Hex Map Redesign

I spent most of Mother’s Day 2020 celebrating my wife, the mother of my daughter, who is just plain awesome. My best friend in the world and the best thing that ever happened to me!

But while I was waiting for her to get ready to go out and celebrate the re-opening of one of favorite shops in Vegas, I had time to play around with a new way of doing my hex maps. I thought I’d provide a sneak preview to what I’d currently call a rought draft.

I’ve been using Hexographer for about a decade now to produce my hex maps, and I really like it. The maps it creates look great, but they do present a few small problems for me. First, I just recently switched to using a new computer, and last night had to do some digging to find my license key. If I hadn’t found it, I might have been in a sticky situation, so bringing the map creation completely “in house” would be safer for me, and give me more control over my product.

The second problem is that the hex maps I have been creating do not reproduce well in the PDF format. I’ve done just about everything I can think of to improve them, but I just cannot get them to look right. That’s why I provide the hex maps as downloads on the site … but if the site ever went away, the maps would go with it, and that wouldn’t be good at all. In addition, having the maps more at hand for GM’s would be a big bonus. I really want to include the maps in the books.

The final problem has to do with the format of numbered hexes. When you are looking at a map, you can see right away where cities, towns and villages are located, but you cannot see where all of the other enounters are located. As a GM, you have to reference every hex the party travels through to see if there is something in it, which is a pain in the rear and makes it really easy to miss something.

Thus, the new design:

My idea is to include with each hex crawl an overview map without hexes to give the GM a general overview of the region being described. This map is then subdivided into smaller sub-maps. The sub-maps look like the one above. Descriptions of the settlements and numbered encounter areas would be located after the sub-map in the hex crawl.

Each sub-map is labeled A, B, C, D, etc., to allow encounters on one sub-map to be referenced in the encounters for another sub-map, something like [A3] or [F4], rather than the current [0122].

I won’t use this new style on the next hex crawl – that map is already created in Hexographer. They will probably premiere in the next crawl, and in the compilation books I’m hoping to start publishing in 2021 under the title The Nodian Cosmography. These will collect the old hex crawls, starting with the Wyvern Coast and Nabu – and the city-states of Ophir and Ibis – published in the first issues of NOD. The new books will update the hex crawls to the 2nd edition Blood & Treasure rules, fix errors, and include some new material where appropriate.

Ophir, The City of Slaves – The Souk

The first three parts of Ophir can be found here, here and here. For information on the pantheon of Ophir, click here.

F. The Souk
This diagonal street of reddish clay is shaded by wooden slats and numerous striped shades hoisted on wooden poles. It is always thick with activity and hosts dozens of stands selling fruits, vegetables, foodstuffs, cloth, tools, trinkets, exotic animals, copper pots, crockery and other items. Smugglers and fences are common, as are beggars, street urchins, entertainers and common trollops. The guards work their way once every twenty minutes, extorting as much coin as possible from the peddlers and their customers (especially foreigners). Three idols of Melkarth, god of merchants among other things, line the street. It is common for large business deals to be consumated by spitting in the hands and shaking them beneath one of these statues.

27. Guardhouse: This building is constructed of limestone blocks. It rises three stories and is really more of a tower with a crenelation on the roof to protect archers. The building houses fifteen men-at-arms of the royal guard and their commander, Karba. On the ground floor there is a small cell with an iron door, and outside there are two pillories. If there has been a recent execution, the body or head will be displayed from the top of the tower. A secret trapdoor in the cell leads to the catacombs below.

Karba is a woman with long, raven-black hair held back in a thick braid whose beauty is only marred by the ever-present sneer on her face. She dresses in a chainmail hauberk over a scarlet tunic and wears a yellow scarf wrapped around her helm. She carries a red shield decorated with bronze studs and wields a curved long sword and dagger. Her soldiers wear crimson ring mail and helms circled with yellow turbans. They carry pole arms, short swords, short bows and five arrows each. Karba is a swaggering, rakish woman, an insult always on the tip of her tongue and her cold, appraising stare capable of making veteran warriors sweat. While her men patrol the area, she can usually be found at the Inn of One Thousand Delights [7] or the gambling hall [54], her feet on a table and a goblet of spiced wine in her hand.

• Karba: HD 5 (29 hp); AC 3 [16]; Atk 1 weapon (1d8); Move 12; Save 12; CL/XP 5/240; Special: Men-at-arms are +1 to hit under her command.

29. Temple of Astarte and Adonis: Astarte was once the patron deity of Ophir and she had a magnificent temple dedicated to her on a hill overlooking the city-state. The temple was sacked many decades ago, and Astarte fell out of favor. Her temple fell into ruin and her priesthood was forced to purchase and renovate a smaller structure into a shrine dedicated to the goddess and her consort, Adonis. The new temple is constructed from limestone blocks with a few horizontal bands of green marble as decoration. It is topped by a green marble dome. Within the temple there is a large space with a high ceiling dominated by idols of Astarte and Adonis. Behind are apartments for the priests, the largest belonging to Jumaga. Jumaga’s bed is draped with four leopard skins (worth 25 gp each). Outside the temple there is always a place for worshippers to remove their footwear and cleanse their feet before entering. Two guardsmen, Hayad and Alahm, guard the temple at night. Offerings of fruit, grain, flowers and money (4d6 gp) cover the altar in the daytime.

The temple’s priest is Jumaga, a youthful man impeccably dressed in white robes and well-spoken. He has two assistants, Iamir and Hada. Iamir, a gnome, looks younger than his master, and is opinionated and rash. Hada is quite young and only recently left his work as a shepherd. He is servile and friendly. The temple guards, Hayad and Alahm, are both young and foppish (baggy trousers, red sashes, velvet fez, curled mustachios and always annointed with fragrant sandalwood oil), and have only taken this job until something better comes along. Hayad is trusting and egotistical, and Alahm is a blustering fool. Jumaga has become popular in Ophir for his parables and generosity toward the poor. He is often out of the temple tending to the peasantry. A small vault is hidden beneath the temple and does not connect to the catacombs. Here, the priests hide escaped slaves before moving out of the city. The temple’s treasure, kept in a locked chest guarded by a spell that creates an invisible, deadly gas when the chest is opened without saying the magic words (“Quick Brown Fox”), consists of 400 gp and a garnet worth 1,000 gp.

• Jumaga, Adept Lvl 6: HP 23; AC 7 [12]; Save 10; Special: Adept spells (2nd); Leather armor under pristine white robes, winged sandals, sickle (treat as hand axe).

• Acolytes, Adepts Lvl 2: HP 2d6; AC 7 [12]; Save 14; Special: Adept spells (1st); Leather armor under white robes, shepherd’s crook, 1d100 cp in alms for the poor in a leather sack, small skin of ale for medicinal purposes.

• Hayad, Swashbuckler Lvl 1: HP 8; AC 8 [11]; Save 14; Special: Move 13, stunning attack 1/day; Long sword (scimitar), silver dagger, pouch of snuff, purse with 1d6 sp.

• Alahm, Swashbuckler Lvl 1: HP 5; AC 8 [11]; Save 14; Special: Move 13, stunning attack 1/day; Long sword (scimitar), silver dagger, silk slippers with curled toes, purse with 1d6 gp.

34. Chandler: Obna is a hedge wizard with a nasally voice and squinty eyes. Chivalrous and cultured, he can always be found with a clay pipe clenched in his teeth, blue smoke curling around his balding head. While Obna makes a living as a chandler, and is capable of enchanting his candles with spells that he knows. An enchanted candle releases its spell when the candle has been burning for 1 minute and lasts as long as the candle lasts, usually 1 hour. Enchanted candles sell for 100 gp per spell level. Obna lives with his wife Esther, a matronly woman of great beauty, wit and kindness. He has twin thirteen-year-old sons, Nabo and Onab, who are his apprentices. While Nabo is content to take over his father’s business one day, Onab longs for the adventurous life. Obna’s town house has four stories, the first containing a workshop, the second a living room and library, the third living quarters for the twins and the fourth a bedchamber for Obna and Esther. Obna’s workshop is protected by a second-hand homonculus called Tatty Tom that he received as a wedding gift from his former master. Tom’s actually shares his bond with Esther, and is goodhearted if a little mischievous. Obna’s treasure, kept in a locked chest hidden in his workshop, contains (beneath ratty blankets and bits of candle) 1,000 sp, 500 ep, 100 gp and a smoky quartz worth 4 gp.

