The Gods of Nod: Ophir

What follows is the pantheon I worked up for the city-state of Ophir on the Wyvern Coast. The gods and goddesses are based, more or less, on Phoenician and Levantine deities. Each of the deities has a cult spell for his clerics and/or druids. For the neutral deities I list some sacred animals that their druids may turn into with their shape-change power. The portions in italics are open game content.

Also called Lord
Deity of youth, beauty and rebirth
Wields a club
Served by nymphs
Symbolized by a boar
Aligned with Neutrality
Druids may learn the spell Lamentation (see below)
Sacred animals are the boar, bull and ram

Adonis is the god of youth, beauty and rebirth. His mother, Myrrha, was turned into a myrrh tree by Derceto to protect her from her father. Adonis was born from the tree when its bark was rent by a boar’s tusks. At birth, the boy was so lovely that Derceto hid him in a chest that she gave to Kore for safe keeping. But the goddess of death was so taken with the youth that she would not give him up. Ultimately, it was decided that Adonis would spend six months with Derceto on earth and six months with Kore in the Underworld.

The cult of dying Adonis belongs to women. They celebrate a two day festival at midsummer. The first day is spent in mourning, with worshipers uttering lamentations and beating themselves. The second day, celebrating his rebirth, is spent in feasting and merriment.

LAMENTATION (Druid Level 1)
Range: Earshot
Duration: 1 round + 1 round/druid level

By uttering loud lamentations to Adonis, a druid can cause all humanoids in earshot to fall into tears for the duration of the spell. While overcome with sorrow, creatures cannot perform any action beyond self defense.

Also called The Eighth
Deity of healing
Wields a short bow
Served by angels
Symbolized by a caduceus
Aligned with Law
Clerics learn the spell Soothing Touch (see below)

Asclepius is the god of healing. He was fathered by Zadok with one of the seven Titanides after he had already fathered seven other sons. Asclepius was once pursued by Astarte to the point that he castrated himself and died. Seeing the error of her ways, Astarte restored him to life with the warmth of her body and made him a demigod.

Worshipers of Asclepius make votive offerings of statuettes of people healed by him, especially babies and children. Asclepius temples may be carved into the rock of the earth or built atop massive limestone pedestals measuring 230 ft wide, 160 ft long and 70 ft high. They often include paved pools, sculptures of sphinxes and lions and bas-relief sculptures of hunting scenes.

SOOTHING TOUCH (Cleric Level 2)
Range: Touch
Duration: 1 minute

This spell temporarily restores 1d4 points of damage per level of the subject. These temporary hit points disappear after one minute.

Also called Face of the Lord, Queen of Heaven
Deity of fertility, love and war
Wields a spear
Served by angels and the fey
Symbolized by a pentagram
Aligned with Neutrality
Druids learn the spell Crown of Stars (see below)
Sacred animals are the antelope, lion and horse

Astarte is the goddess of fertility, love and war. She is depicted as a naked woman, enthroned, flanked by sphinxes and holding a bowl beneath her full breasts. Her symbols include the horse, sphinx, dove and circled star (pentagram).

Astarte is the daughter of sky and earth, the sister-wife of Shedu. She has seven daughters, the Titanides, and two sons, Pothos (Longing) and Eros (Desire).

At Astarte’s festival, worshipers bake small cakes, burn incense, pour out drink offerings and raise sacred poles in her honor.

CROWN OF STARS (Druid Level 5)
Range: Sight
Duration: 1 turn/cleric level

With a word, a crown of stars appears above the druid’s head. Lawful (or benevolent) creatures that view the crown must succeed at a saving throw or be unable to attack or otherwise harass the druid. Neutral creatures (including animals) who see the crown must succeed at a saving throw or fall under the control of the druid. Chaotic (or malevolent) creatures who view the crown must succeed at a saving throw or be struck blind.

