighting-Man Lvl 6: HP 7 (39 normally); AC 9 [10]; Atk 1 fist (1d2); Move 9 (due to a limp); Save 11.
  • Marya: HD 1d4 (1 hp); AC 9 [10]; Atk 1 fist (1d2); Move 12; Save 18; CL/XP A/5; Special: Leprosy (treat as mummy rot).
  • Tundrun: HD 4+1 (21 hp); AC 5 [14]; Atk 1 fist (1d4); Move 6; Save 13; CL/XP 4/120; Special: None.

The third level is a dank library lit by candles made from the fat of virgins. A large, wooden chair sits in the middle of the room, and chained to the outer walls are six large tomes (30 lb each) containing magical lore (1d4 spells each). The books are guarded by six inaeds.

  • Innaed: HD 3; AC 0 [20]; Atk none; Move 0 (Fly 18); Save 13; CL/XP 7/600; Special: Invisible, spells, immune to all weapons or normal weapons (depending on state).

Above the library is a laboratory of sorts, stocked with vessels containing preserved animals and body parts, a large wooden storage cabinet with a grisly harvest of human feet and shelves filled with all manner of humanoid bones, organized by type and size.

The top level contains Kinyoth’s personal lair and treasury. It is a round room without light and furnished with a greasy, straw mattress atop four large, wooden chests. The chests are locked and trapped with acid, poison or green slime. They contain 10,000 cp, 11,000 sp, 14,400 gp, 1,100 pp, five blocks of ambergris wrapped in waxed paper (100 gp), a rhodochrosite worth 950 gp and a cursed (-1) staff tipped with steel spheres grasped in demonic talons. Curled up along the wall is a 20-ft long gnasher lizard called Phac. Kinyoth is currently attempting to construct a gate deep beneath her tower that would allow the amphorons of Yothri easy access to Nod.

  • Kinyoth: HD 16 (71 hp); AC 0 [19]; Atk 2 claws (2d6); Move 12; Save 3; CL/XP 26/5900; Special: Spit, claws, tower, spells, only harmed by silver or magic weapons, immune to mind effects, magic resistance 70%.
  • Phac: HD 9 (47 hp); AC 4 [15]; Atk 1 bite (2d6); Move 12; Save 6; CL/XP 2000; Special: Behead, swallow.

3029 Dagul: Dagul is a village of 100 peasant farmers living in stone huts. The village is surrounded by an earthen rampart and there is a tall, stone watch tower in the center of the village. Lady Hunnsa, the village reeve live in a house connected to the watchtower. Dagul is defended by 10 stout men-at-arms under the command of Sergeant Foriz. The village is known for its sheep, who produce incredibly soft, white wool favored by weavers throughout the Tepid Sea region. Hunnsa keeps 1,000 sp, 1,200 gp and a rose quartz (125 gp) in a locked chest trapped with a poison needle.

  • Hunnsa: HD 3; AC 5 [14]; Atk 1 long sword (1d8+1); Move 12; Save 14; CL/XP 3/60; Special: None.
  • Men-at-Arms: HD 2; AC 6 [13]; Atk 1 pole-axe (1d10); Move 12; Save 16; CL/XP 2/30; Special: None.
  • Foriz, Fighting-Man Lvl 4: HP 21; AC 3 [16]; Save 13; Chainmail, shield, pole-axe, short sword.

3247 High and Dry: Embedded in the ground and choked with savanna grasses, is the long and petrified skeleton of a basilosaurus, a primitive, toothy whale.

3538 Village of the Dead: Behind a thicket lies a small village of adobe huts with thatched roofs. From afar, one might see people in the village going about their business with a slow, deliberate manner. Closer examination will reveal the villagers to be brain-eating zombies. At the first sign of life, the twenty remaining villagers will swarm. Scattered about the village is 2,000 sp, 500 ep, 600 gp and a piece of polished coral worth 95 gp.

  • Brain-Eating Zombie: HD 3; AC 8 [11]; Atk 1 strike (1d8); Move 6; Save 14; CL/XP 5/240; Special: Absorb spells.

3546 Demonic Springs: In the midst of the savanna you find boiling, bubbling springs. The springs form a deep pool, the banks of which are caked in rare earths and polychromatic mineral deposits. Within the springs lies a demon called Otstatho the Everburning. Otstatho’s skin gives off a tremendous amount of heat (the source of the pool’s boiling), so it commonly remains beneath the surface of the water. Should Otstatho emerge from the water, it would appear to be large, translucent grey amoeba. Otstatho is capable of telepathic communication, and will hammer into people’s heads the things it has heard other poor adventurers scream as it engulfed and roasted them alive. On an attack roll of a natural ‘20’, Otstatho will engulf its foe, inflicting 2d6 points of burning damage each round.

  • Otstatho the Everburning: HD 10 (48 hp); AC 7 [12]; Atk 2 cilia (1d8); Move 9 (Swim 9); Save 5; CL/XP 13/2300; Special: Telepathy, drain magic from items (2d6 rounds), destroys wood by touch, engulf, immune to fire damage.

3927 Sabres Unsheathed: Two sabre-tooth tigers, brothers, hunt here in a pass through the highlands.

  • Sabre-Tooth Tiger: HD 7 (33, 32 hp), AC 6 [13]; Atk 2 claws (1d4+1), 1 bite (2d6); Move 12 (Swim 6); Save 10; CL/XP 8/800; Special: Rear claws rake for 2 extra claw attacks if first two claw attacks hit.

New Monsters
The following monsters are open game content.

Barics are 6-legged, rat-like animals notable for their duck-like bills filled with needle-like teeth. They usually grow to be 3 feet long, but some males have grown as long as 7 feet. Barics run in packs in wild forests. Barics can be trained as guard animals or trackers, but it is very difficult and dangerous to do so.

  • Baric: HD 5; AC 6 [13]; Atk 2 claw (1d4) and 1 bite (1d10); Move 15; Save 12; CL/XP 5/240; Special: None.

Gnasher Lizard
Gnasher lizards are 10 to 20-foot long reptiles with stone-colored scales and gaping mouths filled with a double row of dagger-like teeth. They are carnivorous and territorial, usually dwelling near sources of water in woodlands and highlands. They are solitary creatures, except during their mating season in spring and early summer. If a gnasher lizard rolls a natural ‘20’ for its bite attack, it will sever the head of its target. Bite victims who are not beheaded must make a saving throw to avoid being gulped down whole, where they will suffer 2d6 points of damage each round from the beasts digestive juices.

  • Gnasher Lizard: HD 9; AC 4 [15]; Atk 1 bite (2d6); Move 12; Save 6; CL/XP 12/2000; Special: Behead, swallow whole.

Hag, Tower
Tower hags are 9’ tall crones with grey skin and black teeth and nails. They are usually allied to otherworldly creatures of chaos and evil, and work to help them enter our world. Every tower hag lives in a towering fortress made of ivory. To create such a tower, the hag must obtain the first adult tooth from a child. This tooth, wrenched from the mouth, is mixed with the hag’s stony saliva and planted into the ground. The tower immediately sprouts from where the tooth was planted, expanding to full size (50 feet in diameter) within one round. Any equipment or items in the tower are teleported from its old location to its new one. Most tower hags carry half a dozen teeth with them at all times. Each tower is similar in design, being fi ve storeys tall. The bottom two storeys are always prisons and traps; the middle two laboratories and libraries and the topmost storey the hag’s personal lair and treasury. Battlements ring the top of the tower, standing 75 feet off the ground.

A tower hag’s spittle is thick and congeals to form a substance as hard as stone. In combat, they can spit at an opponent as a ranged touch attack, inflicting 2d6 points of damage and sticking them to the ground until they make a successful strength roll. Tower hags can also extend their iron claws, increasing their damage to 2d10, but also exposing them to a sundering attack. Finally, they can summon a new tower by spitting a tooth at an opponent or group of opponents. Anyone within 50 feet of the tower suffer 4d6 damage as they are struck by it and must succeed at a saving throw. Those who fail are carried to the top. If the hag is within the area of the tower’s growth, she always ends up atop the tower.

Tower hags can cast the following spells: Animate dead, astral spell, cacodaemon, bestow curse, death spell, detect invisibility, gate, invisibility, monster summoning V, protection from good 10′ radius, (un)holy word and wizard eye.

  • Tower Hag: HD 16; AC 0 [19]; Atk 2 claws (2d6); Move 12; Save 3; CL/XP 26/5900; Special: Spit, claws, tower, spells, only harmed by silver or magic weapons, immune to mind effects, magic resistance 70%.

Headless Screamer
Headless screamers arise from the corpses of the beheaded. They are cruel and chaotic beings who delight in tormenting the living. Headless screamers look something like zombies with a noticeable red slash across its neck. They can throw their heads with alarming accuracy, and in fact do not need to throw their own head, for the headless screamer’s intelligence and animating force are in the body. Many of these creatures keep four or five heads handy. Thrown heads have a range increment of 20’. The thrown head will snap its jaws, dealing 1d8 points of damage to anyone hit and then latching on if the target fails a saving throw. A latched head inflicts 1d4 points of bite damage each round until removed. Headless screamers can telekinetically retrieve these heads and still move or attack each round. Headless screamers can also emit a shrill shriek from the air hole in their necks. Anyone hearing this must succeed at a saving throw or suffer a -1 penalty to hit, damage and save for 1 hour.

  • Headless Screamer: HD 4; AC 3 [16]; Atk 1 claw (1d6) or 1 thrown head (1d8); Move 15; Save 13; CL/XP 7/600; Special: Throw and retrieve head, scream, immune to cold.

Wyvern Coast – Crocs, Cogs and Cliffside Tombs

The following are set encounters from this map. The Wyvern Coast was first described in this post.

0146 Azer Adventurer: Merikh, and azer, and six clockwork brass beetles are searching for an artifact forged by Volcanus, god of the forge. Merikh wears a helm that hums when within 100 feet of powerful magic items.

  • Merikh: HD 6 (29 hp); AC 2 [17]; Atk 1 weapon (1d6+1); Move 12; Save 16; CL/XP 6/400; Special: +1 heat damage, immune to fire.
  • Beetle Automatons (6): HD 4 (18 hp each); AC 2 [17]; Atk 1 blade (1d6+1); Move 15; Save 13; CL/XP 4/120; Special: Half damage from fire, heat metal (themselves).

0242 Crocodile Keep: The remains of a flooded shell keep sit just off the coast and protected by surrounding rocks from the pounding surf. The bottom level of the keep is completely flooded, and the upper level, though relatively dry, has a weakened floor that presents a hazard to even halflings attempting to walk upon it. At the bottom of the courtyard there is a jade globe decorated with images of writhing reptiles. The jade globe gives out a low pulse that can be heard underwater for many miles. This pulse attracts salt water crocodilians, and at least thirty of the creatures dwell in and around the keep.

  • Crocodile: HD 4; AC 3 [16]; Atk 1 bite (1d8); Move 9 (Swim 12); Save 13; CL/XP 4/120; Special: None.

0341 Sanvuska: A freak storm and a drunken captain recently ran a merchant cog ashore here. The cog, the Sanvuska, was carrying 250 gp worth of hides and skins, 2,000 gp worth of tea and a magical trident (see below) from the Mu-Pan Empire to Antigoon. The Sanvuska is captained by Yulner, a short man with a wiry build, black whiskers and suspicious eyes. Yulner is a given to drunken revels, and his cruelty knows no bounds. He has been working his men into a frenzy trying to get underway before his ship is discovered by bandits. Unfortunately, it has already been discovered by an intellect devourer called Tharsarh. Tharsarh has been systematically picking off the crewmen for the past week, having originally killed and merged with a sailor who wandered too far from camp. Only twelve remain to man the cog, and they are on the verge of mutiny. Only the force of Yulner’s will, and the strong hand of his first mate, Khavit, have kept them in line so far.

