Venatia – Sturmdrang Mountains

Here begins the preview of the northeast quarter of Venatia. This map introduces a new geographic region – the Sturmdrang Mountains. The Forest of Dread lies on the western periphery, and the Golden Coast and Golden Sea take up most of what is left.

Sturmdrang Mountains
The Sturmdang Range is connected to the westernmost portion of the Great Yamas. The Sturmdrangs are lush mountains and very ancient. A host of rivers originate in their snowbound peaks, with the Rhodon River merging with the River Dan and flowing into the Tepid Sea, and the others (Dinar, Scorda and Oeagrus) emptying into the Golden Sea.

The slopes of the Sturmdrangs are covered with coniferous forests, and the valleys are choked with broadleaf forests. The mountains are rich with flora and fauna, including brilliant red poppies, edelweiss, wild thyme, bilberry, black bears, wolves, foxes, martens, wild goats, badgers, lynx, eagles and bats. The most conspicuous inhabitants of the Sturmdrangs, and the reason for their name, are the storm giants.

NOD, unlike a world founded on immutable scientific laws, does not have natural processes per se’. The natural progress of seasons, the patterns of wind, rainfall, etc are all the labors of the fey folk and other agents of the Old Gods, including their ancient, defeated foes, the giants. Weather, of course, was the purview of the storm giants, and every region of NOD has a storm giant (or family of storm giants) assigned to govern wind and rain. The storm lord of Venatia made his home in the Sturmdrangs, where he still accepts offerings and sends forth life giving rains and death dealing bolts of lightning..

Random Monster Encounter (Roll 1d12)
1 Alp (1d6)
2 Beast (see below)
3 Carcohl (1)
4 Drude (1d6)
5 Giant (see below)
6 Griffon (1d6)
7 Humanoid (see below)
8 Lantern Goat (1d3)
9 Oread (1d2)
10 Rothran (1d6)
11 Waldgeist (1d6)
12 Wraith (1d6)

Beast Encountered (Roll 1d8)
1 Badger – Giant (3d6)
2 Bear – Black (3d6)
3 Eagle – Giant (3d6)
4 Goat – Giant (3d6)
5 Lynx – Giant (1d6)
6 Musimon (2d6)
7 Ram – Giant (3d6)
8 Wolf (4d6)

Giant Encountered (Roll 1d3)
1 Giant – Stone (1d6)
2 Giant – Storm (1d3)
3 Ogre (3d6)

Humanoid Encountered (Roll 1d8)
1 Arimaspian (3d6)
2 Barbegazi (8d6)
3 Bugbear (3d6)
4 Knocker (8d6)
5 White Lady (3d6)
6 Wild Man (8d6)

Venatia – Porpoises and the Eye of Ra

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

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

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

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

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

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

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

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

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

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

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

On Venatia – Saint Arachne

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

On Venatia – Kelp Fortress and Ooze City

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

On Venatia – Ruined Villas and Mysterious Junks

Six more encounters for the Southeast quadrant of Venatia …

3939 Mysterious Junk: A merchant sailing vessel of Mu-Pan design is anchored off the coast and seems perpetually blanketed in fog. The junk is home to Kevote, the commander of a brotherhood of thieves and assassins that operates throughout the Tepid Sea region. The brotherhood engages in smuggling, murder, blackmail and loansharking. Besides the inscrutable Kevote, the ship is home to a dozen low-level thieves and assassins and two lieutenants, Morfinda and Dourne. Morfinda was born in Blackpoort. She has long, black hair, a pale complexion and very dark, brown eyes. Morfinda is cunning and without mercy, and expects to replace Kevote in the very near future when a few of her own plans come to fruition. Dourne, on the other hand, is a native of Tremayne with reddish-blond hair, pale blue eyes and a quick and ready wit. He is also a cowardly killer, very skilled with poisons and “accidents”, but unsteady in a direct confrontation. Both are tied to Kevote via secrets, and both are unaware that Folas, Kevote’s apparent valet, is his true lieutenant. Kevote regards Morfinda and Dourne as nothing more than useful idiots for establishing his empire in the Motherlands. All of Kevote’s operative have a small, black dragon tattooed on their backs at the base of their neck. Kevote’s treasure, kept below decks in steel boxes (puzzle locks, -5 to open, spring-loaded needles with deadly poison), consists of 11,000 sp, 500 ep, 4,500 gp, two rose quartz (worth 500 gp each) and seven fox skins (35 gp each, actually taken from seven kitsune sisters who believed that Kevote was a man they could cheat).

• Kevote, Level 11 Assassin: HP 36; AC 6 [13]; Save 5 (4 vs. death); Special: Sneak attack for x4 damage; Three daggers (one is wavy bladed and coated with deadly poison), five darts, burglars’ tools, leather armor worn under a many-colored silk robe embroidered with a black dragon.

• Morfinda, Level 5 Thief: HP 26; AC 7 [12]; Save 10; Special: Back stab for x3 damage; Two daggers, four darts, burglars’ tools, leather armor, a black cloak with many pockets.

• Dourne, Level 4 Assassin: HP 12; AC 7 [12]; Save 12 (11 vs. death); Special: Sneak attack for x2 damage; Three daggers, five darts (two coated in paralysis poison, three in poison that deals 1d6 damage), leather armor, burglars’ tools, vial of poison.

• Folas, Level 7 Magic-User/Thief: HP 21; AC 9 [10]; Save 8; Special: Spells (4th), back stab for x3 damage; Dagger, three darts.

• Thieves (8): HD 2d6; AC 7 [12]; Atk 1 weapon (1d6); Move 12; Save 13; CL/XP 3/60; Special: Back stab for x2 damage. Carry short swords, daggers, three darts, shield and wear leather armor.

• Assassins (4): HD 2d6; AC 7 [12]; Atk 1 weapon (1d8); Move 12; Save 14 (13 vs. death); CL/XP 3/60; Special: Sneak attack for x2 damage. Carry short long swords, daggers, light crossbows, shield and wear leather armor.

4044 Dragon Ship: The sorcerer Henakhe, bitter exile of Ibis, plies the Golden Sea in an animated dragonship called, Revenge, which looks like a merchant galley with a large figurehead in the shape of a dragon’s head and neck. The ship is crewed by two dozen dragon men and their leader, a warlock called Felia. The Revenge has no home, as yet. It sometimes docks in Cutthroat Cove (see NOD #1, “Wyvern Coast”, hex [3119])), but more often finds small coves along the Golden Coast. Ibisian ships sacked by Henakhe have their crews slaughtered, their heads sent back to the king of Ibis through mysterious means. Henakhe’s treasure consists of 5,200 gp and an aventurine worth 2,000 gp.

• Henakhe, Level 7 Magic-User: HP 22; AC 9 [10]; Save 9; Special: Spells (4th); Grey robes over a black velvet doublet, crimson leggings and long, black velvet slippers that come to a point, grimoire, curved dagger, ebony staff topped with an obsidian jackal’s head (worth 60 gp).