• Obna, Adept Lvl 3: HP 11; AC 8 [11]; Save 13; Special: Adept spells (1st), skilled as a chandler; Dagger, darts (3), spellbook, snakeskin turban. Obna knows three spells, charm person, protection from evil, sleep.

• Nabo, Adept Lvl 1: HP 3; AC 9 [10]; Save 15; Special: Adept spells (1st); Dagger, darts (3), spellbook.

• Onab, Magic-User Lvl 1: HP 5; AC 8 [11]; Save 15; Special: Magic-user spells (1st); Dagger, darts (3), spellbook.

• Tatty Tom, Homonculus: HD 2; HP 18; AC 5 [14]; Atk 1 bite (1d3); Move 9 (Fly 18); Save 16; CL/XP 3/60; Special: Poison (unconscious for 5d6 minutes.

36. Vigilante: Jumog is a vigilante and a neurotic, opinionated loner. As a half-orc, he can pass for human, but has a pock-marked face and entirely too much bristly hair on his body. By day, he maintains an unkempt appearance as a freighter working on the docks. At night, he skulks about town in blackened chainmail, his face hidden by a scarf, waylaying the evil and wicked (especially the predatory priests of Lotan). His home is eqally unassuming, being a simple stone structure with a flat roof and a wood door covered in peeling white paint. A secret trapdoor allows quick access to the roof, and another inside leads into the catacombs. This trapdoor is covered by a heavy chest and locked. Jumog has very little treasure, giving most of what he takes to the Temple of Shedu [56], but he does have 100 gp, a rock crystal worth 5 gp and a bronze ewer worth 95 gp. His primary nemesis is the Black Orchid, the most skilled assassin in Ophir.

• Jumog, Half-Orc Fighting-Man Lvl 2: HP 13; AC 3 [16]; Save 15; Special: +1 strength bonus; Flail, chainmail, shield, brass holy symbol of Shedu (135 gp).

37. Warehouse: This mud brick warehouse contains stolen goods owned by the Thieves’ Guild. It is guarded by a jackalwere called Hadep and his pack of four. Inside the front door there is an empty desk. A loft on the east wall serves as the jackalwere’s lair. Their treasure consists of 2,000 sp, 2,100 gp and a moonstone worth 800 gp hidden under soiled cushions. The moonstone is coated in a contact poison that deals 1d6 dexterity damage each hour until neutralized or until 6 hours has past.

• Jackalweres: HD 4; AC 4 [15]; Atk 1 bite (2d4); Move 12; Save 13; CL/XP 5/240; Special: Sleep gaze, only harmed by silver or magic weapons.

39. Monastery of Melkarth: This monastery is a fortress-like structure of three levels. The first level holds a reception hall, a chapel of Melkarth and a large training chamber for the monks. The second level holds storage chambers, living cells for the monks, a kitchen and a dining hall. The third level holds living quarters and office space for the abbot and his officers. The abbot is Diyab, a mature man who is quite altruistic and courteous. His monastery is attended by fifteen monks. The monks of Melkarth go bare chested and wear loose pants and white turbans. They maintain long, curly, square-cut beards and full mustaches. When not in training, they either wander the city looking for good deeds to perform (especially against the cult of Lotan or the machinations of Ob [22]) or stand outside their monastery, demonstrating feats of strength and agility. The monks keep their treasure in a limestone sarcophagus. It consists of 4,000 gp, 2,000 sp and a chalcedony worth 1,550 gp. They are hording their funds to construct a larger monastery overlooking the city, provided they can get permission from Prince Zargo.

• Diyab, Monk Lvl 11: HP 69; AC 4 [15]; Save 4; Special: Move 24, unarmed attacks deal 1d10 and 1d6 damage, stunning attack 11/day, deflect missiles 2/rd, harm creatures only harmed by +3 weapons, slow fall, still body, fast healing.

• Monk: HD 2+2; AC 8 [11]; Atk 1 fist (1d6+1); Move 14; Save 13; CL/XP 3/60; Special: Stunning attack 2/day.

40. Animal Trainer: Zarda is a smallish woman with a piercing eyes and a pointed nose. She has red hair and bronzed skin and always dresses in clothes of deep scarlet. Zarda runs a kennel where she trains hunting and guard dogs for the nobility. At any given time she will have 1d10 animals in her care (and under her command). The kennel is located on the ground floor of the building, with living quarters on the two floors above. Zarda is middle-aged. She is cruel and antagonistic, and quite unstable mentally. She loves animals, and uses them to punish those who cross her. Zarda herself owns a large, red wolf named Jaza. Zarda hides 290 gp in a leather sack buried in the floor of her kennel.

• Zarda, Barbarian Lvl 1: HP 7; AC 6 [13]; Save 15; Special: Superstitious; Leather armor, curved long sword, dagger.

• Jaza, Wolf: HD 3 (14 hp); AC 6 [13]; Atk 1 bite (1d8); Move 15; Save 14; CL/XP 6/400; Special: None.

41. Healer: Nokin is a young man with an impressive physique and perfect smile. A skilled healer, he can be antagonistic towards patients who ignore his advice. Nokin is often involved in arguments with Alsha [43] and Zarda [40] over the noise produced by their establishments. At any given time Nokin will have 1d4 patients in his establishment undergoing some treatment (leeching, cupping, induced vomiting, etc). Nokin’s building is built of limestone with porphyry detail around the entracne, a thick wooden door painted white and bearing a painting of the caduceus. The ground floor chamber contains several tables and chairs, a single bed, cupboards filled with jars of leeches, medicinal herbs and cloth for bandages and a shrine to Asclepius decorated with fresh flowers. A locked iron chest holds more expensive tools (saws, needles, silk thread, etc). Nokin’s second floor contains a living room, dining area and small library. The third floor contains his bedroom and his treasure, 45 gp, 43 sp and 70 cp in a locked chest.

42. Leatherworker: Muam is quite a sight; missing an eye, his other eye has a nervous twitch, squeaky voiced, introverted and often morose. He has lived a life of great misfortune and loss. Muam is skilled at his craft, but works slowly. He is not capable of manufacturing leather armor, although he can repair it. Muam lives with his elderly mother in a two-story adobe building with a flat roof. Muam and his mother live on the second story, with the first given over to his workshop and supplies. His treasure consists of 12 gp and a silver medallion worth 10 gp that he lifted off a drunk.

43. Blacksmith: Alsha is a round, middle-aged woman with cropped black hair and large hands and arms. She usually has an unkempt appearance and is known to be rather arrogant. Alsha can make any type of metal tool as well as arrow- and spearheads. She employs five journeymen and three apprentices, the apprentices sleeping in the workroom at night. The upper story of her building is given over to living space for herself and her family. Her husband, Kobar, is a member of the royal guard (and disgruntled at its corruption under the command of Karba). She also has two daughters, Sifar and Alshada. A locked iron chest in their living quarters contains 122 gp. Alsha’s building is built of rough-hewn flint, with a yellow door and several shuttered windows on the ground floor.

• Alsha, Fighting-Woman Lvl 3: HP 25; AC 8 [11]; Save 16; Hand axe & chainmail (packed away), light hammer, 5 sp.

G. Street of the Ancestors
This street of hard-packed red clay is lined by several tall buildings. Small, clay idols line the sides of the street in little niches. These are ancestor idols, and even the most criminal Ophirian leaves them and the offerings made to them alone. Offerings include flowers, small loaves of bread and copper pieces.

48. Bakery: This large, adobe brick bakery is run by Sarah, a mature halfling woman who once lived the life of an adventurer. Sarah is trusting, outspoken and a bit tongue-tied around handsome elves. She runs a bakery and coffee house that is popular with foreigners in Ophir. The ground floor is divided into a bakery (five brick ovens), kitchen and coffee house. Sarah bakes pita bread (and serves it covered in savories on request), loaves of wheat bread and fruit and nut breads daily. She also serves cold meats and cheeses and dark coffee sweetened with honey. She employs several assistants and has two apprentices, both humans. Sarah is very popular in Ophir, especially with sailors, who refer to her as their “Little Mama”. Sarah and her apprentices live above the kitchen. Aside from an ample supply of flour, cheese and other edibles, Sarah keeps 300 gp and 500 ep in a locked iron box in her bedroom.