Also called Lord of Flies
Deity of disease and falsehood
Wields a whip
Served by demons
Symbolized by a fly
Aligned with Chaos
Clerics learn the spell Infestation (see below)

Baalzebul, the Lord of Flies, is one of the fallen spirits who reigns in Hell as second in command to Lucifer. He is the patron of disease, falsehood, flattery and death. Sacrifices, sometimes of children, are made to him to bring relief from plagues. Baalzebul and his worshipers work to undermine and ultimately control civilization. His priests are silver tongued and crafty, tempting princes and the priests of other gods to do their work for them. Baalzebub appears either as a giant fly or a fly-headed man.

INFESTATION (Cleric Level 2)
Range: 20 ft
Duration: 1d6 rounds

The cleric causes one creature per level (up to 10) to feel the sensation of maggots crawling beneath their skin. Subjects who succeed at a saving throw see through the illusion but are still harassed by the sensation and suffer a -1 penalty to all actions for 1 minute. Those who fail their saving throws fall to the ground, tearing and rending their flesh, inflicting 1d3 points of damage to themselves for 1d6 rounds. Fortunately, the poor souls will pass out before they kill themselves.

Also called Lady Goddess of the Sea
Deity of the sea and fertility
Wields a spear or mace
Served by the fey
Symbolized by a mermaid
Aligned with Neutrality
Druids learn Derceto’s Transformation (see below)
Sacred animals are the dolphin, hawk and lion

Derceto is a mermaid goddess of the sea and fertility. She is the inventor of useful tools, patron of astrology and mistress of destiny. She usually appears as a mermaid with two tails or as a naked woman riding atop two lions or riding in a lion-drawn chariot. Her symbols include the lion, crescent moon, scepter and fish-spear.

Derceto is a strict mistress. Her cultists are beggar-priests who must emasculate themselves and are forbidden from eating fish. They carry copper coins bearing the likeness of the goddess.

Range: Personal
Duration: 1 hour

The druid takes on the form of abilities of a merfolk for 1 hour. In addition to gaining the lower torso of a fish and the ability to breath water, the druid grows fierce claws on his hands, gaining an attack that deals 1d6 damage.

Also called Skillful-and-Wise, Deft-with-both-hands
Deity of craftsmanship, smiths, magic
Wields a war hammer
Served by elementals
Symbolized by a hammer
Aligned with Law
Clerics learn the spell Perfect Object (see below)

Kothar-wa-Khasis is the god of craftsmanship. He is the patron of smiths, engineers, architects and inventors. As the creator of sacred words and spells, he is the patron of sooth-sayers and magicians. Besides crafting the weapons of the gods, Kothar also built Shedu’s magnificent palace of silver, gold, lapis lazuli and fragrant cedar wood. When Shedu sends rain to earth, it is Kothar who first opens the window of his palace.

PERFECT OBJECT (Cleric Level 2)
Range: Touch
Duration: 1 hour

An object touched by the cleric becomes perfect in composition and construction. Armor will have a +1 bonus to AC, weapons a +1 bonus to hit, etc. The items are not magical, and perfected weapons cannot be used to strike creatures only harmed by magic weapons. This effect lasts for one hour.

Also called Lord of the Land
Deity of the sea and chaos
Wields a spear
Served by demons and water elementals
Symbolized by a scourge
Aligned with Chaos
Clerics learn the spell Seven Deadly Stings (see below)

Lotan is the god of the primordial seas. He rules storm and destruction, and was cast out of Heaven because of his evil temper. Lotan is the brother of Shedu, Melkarth and Astarte. He has had occasion to war with both of his brothers. He can take the form of a powerful merman with a curled, blue-black beard or that of a seven-headed sea serpent. His palace is in the deepest depths of the oceanic Abyss. Lotan’s consort is Belatu.

Lotan’s temples are often built near the sea. They are black buildings, imposing and terrible. His priests wear black robes and hunt the streets at night for sacrificial victims to quell the primordial rage of their master.