• Felia, Level 4 Fighter/Magic-User: HP 13; AC 9 [10]; Save 12; Special: Spells (2nd), bite attack inflicts 1d4 damage plus 1d4 fire damage; Battle axe, dagger, grimoire.

• Dragon Men: HD 1+1; AC 6 [13]; Atk 1 bite (1d4 + 1d4 fire) or weapon (1d8+1); Move 15; Save 17; CL/XP 3/60; Special: 1 first level magic-user spell, fiery bite. Leather armor, curved long sword, dagger, crossbow.

• Revenge, Dragonship: HD 10; AC 0 [19]; Atk 1 bite (2d8) and 4 slams (1d6); Move 15; Save 5; CL/XP 13/2300; Special: Breath fire (3/day, 30-ft line, 10d6 damage), navigate, double damage from fire, control winds.

4049 Ley Nexus: A nexus of ley lines runs through this hex, culminating a monument constructed on a low sea mount. The monument consists of twelve whale tusks, each 10 ft in length forming a circle. Each tooth has a tiny line of runes carved into it from tip to base, facing the center of the circle. If a druid cuts his forefinger and traces each line of runes, he can activate a teleport spell that will take him up to 90 miles (15 hexes) in any direction, so long as the last tooth touched is in the direction he wishes to go. Others can be taken with the druid, but must be bound to him by some medium (rope, chain, etc).

4127 Pine Ridge: A steep, granite ridge lined with pine trees stands out like a rampart over the surrounding forest. The ridge is the lair of five woodwose, ill-tempered brutes who survey the surrounding woodland for victims on which to release their pent up hostility. The woodwose will attack from the ridge using their spikes when possible. The ridge is roughly 20 feet higher than the woodland floor. It can be climbed with relative ease by rangers, assassins and thieves even during a fight, but under pressure, other characters must make a saving throw midway during their climb to avoid falling for 1d6 damage. The woodwose have collected 10,000 cp, 10,000 ep, 4,500 gp and 20 pp over the centuries, and sometimes leave heaping piles of it in plain sight as bait. Otherwise, it is stored in a dark crevasse atop the ridge.

• Woodwose: HD 9 (44, 42, 42, 39, 33 hp); AC 2 [17]; Atk 2 slams (1d6); Move 12; Save 6; CL/XP 10/1400; Special: Spells, spines, double damage from iron.

4128 Ruined Villa: An ancient villa of the Nabu rests atop a rocky hill. One side of the hill is overgrown with pine trees and brambles, while the other is bare granite that has been carved into a bas-relief of a grape harvest and wine pressing under the gaze of Mut and Min, goddess and god of fertility. The villa is almost completely destroyed, with one two intersecting walls remaining and the rest a pile of masonry overgrown with weeds. One of the surviving walls bears a faded and damaged fresco showing the green-skinned god Osiris holding a goblet and with barrels of grapes at his feet sending ten men bearing jugs of wine away from him toward the setting sun. This is a really a clue directing one to proceed ten paces to the west. At this point, now buried by a couple feet of rubble, there is a secret trap door that leads into a wine cellar. The cellar contains several barrels of what is now vinegar, and a cache of twelve bottles of very fine wine, worth at least 50 gp each. One of these bottles contains a long vial that contains a map showing the location of the tower in [4433].

4138 Sadhnath: Sadhnath is a fishing village built on bluffs overlooking the coast. Beneath the bluff there is a sandy beach and several caves in which the fishermen store their boats. Narrow, precarious steps lead from the village to the beach. The village is protected by a 7 ft tall, 3 ft thick wall of stone with a iron portcullis opening to the stairs and two thick wooden doors to the woodland beyond. A single beacon tower rises near the bluff, giving a commanding view of the sea and woods. Passing very near the village is a stream that pools and then flows underground, eventually spilling into the sea from a submerged cave.

The village consists of a number of stone hovels with gabled, wooden roofs. Over 300 fishermen live in the village with their families. They are outspoken, honest and exceedingly rude, and both men and women make a habit of smoking clay pipes. The largest building in the village, a 3-story tower keep of weathered, pitted stone and warped, wooden shutters is home to Lord Porht, an aging man with heavily creased, olive skin and salt-and-pepper hair. Porht has a well groomed mustachio and beard, and a jutting jawline. He claims the entire coast, from river to river, but hasn’t the ability to back up his claim. His entire “army” consists of fifteen men-at-arms in ring armor with spears and long bows and a brusk, burly sergeant named Jaltyr who wears a long, chainmail hauberk and pot helm and carries a double-headed axe (treat as a pole arm). Lord Pohrt’s treasure consists of 1,200 gp.

The most interesting aspect of the village, however, is its hostel. It is constructed in a large cave about ten feet above the beach. There are two entrances, one through a door facing the sea (itself reachable via warped, wooden stairs), and the other through a long tunnel that crosses the aforementioned subterranean steam before terminating in a circular staircase that leads to a hidden trapdoor on the surface. Either entrance is guarded by a zwunker bouncer (twins named Colleja and Serta). Within the cozy cave there is a taproom serving crabapple cider (the trees grow near the village) and a concoction of fermented goat’s milk flavored with berries and honey, as well as fish stew, boiled eels and large oysters steamed with wild onions and parsnips. The hostel is run by Nidee, a likeable old woman with the mouth of a sailor, and her two sons, the elder March and the younger Linder. The hostel sells space on the floor of the taproom for 1 sp per night, and has two private rooms rented for 3 gp per night. Nidee has about 90 gp to her name.

• Lord Pohrt: HD 4 (16 hp); AC 1 [18] in platemail, otherwise 9 [10]; Atk 1 weapon (1d8); Move 12; Save 13; CL/XP 4/120; Special: Men-at-arms under his command are +1 to initiative. Wears red velvet doublet and striped red and white leggings with black, leather boots with silver buckles. Always carries a long sword and dagger.

• Jaltyr: HD 3 (14 hp); AC 4 [15]; Atk 1 weapon (1d10); Move 12; Save 14; CL/XP 3/60; Special: None. Jaltyr loves Pohrt like a son loves a father, and enjoys a +1 bonus to hit and damage when defending him.

• Colleja & Serta, Zwunkers: HD 2 (8, 7 hp); AC 7 [12]; Atk 1 weapon (1d6); Move 9; Save 16; CL/XP 2/30; Special: Control wind, magic resistance 10% in 10′ radius. Twin sisters, they were wrecked up the coast, losing their comrades and parents, as girls and were given a home by Nidee, who reminds them of their grandmother. They wear leather coats and carry leaden clubs and three darts.

• Nidee: HD 1d6 (4 hp); AC 9 [10]; Atk 1 makeshift weapon (1d4); Move 12; Save 18; CL/XP B/10; Special: None. Usually wears a long peasant’s dress and a dingy apron.

• March & Linder: Same stats as mother, save they have 5 and 4 hit points respectively. They wear peasant’s clothes and carry daggers.

Venatia – Saint Stimula

You can find Part One here – oh, and I screwed up the numbering on the map last time around, so it has been fixed. If you downloaded it before, you’ll want to download it again.

May plan is to present six encounters, every other day, until I hit 60 encounters. Then I’ll post the NW map and begin the process all over.