  • Yulner, Fighting-Man, Lvl 7: HP 32; AC 6 [13]; Save 10; leather doublet, buckler, hand axe, long sword.
  • Khavit, Beastman (Half-Orc) Fighting-Man, Lvl 4: HP 28; AC 7 [12]; Save 13; shield, battle axe.
  • Tharsarh: HD 6 (21 hp); AC 3 [16]; Atk 4 claws (1d4); Move 15; Save 11; CL/XP 9/1100; Special: Sensitive to light, mind blast, spell immunity, surprise on 1-3 on 1d6, only harmed by magic weapons (1 point of damage per hit).

Umvai: This +1 trident appears to be made of gold. The grip is wrapped in black leather. The trident’s name, which activates it, is burned into the grip in the pictographs of the Mu-Pan Empire. Upon uttering the command word, the trident enables its wielder to fly (per the spell) for 10 minutes.

0442 Cliffside Tomb: Caryatid columns guard a tomb carved into the side of a cliff. The original inhabitant has dried up and blown away, his treasure stolen by something that tunneled in from below.

  • Caryatid Columns (2): HD 5 (32 hp); AC 4 [15]; Atk 1 sword (2d4); Move 9; Save 8; CL/XP 6/400; Special: Immune to normal weapons, normal damage from magic weapons, 25% chance of weapon snap.

0733 Thirsty Vial: Any fishing in this hex will produce a fish with a magical vial in its belly. The vial is made of glass and stoppered with a bit of cork. The interior of the vial is completely etched in glyphs of a magical sort. The vial is a powerful protective device. If a person fills it with his or her own blood, they cannot be killed (hit points cannot go below 1) so long as the vial remains full. Filling the vial inflicts 1 point of constitution damage, which is healed the next day after a normal rest. The blood is slowly absorbed by the magical glyphs, disappearing in 24 hours. The vial can then be refilled at the same price, though the holder of the vial will discover that the time it takes the vial to consume the blood is shortened by 1d6 hours. The quickening of the blood consumption is cumulative, until finally, it must be filled hourly. Such is the price when one attempts to cheat Death.

0941 Escaped Slaves: A canyon here is inhabited by 150 female berserkers – escaped slaves. They worship a golden idol of Astarte that longs for her mate, a golden idol of Adonis (see Map J10). The warrior women are commanded by Ulara and Yosh.

  • Ulara, Barbarian Lvl 5: HP 50; AC 5 [14]; Save 12; Leather, +1 shield (+3 vs missiles), bastard sword, sling.
  • Yosh, Ranger Lvl 3: HP 22; AC 5 [14]; Save 14; Ring armor, shield, short sword, dagger, 3 javelins.

1038 Razed Village: A dragon man lair here was razed by a stegacentipede, now long gone. The dragon men have fled with their treasures, leaving their brass domes empty and their dead baking in the sun. There is a 1 in 6 chance per hour spent in the ruin that 1d6 wyverns will arrive having smelled the carrion.

1127 Scarlet Hall: Scarlet Hall is a three-level keep constructed of limestone sank beneath the waves here over a century ago. The walls of the keep are now worn and pitted, and the entire construction will probably fall down in the near future. The keep is now inhabited by a gang of seven were-sharks who hunt the coral reefs and sometimes venture onto land to attack the villagers. The gang is led by a bull called Mahel and his mate, Thana. The were-sharks have stockpiled a treasure horde consisting of 3,500 gp and a small moss agate (110 gp). Mahel was once a sailor, and he sometimes poses as a sailor to gain access to a ship, his gang following along and waiting for him to steer the ship into a reef or rocks. Thana hails from [1226]. She sometimes sneaks onto the island to give food to her aging mother.

  • Were-Shark: HD 6; AC 3 [16]; Atk 1 bite (1d10); Move 12; Save 11; CL/XP 7/600; Special: Lycanthropy, vulnerable to silver weapons, blood sends them into a frenzy (+2 to hit).
  • Thana: HD 6 (34 hp); AC 3 [16]; Atk 1 bite (1d10); Move 12; Save 11; CL/XP 7/600; Special: Lycanthropy, vulnerable to silver weapons, blood sends them into a frenzy (+2 to hit).
  • Mahel: HD 6 (43 hp); AC 3 [16]; Atk 1 bite (1d10); Move 12; Save 11; CL/XP 7/600; Special: Lycanthropy, vulnerable to silver weapons, blood sends them into a frenzy (+2 to hit).

1137 Vulchlings: Five vulchlings live in a shallow cave 50 feet above the desert floor. A narrow passage with a metal ladder leads straight down 100 feet, ending at a steel trapdoor. The trapdoor leads to a small chamber filled with crates containing 7 weeks of iron rations in tins.

1236 Ophir, City of Slaves: The city-state of Ophir is nestled in a valley of woodlands and rich pastures. It is surrounded by villas worked by slaves that grow wheat, grapes (slightly bitter, but good enough for spiced wines) and olives. The cultivated lands are separated by rocky highlands (good for grazing goats) and thicks stands of cedar. Ophir has a population in excess of 6,000, with most of them earning their living from the sea or in the slave markets. The city-state is ruled by Prince Zargo, an heir of the ancient Purple Kings. Ophir’s architecture blends elements of classical Greece and medieval Morocco.

1642 Labyrinth: This is a true labyrinth with 30-foot walls of blue glass and floors of blue marble tile. The passages are 20-feet wide and the center is 40-foot in diameter. In the center are 20 statues of warriors created by the gaze of an amphisbaena basilisk which lairs among the statues. Its treasure is 4,000 sp, 115 gp, 3 pp, a pearl medallion (40 gp), a pearl pendant (40 gp) and a jade torc (30 gp). It lies scattered about the central chamber.

  • Amphisbaena Basilisk: HD 9 (62 hp); AC 3 [16]; Atk 2 bite (1d8); Move 9; Save 6; CL/XP 13/2300; Special: All-around vision, half damage from cold, petrifying gaze, split.

1749 Toad Hollow: A depression in the savanna holds a large (200-ft diameter) pond. A gang of twenty thugtoads lives in mud-burrows dug into the banks of the pond. The toads carry shields woven from the grasses that choke the banks of the pond, and they carry flint-tipped spears. The banks of the pond are trapped with holes that can break legs if one is not careful. The thugtoads worship a large froghemoth who dwells in the center of the pond, bringing it fresh kills of the animals that come to drink from the pond, hoping to keep it in a torpor that it will not devour them. The leader of the thugtoads is called Tudeggy (2 HD, 12 hp, CL 3/60). He considers himself a “high priest”, but has no magical powers. He does, however, carry a military pick made from the bronze beak of a stymphalian bird; the thugtoads displaced the cranes many years ago as the masters of the pond, carrying their “tadpole-hemoth” with them.

  • Thugtoad: HD 1; AC 6 [13]; Atk 1 weapon (1d6); Move 4 (Swim 15); Save 17; CL/XP 2/30; Special: Camouflage, hop.
  • Froghemoth: HD 16; AC 3 [16], tentacles 1 [18], tongue 5 [14]; Atk 1 tongue (5d10) or 4 tentacles (1d8); Move 3 (Swim 9); Save 3; CL/XP 19/4100; Special: Swallow whole, immune to fire.

1931 Seath’s Fortress: A sandstone keep overlooks the sea here. It is surrounded by fifteen simple cottages. The keep is ruled by Seath, an elf warlord. The village is populated by human herdsmen. Lord Seath is likable and trusting. His armorial is a scorpion gules on a field sable. Seath commands fifteen elves, a lawful sergeant named Herval and a chaplain named Alabras. Herval is like a stereotypical British sergeant-major, while Alabras has a dark, unpleasant sense of humor. Seath’s treasure consists of 13,500 sp, 200 gp, a fire opal (100 gp), 2 ounces of sandalwood oil (5 gp), a copper necklace set with hyacinths (340 gp), an ivory holy symbol of Mercurius (60 gp), an ivory armband (60 gp), a bronze mirror (1 gp), a glass coffer (7 gp), astrological charts worth 12 gp and a tooth from a bronze dragon (100 gp).

  • Elf: HD 1+1; AC 5 [14]; Atk 1 sword (1d8) or 2 arrows (1d6); Move 12; Save 17; CL/XP 1/15; Special: None.
  • Herval: HD 3 (19 hp); AC 3 [16]; Atk 1 weapon (1d8); Move 9; Save 14; CL/XP 3/60; Special: None.
  • Alabras, Elf Cleric (Druid) Lvl 3: HP 20; AC 8 [11]; Save 12; Special: Druid spells (2nd),; +1 oak quarterstaff, leather armor, white hooded robe, mistletoe.
  • Seath, Elf Fighter/Mage Lvl 8: HP 36; AC 2 [17]; Save 8; Special: Magic-user spells (4th); Longsword, longbow, elven chain, shield, grimoire, scroll of fireball.

2035 Halob: Halob is a village nestled against a tall cliff. The village is surrounded by a thicket and a dry moat. The village is inhabited by 100 iron miners and their families living in small, timber houses. The miners of Halob are renowned for the high level of literacy in the village. Halob is ruled by a mayor named Eocar, who is advised by a small group of selectmen. Eocar is the most cunning man in a village of cunning men, and is not to be trusted. The village is protected by twenty men-at-arms (chainmail, shield, spear, sling) and two sergeants-at-arms. The villagers mine a long seam of iron that cuts directly into the cliff behind their village. The miners make no attempt to smelt the iron here, selling it instead to merchant caravans from Ophir in exchange for manufactured goods and the odd luxury.

2041 Dancing Lights: The narrow, limestone canyons in this hex are like a maze. Local legends tell of a great army of the Purple Kings that was lost in this maze while on its way to sack the rebellious miners in [2042]. The canyons, with their wavy walls of purple and grey, their sharp peaks and their tiny, winding caves, are haunted by will-o-the-wisps. Travelers by night will see 1d4+2 of these lights, often visible as a soft glow from around a corner. The will-o-the-wisps are accompanied by the echoing voices of desperate men.

  • Will-o-the-Wisp: HD 9; AC -8 [27]; Atk 1 shock (2d6); Move 18; Save 6; CL/XP 10/1400; Special: None.

2145 Gnoblins: A band of 30 gnoblins (gnoll-goblin hybrids) are trashing a merchant caravan here. Twenty men-at-arms and thirty gnoblins lie dead. One fat merchant has been skewered with a spear and pinned to the ground by his shoulder. If questioned within a minute of discovery, he will inform the adventurers that thirty people were forced to flee into the desert without food and with very little water, including his niece. He has a small painting of his niece in a locket around his neck (5 gp), and she is quite beautiful. The dead bodies attract wandering monsters on a roll of 1-3 on 1d6. The caravan was transporting one hundred bolts of purple cloth (2 lb each, worth 50 gp each).

  • Gnoblin: HD 1d6 hp; AC 6 [13]; Atk 1 weapon (1d6); Move 12; Save 18; CL/XP 1/15; Special: Groups of 10+ cause confusion with their chattering voices.

2331 Khlai: Khlai is a village of 300 dour hunters and their families nestled in a vale with a cool, rushing stream and a variety of grasses and scrub. The village is surrounded by a wooden palisade (12’ tall) and consists of approximately 100 longhouses constructed of red brick. The village is defended by 60 men-at-arms (leather armor, spear, long bow) and six sergeants-at-arms under the command of Sampin, lord of Khlai. Sampin has in his employ an alchemist by the name of Alende, a high-born woman of distant Ibis who found a life on the Wyvern Coast preferable to a wizard’s dungeon. The village is known to be haunted by a vampire called Arlotho, who is believed to dwell in the surrounding hills. Arlotho is a distant ancestor of Sampin, and is in league with his descedant, his tomb being located beneath the lord’s manor. Sampin’s treasury contains 500 gp worth of hides and skins, 500 gp worth of frankincense, 1,000 sp and 400 gp. Arlotho’s crypt contains 2,700 gp and a golden medallion depicting the lord’s armorial (3,700) studded with amethysts.