• Sarah, Halfling Fighting-Woman Lvl 5: HP 29; AC 9 [10]; Save 12; Chemise, head scarf (all clothing covered in flour), dagger tucked into the ribbon around her waist, short sword in her room.

49. Woodcarver: Muma the woodcarver has a collection of fetishes from the jungles of Cush and most of his business is in carving idols and holy symbols. An old, pot-bellied sinner, Muma has a beautiful young wife called Mara that most believe to be bewitched. The area outside his shop is littered with wood flakes and sawdust, but the inside is very neat. Muma can be found in the center of his shop sharpening his blades or carving an idol, his wife flitting around tidying up or serving him sweet coffee. Muma is very jealous concerning his wife, and usually sends her away when people enter his shop. He and his wife live above the shop in a lavish bedroom (rugs, silk curtains, bronze braziers, a cedar chest of clothing with a false bottom holding 20 gp, 110 sp and a sapphire worth 400 gp). Muma is perceptive and well-spoken, but not to be trusted. He is a devotee of Baal-Zebub, and makes sure that holy symbols carved for the gods of Law are tainted, giving the clerics that use them a -1d4 penalty to rolls made to turn the undead.

52. Excisewoman: Zita is an excise-woman (tax collector). She is youthful, capricious and rash, with the appearance of someone with little taste who has come into money. Zita is a cunning and overconfident tax collector. She is engaged in a little graft, and hoping its not enough to draw the attention of her superiors. Her ultimate plan, when she has enough money, is to buy a merchant galley and leave Ophir forever. Her home has three stories and is constructed of pearly white stones. There are two balconies on the second floor and the front door is constructed of wood and clad in greenish copper. Zita’s treasure (200 gp, a pearl worth 125 gp, a piece of coral worth 115 gp and a panther skin worth 15 gp) is hidden in a leather sack stuffed inside the wall behind her wardrobe. She is usually encountered making her rounds through the city accompanied by 6 to 8 men-at-arms. At night, she can be found carousing and on the hunt for male companionship, favoring the Inn of One Thousand Delights [7] and the Bloody Bones Tavern [10] as her hunting grounds.

[Referee Note: When Zita appeared in my campaign, for some strange reason her voice turned out to be that of Dr. Girlfriend from the Venture Brothers. She also seduced the party’s dwarf. Do with this information what you will.]

53. Scribe: Ho’am is a youthful scribe with an imposing height. Cautious and modest, he is a devotee of Lotan and quite wicked. Ho’am employs ten scribes, sending them to work for others or keeping them in the scriptorium to finish more important jobs. The scriptorium consists of a ground floor filled with writing tables and second story living quarters. His desk is adorned with a bone paperweight worth 20 gp. Ho’am has a strained relationship with Lathba the sage. The man is a good customer, but he is patronizing. Ho’am would act against the old man, but he has seen his prowess with a sword.

• Ho’am, Magic-User Lvl 2: HP 5; AC 9 [10]; Save 16; Special: Magic-user (1st); Dagger, spellbook, writer’s kit, 7 gp.

54. Gambling House: Evil Gladiator 6; braided hair, interrupts others, serious and dull. Mulla, an ex-gladiator with braided hair, runs a gambling house that specializes in “pit fighting”. The building is two-stories tall and made of masonry with a slate roof. The ground floor is dominated by a 20 foot tall cage in which combats occur. The back of the main floor features a long bar stretching from one end of the room to the other. A loft circles the main floor about 10 feet above the ground and leads to offices and Mulla’s apartment. Gladiators enter from a back room seperated from the main floor by a thick, stone wall.

When a fight is imminent, three clarks position themselves around the cage and the challenger is brought into the room and put inside the cage. When the champion enters, the spectators begin placing bets with the clarks. For most fights, the house has a limit of 25 gp on a bet, with odds determined by comparing the XP value of the contestants. Higher bets must be approved by Mulla, who keeps 600 gp on hand for losses. He also owns a scroll of invisibility that he would like to unload on a magic-user capable of paying 300 gp for it.

Contestants cannot wear armor heavier than leather and may not carry weapons larger than a short sword. Contestants can be determined by rolling on the charts below.

• Mulla: Evil Human Gladiator 6, HP 43, AC 16, MV 12, ATK short sword +10 (1d6+5) or spiked gauntlet +8 (1d3+3) or both +6/+4, SA +1 to hit and +2 to damage with unarmed strikes, SV 13, AB Str 18, Dex 14, Con 13, Int 12, Wis 8, Cha 11.

1. Beastman Barbarian, Lvl 1d4+1
2. Human Barbarian, Lvl 1d4+2
3. Elf Swashbuckler, Lvl 1d4+1 (1 in 6 chance of magic-user spells)
4. Mechanical Fighting-Man, Lvl 1d4+1, studded with spikes
5. Dwarf Fighting-Man, Lvl 1d4+2 in gladiator gear
6. Human Fighting-Man, Lvl 1d4+2 in gladiator gear
9. Human Monk, Lvl 1d4+2
10. Bugbear
11. Ogre
12. Minotaur

• Beastman Barbarian Lvl 3: HD 3d6+12; AC 7 [12]; Atk 1 axe (1d6+1) or fists (1d2+1); Move 12; Save 13; CL/XP 4/120; Special: Cannot be flanked or back stabbed, fears magic, berserk (+2 to hit and damage, -2 to AC). Wears leather armor and carries hand axe.

• Human Barbarian Lvl 4: HD 4d6+12; AC 7 [12]; Atk 1 sword (1d6) or fists (1d2); Move 12; Save 11; CL/XP 5/240; Special: Cannot be flanked or back stabbed, fears magic, berserk (+2 to hit and damage, -2 to AC). Carries shield and short sword.

• Elf Swashbuckler Lvl 3: HD 3d6+9; AC 8 [11]; Atk 1 short sword (1d6) and 1 dagger (1d4); Move 15; Save 12; CL/XP 4/120; Special: Stunning attack 3/day, deflect arrows 1/rd.

• Mechanical Fighting-Man Lvl 3: HD 3d6+6; AC 5 [14]; Atk 1 flail (1d6+1) or fists (1d3); Move 12; Save 14; CL/XP 3/60; Special: Mechanical man abilities.

• Dwarf Fighting-Man Lvl 4: HD 4d6+8; AC 7 [12]; Atk 1 short sword (1d6+1) or 1 net (entangle); Move 12; Save 13; CL/XP 4/120; Special: None.

• Human Fighting-Man Lvl 4: HD 4d6+8; AC 5 [14]; Save 13; Short sword, leather armor, shield.

• Human Monk Lvl 4: HD 4d6+12; AC 7 [12]; Atk 1 fist (1d6); Move 16; Save 11; CL/XP 5/240; Special: Stunning attack 4/day, deflect missiles 1/rd, harm monsters only harmed by +1 weapons.

• Bugbear: HD 3+1; AC 5 [14]; Atk 1 bite (2d4) or 1 weapon (1d8+1); Move 9; Save 14; CL/XP 3/60; Special: Surprise on 1-3 on 1d6.

• Ogre: HD 4+1; AC 5 [14]; Atk 1 weapon (1d10+1); Move 9; Save 13; CL/XP 4/120; Special: None.

• Minotaur: HD 6+4; AC 6 [13]; Atk 1 head butt (2d4), 1 bite (1d3) and 1 weapon (1d6); Move 12; Save 11; CL/XP 6/400; Special: Never gets lost in mazes.

56. Temple of Shedu: The temple of Shedu is quite old. It resembles a Greek temple, with columns on the outside and an inner sanctum containing a marble and gold idol of Shedu. Behind the inner sanctum are sparse living quarters for the priests. Entrances to the catacombs have been bricked up to prevent entry by the Lotanites and other strange creatures. Unbeknownst to the priests, a bedlam has taken up residence in the catacombs beneath the temple, and it is slowly driving the priests of Shedu mad.

The temple is overseen by Hoda. Hoda is an aging cleric who keeps his grey hair and beard properly oiled and curled. Once a towering figure, he now leans heavily on his staff. He is assisted by Balhad, Ib, Hama, and Saysnah. The temple’s treasure now consists of only 1,000 sp. It is kept in a locked chest protected by a glyph of warding (a thunder clap that deals 6d6 points of damage and deafness for 4d6 hours).