Encounters

3926 Ancient Highway: Remnants of an ancient highway run through this hex. The highway was constructed along a tall ridge, and was in fact constructed by excavating and flattening a portion of the ridge. At one point, several clay drainage pipes penetrate ridge beneath the highway’s surface, allowing water to pass through and form a pleasant stream that continues down the slope before meeting a larger stream. The drainage pipes can be crawled through (or walked through if one is a halfling or gnome), being 200 yards long and eventually ending in a large, pond that fed by a dozen little streams. The pond is lined with tall trees and reeds and home to a menagerie of frogs and fish. In the midst of the stream, surrounded by water lilies, is the battered and toppled statue of a humanoid. Closer inspection reveals it to be a fairy queen. The queen is guarded by a gwurrum (or green fairy mist) that appears at night as a greenish, glowing mist on the surface of the pond. It soon moves through the pipes and into the hills beyond in search of creatures to torment and hurt. If the statue is righted and cleaned, and decorated with garlands of flowers, the statue’s mouth will open, revealing a small, flint arrowhead on the tongue. The arrowhead can be used as an arrow of slaying against fey creatures.

3928 Runic Relic: A 10 ft tall runestone carved from a greenish stone flecked with silver stands atop a grassy knoll. While the base of the hill is clogged with gnarled pine trees, the hill is completely devoid of anything but reddish-green grass. The runestone recounts the deeds of an ancient chieftain of the wose in simple (and often graphic) pictograms reminiscent of the ones used by the ancient lizard kings. The stone is erected atop the chieftain’s burial mound, the crypt chamber lying 15 feet beneath the soil. The crypt can be reached by a low tunnel composed of large stones leaning against one another and buried under the soil. The stone “walls” of the passage and crypt are covered in swirls and stylized skulls. The chieftain’s partially mummified remains lie atop a stone slab made reddish-brown from the spilling of blood (probably sacrifices). Around the slab lie the chieftain’s treasures, mostly obsidian axes and flint spear and arrow heads, but also some simple copper and electrum jewelry (25 gp worth) and a soapstone carving of what appears to be a bear standing on its hind legs (worth 10 gp).

3929 Poisonous Hollow: The landscape here turns into a deep hollow choked with maples, sycamores and ferns and traversed by a deep, moderately fast running rivulet. At many places, the rivulet becomes quite shallow and is easily forded. Many large rocks, some that bear signs of having been shaped into irregular blocks, dot the rivulet. In the center of the hex, the rivulet becomes the lair of a clutch of eight giant, green frogs that are scaled in the fashion of a dragon and that belch plumes of poisonous vapor from their wide mouths almost at random. The largest of the bunch is an actual green dragon that was polymorphed into its present form by a vengeful wizard.

• Draconic Giant Frog: HD 3; AC 5 [14]; Atk 1 bite (1d8); Move 3 (or 100 ft leap); Save 14; CL/XP 4/120; Special: Leap, swallow whole, immune to sleep, breath weapon (3/day, cloud of poisonous gas 30-ft in diameter, 12 damage).

3936 Abbey of St. Stimula: Atop a rocky promontory, the base of which is forested with sycamores and maples, is a large, fortified abbey. The abbey is dedicated to St. Stimula, patron saint of wine and part of the cult of Bacchus.

The abbey is built of gray stone and has gleaming white shutters on the windows. The shutters are engraved with vines and frolicking nymphs and satyrs. The buildings of the abbey have peaked roofs of green copper. The abbey is composed of a large, round tower that houses an armory, hospital and living quarters for abbey officials. It is connected to a two-story L-shaped building that houses the sisters, their winery and a shrine to St. Stimula and Bacchus. A tall wall encloses a courtyard with an iron portcullis. The courtyard houses a medicinal garden, a few young vines, a tall pomegranate tree and a very deep well. Hidden among the surrounding wooded hills are a dozens of vineyards. The vinyards are protected by a band of 12 satyrs that join the sisters in their revels each night.

Mother Isleiza is a 70-year old woman who hails from Lyonesse. Her fifteen sisters hail from the local villages as well as Lyonesse, so there is a mix of olive-skinned and dark-haired women with the long noses and narrow faces common to the coast and the rounder faced, lighter-skinned women of Lyonesse. All wear grey frocks embroidered with round badges that look like a woman’s face that is composed of grape leaves and vines. Isleiza is an ugly woman with a rude, grating personality. Of course, her looks and demeanor soften each night when the satyrs arrive and the drunken revelries begin, but in the daylight hours she is quite formidable. Mother Isleiza, despite her advanced age and seemingly tough exterior, has fallen deeply in love with Baron Torod of [4336]. The Baron and a contingent of villagers visit the abbey every year or so to pay their respects and make sacrifices, as well as to purchase the sister’s excellent wine.

The abbey treasure includes four leopard skins (15 gp each), 20,000 cp, 1,000 ep, 5,000 gp, 100 pp, a large, polished obsidian sphere (worth 95 gp) and an olivine (worth 125 gp). In a vault beneath the tower, accessible only through a secret door with a lock that appears to have a poisoned needle, but in fact channels 4 dice of lightning damage through any metallic object that enters it, is kept a powerful relic, The Hand of Sabazios.

The Hand of Sabazios is cast in bronze and is slightly larger than a human hand. When held above the head, it amplified the holder’s voice and gives his every word the power of a command (per the spell). The bearer of the hand is immune to fear and lightning and can, once per day, summon a celestial charger (treat as a benevolent version of the nightmare) that serves loyally for 1 hour.

• Mother Isleiza, Level 12 Druid: HP 44; AC 7 [12]; Save 4; Special: Druid spells (6th), change into leopard, cobra or bull; Leather armor, gnarled club (does 1d6 damage), leopard skin (45 gp).

• Satyr: HD 5; AC 5 [14]; Atk 1 weapon (1d8); Move 18; Save 12; CL/XP 6/400; Special: 50% magic resistance, pipes, concealment.

• Sister of St. Stimula, Level 2 Druid: HD 2d6+2; AC 7 [12]; Save 13; Special: Druid spells (1st); Leather armor, club, sling.

3942 Wild Herd: A wild, unruly herd of nine hippocampi dwells on a submerged plateau. The creatures are wrangled by a trio of young storm giants on behalf of the nereid in [4041]. The storm giants, Eksen, Hraga and Tyrnach, are members of the family that dwells in [XXX] in the mountains way to the north. The storm giants live in a large cave that overlooks the fields grazed by the hippocampi. They enjoy tests of skill and strength, and will gladly challenge adventurers to compete in games. The storm giants possess 21,000 sp, 2,200 gp, 100 pp, a silver toe ring (large enough to be used as an armband, worth 1,000 gp) and a ceramic aquamanile (worth 230 gp, a memento of home). The hippocampi are all colored bluish-grey, with white manes and silvery scales.

• Young Storm Giant: HD 8+3; AC 2 [17]; Atk 1 weapon (3d6); Move 15; Save 8; CL/XP 9/1100; Special: Throw boulders, control weather (4 in 6 chance of success).