  • Sampin: HD 3 (12 hp); AC 4 [15]; Atk 1 weapon (1d8); Move 12; Save 14; CL/XP 3/60; Special: None.
  • Alende: HD 1d4 (3 hp); AC 9 [10]; Atk 1 dagger (1d4); Move 12; Save 18; CL/XP A/5; Special: Brew acids and poisons.
  • Arlotho: HD 7 (29 hp); AC 2 [17]; Atk 1 bite (1d10 + drain 2 levels); Move 12 (Fly 18); Save 9; CL/XP 10/1400; Special: Regenerate 3 hp/rd, only hit by magic weapons, gaseous form, change into giant bat, summon swarm of bats or 3d6 wolves, charm (save at -2), weaknesses.

2533 Box Canyon: There is a box canyon here that can only be entered via a narrow gorge. The land here is exceedingly dry and devoid of plant life. The box canyon contains a shrine to elemental earth. The shrine is a perfectly square, unworked block of stone. In the center of the block of stone there is a mace +2/+5 vs. air elementals that can (once per month) summon 1d6 small earth elementals who will faithfully serve their summoner for 1 week. The shrine’s guardian is a crumbler called Lok. Lok has a contingent of twenty dwarven defenders under his command. There is a 1 in 6 chance that pilgrims are visiting the shrine when the adventurers arrive. These pilgrims will do their best to defend the shrine if it is disturbed.

1. 1d6 Druids (4 HD)
2. 3d6 Dwarfs
3. 2d6 Dwelvers
4. 1d6 Janni
5. 1d3 Nymphs (Oreads)
6. 1d3 Stone Giants
7. 3d6 Svirfneblin
8. 1d4 Xorn

There is an equal chance that the shrine is under attack from rival elementals. If this is the case, assume that there are 6d6 hit dice worth of air, fire or water elementals, with half of those hit dice possessed by their leader, a djinn, efreet or marid.

  • Lok, Crumbler: HD 10 (60 hp); AC 4 [15]; Atk 1 thrown rock (2d6) or fist (2d6); Move 0; Save 17; CL/XP 11/1700; Special: Immunities.
  • Dwarf Defender: HD 5; AC 0 [19]; Atk 1 weapon (1d10); Move 6; Save 12; CL/XP 6/400; Special: Cannot be surprised, cannot be back attacked, adjacent creatures enjoy +1 bonus to AC.

2539 Basswood Grove: A large grove of basswoods surround the banks of a clear spring. The grove is inhabited by a hive of giant honeybees. The hive houses 90 workers, five soldiers, five non-combative drones and one non-combative queen. The bees do not tolerate visitors other than druids, who sometimes come to collect honey.

  • Honeybee Worker: HD 3; AC 5 [14]; Atk 1 sting (1d4); Move 12 (Fly 36); Save 14; CL/XP 4/120; Special: Poison (additional 1d6 damage unless save is made).
  • Honeybee Soldier: HD 4; AC 4 [15]; Atk 1 sting (1d6); Move 15 (Fly 36); Save 13; CL/XP 5/240; Special: Poison (additional 1d6 damage unless save is made).

2847 Baboon Rock: A rocky outcropping rises from the grasslands like the bow of a great ship. At its peak it towers forty feet above the surrounding grasslands. The outcropping is inhabited by a vicious tribe of rock baboons led by an alpha male who wields a bone club that once the femur of an evil high priest. It now acts as a +1 club that causes light wounds on an attack roll of ‘20’.

  • Baboon: HD 1 (6 hp); AC 7 [12]; Atk 1 bite (1d4); Move 12; Save 17; CL/XP 1/15; Special: None.
  • Baboon, Alpha Male: HD 2 (8 hp); AC 7 [12]; Atk 1 bite (1d6); Move 12; Save 16; CL/XP 2/30; Special: None.

2927 Shephard’s Spring: A bubbling spring, surrounded by tall reeds, exists in this hex. The spring was once a shephard who was killed and turned into a spring by a weeping goddess. For those who camp near the spring, healing is accelerated. The reeds can be turned into pipes capable of charming fairy women.

3035 Beldor’s Bedazzling Belfry: Atop a tiny cairn lies a crystalized skull. The skull belonged to Beldor, a man famed in his time as a poet and musician. Beldor foolishly courted the youngest bride of the archimage Baloc (see [5708]) and thus came to his ruination. If held, the skull will fill one’s mind with the most extravagant imagery and inspiring songs. The holder of the skull will feel more confident and amorous, and will enjoy a blessing (as the spell) on all of his endeavors, though he will also find it impossible to concentrate. He will be surprised more often, find it more difficult to locate hidden things, and spell-casting will be all but impossible.

3127 Yem’s Pavilion: A large tent of intricately woven rugs and tapestries sits in a small oasis here. Inside the tent are braziers burning incense, expensive golden objects d’art and a plush couch. Upon the couch rests a priestess, the vessel of Astarte. The priestess, Yem, is a virgin sworn to divine service. The tent is Astarte’s temple and a pilgrimage for her servants. There is a 1 in 6 chance that when the adventurers arrive it is being visited by a lawful cleric. Upon approaching, intruders who do not properly intone the seven hymns of Astarte are confronted by a flock of erinyes. Anyone harming or otherwise molesting Yem or the cult items in the tent will be attacked by the erinyes and will discover what it means for Yem to be the vessel of a goddess. Yem is willing to cast spells for good adventurers at no cost and neutral adventurers at cost plus the condition that they accept a mark of justice that keeps them from breaking the law in any settlement.

As a vessel of Astarte, Yem can be filled with the goddess’ essence, gaining the abilities of a planetar. Yem’s +1 mace is lawful, radiates protection from evil in a 10-foot radius and can apply a mark of justice on a willing person once per day.

  • Yem, Cleric Lvl 6: HP 21; AC 8 [11]; Save 9; Special: Cleric spells (3rd), banish undead; +1 mace, holy symbol.

Mark of Justic (Cleric 5): You draw an indelible mark on the subject and state some behavior on the part of the subject that will activate the mark. When activated, the mark curses the subject. The spell takes 10 minutes to cast and involves writing on the target. The mark of justice cannot be dispelled, but it can be removed.

3232 Dragon Men: There is a dragon man village here consisting of 200 males, 140 females, 300 young and 400 eggs. The village is composed of twenty brass domes surrounding a large broodery. The females and young live in the broodery, while the males live in the domes. The domes are surrounded by a 10-ft high stone wall. There is a natural spring that has been turned into a pond in the center of the village.

The village is led by a haggard old chieftain called Spadda. Besides his normal warriors, he also has ten warlocks that wear chainmail and wield battle axes and short bows. The normal warriors have leather armor, spears, shields, short bows and barbed arrows.

The females of the village care for the young and hunt in the surrounding countryside for game. They are experts at the use of lasso and net, since they need to eat their prey alive. Dragon men do not need to eat or drink as much as humans, and so have little trouble surviving on the meager pickings of the Wyvern Coast.

The village has three smiths who work in bronze and iron. The village’s priest, Garros, worships Apophis, the dragon god of chaos. His mace is made of bronze and resembles a serpent coiled around a rod.

  • Spadda, Barbarian Lvl 5: HP 23; AC 4 [15]; Save 12; Two-handed axe, crown of command (3/day).
  • Garos, Cleric Lvl 3: HP 20; AC 4 [15]; Save 12; Special: Cleric spells (2nd); +2 mace, shield, sacrificial knife, unholy symbol.

3239 Gnoblin Village: This hex contains a gnoblin (a hybrid of gnolls and goblins) lair. The lair consists of twenty-four shallow pits (burrows) covered by woven grass mats. The pits grant access to burrows which connect to a central chamber of sacrifice. The gnoblins live very separate lives in their burrows. Six large burrows house five males that form very loose bonds of brotherhood with their burrow mates. Each of the eighteen smaller burrows shelter one female and her 1d4 young.

Murder within the family is common among gnoblins, so tensions are always high and the gnoblins are always on the lookout for a third party upon whom they can focus their aggression. Each burrow holds about 30 gp. There is a 1 in 6 chance that a burrow holds a cache of 1d6 gems or 1d3 small pieces of jewelry. Most of the tribe’s treasure comes from raids on merchant caravans.

The sacrificial chamber in the center of the lair is 6 feet high and 20 feet in diameter. A fire pit 15 feet deep has been dug in the center. Sacrificial victims are lowered into the pit and then killed by dropping lit torches and hot ash on their heads. The roasted remains are then shared in an orgy of greed and violence. Sacrifices are presided over by nursing females who wear headdresses of bone and feather and dance and chant to Demogorgon, their demonic god. There is a 1 in 6 chance that adventurers will interrupt one of these ceremonies, and a further 1 in 6 chance that the chanting will summon a vrock to the tribe’s defense. In the case of a sacrifice, there will be no more than three sacrificial victims present, usually merchants, men-at-arms or unlucky hunters.

  • Gnoblin: HD 1d6 hp; AC 6 [13]; Atk 1 weapon (1d6); Move 12; Save 18; CL/XP 1/15; Special: Groups of 10+ cause confusion.

3336 Giant Brothers: Three hill giant brothers lair here, grazing their herd of giant goats. The eldest brother is Hama (72 hp). His younger brothers are Golth (38 hp, lame after fighting off a wyvern) and Lot (40 hp). Hama’s bag contains a vial of holy water, pieces of plate armor, a mace, two torches, an hourglass, a two-handed sword, six iron spikes and 11 gp. Golth’s bag contains a bronze breastplate emblazoned with a two-headed phoenix, a staff, heavy crossbow, two sets of burglars’ tools and a silver flute (10 gp). Lot’s bag contains a spear, longbow, pole arm, pack of matches, a theatrical disguise kit, studded leather and a simple breastplate. The brothers’ herd consists of 30 giant goats who respond to their shouts and clicks. The giants are visited every year by a trader from Ophir who exchanges wool for tobacco and other necessities. They live in a cave higher in the mountains with their mother Lilit. The giants keep a treasure of 4,880 gp, two banded agates (75 gp), a rhodochrosite (300 gp) and an amethyst (3,000 gp) in their lair.

  • Hill Giants: HD 8+2; AC 0 [19]; Atk 2 slams (2d6) or 1 weapon (1d8+6); Move 15; Save 3; CL/XP 16/3200; Special: Rock catching, shape earth, spells, track by scent.
  • Lilit, Druid Lvl 8: HD 13 (70 hp); AC 0 [19]; Save 3; CL/XP 16/3200; Spells 4th; Special: Rock catching, shape earth, track by scent.
  • Giant Goat (30): HD 3; AC 7 [12]; Atk 1 gore (2d6); Move 18; Save 14; CL/XP 3/60; Special: +4 damage on charge.

3344 Winding Halls of the Scarab Lords: A wide swathe of the savanna here is barren, and one might find odd lumps of glass embedded in the ground. A dozen secret doors throughout the area lead to wide, curving passages beneath the ground. These passages run downward, eventually coming to a central, conical chamber 100 yards tall and 300 yards in diameter at the base. This subterranean hall is lit by radium globes embedded in the walls, which feel like stone but are unworked and uncommonly smooth. This chamber is guarded by three large beetlors. A large, bronze trapdoor in the center of the chamber leads to a six level dungeon inhabited by many strange, alien creatures that were brought to this world by visitors from beyond the sublunary sphere. These creatures include rust monsters, coeurl, barics and doppelgangers. The main inhabitants of this realm, however, are a kingdom of beetlors, once servants to an alien people. The beetlors are ruled by a queen called Cleo’optera, but are now bitterly divided into warring clans, each led by a daughter of the queen, and each looking to gain advantage against its rivals. Alien devices and the wealth of the heavens is here to be plundered.