Range: Touch
Duration: 1 round/cleric level

By anointing a staff with sea water, the cleric can bring forth seven serpentine heads from its tip. In battle, the staff strikes once per round for 1d6 points of damage. Creatures hit by the staff must make a saving throw against poison or suffer one additional point of damage per level of the cleric.

Also called King of the City
Deity of sailors, warriors, traders
Wields a sickle-sword
Served by cherubim
Symbolized by a murex shell
Aligned with Law
Clerics learn the spell Whirling Death (see below)

Melkarth is the god of sailors, heroes, the fighting arts and traders. Melkarth is invoked in oaths and contracts. He is known to send visions to warlords and kings. Most importantly, he is the inventor of the rare and expensive purple die that is the basis of his worshipers mercantile success. His worshipers can be seen leaping in the air and falling to their knees, on which they spin like tops. He is celebrated each February in what is called the “Awakening”. His temples are large affairs and always feature two pillars of bronze or gold.

WHIRLING DEATH (Cleric Level 1)
Range: Personal
Duration: 1 round/cleric level

The cleric begins spinning wildly, gaining an additional attack each round and a +1 bonus to AC and melee damage.

Also called King
Deity of fire, evil
Wields a mace
Served by demons and fire elementals
Symbolized by a golden calf
Aligned with Chaos
Clerics learn the spell Consuming Fire (see below)

Moloch is a wicked spirit cast out from Heaven who is worshiped as the god of fire. He is depicted as a man with golden skin and the head of a bull or oxen. Great brazen idols of Moloch are constructed like ovens, with sacrificial victims placed inside to be burned to death. During these sacrifices, priests beat drums to drown out the cries of the victims. Moloch is a revered by those who worship power over all things. His priests and worshipers are warlike, overbearing and violent. Sacrifices to Moloch are made to ensure victory in war and to call down rain.

CONSUMING FIRE (Cleric Level 5)
Range: 30 ft
Duration: See below

This spell lasts for one round per cleric level, up to a maximum of five rounds. During the first round of the spell, the target suffers 1d4 points of damage and feels searing pain in his hands and feet. He must succeed at a saving throw or drop whatever he is carrying. During the second round, the victim suffers 1d6 points of damage and feels the lick of flames on his arms and legs. He must succeed at a saving throw or suffer a -1 penalty to hit and to AC. In the third round, he suffers 1d8 points of damage and feels that his torso is on fire. If he fails a saving throw, he is compelled to strip off his armor and douse himself with water. In the final round, he suffers 1d10 points of damage and feels as though his face and hair are aflame. He must succeed at a saving throw or be stunned for 1d4 rounds.

Also called Bull God, Patriarch, Creator of Creatures
Deity of creation, the sky, rainfall, fertility
Wields twin clubs
Served by angels, shedu and lammasu
Symbolized by a human-headed bull
Aligned with Law
Clerics learn the spell Blinding Light (see below)

Shedu is the supreme deity and creator of human beings. He is the lord of the sky and sun who governs rainfall and thus the growth of crops. Shedu is the protector of life whose absence results in famine, death and chaos. His brothers are Melkarth and Dagon (his terrible rival) and Astarte is his sister-wife. Shedu either appears as a golden skinned man wearing a horned helm and bearing twin clubs or as a human-headed bull. His earth-bound servants include androsphinxes, shedu and lammasu.

BLINDING LIGHT (Cleric Level 4)
Range: See below
Duration: 1 round/cleric level

The cleric’s head is surrounded by a halo of bright light. Those within 60 feet must succeed at a saving throw or be blinded for 30 minutes. While the spell lasts, creatures are unable to directly look at the cleric, giving them a -5 penalty to hit him in combat.

Wyvern Coast – Zhitleg-Yiq and Bathymora

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Wyvern Coast – The Tepid Sea

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Wyvern Coast – Introduction

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


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

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

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

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

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

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

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

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

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