3948 Turtle Shark: These waters, and those nearby, are the hunting ground of a massive turtle shark – possibly the largest specimen of its kind on Nod. The creature is large enough that it can batter the hulls of ships and send them to the bottom.

• Turtle-Shark: HD 9+1; AC 1 [18]; Atk 1 bite (4d6) or 1 slam (3d6); Move 9 (Swim 15); Save 11; CL/XP 11/1700; Special: Shell, capsize, swallow.

Art: Women of Amphiss (1877) by Lawrence Alma-Tadema

On Venatia – Introduction

VENATIA
Venatia is a region of woodlands and hills nestled between the Klarkash Mountains in the west and the Great Yamas in the east. Once dominated by the Nomo Empire, it is now home to several competing city-states – Antigoon, the golden city, Blackpoort, the city of thieves, Lyonesse, the white city and ancient Ibis. Venatia has several sub-regions, including the Dreadful Woods, Forest Perilous*, Golden Coast, Golden Sea, Great Myre*, Harrowing Hills, Reed Sea, Rooky Wood*, Tepid Sea* and a small portion of the Wyvern Hills and Nabu Desert.

* Does not appear on this map – wait for future installments.

Dreadful Forest

The Dreadful Forest is thick and dark, consisting mostly of evergreens (spruce, pine) and brambles. It’s primary inhabitants are the noroob and kobolds – hundreds of small copper and tin mines can be found beneath the forest. Orcs, goblin and ogres prowl the forest as well, and incursions by thugtoads and lizardmen are not uncommon in the forest’s western reaches.

The Dreadful Forest is really the foothills of the Sturmdrang Mountains. It is bordered by the Forest Perilous to the north and the Great Myre to the east. Reptilians figure greatly into the ecology, for the whole forest was once ruled by the Lizard Kings, technologically advanced ancestors of the noroob and lizard-men. Lizardman ruins can still be found in the forest, along with some of their artifacts.

Monster encounters should be diced for twice a day, once in the daylight hours and once at night. There is a 1-2 in 1d6 chance of a monster encounter. The monster encountered can be chosen from the list below or diced for randomly.

ENCOUNTERS
1 Baccae (1d6)
2 Bear – Black (1d6)
3 Beetle – Giant Stag (1d6)
4 Dragon – Green (1d3)
5 Firedrake (1d8)
6 Flying Squirrel – Carnivorous (6d6)
7 Giant – Hill (1d4)
8 Goblin (9d6)
9 Kobold (12d6)
10 Lizard – Giant (2d6)
11 Lizardman (3d6)
12 Noroob (2d6)
13 Ogre (2d6)
14 Orc (6d6)
15 Phycomid (1d6)
16 Pixie (1d6)
17 Pseudo-Dragon (1d8)
18 Thugtoad (3d6)
19 Wolf – Reptilian (3d6)
20 Woodwose (1d3)

KOBOLD – There are hundreds of small kobold mines in the Dreadful Forest. Many mineshafts are long since abandoned, the vein running dry and the miners moving on. For the most part, the kobolds mine copper and tin in the woods, with a few lucky groups finding silver, gold or precious stones. Kobold warriors wear leather armor and wield picks and short bows. For every 12 kobolds there is a 1 HD sergeant, for every 24 a 3 HD lieutenant and if more than 60 kobolds are encountered they are led by a 5 HD captain. For every sergeant in the band there is a 10% chance that they are accompanied by a 2nd to 5th level adept (see NOD #1) or magic-user.

• Kobold: HD 1d4; AC 6 [13]; Atk 1 weapon (1d6); Move 6; Save 18; CL/XP A/5; Special: None.

WOLF, REPTILIAN – An invention of the ancient Lizard Kings, reptilian wolves have the same statistics as normal wolves.

Golden Coast
The Golden Coast consists of a largee range of highlands bording the Golden Sea. The highlands are as rugged as those of the Wyvern Coast to the southwest, but receive more rainfall and thus support more vegetation. The coasts have the thickest woods, including forests of date palms, sycamores and pistachios. The hinterlands have smaller copses of bay laurels, hazels, lindens, maples and spruces. Animal life is also more plentiful on the Golden Coast, with the most common predator being a breed of lanky, golden-furred wolves. The highlands are also pocked with dozens of artesian wells and bubbling springs. They are rich in deposits of gold, copper, tin and zinc.

During the Pandiluvian Age, the highlands of the Golden Coast were little more than small, scrubby islands in the what was then part of the much larger Tepid Sea. Many of the elder races established underwater mining operations in the highlands, traces of which can still be found today in irregularly shaped caverns filled with dark, dank deposits of primordial sea water and the descendants of the bizarre creatures that once inhabited those seas.

As the waters receded, the highlands were settled by the chalkeions, a race of bronze-skinned men. The chalkeions built small settlements that gradually grew into small city-states and there honed the art of war and worshiped such gods as Sabazios, Hecate and Bacchus. At its height, the Nabu Empire conquered the city-states of the bronze men and reduced their numbers to the point that they would no longer be a threat to the empire and its ambitions, and the chalkeions remain few in number to this day. The Nabu left behind a few settlements of humans and beastmen (see Beastmen of Nabu in this issue).

With the fall of the empires of Nabu and Irem, the elf-dominated Empire of Nomo expanded into Venatia, but never really came as far as the Golden Coast. A few adventurers established strongholds in the region, but the land remained wild and in the possession of the remaining chalkeions. In recent times, the exiled dwarfs of the western continent have begun to establish mining operations along the Golden Coast.

Monster encounters should be diced for twice a day, once in the daylight hours and once at night. There is a 1-2 in 1d6 chance of a monster encounter. The monster encountered can be chosen from the list below or diced for randomly.

ENCOUNTERS
1 Aurumvorax (1)
2 Baccae (1d6)
3 Basilisk (1d4)
4 Bear – Black (1d6)
5 Gorgon (1d3)
6 Humanoid (see below)
7 Panthera (1)
8 Ram – Giant (2d6)
9 Roc (1d3)
10 Stymphalian Bird (1d6)
11 Wolf (3d6)
12 Wyvern (1d3)

GIANT SUBTABLE
1 Giant – Bronze (1d3)
2 Giant – Hill (1d3)
3 Gnoll (3d6)
4 Ogre (2d6)

HUMANOID SUBTABLE
1 Beastman – Aigosy (6d6)
2 Beastman – Arcs (2d6)
3 Beastman – Axum (6d6)
4 Beastman – Esou (6d6)
5 Chalkeion (1d6)
6 Centaur (1d6)
7 Dwarf (6d6 or 1d6+3)
8 Human – Bandits (1d6 x 10)
9 Nymph (1d6)
10 Satyr (1d6)

AIGOSY (Goat Men) – A large group of goat people might be a patrol or a caravan moving goods on the backs of allocameli. The warriors wear ring mail under black robes and carry shields, maces and slings. There is one 3 HD sergeant for every six warriors, one 5 HD lieutenant for every 12 and a 7 HD captain if more than 30 are encountered. There is a 10% chance per sergeant of a 2nd to 5th level aigosy (see “Beastmen of Nabu” in this issue).