• Hoda, Cleric Lvl 8: HP 42; AC 1 [18]; 7; Special: Cleric spells (4th); Mace, chainmail +2, shield, holy symbol, potion of healing. Hoda is mature, unkempt, neurotic, inquisitive and antagonistic.

• Acolytes, Adept Lvl 3: HD 3d6; AC 3 [16]; Save 12; Special: Adept spells (1st); Mace, chainmail, shield, holy symbol. All are trained in the healing arts.

57. Public Baths: The public baths are one of the oldest finest buildings in Ophir. They are built in the Roman style (pillars, painted stone), and consist of a reception chamber, dressing rooms (one for men, one for women), steam rooms (using the old Roman furnace concept), two pools fed by natural springs (no medicinal qualities) and an exercise room (with weights and massage tables). A day at the baths costs 10 gp, paid in the reception area. Massages cost an additional 10 gp. Attendants wait on customers in each chamber. Two guards (sergeants, 15 hit points each, armed with pole arms and short swords) are present in the reception hall and two more guard the owner’s chambers.

Above the reception area are the living chambers of Ubago, the old deviant who operates the baths. He is attended by young men (eunuchs) with shaved heads and bodies who wear only loin cloths. Ubago’s living chambers include a feast hall, a lavish toilet, an office decorated in antiquities dating to the days of the Purple Kings (such antiques are a hobby of Ubago, and people will find him as competent as any sage on matters of the history of the Wyvern Coast) and a large bedchamber. Ubago is a loud man with an aquiline nose. He is madcap and sensual, and sneezes frequently, especially around dwarfs. It is difficult to truly like Ubago, but almost impossible to hate him.

58. Wine Merchant: Saybee is a bald, gap-toothed man who runs an upscale wineshop purchased with funds he earned adventuring (mostly in the Klarkash Mts, a subject he will speak on endlessly). The shop consists of a long counter, behind which stands Saybee with a look of eagerness on his face. He is quick to greet customers and does his best to steer them to a proper wine and vintage. He stocks his shop with bottles and casques of wine from as far away as Lyonesse and Nomo. He sells the local spiced wine, but believes it an inferior product; he’ll even suck his teeth and roll his eyes slightly when a customer insists on it. Saybee is addicted to the black lotus. Because of this, there is always a 15% chance that his shop will be closed while he’s on a “trip”. Saybee lives alone. His treasure consists of 1,500 ep, 300 gp, 10 pp and a oval piece of polished lapis lazuli worth 95 gp that he uses as a focus for meditation.

• Saybee, Psychic Lvl 6: HP 10; AC 9 [10]; Save 10 (8 vs. mental); Special: Sixth sense, powers –mesmerism, mind thrust and telekinesis. Leather armor, curved long sword scimitar, dagger, crimson sash in which he keeps a packet of black lotus, three darts and 20 gp. Cautious and sympathetic, he touches people while talking to them.

59. Astrologer: Hobeah is a hedonistic and aloof worshiper of Marduk (he has a large, wooden idol in his parlor) and is an émigré from Ishkabibel. He has bronze skin, thinning white hair and a long, sparse, white beard. Hobeah dresses in colorful robes embroidered with images of shooting stars. Hobeah has three wives, Isha, the oldest, being his favorite. His only son, Juba, is his apprentice. Upon entering Hobeah’s shop one finds themselves in a plush parlor with expensive, though worn, mahogany furniture, the aforementioned idol of Marduk and several tapestries depicting astrological events. Beyond the parlor there is a kitchen and dining area. Bedrooms are on the two floors above. The attic has been transformed into an observatory, with a telescope, astrolabe and shutters that open to reveal the night sky. A table here is covered in star charts, and shelves covered with almanacs and books and scrolls on astrology line the walls. An iron chest locked with a superior lock (-3 to open) contains 262 gp. Hobeah is capable of producing star charts at a cost of 50 gp that have a 1 in 6 chance of simulating a scroll of augury in its overall effect (i.e. it contains knowledge that a person can later use to make a tough decision).

Level: 2 (cleric)
Range: Personal
Duration: Instantaneous

An augury can tell you whether a particular action will bring good or bad results for you in the immediate future. The base chance for receiving a meaningful reply is 70% + 1% per level, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results: Weal (if the action will probably bring good results), Woe (for bad results), Weal and woe (for both) or Nothing (for actions that don’t have especially good or bad results). If the spell fails, you get the “nothing” result. A cleric who gets the “nothing” result has no way to tell whether it was the consequence of a failed or successful augury. The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same dice result as the first casting.

60. Den of Thieves: This is a four-story, nondescript building of adobe. The doors and windows are always kept locked, and one might spot a shadowy figure on the roof from time to time. The first floor is a maze of corridors, dead ends, secret doors and lethal traps. The second floor is a crawlspace of trapped vaults containing the thieves’ treasure as well as supplies of water, iron rations, rope, torches and weapons. The third floor contains living quarters for the lesser thieves and training rooms, and the fourth floor has larger living quarters for the superiors.

The den houses eight footpads, including a gnome and halfling. The leader of the thieves is called Katya. Her lieutenant is Bors Turmudgeon, an immigrant from Lyonesse, and her sub-lieutenant is Kaffa. Ketta’s den of thieves is co-operative with Zargo’s assassins, but opposed by those merchants that do not deal in slaves.

The guild’s treasure consists of 11,000 sp, 5,000 ep, 1,000 gp, 100 pp, a jasper worth 6 gp, a +2 lance of polished oak with a steel head chased in silver runes and a recently heisted cargo of 100 coconuts that are worth 10 gp/coconut.

• Katya, Thief Lvl 10: HP 35; AC 5 [14]; Save 5; Special: Back stab for quadruple damage; Leather armor +1, brown robes with many pockets, short sword, three darts with silver tips, earrings worth 700 gp, jeweled dagger worth 900 gp, vial of acid, burglars’ tools.

• Bors, Thief Lvl 4: HP 12; AC 7 [12]; Save 11; Special: Back stab for double damage; Leather armor, short sword, dagger, burglars’ tools, 7 gp, polished quartz pebble that can be used as a magnifying glass.

• Kaffa, Thief Lvl 3: HP 9; AC 7 [12]; Save 12; Special: Back stab four double damage; Leather armor, daggers (3), burglars’ tools, 12 gp. Kaffa fancies himself a contender for guild leadership and Katya’s bed. She finds him an insufferable ass, but keeps him around as a potential fall guy should things ever go wrong. His presence in the guild also keeps Bors on his toes.

• Footpad: HD 2d6; AC 7 [12]; Atk 1 weapon (1d6); Move 12; Save 13; CL/XP 3/60; Special: Back stab for double damage. Have short sword, light crossbow, leather armor, burglars’ tools, 2d6 gp.

On Ophir, The City of Slaves – Avenue of Lost Souls

The first two parts of Ophir can be found here and here. For information on the pantheon of Ophir, click here.

Before I continue, I should mention that this work presents the concept of slavery as it has often appeared in pulp fiction. Slavery was fairly common in the ancient world, and thus appears often in fiction. The slave girls, gladiators and galley slaves of pulp fiction and sword & sandal movies, however, do not do justice to the suffering of real life slaves. Unfortunately, the crime of slavery and human trafficking is alive and well in the world. For a more serious take on the subject, you might want to visit this wikipedia page or this website. I hope nobody takes this work of fiction as belittling the plight of actual slaves. I know I promised no politics on this website, but I don’t think taking a stand against slavery is too controversial.

D. Avenue of Lost Souls
The streets that surround the Temple of Lotan are paved with basalt tiles, several bearing brass holy symbols of Lotan (in the shape of an eel wound around a trident). They are usually quiet, people avoiding the temple whenever possible, and they are never profaned with laughter or other loud noises.

At night, the streets are all but deserted due to the priests being about, hunting for sacrificial victims. The streets are patrolled by wary guardsman during the day and servants of the nobles who live near the temple going about their business.