  • Beetlor: HD 8+1; AC 1 [18]; Atk 2 claw (3d4) and 1 bite (1d10); Move 6 (Burrow 30; Save 8; CL/XP 9/1100; Special: Confusion.

3429 Canyon of Crawlers: Traversing this hex from west to east involves walking through a dry canyon with towering limestone walls pocked with holes. Moving from north to south is virtually impossible, for there is no bridge across the canyon, which spans 90 feet. During the day, the canyon is safe enough; no monsters will be encountered here unless they have the power of flight. At night, hundreds of old crawlers (disembodied hands) will swarm from the canyon walls. These horrible creations seek to strip unfortunately travelers of all their possessions, stowing their prizes deep in their burrows within the canyon walls. On a given night, each traveler moving through the valley will be accosted by 1d6 old crawlers. They do not seek to harm, merely to steal, but they will put up a fight if their would-be victims resist. Of course, regardless of the old crawler’s intentions, its touch is highly dangerous to the living. Should one manage to dig into the canyon walls, they would discover 60 gp worth of treasure for every hand that attacked them.

  • Old Crawler: HD 2; AC 4 [15]; Atk 1 rotting grip (1d8); Move 6 (Scramble 12); Save 11; CL/XP 3/60; Special: Possible spell casting, good saving throws, continuous damage.

3535 Buried Library: In this hex there is, half-buried in the sands, a stepped roof, maybe four feet in height, supported by columns (though one can only just make out the capitals). One could dig their way to the entrance with several days of work, or they might find a secret trapdoor in the roof. The building is rectangular, approximately thirty feet wide and seventy feet long. A square marble desk rests in the middle of this space. The walls are lined with marble shelves that hold polished slices of agate. Any character that speaks the ancient language of the derro, will be able to translate these slcies and discover that they hold the secret to the location of hundreds of derro cave cities. Most of these cities have long been abandoned, the city-states they were assigned to destroy having fallen millenia ago. The slices also tell about the super science of the derro and describe their more unsavory appetites and hobbies.

Approximately five minutes after the site is entered, the floor in the center of the desks will slowly, almost noiselessly, descend, revealing a shaft 600 feet deep. Soon after, everyone inside the library begins to suffer terrible internal torment (1d6 damage each turn, saving throw for half damage, all of it nonlethal). After three turns, the floor re-ascends with a troop of 20 derro. The derro attempt to capture any intruders not laid low by the tormenting power of their air loom. They are armed with catch poles, nets, ray guns (green beam, 1d6 damage, 10 shots) and thin, barbed blades (1d6 damage). Anyone captured and forced down the elevator may never be heard from again.

  • Derro (20): HD 3; AC 5 [14]; Atk 1 weapon; Move 12; Save 14; CL/XP 4/120; Special: Magic resistance 30%.

3746 Gnoll Lair: This gnoll lair has a population of 200 males, 120 females and 80 young. The gnolls live in small, round wattle-and-daub huts. In the center of the village is a mud brick temple dedicated to Demogorgon and a longhouse for the chieftain and his retinue. The lair is surrounded by a 3-foot deep moat and a 5-foot tall wall of thickets and sharpened sticks. A pack of twelve hyenas patrol the lair.

The males spend their time idle. They sometimes rouse themselves to eat, cuff a female or play at combat. The females oversee the human slaves in their tasks of grinding grain, baking bread, weaving baskets, preparing feasts and doing repair work. Three females, marked by their iron jewelry, do the smith work for the village. The eldest of these females is a sorcerer.

The house of Demogorgon is tended by a shaman called Jibbo. Jibbo is assisted by two blind human slaves who wear iron collars around their necks and feet and bear the scars of frequent lashings. It is their wailing that provides music for the house of Demogorgon. Demogorgon’s alter is a slab of rough-cut marble upon which rests a large, curved sword used for cermonial beheadings. Behind the altar there is a crude idol consisting of a wooden post topped by a painted giant hyena skull. Grasses, feathers and iron ornaments hang from the skull. The temple is guarded by two skeletal lions (3 HD skeletons).

The chieftain of the village is Yabba. Yabba is followed by a pack of eight bodyguards wearing leather armor and carrying spears and hide shields. Their longhouse contains 12 animal pelts (50 gp each) and a wooden chest containing 40 gp and 100 sp, mostly in the form of Ophirian shekels and Ibisian scruples.

  • Hyena (12): HD 1; AC 7 [12]; Atk 1 bite (1d3); Move 16; Save 17; CL/XP 1/15; Special: None.
  • Gnoll Bodyguards: HD 3 (14 hp); AC 5 [14]; Atk 1 bite (2d4) or 1 weapon (1d10); Move 9; Save 14; CL/XP 3/60; Special: None.
  • Gnoll Mage-Smith Lvl 2: HP 7; AC 7 [12]; Save 14; Special: Magic-user spells (1st); Hammer, iron jewelry (5 gp).
  • Jibbo, Gnoll Cleric Lvl 3: HP 12; AC 4 [15]; Save 12; Special: Cleric spells (2nd), control undead; Mace, leather armor, shield, unholy symbol, potion of poison.
  • Yabba, Gnoll Fighting-Man (Barbarian) Lvl 6: HP 36; AC 5 [14]; Save 11; +1 sickle-sword, shield.

3836 Per-Bael: This ancient fortress has walls of pock-marked, limestone blocks. It is inhabited by a tribe of sahitim who call it Per-Bael, the “House of Bael”. The fortress is square in shape and measures 200 feet long and 80 feet wide. The walls of the fortress are 20 feet tall. Half of the fortress is taken up by a paved courtyard with a deep well (some say it reaches into a demi-plane of sweet water) and a garden. The sahitim grow tiger nut root, mandrake and figs and keep several bee hives made of fired clay.

The people of Per-Bael cultivate the mandrake to turn it into several goods: A powerful sleep draught, philtres of love and homonculi, which they keep in silver cages and train to be familiars. Some Ophirian traders lead caravans to the city in the winter months to trade manufactured goods (especially weapons) for these items.

Per-Bael houses 35 sahitim, their 100 wives and 40 children. The men expect the women to tend to the children, cultivate the garden and fix the meals, while they busy themselves with the arts of war and the hunt. The men keep a pack of six hell hounds for hunting.

The fortress proper consists of a ground floor with a great hall, kitchens, storage, barracks and a shrine (formerly dedicated to Lilith, now re-dedicated to Bael). The second story is used for living quarters and a library. The walls that surround the fortress and courtyard are five-feet thick and have crenelations to protect archers. The sahitim often have meat (sometimes the limbs and torsos of humanoids) skewered on pikes atop the walls, drying it like prosciutto.

The shrine measures 15 ft x 15 ft, with a 20-foot tall vaulted ceiling. The walls are carved with intertwining serpents and fig vines. There is a long, red marble altar here and four brass censors burning an acrid incense that causes non-sahitim to become drowsy (-1 to hit and saves unless a saving throw is passed). A window in the upper portion of one wall connects the shrine to the living chambers of Dramat, the high priest and lord of Per-Bael. His wife can often be found in the chamber, praying to Bael and casting auguries with bits of charred bone.

Dramat is a cleric, fighting-man and magic-user. Dramat has three wives, Gorissa, Sheboth and Haratti each an apprentice to her husband and one of his personal guards. Dramat possesses a crystal skull, the chief treasure of Per-Bael, that empowers his cleric spells, augments his summonings and allows him to commune with the infernal powers once per month. His two sickle-swords, when clanged together, create a blast of fire that inflicts 2d6 damage to all within 10 feet of Dramat once per day. Dramat is always accompanied by Zeb, his imp familiar, and a retinue of six fossil skeletons.

The lands that surround Per-Bael are desolate, but not uninhabited. Wandering the wastes, but never too far away, is another tribe of sahitim who were displaced from Per-Bael a hundred years ago and still scheme to take it back. This tribe of wanderers worships Lilith and is ruled by Ailo, a malcarna who claims to be Lilith’s daughter.

The wanderers, called the Lilitu, number 66 male and female warriors and 20 children. Females rule the Lilitu with an iron fist. They include Kora, Alula, Lamash, Labarta and Scorpia.

The Lilitu attack Per-Bael once every two or three years. Five of their warriors ride achaierai. These mounted warriors operate hand cannons responsible for the condition of Per-Bael’s walls. The hand cannons are cast from bronze and look like grimacing demons. Others have longbows and swords.

The Lilitu wander the hexes that surround Per-Bael, surviving by raiding and hunting. They dwell in tents of thick, reddish cloth and cook their stews in bronze cauldrons and can sometimes be found playing a game involving a “ball” composed of three shrunken heads tied together by their hair.

  • Hell Hound (6): HD 4 (20 hp); AC 4 [15]; Atk 1 bite (1d6); Move 12; Save 13; CL/XP 5/240; Special: Breathe fire (8 hp).
  • Fossil Skeleton (6): HD 2 (10 hp); AC 6 [13]; Atk 1 strike (1d6); Move 9; Save 16; CL/XP 2/30; Special: None.
  • Gorissa, Sahitim Fighting-Woman Lvl 3: HP 19; AC 6 [13]; Save 14; Special: Two-Weapon Fighting; Sickle-swords (2), scale armor.
  • Sheboth, Sahitim Cleric Lvl 3: HP 23; AC 4 [15]; Save 12; Special: Cleric spells (1st); +1 mace, scale armor, unholy symbol.
  • Harati, Sahitim Magic-User Lvl 3: HP 17; AC 8 [11]; Save 13; Special: Magic-user spells (2nd); Wavy dagger, grimoire.
  • Dramat, Sahitim Cleric/Fighter/Mage Lvl 5: HP 34; AC 5 [14]; Save 10; Special: Cleric spells (3rd), magic-user spells (3rd); +1 sickle-swords* (2), +1 leather armor, ring of protection +1, grimoire, unholy symbol, crystal skull.
  • Zeb the Imp: HD 2 (3 hp); AC 2 [17]; Atk 1 sting (1d4 + poison); Move 12 (Fly 16); Save 16; CL/XP 6/400; Special: Poison tail, polymorph, regenerate 1, immune to fire.
  • Ailo, Malcarna: HD 5 (30 hp); AC 3 [16]; Atk 1 tail (1d8), 3 weapons (1d8); Move 12; Save 12; CL/XP 8/800; Special: Magic resistance 25%, only hit by magic or silver weapons.
  • Kora, Alula & Lamash, Sahitim Fighting-Women (Rangers) Lvl 2: HP 12; AC 5 [14]; Save 15; Sickle-sword, longbow.
  • Labarta, Sahitim Cleric Lvl 2: HP 12; AC 6 [13]; Save 12; Special: Cleric spells (1st); Mace, leather armor, unholy symbol.
  • Scorpia, Sahitim Cleric-Fighter Lvl 4: HP 14; AC 8 [11]; Save 12; Special: Cleric spells (2nd); Sickle-sword, leather armor, unholy symbol, potion of healing.
  • Achaierai: HD 6; AC 3 [16]; Atk 2 claws (1d6), 1 bite (2d6); Move 12; Save 11; CL/XP 8/800; Special: Magic resistance 25%, breath of confusion, immune to fire.

The following monsters are open game content.