• Aigosy: HD 1; AC 5 [14]; Atk 1 weapon (1d6); Move 12; Save 17; CL/XP 1/15; Special: Climb, +1 save vs. mind-affecting spells, +2 save vs. disease and poison.

ARC (Bear Men) – Arcs are usually encountered as a single hermit with the abilities of a 5th level fighting-man, monk or arc (see “Beastmen of Nabu” in this issue). The arc will be wearing a simple brown robe tied at the waist with a length of rope and carrying an earthenware jug on his shoulder and a large, gnarled club.

• Arc: HD 5d6+10; AC 7 [12]; Atk 1 club (1d8+1) or 1 grapple (1d6); Move 12; Save 12; CL/XP 5/240; Special: +1 to hit and damage with club, +1 to hit with grapple, deals 1d6 damage per round while grappling, jug with 1d12 doses of cure light wounds.

AXUM (Falcon Men) – The axum wander the hills in hunting parties of 2d6 individuals. The band will be led by a 4th to 6th level axum (see “Beastmen of Nabu” in this issue), fighting-man or ranger (see “Fighting-Men of Nod” in NOD #1 or “On the Fighting-Men of Nod” on the Land of Nod blog). The axum wear leather armor and carry curved long swords and daggers and a bundle of 6 javelins each.

• Axum: HD 3; AC 7 [12]; Atk 1 weapon (1d8); Move 15; Save 14; CL/XP 3/60; Special: +1 to hit with missile weapons.

CHALKEIONS (Bronze Men) – Usually a small party wearing hoplite armor and carrying spears, short swords and short bows. There is a 60% chance they will be mounted on warhorses.

• Chalkeion Hoplite: HD 5; AC 2 [17]; Atk 2 by weapon (1d6); Move 12; Save 12; CL/XP 5/240; Special: None.

DWARFS – Either a patrol of warriors wearing chainmail and carrying shields, axes and light crossbows or a small group of 4 to 9 prospectors. The patrol will have one sergeant for every 6 dwarfs, one lieutenant for every 12 and will be led by a captain if more than 30 dwarfs are encountered. There is a 5% chance per sergeant in the patrol of a dwarf druid.

• Dwarf Warrior: HD 1; AC 4 [15]; Atk 1 weapon (1d8); Move 6; Save 17; CL/XP 1/15; Special: Detect stonework.

• Dwarf Prospector: HD 3; AC 3 [16]; Atk 1 weapon (1d8); Move 6; Save 14; CL/XP 3/60; Special: Detect stonework.

ESOU (Sheep Men) – The paranoid esou are encountered in large, well-armed groups that are either patrolling or on an important errand. The warriors wear chainmail and carry shields and maces. For every 6 esou encountered there is a 3 HD sergeant. For every 12 esou encountered there is a 5 HD lieutenant wearing platemail. If more than 30 esou are encountered, they are lead by a 7 HD captain in platemail. There is a 10% chance they are mounted on giant rams. There is a 5% chance per sergeant that they are accompanied by a 2nd to 5th level cleric of Onuris, a Nabu god of war.

• Esou: HD 1; AC 2 [17]; Atk 1 weapon (1d8); Move 9 (due to armor); Save 17; CL/XP 1/15; Special: Only surprised on 1 on 1d8.

GNOLLS – Gnoll war/hunting parties number 3d6 warriors. For every 6 gnolls there will be one sub-chief and if more than 15 gnolls are encountered there will be a chieftain. The gnolls are wearing leather or ring armor and carrying spears and bundles of javelins. There is a 3% chance per sergeant of a 2nd to 5th level adept (see “Wise Women & Cunning Men” in NOD #1, or “On Wise Women & Cunning Men” on Land of Nod blog).

• Gnoll: HD 2; AC 5 [14]; Atk 1 bite (2d4) or 1 weapon (1d10); Move 9; Save 16; CL/XP 2/30; Special: None.

Golden Sea
The Golden Sea is a deep body of water that connects to the Tepid Sea via the Strait of Sabaz. Despite its depth, the Golden Sea is fairly calm, and much of the outer reaches of the sea is shallow, allowing easy navigation by galleys. The sea got its name for the deposits of gold on its shores and in its shallows.

Monster encounters should be diced for twice a day, once in the daylight hours and once at night. There is a 1-2 in 1d6 chance of a monster encounter. The monster encountered can be chosen from the list below or diced for randomly.

ENCOUNTERS
1 Aspidochelone (1)
2 Harpy (1d6)
3 Humanoid (see below)
4 Nymph (Oceanid) (1d3)
5 Octopus – Giant (1d3)
6 Roc (1d3)
7 Sea Serpent (see below)
8 Shark – Large (1d6)
9 Turtle Shark (1d4)
10 Wyvern (1d3)

HUMANOID SUBTABLE
1 Galleass – Ibisian
2 Galley – Merchant
3 Galley – Pirate
4 Locathah (6d6)
5 Mermaid (3d6)
6 Scrag (2d6)

SEA SERPENT SUBTABLE
1 Briny (1d3)
2 Fanged (1d4)
3 Gilded (1d6)
4 Spitting (1d3)

IBISIAN GALLEASS – The Ibisian navy patrols the Golden Sea in sleek galleasses. The ships are constructed from golden brown hardwoods and have brilliant yellow sails that bear crimson ankhs. The ships are armed with bronze cannon and always have a shipboard magic-user, usually of 3rd to 6th level and sporting an array of spells useful to naval combat. Issue #2 of NOD has rules for naval combat that Referees might find useful.

LOCATHAH (Fish Men) – The locathah are a race of fish men who once dominated the Golden Sea. They have glassy black eyes and flesh reminiscent of a goldfish, with bits of pink and purple on their finger tips, toes and the tips of their arm, leg and back fins. Their numbers are now fewer, thanks mostly to the depredations of the shark-worshiping sahuagin. A locathah patrol will be armed with barbed spears and knives fashioned from obsidian or flint. For every 6 locathah, there will be a sergeant with 4 HD. For every 12 sahuagin, there will be a lieutenant with 6 HD. If more than 30 locathah are encountered, they will be led by a level 8 fighting-man.

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

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.

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.

Harrowing Hills

The Harrowing Hills are a range of craggy hills that ring the river delta, forming a barrier between the Reed Sea and the Nabu Desert. The Nabu side of the highlands are barren, while the Reed Sea-side is more lush, though not as lush as the wetlands themselves. Beyond the river, the hills support, at best, tough grasses and thorny shrubs fit only for goats. In happier, more prosperous times, the hills were the location of dozens of villas owned by the nobility of Nabu. Most of these villas are now lost, but a few remain as villages occupied by the beastmen of Nabu.

Most of the active settlements in the Harrowing Hills are along the canyon through which flows the River of Death. These hillside villas have terraced fields set anywhere from 40 to 60 feet above the level of the river. There are few landing sites on either side of the river, usually massive stone quays backed by sturdy, narrow temples chipped into the walls of the canyon. From these quays, dozens of little trails extend back into the hills, sometimes being constructed as stairs that ascend more than 100 feet before turning into well worn paths. These paths lead, in a twisting, indirect way, to the different villas, and from there into the hinterlands and a few scattered homes of goatherds.