3. Beggars: A band of seven beggars dwell in this ramshackle, two-story brick building. Once a fine townhouse, it has fallen into disrepair, missing wooden shutters on the windows and its entryway, tiled with blue marble, now cracked and dingy. The beggars are lead by Jumbi, a mischevious and secretive young man with a scruffy beard and a crescent shaped scar on his cheeck (made by the signet ring of an aristocrat who meant to teach him humility. The building was left to Jumbi by his maternal aunt. Jumbi and his friends are religious beggars of Shedu who have taken a vow of poverty. They are less obnoxious than the average Ophirian beggar, but no less wily. They keep no treasure, spending all of their money on food for themselves and giving the remainder to the Temple of Shedu [56]. They are aware of the change that has come over the priests of the temple, and are on the lookout for adventurers who might be able to help. As religious beggars, they are capable of blessing those who give them coins. The blessing, once made, can be invoked by the blessed at any time, and then acts as the cleric spell of the same name. They are likewise capable of cursing those who abuse them or commit blasphemies in their presence.

4. Tapestry Weaver: Alulla’s work hangs in the palaces and temples of Ophir and other city-states. An elderly woman with a small, wrinkled face, long silver hair and a hunched back, Alulla is well read in history and mythology and has a 1 in 6 chance of answering obscure questions on these subjects. Her building is two stories tall and built of dark grey stone with a flat roof. The arched windows on her second floor are covered from within by tapestries, and two fine tapestries for sale (100 gp each) hang outside during the daytime. Alulla owns a pair of intelligent, talking ferrets (Zim and Yip) who keep her up-to-date on the goings on of the city-state. Alulla’s home is simple and neat. She keeps her loom near the window and her treasure (135 gp) under the floor boards. Most of her earnings go to the Temple of Shedu [56]. Alulla has a long-standing loathing of Hogo [8], whose family stole her father’s fortune and may have murdered him long ago.

6. Temple of Lotan: Lotan is the demonic god of the sea of the Ophirian pantheon. His temple is a large structure built of black stone and topped with a roof of grey slates. The entrance is barred by an iron gate night and day. During the day, a priest stands behind the gate to accept offerings to the temple and give Lotan’s blessing (a dab of blue paint on the bridge of the nose). At night, when the priests of Lotan hunt for victims, the streets around the temple are deserted.

The interior of the temple is covered in plaster and painted an amber color. A thick, purple carpet leads from the entrance to the great idol of Lotan, which appears as a massive merman with a curled, black beard, stern countenance, golden crown and trident (plated and too large to remove) and gem-encrusted breastplate (three sapphires worth 3,000 gp each, twelve garnets worth 500 gp each). To the left of the entrance is a thick, wooden door that leads to a four-story tower that contains the apartments of the priests and an observatory. Behind the idol there is a trap door that leads to a series of catacombs that run beneath much of the city, connecting (via secret door) to a number of cellars. The catacombs nearest the temple of Lotan house treasure vaults and tombs of former priests. Further away, the catacombs are used for storage of supplies. The very far catacombs are haunted by monsters and avoided by even Lotan’s grim priests.

The high priest of Lotan (and pontiff of the city-state of Ophir) is Aralla, a stately woman with pale, clammy skin and large, glassy eyes. Aralla is a sorcerer whose mother had congress with the demonic servants of Lotan. Aralla is served by Mugo, Harah, Jumbi, Says, Ibiq and Farba.

The temple’s treasure is hidden in multiple vaults in the catacombs. Each vault is locked and guarded on the inside by an iron cobra and (10%) a mummy of a former priest. In total, the treasure consists of 500 ep, 2,300 gp and a lapis lazuli dolphin worth 125 gp.

• Aralla, Cambion Adept Lvl 7: HP 14; AC 9 [10]; Save 9; Special: Adept spells (2nd); Purple robes, golden torc (300 gp), silver dagger, potion of human control.

• Acolytes, Adepts Lvl 2: HP 2d6; AC 5 [14]; Save 13; Special: Adept spells (1st); Ring armor, shield, black robes lined with crimson, light mace.

7. Inn of One Thousand Delights: The best inn in town, it features two taverns (one for wine, one for dark ale), a restaurant specializing in goat cheese, spices and ground lamb on flat bread. The taverns consist of long tables and booths hidden by thick, velvet curtains. Besides the booze, one can shop for prostitutes and hookahs (black lotus is extra) in the taverns. They also have dancing girls and musicians most nights, and games of dice run by employees (usually assassins) of the inn.

The inn is owned by Ophir’s brotherhood of assassins, who occupy the top floor. The innkeeper, Hood, is in their employ. He is a wicked man, malevolent and overbearing, but unskilled in fighting or assassination. The rooms in the inn are sumptuous and expensive (5 gp per night). The inn has its own stables, and baths and a laundry service can be purchased.

The top floor consists of apartments and meeting/training rooms. The assassins are ultimately led by Prince Zargo, but day-to-day operations are overseen by Joram, his lieutenant. The assassins’ most proficient killed is the Black Lotus.

• Joram, Assassin Lvl 4: HP 16; AC 5 [14]; Save 12 (11 vs. death); Special: Cheat death, decipher script, diguise, sneak attack for double damage, stealth, poison; Short sword, dagger, darts (3), leather armor, black mask, 4d6 gp.

• Black Lotus, Assassin Lvl 8: HP 37; AC 4 [15]; Save 8 (7 vs. death); Special: Cheat death, decipher script, diguise, sneak attack for triple damage, stealth, poison; Short sword, +1 dagger, leather armor, disguise kit, vials of poison (2), vials of acid (2), burglars’ tools.

• Assassins: HD 2d6; AC 9 [10]; Atk 1 dagger (1d4 + poison) or 1 dart (1d3 + poison); Move 12; Save 14; CL/XP 3/60; Special: Sneak attack. Dagger, darts (3), black mask, 1d6 gp, vial of acid.

8. Noble: This is the manse of Hogo, an old, haggard-looking hedonist. Hogo lives in a large, two-story building of exposed brick. Ornamental metal works adorns the entrance and the windows. Hogo is a minor nobleman who lives by the old ways. He is cruel and sadistic and given to indulging his lusts. He keeps a small harem of five women (all slaves) and a small staff of slaves to cater to his every need. Hogo throws lavish orgies that are widely attended by the chaotic and evil aristocrats of the city-state. Hogo employs a large bodyguard from Lyonesse called Morgo the Black. Morgo guards the entrance to Hogo’s domicile when his master is in, and accompanies when he is out (usually carried by slaves on a sedan chair). Morgo is tall and lank, with thinning hair and a drooping black mustache. He is as wicked as his master, and would turn on him for the right price. Hogo keeps his treasure in the bank, though he is suspicious of the banker. Hogo has set his eyes on Ramma the dancer [18]. His entreaties have so far fallen on deaf ears, so he is planning to send Morgo and some thugs around to kidnap her.

• Morgo, Fighting-Man Lvl 3: HP 14; AC 4 [15]; Save SV 14; Chainmail, two-handed sword, dagger, 10 gp.

10. Bloody Bones Tavern: After a few years in the army, Nosir retired and purchased this tavern with his plunder. The walls of the tavern are decorated with weapons and shields (gifts, mostly) and is frequented by soldiers, guardsmen, mercenaries and fighting-men. Nosir is a cruel man and always on the lookout for an opportunity to profit off of another’s misery. He has lost three wives (the last under mysterious circumstances) and the wenches he employs would probably leave if they didn’t enjoy the protection of their clients. Nosir allows them the use of the back room to entertain for a cut. He has chambers above the tavern, but can no longer make it up the stairs. He now sleeps in the back room. He keeps his treasure (36 sp, 180 cp) in a locked strongbox under the bar.

• Nosir: Evil Human Fighting-Man 1, HP 10, AC 10, MV 9, ATK falchion +2 (1d6+1), SV 18, AB Str 10, Dex 9, Con 10, Int 13, Wis 10, Cha 7, EQ falchion, buckler (kept behind the bar). Wavy hair, birthmark on right arm, lewd and miserly.

E. Square of Ineffable Damnation
Named for the many slaves that travel through this square weekly from the harbor to the slave pens [16]. The alleys here are reddish dirt and overgrown with weeds, but the square itself is tiled with reddish marble. The southern part of the square has a large fountain, and it is believed to be lucky to throw a copper coin in (retrieved by the priests of Adonis and Astarte each night and used as alms for the poor).

Crowds here consist of prospective slave buyers and those who wish to watch the auction, laborers moving from one place to another and peddlers selling bits of roasted meat on kabobs (often rat), salted dates and clay pots of beer.