Amphisbaena Basilisk
An amphisbaena basilisk is a basilisk with a head and forelimbs on both ends of its body. It cannot be flanked, back attacked or surprised. Amphisbaena basilisks get two bite attacks and can make two gaze attacks each round (see normal basilisk for effect). An amphisbaena basilisk can survive being cut in half. Each half will attack as a normal basilisk with half the creature’s total hit points each. They will reattach to one another in 1 to 2 days.

  • Amphisbaena Basilisk: HD 9+1; AC 3 [16]; Atk 2 bite (1d8); Move 9; Save 6; CL/XP 13/2300; Special: All-around vision, half damage from cold, petrifying gaze, split.


Beetlors are subterranean, insectoid predators. They have shiny, orange carapaces and yellowish underbellies. Their claws are harder than steel, allowing them to burrow through stone. Sentient creatures that look into a beetlor’s multi-faceted eyes must pass a saving throw or be confused (as the spell) for 3d4 rounds. Beetlors have their own language.

  • Beetlor: HD 8+1; AC 1 [18]; Atk 2 claw (3d4) and 1 bite (1d10); Move 6 (Burrow 30; Save 8; CL/XP 9/1100; Special: Confusion.

Caryatid Column
Caryatid columns are lesser stone golems that look like stone pillars in the shape of a human female carrying a sword. When activated, a caryatid column takes on a fleshy appearance. Its sword becomes steel. When its task is complete or the construct is killed, it returns to its normal position and once again becomes stone. Caryatid columns suffer half damage from normal weapons, but suffer full damage from magical weapons (without damage bonuses). Any weapon that hits the column has a 25% chance of snapping (reduced by 5% for each “plus” of a magic weapon).

  • Caryatid Column: HD 5; AC 4 [15]; Atk 1 sword (2d4); Move 9; Save 8; CL/XP 6/400; Special: Weapon snapping.

Froghemoths are alien creatures that resemble massive, rubbery toads with three eyes atop a retractable eye stalk, four tentacles, and a 10-ft long tongue. When hunting, the beast floats with only its eye stalk above the water and its tentacles thrust forward, sometimes very near the shore, to seize potential victims that walk by.

While the froghemoth’s body can withstand 16 dice of damage before dying, its tentacles require 20 points of damage to sever. Severed tentacles regenerate in 1d4+1 weeks. Creature’s struck by the tongue must succeed at a saving throw or be held fast and dragged into its mouth. Any creature that begins the froghemoth’s turn in its mouth will be swallowed whole, suffering 3d6 points of acid damage per round. They can attack the stomache with a small, sharp weapon, but will be unconscious after 2 rounds. The tongue has 20 hit points. If the tongue is severed the monster will flail with its tentacles (for double damage) for 1d4+1 rounds before retreating into the water.

Froghemoths are immune to normal fire, though especially large and hot ones will drive them away. Fire spells will not drive them away unless at least 10 points of damage are dealt. Electricity attacks deal only 1 point of damage per die and slow the creature for 1 round.

  • Froghemoth: HD 16; AC 3 [16], tentacles 1 [18], tongue 5 [14]; Atk 1 tongue (5d10) or 4 tentacles (1d8); Move 3 (Swim 9); Save 3; CL/XP 19/4100; Special: Swallow whole, immune to fire.

Intellect Devourer
These bizarre creatures resemble large ambulatory brains. They have four stout, thickly muscled legs ending in clawed feet. Intellect devourers dwell underground. They feed on the psychic energy of their prey. After killing their prey, an intellect devourer merges with the body and devours the brain. Their awareness extends into the ethereal and astral planes. They detest bright light and flee from it.

Intellect devourers are immune to most spells. Fireballs act only as bright light (see above), but inflict no damage on them. Lightning bolts inflict 1 point of damage per dice. Death spells only have a 25% chance of slaying them. Psychic powers work on them with no penalties.

  • Intellect Devourer: HD 6; AC 3 [16]; Atk 4 claw (1d4); Move 15; Save 11; CL/XP 9/1100; Special: Sensitive to light, mind blast, spell immunity, surprise on 1-3 on 1d6, only harmed by magic weapons (1 point of damage per hit).

Planetars are angels (less powerful than solars, more powerful than devas). Planetars can travel through the planes at will. They typically fight using +4 flaming two-handed swords. Planetars have opaline skin, glowing blue eyes and double wings. Planetars cast spells as level 9 clerics. Each planetar radiates protection from evil in a 40-ft radius. They can commune with the gods at need and remove blindness and deafness and cure disease and light wounds by touch. They automatically detect evil, illusion, invisibility, lies, magic and traps. Planetars can communicate telepathically and understand all languages. If killed anywhere but in the Empyrean Heaven, they will rematerialize there in four decades. Once per day a planetar can gate in one of the following types of creatures: 1d3 astral devas, 1d4 monadic devas or 1d6 movanic devas. Once per day they can summon: 1d4 couatl, 1d2 ki-rin or 1d2 androsphinx.

  • Planetar: HD 17 (144 hp); AC -8 [27]; Atk 3 weapons (1d10+4); Move 15 (Fly 48, Swim 24); Save 3; CL/XP 29/7100; Special: Spells, magic resistance 65%, regenerate 4 hp/rd, immune to cold, lightning, magic missiles, petrification, poison, surprise, life drain, mind effects and death magic, half damage from fire.

Sahitim are an ancient race of men that made a deal with chaotic forces, turning into a race of half-fiends. A sahitim appears as a lean, humanoid demon with blank eyes, golden orange skin and curved, black horns. Sahitim dress neatly and elegantly, sacrificing mobility and practicality for grandeur. They prefer light, elegant weapons and light armor. Most can speak common, the alignment tongues of chaos or evil and the language of evil dragons.

Sahitim sects consist of 50 to 100 warriors plus 40% noncombatants. Sects are led by fighting-men and clerics, and might include magic-users. Sects are accompanied by 1d3+1 hell hounds, 1d6+1 lemures or 1d6+1 dretches. Sahitim rulers are usually clerics. Sahitim lairs are iron fortresses built at remote sites.

Sahitim characters enjoy a +1 bonus to intelligence, wisdom and charisma, but suffer a -1 penalty to constitution. They can see in darkness to a range of 60 feet. Their ancient pact with dark forces gives them a +2 bonus to all saving throws. They suffer only half damage from acid, cold and fire attacks. All sahitim can cast protection from good as an innate power.

  • Sahitim: HD 1; AC 3 [16]; Atk 1 scimitar (1d8) or 1 longbow (1d8); Move 12; Save 17; CL/XP 3/60; Special: Half damage from acid, cold and fire, protection from good.

The svirfneblin live deep beneath the earth, ever searching for precious stones and metals. They look like hairless gnomes with brownish skin and grey eyes. Svirfneblin are akin to earth elementals, and groups of them have a 10% chance per svirfneblin to summon a medium earth elemental. Svirfneblin warriors wear chainmail and are armed with daggers and picks. Many carry hollow-tipped darts filled with poison or acid. Svirfnebli are so stealthy that they surprise on a roll of 1-2 on 1d6, and they notice odd stonework as well as dwarfs. A svirfneblin’s innate toughness and resistance to magic gives them an improved saving throw value. All svirfneblin can cast the following spells once per day: blindness, blur and change self.

  • Svirfneblin: HD 3; AC 3 [16]; Atk 1 weapon (1d8); Move 9; Save 12; CL/XP 5/240; Special: Surprise on a 1-2 on d6, summon earth elemental.

Vulchlings are bird-like creatures with vaguely human facial features. They live in desolate places, swooping down on unsuspecting passers-bye from ledges or tall trees. A vulchling lair will contain 1d10-1 eggs. Vulchlings have been known to consort with harpies and vrocks.

  • Vulchling: HD 1; AC 6 [13]; Atk 1 bite (1d4+1) or 2 claw (1d4); Move 6 (Fly 3); Save 18; CL/XP 1/15; Special: None.

Art: The Arab and his Steed, 1872, Jean-Léon Gérôme

Wyvern Coast – Pwenet Plains

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 [13]; Atk 1 weapon (1d4); Move 6; Save 18; CL/XP A/5; Special: None.
  • Large Ant: HD 1; AC 5 [14]; 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 [15]; Atk 1 weapon (1d4+1); Move 6; Save 12; Special: +1 to moral checks, troops +1 to hit.
  • Abatwa Shaman: HD 4d4; AC 9 [10]; 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 [14]; Atk 2 kicks (1d6) and 1 weapon (1d10); Move 18; Save 13; CL/XP 6/400; Special: None.
  • Centaur Huntsman: HD 8; AC 4 [15]; 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 [15]; 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 [14]; 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 [14]; 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 [10]; Atk 1 weapon (1d4); Move 12; Save 18; CL/XP B/10; Special: None.
  • Man-at-Arms: HD 1; AC 7 [12]; Atk 1 weapon (1d8); Move 12 (Mounted 18); Save 17; CL/XP 1/15; Special: None.
  • Trader: HD 3; AC 3 [16]; 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 [11]; Atk 1 weapon (1d8); Move 12; Save 17; CL/XP 1/15; Special: None.
  • Huntsman: HD 5; AC 8 [11]; 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 [13]; 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 [15]; Atk 1 weapon (1d6+1); Move 9; Save 17; CL/XP 1/15; Special: See through all darkness.
  • Utu Priest: HD 4; AC 4 [15]; Atk 1 weapon (1d6); Move 9; Save 13; CL/XP 6/400; Special: Shape change, cleric spells (3rd).

Wyvern Coast – Village of the Drowned

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.

Wyvern Coast – Zhitleg-Yiq and Bathymora

What follows are a few of the encounters set in the map posted a few days ago.

0220 Zhitleg-Yiq: An eye of the deep called Zhitleg-Yiq dwells in a lightless chasm in this hex, ascending from the salty gloom when it senses easy prey above. Its lair is littered with treasures under the guard of crab exoskeletons (as many as the Referee thinks will challenge his players). The monster’s treasure consists of 2,140 gp, 2 x 5 gp gems, 6 x 50 gp gems, an orichalcum brazier (10 gp), a telescope (70 gp if repaired), a silver statuette of a greyhound (50 gp), a silver vase (120 gp), a choker with gold links shaped like dolphins (40 gp), a bamboo scroll (barely legible) on the music of the Mu-Pan Empire (50 gp), a silver vase (50 gp), a suit of +1 chainmail and a pair of bracers of defense, AC 4 [15]. The treasure is kept in a pile surrounded by poisonous sea urchins.

  • Zhitleg-Yiq: HD 10 (44 hp); AC 4 [15]; Atk 2 pincer (2d4) and bite (1d6); Move 6; Save 5; CL/XP 10/1400; Special: Blinding light, illusions, hold monster, hold person, regenerate eye stalks.
  • Crab Exoskeletons: HD 6; AC 3[16]; Atk 2 pincers (2d6); Move 6; Save 12; CL/XP 8/800; Special: Immune to turning, unaffected by sleep, hold, and charm, immune to non-blunt weapons.

0223 Road of Glass: An ancient road constructed from cobblestones of sea glass runs for 2 miles through this hex, from northeast to southwest. The road is in bad repair. It emerges from tall sand dunes in the northeast and disappears beneath a bed of giant clams in the southwest. Midway along the road’s length there stands a monument that looks like an abstract column of greenish metal filled with irregular holes.

0316 Palace of Phasutep: Phasutep was a minor demon in the service of the demon lord Dagon who constructed for himself a fabulous palace beneath the sea floor in this hex. The entrance is a 20-foot diameter bronze grate that can only be opened by an offering of human blood (1 in 6 chance of attracting sharks).