Most folk avoid the hinterlands, especially when the sun is highest, due to the visitations of the Sun Queen, a malevolent fairy queen who claims dominion over the hills. Her beautiful servants appear to travelers and laborers under the noonday sun and relieve from them the burden of life. The western hills are said to be home to an equally unpleasant earth dragon of considerable age. Ibis sends into the hills patrols of clockwork cavaliers in the shape of hawk-headed warriors in gleaming brass scale armor mounted on steeds that resemble brass hippogriffs.

Largest native plant is a bush that grows as a clump of 3-ft long wooden branches covered in what appears to be a downy hair, but is actually tiny little leaves. From the end of these branches there drips a steady stream of sap that eventually forms a tear-shaped amber ball. When a branch is removed from the bush, ball-intact, it can be used as a mace, for the sap is quite hard and heavy and well-attached to the wood. These maces make a distinct whirring noise when swung about. If a hit with one of these maces causes maximum damage, the mace breaks.

Monster encounters should be diced for twice a day, once in the daylight hours and once at night. There is a 1-2 in 1d6 chance of a monster encounter. The monster encountered can be chosen from the list below or diced for randomly.

ROLL ENCOUNTER
1 Bandit (6d6)
2 Beastman (see below)
3 Clockwork Cavalier (1d6)
4 Jackalwere (1d6)
5 Lady Midday (1d6; only in daytime, 1% chance of the Sun Queen and her court)
6 Owl – Giant (1d6)
7 Pixie (1d6)
8 Poltergeist (3d6)
9 Serpent (see below)
10 Skeleton (6d6)

BEASTMAN SUBTABLE
1 Aigosy (Goat People) (7d6)
2 Arc (Bear People) (2d6)
3 Axum (Falcon People) (6d6)
4 Esou (Sheep People) (6d6)
5 Kawa (Fox People) (6d6)
6 Moulaj (Night Raven People) (2d6)
7 Qamouli (Camel People) (3d6)
8 Riri (Swine People) (3d6)

SERPENT SUBTABLE – all serpent encounters are with a single specimen who always gains surprise
1 Cobra
2 Cobra, Giant
3 Giant Spitting Snake
4 Viper

AIGOSY (Goat Men) – The goat people are sometimes found in large bands wandering the hills in search of mystic herbs and woods for use in their divinations, or else hunting down a predator that has recently struck their herds. They are armed in leather armor and carry javelins and spears. There is one 3 HD sergeant per 6, one 5 HD lieutenant per 12 and one 7 HD captain if more than 30 aigosy are encountered. For every sergeant there is a 10% chance of a 2nd to 5th level aigosy (see “Beastmen of Nabu” in this issue) or magic-user with the group.

• Aigosy: HD 1d6; AC 7 [12]; Atk 1 weapon (1d6); Move 12; Save 18 (17 vs. mind effects, 16 vs. poison and disease); CL/XP B/10; Special: None.

ARC (Bear Men) – A small number of arcs live in the Harrowing Hills. They are cave-dwelling hermits, but come together each year in the Spring to feast and play. If more than 1 arc is encountered, it is a sure bet that they are on important businesses. Arcs wear leather armor and carry large clubs and jugs of mead.

• Arc: HD 3+3; AC 7 [12]; Atk 1 weapon (1d6+1); Move 12; Save 14; CL/XP 3/60; Special: +1 to hit when wrestling.

AXUM (Falcon Men) – Axum encounters are either with a small band of exiles looking for a new perch, or with patrols from one of their lonely towers. In either event, they will be on foot and wearing leather armor beneath flowing white robes and tall white turbans, and wielding swords and long bows. There is one 3 HD sergeant per 6, one 5 HD lieutenant per 12 and one 7 HD captain if more than 30 axum are encountered. There is a 1 in 6 chance the captain is a ranger or has levels in the axum class (see “Beastmen of Nabu” in this issue).

• Axum: HD 1; AC 7 [12]; Atk 1 melee weapon (1d8) or 2 missile weapon (1d8); Move 15; Save 17; CL/XP 1/15; Special: None.

BANDITS – This is a band of human bandits preying on the few merchant ships and caravans that travel through the hills. They will be a desperate lot in leather armor and armed with spears and short bows. For every six bandits there will be one sergeant with 3 HD. For every 12 bandits there will be a lieutenant with 5 to 6 Hit Dice. If more than 30 bandits are encountered, they will be led by a captain who is a level 7 or 8 fighting-man. There is a 3% chance per sergeant encountered of a magic-user of 2nd to 5th level, and a 3% chance of a cleric of 2nd to 5th level.

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

ESOU – The esou of the hills usually inhabit abandoned human villas. They send out many patrols, and these patrols usually react with hostility to strangers. Esou warriors wear chainmail and carry shields, spears, short swords and light crossbows. There is one 3 HD sergeant per 6, one 5 HD lieutenant per 12 and one 7 HD captain if more than 30 esou are encountered. There is a 1 in 6 chance the captain is a fighting-man or has levels in the esou class (see “Beastmen of Nabu” in this issue).

• Esou: HD 1; AC 2 [17]; Atk 1 weapon (1d8); Move 9 (due to armor); Save 17; CL/XP 1/15; Special: Only surprised on 1 on 1d8.

KAWA – A merry band of kawa can be a sight for sore eyes in the Harrowing Hills. Hunters by trade, they have little to steal and thus little to fear from others. Although kawa are initially wary of strangers, they will parlay and after an exchange of gifts will show hospitality. Kawa warriors wear leather armor and carry short bows and short swords. There is one 3 HD sergeant per 6, one 5 HD lieutenant per 12 and one 7 HD captain if more than 30 kawa are encountered. There is a 1 in 6 chance the captain is a ranger or has levels in the kawa class (see “Beastmen of Nabu” in this issue).

• Kawa: HD 1; AC 7 [12]; Atk 1 weapon (1d6); Move 12; Save 17; CL/XP 1/15; Special: Surprise.

MOULAJ – The moulaj are encountered in small bands in search of treasure to loot. They will make every attempt to hide from or avoid adventurers, but may tail them in the hopes of being led to a loot. The moulaj wear black robes over their leather armor and carry daggers, light crossbows and short swords. They are led by a 3rd to 6th level cleric/thief or moulaj (see “Beastmen of Nabu” in this issue).

• Moulaj: HD 1d6; AC 7 [12]; Atk 1 weapon (1d6); Move 12; Save 18 (17 vs. undead); CL/XP 1/15; Special: Cast one level 1 cleric spell per day plus see above.

QAMOULI – Qamouli encounters are always with a band of traders and their families. As a group, they are easy to spot in their yellow robes and tall, crimson turbans, holding their long spears decorated with gleaming holy symbols. The qamouli are among the friendlier races in the hills. Each band is led by a 4th to 7th level venturer (see NOD #2) or qamouli (see “Beastmen of Nabu” in this issue).