14. Slaver: Muta is a wicked elven slaver. He is a mature elf, remembering well the days when the Purple Kings still ruled the coast. Muta is immaculate in dress, loquacious in speech and forceful in personality. His home is built of white stone and has a green door covered with brass tracery. Muta has been a member of the Brotherhood of Slavers for several decades, rising up through the ranks as a slave driver. He has a keen intellect and expects that he will one day run the show (which is highly unlikely). Muta employs a ogrillon bodyguard called Jaroom. Jaroom has purple skin and flaming red hair, and dresses in a black leather jerkin and mail kilt. He carries a curved two-handed sword called a zulf-i-khar and wears a necklace of rat skulls. Muta’s household is run by an old slave called Mumba. He suspects Ramma the dancer [18] of being involved in sneaking slaves out of Ophir, but does not feel ready to move against her, especially because he fears the involvement of the Temple of Shedu. His treasure consists of 10,000 cp, 1,000 sp and 100 gp.

• Muta, Elf Slaver: HD 3 (12 hp); AC 4 [15]; Atk 1 long sword (1d8); Move 12; Save 14; CL/XP 3/60; Special: Elf abilities. Chainmail, curved long sword, dagger, 3d6 gp.

• Jaroom, Ogrillon: HD 2 (8 hp); AC 4 [15]; Atk 1 sword (1d10+2) or 1 dart (1d3+2); Move 12; Save 16; CL/XP 2/30; Special: None.

16. Slave Market: This mini-fortress contains the city-state’s slave pens. The building consists of three stories of barred cells along the perimeter, with an empty space in the middle that serves as a barracks and stables for the slavers. The building has a flat roof that is patrolled by archers in azure cloaks.

In front of the fortress is a broad plaza and a large wooden platform shaded by a blue tarp. Every day, 4d6 slaves are auctioned off here by Aliq, the auctioneer. Aliq and his unfortunate charges are always under the watchful eye of the archers and their amazonian Cushite commander, Hova.

• Aliq, Talking Weasel (treat as halfling) Thief Lvl 3: HP 9; AC 9 [10]; Save 13; Special: Back stab for double damage; Thick saffron robes, dagger, darts (3), platinum ring worth 100 gp, ring of keys, 3d10 gp. In play, Aliq ended up sounding like Joe Pesci. This struck one of my younger players so funny that I got requests to “do the weasel voice” almost every session.

• Archers: HD 3; AC 3 [16]; Atk 1 long bow or curved long sword (1d8); Move 12; Save 14; CL/XP 3/60; Special: None. Chainmail, shield, long sword, long bow, 10 arrows, 1d6 gp.

• Hova, Fighting-Woman Lvl 5: HP 32; AC 5 [14]; Save 12; Special: Immense strength (+1); Two-handed sword, longbow, 10 arrows, ring armor, gold hoop earrings worth 50 gp, 5d6 gp.

Random Slaves
1-5. Bearer (20 gp)
6. Courtesan (60 gp)
7. Entertainer (60 gp)
8. Eunuch (40 gp)
9. Gladiator (60 gp)
10. House servant (40 gp)
11-19. Laborer (20 gp)
20. Specialist* (600 gp)

* Specialists may be animal trainers, sages, etc. or adventurer-types, in which case the price is per level.

17. Barber: Visits to the barber should be relaxing, but such is rarely the case with Lathiq. Lathiq is a rough looking customer with thick eyebrows and several chins, but he is also a skilled storyteller and surgeon. The ground floor of his shop is given over to his operating room, where he gives haircuts, bleedings and tooth extractions. The second floor consists of living quarters for himself and his two “wives” (Gala, a raven-haired beauty, and Aneth, an elven slave girl). He keeps his money in a locked chest trapped with a poisoned needle. The chest contains 700 gp and an onyx worth 30 gp.

• Lathiq, Bard Lvl 8: HP 43; AC 7 [12]; Save 9; Special: Decipher, inspiration, legend lore, fascinate; Leather apron stained with blood, silver dagger, three darts, razor, shears.

18. Dancer: This is the home of Ramma, a beautiful dancer who plies her trade in the Inn of One Thousand Delights. She has caught the eye of some dangerous folk, but feels herself capable of handling them. Ramma lives in a one-story, flat-roofed, adobe building near the Slave Market. She is a member of the “underground railroad” in Ophir. Her treasure consists of 85 gp kept in a locked iron box. If things get too hot in Ophir, she may try to join a band of adventurers on their way out. She has two small caches, large enough to hide humans, hidden beneath her home’s tiled floor.

• Ramma, Bard Lvl 1: HP 8; AC 8 [11]; Save 16; Special: Decipher script, inspiration, legend lore. Costume jewelry worth 25 sp, long sword, dagger. Seductive, whispery voice, joking and sociable.

20. Alchemist: Nabe’ is a true alchemist. He is a middle-aged man with a paunch and thinning black hair. He is clean, obsessive and forceful in personality, a bachelor with a penchant for the bordellos and gambling dens of Ophir. Nabe’ keeps a shop and small laboratory on the ground floor, a larger laboratory and study on the second floor, and his bedroom on the third floor of is adobe building with its scattered blue tiles and blue doors and latticed windows. A failed experiment (a synthoid) is locked in the attic and fed through a small hole in the ceiling of Nabe’s bedroom. Nabe keeps his treasure in a lead-lined wooden chest. It consists of 1,000 sp and 200 gp.

• Synthoid: HD 2+2 (8 hp); AC 7 [12]; Atk 1 slam (1d4); Move 12; Save 16; CL/XP 2/30; Special: None.

21. Sage: Lathba the sage specializes in the subject of molds and fungi. He has an extensive collection of molds and oozes (including green slime and black pudding) kept in hermetically sealed glass globes displayed around his library. Lathba’s home is three stories tall, with a reception area on the ground floor, a library and den on the second floor and a bedchamber on the third. Lathba is currently single, but he has a penchant for elven men and is a terrible flirt. He has an impressive wine collection that he keeps in an old sarcophagus propped against one wall of his reception area. Several other artifacts, including a stone seal bearing the elder sign, hang from the walls of his reception area, which is also decorated with a soft couch covered in lion hide, an oak chair with blue cushions embroidered with star patterns, two wicker chairs that have seen better days and an amberglass globe with a permanent light spell cast on it (kept under a black velvet throw when not needed). In his youth, Lathba was quite the rake, and he still retains some fighting ability.

• Lathba: HD 3 (12 hp); AC 9 [10]; Atk 1 short sword (1d6+1); Move 9; Save 14; CL/XP 3/60; Special: None. Crisp speech, extroverted troublemaker, argumentative.

22. Renegade Monk: Ob once served the Monastery of Melkarth [39], but was cast out when his cruel, violent nature was revealed. He now works as an enforcer for the den of thieves [60] and as a part-time adventurer-for-hire. Ob’s house is a two-story affair and constructed of grey stone. The bottom floor is a patio of sorts, with vine-covered pillars and a small fountain. The upper floor consists of a living area and simple bedroom. Ob keeps no treasure, for the guild sees to his daily needs. He has a +1 shield (projects an aura of darkness once per day with the command word “F’taghn”) hanging over his mantle.

• Ob, Half-Orc Monk Lvl 5: HP 33; AC 7 [12]; Save 10; Special: Move 17, unarmed strikes deal 1d8 and 1d4 damage, stunning attack 5/day, deflect missile 1/rd, harm creatures only struck by +2 weapons, slow fall; Jade pendant of a coiled serpent worth 155 gp.

23. Boardinghouse: Ib is a wretched man with greasy, thinning hair, a bushy beard and lazy eye (right). He is flatulent, insensitive and irresponisble, and runs this decrepit three-story boarding house. The building is in disrepair and sparsely furnished. Rooms cost 1 sp for a night or 5 sp per week. Food is not served on the premises, and the smell that pervades the place would make it an unappetizing place to eat. A number of secret corridors exist between rooms, with secret doors and spy holes that allow Ib to do some business as a spy for the guild. Ib is married to a harridan called Zora. He has three children, all very shy girls between the ages of 5 and 10. Zora despises her husband, but remains with him for her daughters sake. Given the opportunity to move on (or throw him out), she would happily take it.

• Zora, Barbarian Lvl 2: HP 13; AC 9 [10]; Save 14; Special: Cannot be flanked or back stabbed, fears magic; Meat cleaver, 1d6 sp. Fat, imposing, crooked nose, wears too much make-up.