Beyond the grate there is a sprawling complex of marine caverns crawling with poisonous vermin, giant eels and a were-eel called Ulic and multiple marble statues of Phasutep (a revolting creature that combines the torso of an athletic man, legs that are a mass of serpents, arms covered in chitin and tipped with crab pincers and a head covered in lamprey-like mouths) that randomly teleport creatures from one statue to another. Should multiple persons each touch a different statue, all are teleported to a subterranean vault several miles beneath the sea caves that holds Phasutep’s palace.

The palace consists of several levels of corridors and chambers clad in mother-of-pearl and garish designs in black bronze, and lit with an unnatural, gibbous light. The upper portions are inhabited by semi-intelligent sea slugs capable of causing confusion, bloated, water-logged zombies in silk raiment and armed with serrated swords and a cabal of immortal clerics wearing black robes, each of which bears the claws of a crab in place of their human hands. Deeper levels have corridors and chambers of titanic dimensions that degenerate chuul, fountains of living, primordial ooze and a tribe of fomorians. The deepest level is a grotto of blood-red coral walls inhabited by the spirits of beautiful women who drowned in the Tepid Sea kept as a harem to entertain Phasutep (long since slain) and his lord Dagon (who will appear 1% of the time when the place is disturbed). The grotto contains three shimmering pools, two of which rob a person of their soul, the other acting as a gateway to Dagon’s extradimensional domain.

0604 Shipwrecked Galley: An ancient merchant galley sank to the seafloor here over a century ago. An enterprising dragon turned it into his lair. The dragon, Tupporring, is a huge serpent with blue scales. Tupporring is incapable of speech or spell use. There is a 30% chance that it will be found asleep on its pile of 9,100 gp. It also owns a hyacinth gemstone (50 gp) and four bottles of expensive perfume (100 gp each).

  • Tupporring, Ancient Dragon: HD 14 (112 hp); AC -6 [25]; Atk Bite (4d6); Move 12 (Swim 24); CL/XP 17/3500; Special: Frosty breath weapon, spit a wad of phlegm that holds victims fast to surfaces and can only be dissolved by alcohol.

1905 Workshop of Thros: Thros is an ancient mechanical man, a master leatherworker who specializes in shagreen armor (leather armor made from shark skin). He is made of black bronze, has phosphorescent eyes and his back is covered in barnacles. Thros has a collection of obsidian knives, bone needles and spools of copper wire that he uses as thread. His workshop is an ancient, submerged dolmen.

2603 Crumbling Ziggurat: The vestiges of a basalt ziggurat can be found here. The structure was built by the sahuagin but abandoned decades ago for unknown reasons. At the heart of the ziggurat there are strange machineries that create a area of becalmed winds in a 2-hex radius (marked on map as a shaded circle).

3010 Bathymora: Bathymora is a crystalline dome that contains a village of undines (120 males, 145 females, 9 children). The interior of the dome is filled with airy water. The dome can be entered through massive double doors of thick oak. Within the outer perimeter dome, which measures 1 mile in diameter, there is a stout keep surrounded by manicured gardens dotted with dozens of brightly colored pavilions, each the home of an undine warrior and his family. These pavilions are quite large, measuring 20 feet on each side, and stocked with all the comforts of home. The keep is built of coral blocks of orange and pink. Its master is Cammorvin, who has the abilities of a fighting-man, magic-user and cleric. Cammorvin’s lady-love is Duania. Also living in the keep are Cammorvin’s sons, Milell, Porondams and Anair and their wives and families. Cammorvin also keeps a pack of five barracuda that he uses as hounds, two small squid that fill the role of falcons, and eight hippocampi. The warriors of Bathymora carry spears and daggers and wear armor of mithril scales. The lord of Bathymora and his knights are haughty and ill-tempered, and not disposed toward mercy or chivalry. A knight has 6d10 gp in his purse. Cannorvin’s treasure consists of 3,000 gp, an ivory coronet (75 gp), a golden crown (100 gp) and a cursed scroll that turns readers into barracuda.

  • Cammorvin, Undine Cleric/Mage/Fighter Lvl 6: HP 25; AC 4 [15]; Save 11; Special: Cleric and Magic-User Spells (3rd); Scale armor, shield, lance, dagger.
  • Milell, Undine Fighting-Man Lvl 6: HP 25; AC 4 [15]; Save 13; Scale armor, shield, lance, dagger.
  • Porondams, Undine Fighting-Man Lvl 5: HP 33; AC 4 [15]; Save 14; Scale armor, shield, lance, dagger.
  • Anair, Undine Fighting-Man Lvl 4: HP 23; AC 4 [15]; Save 15; Scale armor, shield, lance, dagger.
  • Milell, Undine Fighting-Man Lvl 6: HP 25; AC 4 [15]; Save 13; Scale armor, shield, lance, dagger.

3019 Gilram-of-the-Mists: The coast here is clad in a thick fog all year long, night and day. Travelers picking their way through the fog run a heightened risk of tumbling into the sea. Inside the fog one can hear voices, sometimes mournful, sometimes merry, but always seductive. Colored lights bob in and out of the fog, sometimes appearing to be attached to the prows of silently gliding skiffs, other times swooping from the sky in formation and then scattering away into the fog. In the midst of the fog there is a simple tower of basalt blocks with a heavy door painted black. This is the tower of Gilram-of-the-Mists , a master illusionist.

Gilram is a deformed and amoral man. He despises visitors, but will sometimes lead travelers to his tower that he may torment them with his frightful illusions. Gilram has three apprentices, two of them, Galair and Paset, being mere quacksalvers, the other, Sadhu, a prestidigitator. The tower has three levels, the lower level a parlor filled with oddities and cunning (but not deadly) tricks and traps. The second level is a kitchen, Galair and Paset having straw mattresses by the hearth, Sadhu a tiny living cell. The third level is Gilram’s bedchamber and laboratory. The tower is protected by a mihstu called U’llhaib. U’llhaib usually lurks about in the immediate vicinity of the tower, but can be summoned by Gilram (and his apprentices, though they would not dare do so unless threatened with certain death) by speaking its name three times.

Gilram keeps his treasures in plain sight, disguising them as mundane items using permanent illusions. The horde consists of 2,500 gp disguised as barrels of flour. He has four 10 gp gems and two 100 gp gems disguised as shriveled apples discarded in a corner of the kitchen. Gilram wears a spectacular array of jewelry, including a silver toe ring decorated with garnets (100 gp), an iron armband set with an oval hematite (50 gp) that he claims improves the balance of his bodily humors and a silver choker set with chips of rose quartz (25 gp). He also carries a silver dagger. His only other treasures are a dusty bottle of burgundy wine (200 gp), a pound of fine tobacco (100 gp) and an ounce of cloves (200 gp).

Gilram would like very much to bring Lord Krull to heel, or at least chase him from the Wyvern Coast . They were once adventurer’s together, and competed for the love of the same woman.

  • Gilram, Magic-User (Illusionist) Lvl 10: HP 22; AC 7 [12]; Save 8; Special: Spells (5th); Silver dagger, darts (5), grimoire, jewelry (see above).
  • Sadhu, Magic-User (Illusionist) Lvl 3: HP 5; AC 9 [10]; Save 15; Special: Spells (2nd); Dagger, darts (2), grimoire, lucky rabbits foot.
  • Galair & Paset, Magic-User (Illusionist) Lvl 1: HP 1d4; AC 9 [10]; Save 17; Special: Spells (1st); Club, darts (2), grimoire.
  • Mihstu: HD 8; AC -3 [22]; Atk 4 tentacles (1d6+1); Move 6; Save 8; CL/XP 14/2600; Special: Only harmed by +2 weapons, constitution drain, immune to electricity and missiles, stunned by cold.

3103 Crumbling Tower of Kiquarua: Kiquarua was a sahuagin sorcerer who feuded for many years with Arivorth, an undine wizard who dwells in [3108]. In the end, Arivorth came out on top, and Kiquarua’s tower is now a crumbling heap of basalt stone surrounded by a forest of sinewy, reddish kelp. The tower is inhabited by Kiquarua’s three sahuagin apprentices, Zas, Gualt and Iacatuagyorn, and his former imp familiar, and now master of the ruins, Catugern. Most of Kiquarua’s treasure was lost in Arivorth’s final attack, but 4,000 sp and 600 gp still remains, hidden behind a loose stone.

  • Catugern the Imp: HD 2 (8 hp); AC 2 [17]; Atk 1 sting (1d4 + poison); Move 6 (Fly 16); Save 16; CL/XP 6/400; Special: Poison tail, polymorph into angler fish, regenerate 1 hp/rd, immune to fire, only hit by silver or magic weapons.
  • Sahuagin Apprentices: HD 2+1; AC 5 [14]; Atk 1 weapon (1d6); Move 12 (Swim 18); Save 16; CL 3/60; Special: Magic-user spells (1 x 1st).

3108 Arivorth’s Tower: Arivorth’s tower appears to be a single column of reddish volcanic rock marked with about one dozen crystalline windows that bulge outward. The place is entered through a heavy door of bronze marked with a glyph of warding that delivers an electrical shock (3d6 damage) to all within 20 feet. The interior of the tower is filled with airy water. It consists of a dozen levels, with access between levels via circular trapdoors of bronze. For many decades, Arivorth was locked in a struggle with a rival named Kiquarua (see [3103] for more details), finally destroying him just one year ago. The final eldritch assault cost Arivorth his vigor. He is now a tall, gaunt undine with wispy, silver hair and a single, purple eye with a puckered hole where his other eye should be. Arivorth’s own grimoire is tattooed onto flayed skins rolled into scrolls. Kiquarua’s grimoire is a collection of thin, metal plates etched with glyphs. This was the prize that drove Arivorth to destroy his old enemy, for it contains information relevant to the attainment of lich-hood, which Arivorth desires above all other things. He is now in a race with time to complete his preparations before he expires. Arivorth is assisted in this endeavor by five apprentices, Aernach, Berthach, Bruidian, Mortaig (all adepts) and Tristhiore, a soothsayer. The tower is also protected by the animated remains of Kiquarua, now stripped of his flesh. Arivorth owns 3,530 gp, an obsidian pendant (75 gp) and a huge chunk of turquoise (770 gp) that he plans on using as his phylactery.

  • Arivorth, Undine Magic-User Lvl 9: HP 26; AC 9 [10]; Save 9; Special: Magic-User Spells (5th); Copper staff, obsidian dagger.
  • Tristhiore, Undine Magic-User Lvl 2: HP 5; AC 9 [10]; Save 16; Special: Magic-User Spells (1st); Obsidian dagger.
  • Adepts, Undine Magic-User Lvl 1: HD 1d4; AC 9 [10]; Save 17; Special: Magic-User Spells (1st); Obsidian dagger.
  • Kiquarua, Wight: HD 3 (11 hp); AC 5 [14]; Atk 1 claw (1 hp + level drain); Move 9; Save 14; CL/XP 5/240; Special: Drain 1 level with hit, hit only by magic or silver weapons.

3119 Corsair Cove: Corsair Cove provides a safe haven for pirates. There is no authority in the village, though an unwritten law forbids fighting and theft. It is a rare pirate who will break that law, for Corsair Cove is the only haven on the Tepid Sea not under Ophir’s control. The village is centered on the House of the Blood Red Skull, an inn owned by Old Thom, an ex-corsair. Thom employs several wenches and a temperamental boggart named Scraps as a cook. The inn is a raucous place with gambling, wrestling and competitive darts on Thursdays. The village also has a barber, leatherworker, jeweler (and fence), smith and shipwright.

  • Old Thom, Fighting-Man Lvl 3: HP 22; AC 9 [10]; Save 16; Cleaver.