• Qamouli: HD 2; AC 7 [12]; Atk 1 weapon (1d8+1); Move 15; Save 16; CL/XP 2/30; Special: See above.

RIRI – Riri treasure hunters comb the hills for hidden shrines and tombs of the ancient Nabu. They are standoffish and encounters with them can quickly turn violent if they fear adventurers are after their treasure. Offerings of intoxicating drink can soften them up, but one must take care not to wait around form them to become drunk, for drunk riri are as dangerous as suspicious riri. The warriors wear ring mail and carry shields and axes. There is one 3 HD sergeant per 6, one 5 HD lieutenant per 12 and one 7 HD captain if more than 30 riri are encountered. There is a 1 in 6 chance the captain is a thief or has levels in the riri class (see “Beastmen of Nabu” in this issue).

• Riri: HD 1+1; AC 4 [15]; Atk 1 weapon (1d8); Move 9; Save 17; CL/XP 2/30; Special: Fight until -5 hit points.

SUN QUEEN – On very rare occaisions, travelers through the hills encounter the Sun Queen and her court. The Sun Queen is a powerful fey accompanied by three Lady Middays and nine golden lions. Encountering the Sun Queen almost always means death. The Sun Queen appears as an 8-ft tall woman with white skin (actually white hot skin) and flaming hair. Her thin, angular body is unclothed.

• Sun Queen: HD 12 (70 hp); AC 2 [17]; Atk 1 slam (1d8 + 1d6 fire); Move 15; Save 3; CL/XP 14/2600; Special: Aura of heat inflicts 3d6 damage within 5 ft, 2d6 damage within 10 ft and 1d6 damage within 30 ft, immune to fire, her aura of heat and touch cause confusion in those who fail a saving throw.

• Lady Midday: HD 4; AC 3 [16]; Atk 1 shears (1d4+2 plus 1d6 fire); Move 12; Save 13; CL/XP 8/800; Special: Burning touch, confusion, dark sensitivity.

• Golden Lion: HD 5+2; AC 4 [15]; Atk 2 claws (1d4), 1 bite (1d8); Move 12; Save 12; CL/XP 6/400; Special: Body gives off tremendous heat, causing 1d6 damage to all within 10 feet, immune to heat and fire, double damage from cold.

Nabu Desert
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Reed Sea
The Reed Sea is a vast wetland, the river delta of the River of Death. The delta consists of rich, sandy soil criss-crossed by thousands of smalla and large water courses, all of them choked with papyrus plants. The delta supports a rich variety of plants and animals, including olive, qumquat and silver beech trees, dozens of berry-producing shrubs and such animals as silver foxes, ibis, ducks, eagles, water rats, serpents and a unique variety of leaping cattle called the Nabu Blue that have long horns that sweep back from the head, in the manner of an antelope, narrow faces and bodies and blue-grey coats with white spots on the haunches.

The largest settlement on the Reed Sea is Ibis, an ancient port of Nabu that survived the empire’s downfall largely intact. Since the fall of the empire, Ibis has prospered as both an independent city-state (as it is now) and as a far-flung colony of Nomo. Ibis is surrounded by hundreds of manorial villas and boasts a fine university. As in the days of old, it is ruled by a wizard king, the scion of a long and storied dynasty.

Monster encounters should be diced for twice a day, once in the daylight hours and once at night. There is a 1-3 in 1d6 chance of a monster encounter. The monster encountered can be chosen from the list below or diced for randomly.

ENCOUNTERS
1 Catoblepas (1d4)
2 Clockwork Cavalier (1d6)
3 Cobra (1, always surprises)
4 Crocodile (2d6)
5 Eblis (1d6)
6 Grey Ooze (1d6)
7 Hippopotamus (1d6)
8 Humanoid (see below)
9 Mud-Man (2d6)
10 Rat (see below)
11 Tangleweed (1d6)
12 Vermin (see below)

HUMANOID SUB-TABLE
1 Bandit (6d6)
2 Man-at-Arms (6d6)
3 Qamouli (2d6)
4 Synthoid (3d6)
5 Trader (2d6)
6 Wererat (2d6)

RAT SUB-TABLE
1 Rat – Brain (9d6)
2 Rat – Ethereal (2d6)
3 Rat – Giant (12d6)
4 Rat – Shadow (2d6)
5 Rat – Wizard’s Lab (3d6)
6 Spine Rat (12d6)

VERMIN SUB-TABLE
1 Centipede – Giant, Small (3d6)
2 Crabnipede (1d6)
3 Ear Seeker (12d6)
4 Effluvial Grub (1)
5 Leech – Giant (2d6)
6 Mosquito – Giant (3d6)
7 Rot Grub (12d6)
8 Sorcery Leech (6d6)
9 Spinal Leech (9d6)
10 Throat Leech (9d6)

CLOCKWORK CAVALIER – See Harrowing Hills above.

MEN-AT-ARMS – This represents a patrol from Ibis. Half of the patrol is light infantry wearing leather armor and carrying shields and spears. The other half are archers wearing leather armor and carrying short bows and short swords. Patrols sometimes ride on skiffs, but are usually on foot. For every 6 men-at-arms there is a sergeant-at-arms, for every 12 a 5th level fighting-man and if more than 30 are encountered they are led by a 7th level fighting-man. For every sergeant present there is a 5% chance of a 2nd to 5th level cleric accompanying the patrol.

QAMOULI – See Harrowing Hills above.

TRADER – A band of traders either employs shallow barges to move goods or else is leading a camel caravan.

Wyvern Coast
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Nabu – Vipers, Coffers and Wizards

7408 Sandstone Quarry: An ancient Nabu quarry of sand-stone has been re-opened by a clan of 324 dwarf exiles. The dwarfs live in burrows dug into the upper portions of the quarry and have created a great hall, a shrine of Pluto and Vulcanus and a fortified treasure room guarded by a sand trap. The community has 15 warriors in scale armor with shield and axe and a similarly armed and armored sergeant named Hvaxi. The miners are led by a council of elders. They also tend goats and make a potent liquor from mushrooms grown in their burrows.

Dwarf Warrior (15): HD 1 (8 hp); AC 4 [15]; Atk 1 weapon (1d8); Move 6; Save 17; CL/XP 1/15; Special: Detect stonework.

Hvaxi: HD 3 (24 hp); AC 4 [15]; Atk 1 weapon (1d8+1); Move 6; Save 14; CL/XP 3/60; Special: Detect stonework.

7435 Mekhosis the Mind Master: A powerful psychic called Mekhosis has repaired an abandoned castle and keep located near the western border of this hex. The castle is built atop a granite prominence within sight of the river. Here, Mekhosis plumbs the depths of the Astral Plane and has congress with strange creatures from beyond.

The castle is constructed of sandstone and consists of an outer wall (30’ tall, 10’ thick), courtyard with fountains and gardens of mind-altering herbs, fruit trees and mandrake root and a keep (30’ tall, 40’ square).