25. Ibhad the Mason: Ibhad is the finest mason in Ophir, though his appearance would mark him as a simple laborer. He owes much of his success to a +3 light hammer that he stole from a drunken dwarf many years ago. His home is a masterpiece of the mason’s art, the stone being unplastered to display Ibhad’s prowess. The interior is a mess. Ibhad’s has two wives, Lahi (age 38) and Ima (age 16), a maiden of Zinj purchased from a slave trader. Ibhad’s home is three stories tall, with a kitchen and work area on the ground floor, a den on the second floor and living quarters on the third floor. At night, Ima is kept chained in the kitchen when not entertaining her husband. Ibhad’s fortune in a stone chest. It consists of 100 gp and 10 pp. He knows of several secret entrances into the catacombs, including one that leads into the treasury!

One last part tomorrow.

The All-New, All-Different NOD #1

Okay, actually neither new nor different, but I did fix a few things and turned it into a zip file to make downloading easier. Apparently, since Friday it got 147 downloads, which blows me away. Thanks to all who downloaded it, and I truly hope you get something useful out of it.

So, far, NOD #2 looks like it will have:

Books & Scrolls
Ophir: City of Slaves
Some Ideas on Weapons
Scientist NPC class
Thieves and Assassins
Trade Items – alternate treasures
Urban Settings

Maybe a serialized fantasy story (via Project Gutenberg, if I can figure out how to do it without breaking any laws)

Previews of the magic system and some spells from my PARS FORTUNATM project.

When I get enough material to fill an issue, I will release it. Next one might be free, or might carry a small charge. I would like to eventually have some original art in these things, and that will cost some money. Still, I’ll keep them as cheap as possible.

On Ophir, The City of Slaves Part 2

As mentioned in a previous post, I only detail a small part of a city-state. This gives the players a “home range” that they understand, and tends to make the various NPCs more important and meaningful because they are interacted with more often. Naturally, if an entire campaign were to be set in a city-state, I would detail more of it.

Most of the inhabitants detailed below do not have combat statistics presented for them. In these cases, use one of the following sets of statistics:

• Academics: HD 1d4; AC 9 [10]; Atk 1 fist (1d2) or weapon (1d4); Move 12; Save 18; CL/XP A/5; Special: Skills depend on the academic’s profession.

• Aristocrats: HD 1; AC 7 [12]; Atk 1 weapon (1d8); Move 12; Save 17; CL/XP 1/15; Special: None.

• Commoner: HD 1d6; AC 9 [10]; Atk 1 fist (1d2) or weapon (1d4); Move 12; Save 18; CL/XP B/10; Special: Skills depend on the commoner’s profession.

A. Purple Street
Named for the old Purple Kingdom, of which Ophir was once the capital. The Purple Kingdom was named for the purple dyes that the people of the Wyvern Coast once specialized in. Purple Street has the look of a fancy street that is showing its age. Most of the entryways are set a few feet below street level. The street is paved with prophyry tiles (a purple stone) and lined with limestone troughs filled by water bearers in the employ of Zargo.

Crowds along this street include foreigners just arriving to the city (including adventurers), street walkers, citizens going about their businesses, noisy fishwives, sailors looking for a good time, urchins practicing their pick pocketing (1 n 6 chance adventurers lose a purse or other small item while on this streets) and guardsmen. Priestly processions also move up and down this street, as do herds of animals purchased in the Beast Market and headed for a merchant galley or cog.

Following this street north, one eventually reaches the Palace of Zargo and the manor of his grand vizier. To the south, the street reaches the banks of the River Asphodel and the quays and warehouses that line them.

Grand Vizier: Lathta is Prince Zargo’s grand vizier. He is a youthful cousin, dandyish and pessimistic, but completely honorable. His four-story manor abuts the palace and connects to it with secret tunnels that also, via trapdoors, connect to the catacombs. Lathta does not like Zargo, but fears to act against him, though he does his best to intercede for victims of the Prince’s cruelty. Lathta’s wives, Jamila and Hasda, live on his country estate with his seven children (all sons). Lathta keeps his treasure (150 pp, 580 gp, 480 sp, a large red garnet worth 400 gp) in a locked vault in his cellar. His manor is always under the guard of twenty men-at-arms (chainmail, shield, battle axe, light crossbow, 10 bolts).

• Lathta: HD 3 (14 hp); AC 3 [16]; Atk 1 weapon (1d8+1); Move 12; Save 14; CL/XP 3/60; Special: None. Masterwork long sword, masterwork chainmail, shield, silver dagger, torque of office (gold studded with amethysts, worth 800 gp).

Palace: The palace of Prince Zargo dominates the center of Ophir. Composed of six-foot thick grantie walls, it is five stories tall and features two onion-shaped domes covered in beaten gold. The palace’s courtyard features gardens and fountains and leads to the prince’s stables, which house his twelve racing stallions.

The palace is under the constant guard of thirty men-at-arms under the command of three sergeants, a lieutenant called Galim and Elektra, the captain of the palace guard. The entrance to the palace is guarded by Korvos, an ogre. Korvos is virtuous and honorable, and much beloved by the children of Ophir. He is known to be loyal to the prince, and has never been known to be derelict in his duties.

Zargo keeps most of his treasures in the Treasury, but he keeps numerous art objects (15,000 gp worth) spread throughout his palace. Zargo has a harem of twenty wives and 43 children. Zargo’s older children live outside the city-state on his manors. His younger children (fifteen of them) live in the palace with their mothers. Zargo’s harem is protected by five eunuch bodyguards (HP 13, 11, 10, 10, 10), all wearing chainmail hauberks and armed with curved two-handed swords.

Zargo is advised by his grand vizier (see above). His court magician is Jamala, a necromancer with access to the catacombs beneath the city-state and a laboratory in which she experiments with re-animating dead tissue. Zargo’s chapel, dedicated to Lotan, is overseen by Taru the Black, a rival and ex-lover of Aralla, the pontiff of Ophir and high priestess of Lotan. He still bears the scars of their romance.

• Elektra, Fighting-Woman Lvl 6: HP 38; AC 1 [18]; Save 11; Platemail, shield, curved long sword, silver dagger, longbow, 20 arrows, 5d6 gp, ring of spell turning, a gift from Jamala to seal a secret deal. She wears a full helm with a brass wyvern crest and a red tunic emblazoned with the gold sea wyvern of Ophir over armor.

• Galim, Fighting-Man Lvl 3: HP 13; AC 1 [18]; Save 14; Platemail, shield, curved long sword, dagger, longbow, 20 arrows, 3d6 gp. He wears a red tunic emblazoned with a gold sea wyvern over his armor, and a helm topped by two leather horns painted yellow.

• Jamala, Magic-User Lvl 9: HP 32; AC 10 [9]; Save 7; Special: Magic-user spells (5th); Silver dagger, spellbook, chime of opening, 9d6 gp. Jamala’s laboratory is protected by six zombies. She wears crimson robes traced with golden runes and flashy (but mostly brass) jewelry worth 50 gp. Jamala walks with a limp, one of her feet being mauled once by a chimera and replaced in a semi-successful experiment with the foot of a dead dancing girl.

• Korvos, Beastman Fighting-Man Lvl 7: HP 43; AC 2 [17]; Atk 1 two-handed sword (1d10); Move 9; Save 10; CL/XP 8/800; Special: Tremendous strength (+2), only surprised on 1 in 10, fights blind with no penalties, can detect invisible creatures and discern lies on a 1-22 on 1d6; Chainmail, shield, two-handed sword (used in one hand), 5d6 gp.

• Taru, Cleric Lvl 4: HP 24; AC 3 [16]; Save 11; Special: Cleric spells (2nd); Plate mail, shield, heavy mace, holy symbol of Lotan, scroll of cure light wounds, 4d6 gp.

• Zargo, Assassin Lvl 11: HP 40; AC 3 [16]; Save 5 (4 vs. death); Special: High dexterity (+1), cheat death, decipher script, disguise, sneak attack for quadruple damage, stealth, poison; Dagger of poison (save or +1d6 damage and searing pain), silver darts (5), elven chainmail, periapt of proof against poison.