3221 Bothazamast the Reaper: A deep, black pool, placid and cool, rests amidst the barren hills. Stinging flies swarm along the shore over bunches of purple coneflowers. The pool is the lair of Bothazamast the Reaper, a creature of chaos. Bothazamast appears as a 12-foot tall black mantis. It walks on its two rear-most legs, using the other four to attack. The creature’s arms are tipped with great scythes. The touch of these scythes corrodes and destroys non-magical metal. Bothazamast can charge into combat, dealing double damage if it attacks successfully. If its attack rolls beat its opponent’s Armor Class by more than 4, it deals an additional dice of damage. Bothazamast is immune to mental attack and to all spells except those involving light. It cannot be surprised. Bothazamast feeds off of the chaos and panic its appearance causes. It guards Qualag, a +3 shield once used by the forces of law. Qualag is surrounded by a faint golden aura in a 10’ radius. This aura suppresses all magical effects other than its own. In addition, the bearer’s sixth sense becomes so acute he cannot be surprised. Unfortunately, this effect also causes terrible insomnia, with the bearer only able to fall asleep each night on the roll of 1-2 on 1d6. After one week without sleep, the bearer must succeed at a saving throw each day to avoid insanity (per the spell of the same name).

  • Bothazamast: HD 12 (84 hp); AC 18; Atk 4 scythes (2d6); Move 12 (Climb 12, Swim 12); Save 3; CL/XP 17/3500; Special: Immune to mental attack, immune to magic, never surprised, charge, corrode metal.

3413 Citadel of Arkad the Humble: This crumbling vestige of the rule of Arkad, one of the most infamous of the Purple Kings, is now inhabited by a band of 76 red-robed religious fanatics (fight as berserkers) led by the warlord Xaathan. Xaathan and his men are devotees of the cult of Oanne, an unorthodox cleric whose body is interred in the winding catacombs beneath the citadel. Oanne lost his life exploring the catacombs in search of the Vessel of Mandukh, a relic of Dagon’s cult said to give prophetic powers to those who inhale the smoke of frankincense burned in the vessel. Xaathan is assisted by two fighters, Sumya and Dauruss, and a ritual chanter called Harath. The fanatics range along the coast (avoiding the fog-covered hex 3019) and into the interior, waylaying caravans for supplies. Their treasure, kept in stone caskets discovered in the catacombs, consists of a necklace of blue diamonds (900 gp) and 5,320 gp. They also have 2d6 weeks of standard rations and 2d6 vials of poison that deals 1d6 points of damage.

  • Xaathan, Fighting-Man Lvl 12: HP 56; AC 1 [18]; Save 7; Battle axe, platemail, shield, light crossbow, 10 quarrels (poisoned).
  • Sumya, Fighting-Woman Lvl 6: HP 40; AC 3 [16]; Save 7; Hand axe, chainmail, shield, light crossbow, 10 quarrels (poisoned).
  • Dauruss, Fighting-Man Lvl 5: HP 20; AC 3 [16]; Save 7; Hand axe, chainmail, shield, light crossbow, 10 quarrels (poisoned).
  • Harath, Fighting-Man (Bard) Lvl 4: HP 12; AC 3 [16]; Save 7; Long sword, chainmail, shield, longbow, 20 arrows (poisoned), harp.

3611 Bbhal-Epho: A tribe of 80 oktomon warriors, 50 females and 70 young dwell in a large seamount riddled with caves. In the middle of the sea mount is a geothermal vent, giving these oktomon (who apparently have developed a resistance to the caustic and poisonous fumes) access to metalworking. The tribe is led by a warlord called Bhaegos and his four subordinates, Dhot, Rynghot, Bhagg and Boboguta. The tribe also has a cleric of Tiamat called Phalashu and a sisterhood of five psychics led by Hathotho. The tribe is served by 100 skum slaves. The deepest portion of their mountain lair, kept quite hot by its proximity to the vent, holds the tribe’s treasure of 4,160 gp is kept in scavenged amphorae. The tribe’s warriors carry bronze socket axes and bronze-tipped hooked swords*.

  • Bhaegos, Oktomon Fighting-Man Lvl 8: HP 70; AC 6 [13]; Save 11; Shields (2), battle axe, hooked sword.
  • Subordinates: HD 4; AC 6 [13]; Atk 4 weapons (1d8); Move 12 (Swim 18); Save 14; CL/XP 5/240; Special: None.
  • Phalashu, Oktomon Cleric Lvl 6: HP 34; AC 4 [15]; Save 11; Special: Cleric spells (3rd); Shields (2), battle axe, hooked sword.
  • Hathotho, Oktomon Psychic Lvl 6: HP 36; AC 4 [15]; Save 12; Special: Astral Travel, Clairaudience/ Clairvoyance, Mesmerism, Mind Blast; Hooked swords (2), shields (2).
  • Sister Psychics: HD 3; AC 4 [15]; Atk 2 weapons (1d8); Move 12 (Swim 18); Save 16; CL/XP 5/240; Special: Mind Blast.
  • Skum: HD 2; AC 6 [13]; Atk Bite (2d6); Move 9 (Swim 18); Save 16; CL/XP 2/30; Special: None.

* Hooked swords grant a +1 bonus to make disarming and overbearing attacks to warriors skilled in their use.

3623 Maze of Pharos: In a broad valley of salt flats there is a maze dug directly into the hard-packed earth and lined with blue tiles. The maze is all that remains of the catacombs of an ancient city that thrived during the time of the Nabu Empire. The catacombs are patrolled by giant scarab beetles and cobras. Shelves in the walls of the catacombs hold urns that contain the ashen remains of the ancient city’s dead. Secret passages in the walls lead to narrow flights of stairs and private tombs protected by glyphs of warding and cunning poison gas traps. At the center of the maze there is a gaping hole over 100 feet deep. This was a once a well fed by an artesian well. At the bottom of this hole lie the remains of King Pharos, a necromancer of great repute in his time. He lies atop a magical seal that, if broken by an agent of law, will open a crack in the hillside above and release an undead army under the command of Old King Pharos, now a specter.

  • Pharos, Spectre: HD 7 (39 hp); AC 2[17]; Atk 1 spectral weapon or touch (1d8 + level drain); Move 15 (Fly 30); Save 9; CL/XP 9/1100; Special: Drain 2 levels with hit, immune to non-magical weapons.

3711 Lord Krull: Perched above the sea is a motte-and-bailey castle, the stronghold of Krull, a merciless warlord who defies the lords of Ophir at every turn. Krull’s orcs include 20 crossbowmen, 30 heavy infantry, 10 sergeants-at-arms to keep them in line, an artillerist and crew for his cannon (5d6 damage) and a cleric called Perduc. Huddled around the stronghold is a village of 50 shepherds and their families living in simple hovels built of stone. Krull’s arms are a field or with party per pall sable emblazoned with a wyvern gules (memorializing an adventure he once had in the mountains of the Wyvern Coast ). Krull is especially moody these days, for he is mourning the loss of his love, away far too long exploring the Palace of Phasutep in [0316]. Krull’s treasure amounts to 2,850 gp.

  • Shepherd: HD 1d4; AC 9 [10]; Atk 1 weapon (1d4+1); Move 12; Save 18; CL/XP A/5; Special: Expert slinger (+1 to hit and damage).
  • Orc: HD 1; AC 6 [13]; Atk 1 weapon (1d8); Move 9; Save 17; CL/XP 1/15; Special: None.
  • Perduc, Orc Cleric Lvl 5: HP 23; AC 4 [15]; Save 11; Special: Cleric Spells (3rd); Mace, chainmail, unholy symbol.
  • Lord Krull, Orc Fighting-Man Lvl 9: HP 72; AC 2 [17]; Save 10; Bastard sword, platemail, javelin of lightning.

Krull’s heraldry made possible by the generous programming of Inkwell Ideas.

Wyvern Coast – The Tepid Sea

This post will cover the Northwest quadrant of map J11, giving some information the geographies involved and random encounters. My next post will highlight some of the encounter areas. This post is not open content.


Tepid Sea
The Tepid Sea is a warm, shallow sea known for its sea turtles and the depredations of corsairs from the Wyvern Coast and filibusters from Brigantia. Storms are rare on the Tepid Sea, and most of the water is clear enough that one can see the sea floor. The eastern shores of the Tepid Sea are home to mollusks that produce a rare (and thus expensive) purple dye that remains in favor throughout the Motherlands. The “Purple Kings” of the Wyvern Coast built their fortunes upon the trade in this dye.

Random Encounters
3 Turtle, Giant Sea (1d4)
4 Nymph (1d6)
5 Sea Cat (1d6)
6 Crocodile, Giant (1d6)
7 Mermaid (2d6) and Merrow (1d6)
8 Crab, Giant (2d6)
9 Dolphin (3d6)
10 Shark, Small (2d6)
11 Merchant Galley (80%) or Merchant Cog (20%)
12 Aquatic Humanoids (see table below)
13 Eel, Giant Electric (2d6)
14 Pirate Galley (see below)
15 Aquatic Troll (1d6)
16 Sea Hag (1d3) and Merrow (1d6)
17 Ray, Giant Manta (1d4)
18 Tusked Whale (1d4)

Random Humanoid Encounters
1-2 Crabmen (2d6)
3 Oktomon (3d6)
4 Sahuagin (2d6)
5 Triton (2d6)
6 Undine (3d6)

Random Battlefield Terrain
1-3 Sandy Ground – half movement
4-7 Rocky Ground – chance to lose footing at top speed
8-9 Kelp Forest – half movement, obscuring cover
10 Chasm – chance of falling

Merchant Galley: A merchant vessel with a single oar deck carrying about 2,000 gp worth of mundane cargo. The galley is crewed by six sailors and twenty rowers. They are commanded by a ship captain and first mate. The sailors are armed with light crossbows and axes, while the rowers can fight with clubs. Leaders wear leather armor and carry scimitars and daggers.

• Sailor/Rower: HD 1; AC 8 [11]; Atk 1 weapon (1d8); Move 12; Save 17; CL/XP 1/15; Special: None.
• First Mate: HD 3; AC 6 [13]; Atk 1 weapon (1d8); Move 12; Save 14; CL/XP 3/60; Special: None.
• Captain: HD 5; AC 4 [15]; Atk 1 weapon (1d8); Move 12; Save 12; CL/XP 5/240; Special: +1 to moral checks, troops +1 to hit.

Merchant Cog: A merchant cog is used for long voyages, and thus carries a more exotic cargo – rare woods, exotic armor and weapons, silk, spices, etc. Assume 5,000 gp worth of cargo. The cog is manned by twelve sailors. They are commanded by a ship captain and first mate. There is a 2 in 6 chance of a priest aboard and a 1 in 6 chance of a mage. The sailors are armed with light crossbows and axes, while the leaders wear leather armor and carry broad swords and pistols.

Oktomon: The oktomon fulfill a roll in the submarine ecology of the Tepid Sea like that of the Vikings. They are plunderers, especially of the surface world, but also traders and explorers. They typically lair in low-ceilinged caves that other species find difficult to negotiate, and they stock those cave lairs with an astounding array of traps. When encountered away from their lairs, the okotomons are either seeking plunder or trade. In either event, they are equipped with serrated spears, one or two gaff hooks, nets (primarily used for carrying items, but also useful in a fight) and round, polished shields. If more than twelve oktomons are encountered, they will be led by a captain.

• Oktomon: HD 3; AC 5 [14]; Atk 4 weapons (1d6); Move 12 (Swim 18); Save 14; CL/XP 4/120; Special: None.
• Captain: HD 6; AC 5 [14]; Atk 1 weapon (1d8); Move 12 (Swim 18); Save 11; CL/XP 6/400; Special: None.

Pirate Galley: A pirate vessel with two oar decks, the galley is crewed by twelve pirates and thirty rowers. They are commanded by a ship captain and first mate. The pirates are armed with light crossbows and axes, while the rowers can fight with clubs. Pirate leaders wear leather armor and carry scimitars and pistols. There is a 1 in 6 chance of a mage being aboard.