B. The Market of Braying Beasts
At the intersection of Purple Street and the Processionary is the racous animal market. Temporary pens fill the center of the square and hold goats, sheep, cattle, horses and camels (and occaisionally more exotic and dangerous creatures). Surrounding the pens are numerous merchants selling the beasts, almost always in large lots, to other merchants, who might then march them down Purple Street to an awaiting galley on the river. Animals are never moved north from the market, as this is forbidden. They enter the market in large, noisy herds from the Processionary, either from east or west. The assassins of the city conduct most of their business here in the din and cover of the crowds.

C. The Processionary
This is the main street between the gates of the city -state. It has considerable cart and camel traffic, and is thronged by peddlers, tinkers, sailors, prostitutes and cutpurses. It is paved with limestone cobbles, which are in poor repair and present a hazard to those who would engage in a fight (save each round or fall prone). Following the Processionary east leads to the Garrison, and to the west leads to the Chancery and Royal Treasury.

Chancery: This is the manse of Riba, the Chancellor of Ophir (meaning she is in charge of the city-state’s finances and tax collection). Riba is the prince’s aunt and holds her office despite her stated distaste for many of his actions and methods. She is an old woman, moody and blustering and feared by her tax collectors. She suspects that Zargo is the leader of the assassins and would dearly like to expose and destroy him and take the throne herself. She is served by several servants who are led by her valet, Horak. Riba is tall and stately, with long, braided silver hair and thin lips often turned down in a scowl. She dresses in robes of dazzling colors and keeps her jewelry simple and understated (gold, 300 gp worth).

Royal Treasury: This building is a fortress of limestone blocks with a single entrance protected by an steel portcullis. It is guarded by thirty men-at-arms (fifteen archers with ring mail, shield, light crossbow, 10 bolts and hand axe and fifteen heavy footmen with chainmail, shield, pole arm and curved short sword). The treasury’s commandant is Balulla, a Cushite with sharpened teeth and an absolute dedication to duty. Balulla is assisted by two sergeants, Jali and Hasif.

The treasury contains the following treasures in locked (and poisoned gas trapped) iron strongboxes. The sum total is 13,000 sp, 500 ep, 12,100 gp, 20 pp, a silver aquamanile worth 4,800 gp, 15 ingots of gold (45 lb, 100 gp/lb) and 30 pounds of purple dye in terracotta pots (worth 3 gp/lb).

• Balulla, Barbarian Lvl 3: HP 21; AC 7 [12]; Save 13; Special: Cannot be flanked or back stabbed, fears magic, berserk; Battle axe, throwing irons (treat as hand axe), leather armor, necklace of polished bone and quartz crystals worth 150 gp, 3d6 gp.

• Jali: HD 3 (14 hp); AC 5 [14]; Atk 1 weapon (1d8); Move 12; Save 14; CL/XP 3/60; Special: None. Longbow, curved short sword, ring armor, shield, 1d6 gp.

• Hasif: HD 3 (10 hp); AC 3 [16]; Atk 1 weapon (1d8); Move 12; Save 14; CL/XP 3/60; Special: None. Chainmail, shield, pole arm, short sword, 1d6 gp.

Garrison: The garrison is a large keep of limestone with five tall towers. The commander of the garrison is Lord Amiral. Amiral has chiseled features. He is mysterious and philisophical and worships the Ogdoad, agents of Chaos. He has five wives, the eldest handling the day-to-day affairs of his house and, truth be told, his command. He has twenty children (12 sons, 8 daughters) ranging in age from 3 to 26. Two of his sons, Zarkon and Farim, serve under him. His eldest daughter has received extensive training as a magic-user. His treasure consists of 10,000 cp, 10,000 sp and 1,100 gp kept in a vault in the keep protected with a fire trap (4d6 damage). Amiral makes no bones about his religion. He devoutly worships the chaotic Ogdoad. This has raised the ire of the Temple of Lotan, but worship of the frog gods has spread among his soldiers.

• Amiral, Fighting-Man Lvl 5: HP 31; AC 0 [19]; Save 12; Masterwork platemail, shield, masterwork long sword, silver dagger, masterwork lance, golden holy symbol of chaos worth 100 gp.

• Zarkon, Fighting-Man Lvl 2: HP 12; AC 0 [19]; Save 15; Masterwork platemail, shield, long sword, dagger, lance, ring of protection +1.

• Farim, Fighting-Man Lvl 2: HP 7; AC 2 [17]; Save 15; Platemail, battle axe, pistol (treat as light crossbow), 10 shots, dagger.

• Kelara, Magic-User Lvl 3: HP 10; AC 8 [11]; Save 13; Special: Magic-user spells (2nd), can maximize one spell per week; Staff, silver dagger, spellbook.

Tomorrow I will finish up the denizens of Ophir (well, not all of them, I have to save something for NOD #2). I’m then going to post some ideas on wilderness campaigns and strongholds and then delve into the Nabu desert sandbox to the east of the Wyvern Coast. Somewhere along the line I’ll post the druid and illusionist and do some previews for PARS FORTUNATM.

On Ophir, The City of Slaves – Part One

  • Size: Town (5,000 citizens)
  • Race: Human
  • Temples: Lotan; also Astarte, Baal-Zebul, Kothar-wa-Khasis, Melkarth, Shedu, Tangadorn
  • Ruler: Prince Zargo (Human Assassin Lvl 11)
  • High Priest: Aralla of the Temple of Lotan (Human Cleric/Magic-User Lvl 7)
  • Guildmaster: Ketha (Human Thief Lvl 10)
  • Theme: Barbary Pirates, Swords & Sandals
  • Accent: Vaguely Middle Eastern
  • Vistas: Towers, raised highways, remnants of an ancient city, worn and weathered walls, tarnished domes, lazy citizens, humanoid soldiers
  • Cuisine: Lamb, mutton, oysters, fish, squid, gamebirds, flat bread, rum, spiced wine, ale, short beer
  • Common Names: Aida, Aliq, Ama, Balma, Diyulla, Far, Haba, Hakin, Hasmila, Hoob, Ibrah, Jumnah, Kar, Ketha, Lath, Muhad, Naam, Nabee’, Nood, Rasha, Riha, Says, Shad, Ubaamir, Wasir, Zargo, Ziyad
  • Strange Customs: Never look a person in the eyes, only whispers after sundown (tongue sliced on first offense, removed on second)
  • Monetary Unit: Shekel

Ophir is a city of corsairs and cut-throats, slave markets and crowded bazarres, opium dens and danger around every corner. It is the great black market of the Motherlands, where anything is for sale.

Ophir is a center of the slave trade and a black market for stolen goods, especially magic items. No questions are asked in Ophir, so long as the guild and the prince get their 50% cut. Most nearby city-states keep factors in Ophir to hunt for desired magic items.

The archetypal Ophirian has blue-black hair, brown eyes and tanned skin. Citizens wear colorful robes over tunics and sandals on their feet. Turbans are common among the men, while women wear silk scarves or tie their hair up with ribbons, strings of pearls or golden chains. It is common for people to anoint their hair with scented oils, and guests in Ophirian homes always have their feet washed and anointed with oils when they arrive.

Ophir’s men-at-arms wear distinctive red scarves around their pointed helmets. They are equipped with chainmail, shield, short sword (falchion), light crossbow and 10 crossbow bolts. One guard in ten carries a heavy crossbow. Every group of more than three soldiers is accompanied by a sergeant-at-arms, and there is always one sergeant for every ten soldiers. Groups of twenty or more are commanded by a captain.

The people of Ophir speak with a rough, earthy dialect. Many are wanted by the authorities of other city-states and are kept in line by their fear of Prince Zargo’s assassins and the might of the guild of thieves.

Random Punishments
1. Chain Gang (1-6 days)
2. Fine (10-100 gp)
3. Lashes (5-20, 1-4 subdual damage each)
4. Loss of Hand
5. Pilloried (1-4 days)
6. Prince’s Dungeon (1-4 weeks)

Gambling is a common past time in Ophir, usually using dice. The locals also enjoy pit fighting (to the death). Horse and camel races are conducted in some of the dry river beds near the city. The city-state boasts two champions of the Herculean Games held in Guelph.

Ophir’s economy is based on the slave trade and the black market. Ophir’s domain is composed mostly of dry, volcanic soil. The city-state is surrounded by a cedar forest and a few pleasant meadows that support goat and sheep herding. Most commoners make their living from the sea as fishermen or sailors.

Next, a map of the “adventurer’s quarter” and I begin to detail the folks who live there.

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.