• Pirate: HD 2; AC 7 [12]; Atk 1 weapon (1d8); Move 12; Save 16; CL/XP 3/60; Special: +1 hit and damage in round 1, backstab for double damage.
• First Mate: HD 3; AC 6 [13]; Atk 1 weapon (1d8); Move 12; Save 14; CL/XP 4/120; Special: Backstab for double damage.
• Pirate Captain: HD 5; AC 6 [13]; Atk 1 weapon (1d8); Move 12; Save 12; CL/XP 6/400; Special: Backstab for triple damage; +1 morale; troops +1 to hit
• Pirate Mage: HD 2d6; AC 8 [11]; Atk 1 weapon (1d4); Move 12; Save 16; CL/XP 3/60; Special: Two first level magic-user spells, backstab for double damage.

Sahuagin: Sahuagins are aggressive, territorial fish-men. They are matriarchal and are ruled by priestesses. A sahuagin settlement will consist of a basalt ziggurat topped by a temple to their shark deity, Omoo. Within the ziggurat are the living quarters of the priest-queen, her attendants, her consorts and other minor nobles. The ziggurat is surrounded by dozens of stone huts and slave quarters. Sahuagin encountered away from their settlements are always on the hunt for meat, plunder or slaves. A sahuagin war party is always led by a noble. If more than 8 sahuagin are encountered, they will also be accompanied by a priestess riding atop a shark. Sahuagin are equipped with obsidian axes and nets.

• Sahuagin: HD 2+1; AC 5 [14]; Atk 1 weapon (1d8); Move 12 (Swim 18); Save 16; CL/XP 2/30; Special: None.
• Noble: HD 4+1; AC 5 [14]; Atk 1 weapon (2d6); Move 12 (Swim 18); Save 13; CL/XP 4/120; Special: None.
• Priestess: HD 3+1; AC 5 [14]; Atk 1 weapon (1d8); Move 12 (Swim 18); Save 14; CL/XP 4/120; Special: Cleric spells (2 x 1st level), banish undead.
• Small Shark: HD 4; AC 6[13]; Atk 1 bite (1d4+1); Move 0 (Swim 24); Save 13; CL/XP 4/120; Special: Feeding frenzy.

Triton: Tritons live in coral towers decorated with riches taken from sunken ships. Bands of tritons encountered at sea are equipped with shields, tridents and daggers and always ride hippocampi. Tritons are always led by a knight. If more than eight tritons are encountered, they are also accompanied by a priest.

• Triton: HD 3; AC 5[14]; Atk 1 trident (1d8+1); Move 1 (Swim 18); Save 14; CL/XP 4/120; Special: Magic resistance 90%.
• Knight: HD 6; AC 5[14]; Atk 1 trident (1d8+2); Move 1 (Swim 18); Save 11; CL/XP 7/600; Special: Magic resistance 90%.
• Priest: HD 4; AC 5[14]; Atk 1 trident (1d8+1); Move 1 (Swim 18); Save 13; CL/XP 6/400; Special: Magic resistance 90%, cleric spells (2 x 1st level, 1 x 2nd level).
• Hippocampus: HD 4; AC 5[14]; Atk 1 bite 1d4); Move (Swim 24); Save 13; CL/XP 4/120; Special: None.

Undine: Undines are aquatic relatives of the elves. Unsullied by the blood of mortals, the undine are taller than their surface cousins, with pale, gaunt skin, silvery hair, long, webbed fingers and toes and large, violet eyes. They live in exquisite keeps constructed from white stone and decorated with banners made of linked, multi-colored scales. Most undines use giant seahorses as mounts, and keep small hunting squids and swift barracuda for use in their hunts. Undines encountered away from their home will usually be on a hunt, and the party will include no more than one hunting squid or barracuda per three undines. If more than twelve undines are encountered they are led by a warlock. Undines are equipped with scale armor, tridents and daggers and are usually mounted on giant seahorses.

• Undine: HD 2+1; AC 5 [14]; Atk 1 weapon (1d8); Move 12 (Swim 15); Save 16; CL/XP 2/30; Special: Telepathic communication with humanoids and aquatic creatures.
• Warlock: HD 5; AC 5 [14]; Atk 1 weapon (1d8+1); Move 12 (Swim 15); Save 12; CL/XP 7/600; Special: Magic-user spells (3/2/1), telepathic communication with humanoids and aquatic creatures.
• Barracuda: HD 1; AC 6[13]; Atk 1 bite (1d8); Move (swim 24); Save 17; CL/XP 1/15; Special: None.
• Giant Seahorse: HD 4; AC 7[12]; Atk 1 bite (1d6); Move 0 (Swim 24); Save 13; CL/XP 4/120; Special: None.

Wyvern Coast
The Wyvern Coast is a range of sun-baked badlands between the Nabu Desert and the Tepid Sea. Its shoreline hosts a multitude of caves and coves that provide hiding places for the pirates that roam the Tepid Sea. The hills provide little of value other than volcanic glass and some fancy stones. The only city-state on the Wyvern Coast is Ophir, infamous for its bazaars, slave market and assassin’s guild. Ophir was once the main seat of power for the ancient Purple Kings that ruled the coast.

Random Encounters
3 Cyclops (1d4)
4 Lamia (1d4)
5 Scorpion, Giant (1d4)
6 Insectaur (1d6)
7 Eagle, Giant (2d6)
8 Pirates (3d6) and First Mate (see below)
9 Dragon Man (2d6) and Warlock (see below)
10 Lion (2d6)
11 Lizard, Giant (2d6)
12 Tick, Giant (2d6)
13 Igniguana (1d6) or Shocker Lizard (2d6)
14 Slavers (6d6), Slave Master and x 10 slaves
15 Wyvern (1d4)
16 Leucrota (1d6)
17 Basilisk (1d4)
18 Shedu (1d4)

Random Battlefield Terrain
1 Meadow – no penalties
2-5 Gentle Slope – slight chance to lose footing
6-9 Steep Slope – chance to lose footing, higher ground bonus
10 Cliff – chance of falling

Dragon Men: The dragon men of the Wyvern Coast live in settlements composed of bronze domes surrounded by gardens of colored stones and succulents. Dragon men wear no armor. They arm themselves with two-handed axes and longbows. Dragon men encountered outside their settlements are led by warlocks.

• Dragon Man: HD 1+1; AC 6 [13]; Atk 1 bite (1d4 + 1d4) or 1 weapon (1d8); Move 15; Save 17; CL/XP 3/60; Special: Spell (1 level 1), bite.
• Warlock: HD 5; AC 6 [13]; Atk 1 bite (2d4) or 1 weapon (1d8+1); Move 15; Save 12; CL/XP 7/600; Special: Magic-user spells (3/2/1).

Pirates: The pirates of the coast are found in secluded coves, licking their wounds and preparing for their next venture. They sometimes have established camps protected by earthworks that they share with camp followers – traders, craftsmen and wenches. Other times they simply hide their galley and head for a high cave that gives them a good view of the sea. Groups encountered away from this lair are usually on hunting expeditions and armed with crossbows and axes.

If fewer than fifteen pirates are encountered they are led by a first mate. If more than fifteen pirates are in a group they are led by a captain. The first mate and captain will be armed with a broad sword, musket and three pistols.

• Pirate: HD 2; AC 7 [12]; Atk 1 weapon (1d8); Move 12; Save 16; CL/XP 3/60; Special: +1 hit and damage in first round of combat, backstab for double damage.
• First Mate: HD 3; AC 6 [13]; Atk 1 weapon (1d8); Move 12; Save 14; CL/XP 4/120; Special: Backstab for double damage.
• Pirate Captain: HD 5; AC 6 [13]; Atk 1 weapon (1d8); Move 12; Save 12; CL/XP 6/400; Special: Backstab for triple damage; +1 morale; troops +1 to hit.

Slavers: A band of slavers is probably moving their victims to a mine or to their secret lair within the hills. There will be ten slaves for every slaver encountered. Slavers are equipped with leather armor, whip, light crossbow, club and man-catcher. Slave masters are equipped with leather armor, whip, short sword and light crossbow.

• Slaver: HD 1; AC 7 [12]; Atk 1 weapon (1d8); Move 12; Save 17; CL/XP 2/30; Special: Backstab for double damage, man-catchers.
• Slave Master: HD 5; AC 6 [13]; Atk 1 weapon (1d8); Move 12; Save 12; CL/XP 6/400; Special: Backstab for triple damage.

Wyvern Coast – Introduction

The first map grid I’m going to detail on this blog is J11, which contains the Wyvern Coast and the Nabu Desert. This first post will give an overview of the area.


Map J11 – History
During the Pandiluvian Age, what is now the Nabu Desert and Pwenet savanna was a shallow sea and the Wyvern Coast was a series of rocky islands. The elder things and fish men built their cities in this shallow sea, leaving the rocky islands to wyverns, chimera and a few primitive men.

When the waters receded, they left a great grassland dotted with trees and a range of highlands and mountains along the sea. The elder things and fish men retreated with the sea, with the ancient lizard kings and their human slaves filling the void. For centuries the lizard kings fought over the savanna and left the coast to monsters and primitive hill tribes. Finally, human slaves overthrew their reptilian masters and established themselves in the city-states they once built and labored in as slaves.

In the northern reaches of the savanna, the humans established a sorcerous empire under the command of a mysterious king called Nabu, who ruled from a city-state called Per-Nabu. The Nabu Empire made war against their neighbors and established colonies and tributary states along the Wyvern Coast, into the barbarian-infested woodlands of Venatia to the north, and into Pwenet, the southern reaches of the grasslands. Eventually, they came into contact with the rival empires of Kolos in the jungles of Cush and Irem far away in the west. These ancient superpowers clashed at sea and on the land, and eventually summoned up powers well beyond their control. Kolos became a lost city, its people scattered through the jungles. Irem and Nabu, on the other hand, were blasted by the gods (or so it is said), their domains becoming wastelands.

In the aftermath of the cataclysm that struck Nabu, its colonies either became independent city-states in their own right, or simply melted into the wilderness. Nabu’s northern forts in Venatia were overcome by the barbarians and destroyed, not to be colonized again until the great expansion of the Nomo Empire. Nabu’s port of Ibis on the Golden Sea became a powerful city-state and remains one to this day. The tributary ports on the Wyvern Coast rose to prominence for a short time, their rulers being called the “Purple Kings” due to the dies that help make their fortune. Nabu itself is now known as the City of Death on the aptly named River of Death, its vast treasures and terrible knowledge waiting to be discovered by courageous adventurers.

Map J11 is mostly hot and arid, with the coast, grasslands and high mountains being slightly more pleasant than the sun-baked hills and desert sands. The four geographic regions represented on the map are the Nabu Desert, the Pwenet Grasslands, the Tepid Sea and the Wyvern Hills.

The Wyvern Hills were once controlled by a dynasty that is now referred to as the “Purple Kings”. At the height of their power, these kings established many colonies on the Tepid Sea. In their later years they fell under the dominance of the Nabu Empire. When that empire was destroyed and its grasslands scorched, most of the Purple City-States were abandoned and fell into ruin. Only Ophir, the greatest of them, exists to this day.

The people of the coast and hills are a bronze-skinned mixture of Motherlander and Lemurian. The grasslands are home to pure-blooded, swarthy Lemurians.

Each day and night the Referee should dice for the chance of a dangerous encounter. Generally, there is a 1 in 6 chance of such an encounter, or a 1 in 8 chance if a ranger is present. There is an equal chance of becoming lost.

In the next couple of days I will show the northeast quadrant of Map J11, describe the Tepid Sea and Wyvern Coast, provide some random encounter tables and describe some major set encounters.