Mekhosis employs 36 men-at-arms and a gruff sergeant-at-arms named Gamil to maintain order. The warriors wear tall, saffron turbans and Egyptian-style kilts over their ring armor. They arm themselves with spears, tulwars and short bows, and are accomplished horse archers. Mekhosis employs 50 servants, including cooks, maids, jongleurs and musicians. He also has a court astrologer named Haphis and an overbearing major domo named Stavro. Haphis and Stavro are lovers, but also bitter rivals.

Mekhosis keeps a harem of seven psychic women, all students and devoted lovers of the Mind Master. The harem consists of Umbalna of Cush, Semphis and Azalia of Ibis, Kiva the Chalkeion (HD 5, hp 20, AC 5 [14]), Jambe of Kirikersa, Kamlaa the Aziza* and Shashua of Mu-Pan. All of the women save Kiva attack as level 3 monks (HD 3, hp 18, AC 7 [12]) and are capable of reading minds.

Mekhosis is usually benign, but he does suffer from rare and violent mood swings. He is a true gourmand, and weighs nearly 300 pounds. He is usually found in his hall, seated atop a pile of velvet cushions, his body swathed in silken robes that part enough to reveal his bulging, sweaty form beneath, an ivory pipe carved to resemble two wrestling youths (50 gp) clenched between his teeth. He is always surrounded by a dozen warriors and his sergeant and a flurry of serving boys and maids catering to his every whim. His castle stores include almost any food, drink or spice one might think of, some of it plucked from the weird planets that float in the Astral Plane, the rest purchased from trading ships who visit regularly from Ibis. The great hall is decorated with rich tapestries (12,600 gp).

Mekhosis’ treasury is a small demi-plane of sapphire sand and amber skies that can be reached using astral travel. It is protected by an enslaved djinn called Mazimik. The treasure is kept in a large alabaster cistern carved in weird alien designs that causes confusion in those who gaze upon it and fail a saving throw. The treasure consists of 6,300 cp, 2,037 sp, 2,475 ep, 228 gp, 111 pp, a bronze figurine of a boy with a massive, cubic head (3 gp), a silver signet ring decorated with tourmalines (20 gp), two masterwork weapons, a heavy mace and a trident, made of bronze and covered in swirling silver tracery (100 gp each) and a cursed papyrus scroll which de-magics the nearest magic item when read.

Mekhosis, Psychic Lvl 10: HP 48; AC 9 [10]; Save 6 (4 vs mind magic); Special: Astral projection, ESP, memerism, psionic blast, telepathy, sixth sense, mental resistance +2; silver dagger, vial of perfume, vial of poison, potion of giant control (orange and opaque, biting taste, conical glass container).

* Aziza are tall, gaunt, mahogany-skinned elves from the jungles of Cush.

7532 Fortress of the Lurker: An old Nabu tower rests here. Built of limestone and sandstone, it rises 20 feet tall and has a 10-ft square base. The tower is empty save for a ceiling lurker on the top floor.

Ceiling Lurker: HD 10 (60 hp); AC 6 [13]; Atk 1 crush (3d6); Move 1 (Fly 7); Save 5; CL/XP 10/400; Special: Smother.

7534 Great Pyramid: The great pyramid of Ikhsos, second priest-king of Nabu, lies here, within sight of the river but buried in 30 feet of shifting sands. The entrance to the pyramid is located about 15 feet below the surface of the sand. From the entrance there is a long, wide passage containing a variety of simple traps (spring-loaded spears, rolling lead weights, spiked pits). Narrow passages that branch from this passage lead to a series of connected chambers containing lesser mummies, golem-like guards, minor treasures and goods intended for the next life.

At the end of the long passage there is an antechamber decorated to look like Nabu of many millenniums ago, with its lush savanna, gleaming geodesic domes and strange, flying chariots. This chamber contains terracotta jars filled with ancient spices and resins and bronze sculptures of primitive herd animals and ancient plants. A hidden trap-door in the middle of the chamber leads to a passage that descends two hundred feet into the ground to a chamber of a size similar to the first, but decorated very differently.

The lower chamber is clad entirely in obsidian blocks. Four hundred crystal studs are set into the walls and ceiling and resemble the starry sky of 5,000 years ago. When any source of light is brought into the room, beams of light erupt from the crystal studs, crisscrossing the room and acting as burning hands spells. In the middle of the room there is a black pool of still water. One can dive into the water and find themselves standing in a massive pyramid of crystal looking out at the Astral Plane.

The crystal pyramid is roughly 300 feet long and wide and 250 feet tall at its pinnacle. Four pools, like the one the adventurers stepped in to enter the place, are placed along each wall, while in the middle there is a platform ringed by magic circles and ever-burning braziers. The pools all lead to different places, specifically Luna, Saturnis and the Ethereal Plane. Atop the platform there is a sarcophagus cast in orichalcum and decorated with black opals and champagne pearls (4,000 gp). The sarcophagus holds the mummy of Ikhsos. The mummy wears an alabaster death mask that reveals a gaunt face, pointed chin and large eyes. Around his neck is a silver vial hanging from a silver chain. The vial contains a milky, white liquid with a spicy flavor that is a potion of diminution. The tomb proper is guarded by an army of 50 shadows, all former servants of the priest-king. Against the black floor and inky darkness of Astral space, the shadows are virtually invisible until they attack and even then enjoy a +4 bonus to Armor Class unless countered with a light spell.

Stepping upon the sarcophagus platform causes the platform to disappear, leaving a 30’ deep circular pit (6d6 falling damage) with black, glassy walls. The sarcophagus will continue to float above the pit. In the bottom of the pit, there is a serpentine shadow dragon (i.e. black dragon with the powers of a shadow) guarding a treasure horde.

The horde consists of 10,000 cp, 1,500 sp, 1,600 ep, 500 gp, 24 pp, 9 stones (mostly amber and pearls), 2 gems (topaz and carnelian), 1 sapphire, a vellum scroll containing the spell floating disc and a suit of +2 leather armor that looks like a blue, halfling-sized skinsuit.

Mummy: HD 6+4; AC 3 [16]; Atk 1 fist (1d12); Move 6; Save 11; CL/XP 7/600; Special: Rot, hit only by magic weapons.

Shadow (50): HD 3+3 (20 hp); AC 7 [12]; Atk 1 touch (1d4 + 1 str); Move 12; Save 14; CL/XP 4/120; Special: Only hit by magic weapons.

Shadow Dragon: HD 8 (48 hp); AC 2 [17]; Atk 2 claws (1d4 + 1 str), bite (3d6); Move 9 (Fly 24); Save 8; CL/XP 10/1400; Special: Spit acid, only hit by magic weapons.

7615 Roc Remains: In a small crater there lies the skeleton of a roc. A carriage of sorts is strapped to the back of the great bird. The carriage is a flat wooden platform surrounded by a guide rail. It is apparent that six wooden stools surrounding the skeleton were once attached to the platform, which is held together by thick leather straps. The whole contraption is now warped beyond repair.

7630 Gazelle People: This portion of the riverbank is especially fecund, giving rise to a large grassland. The primary inhabitants of the grassland are a tribe of gazelle people. The gazelle people are quick and graceful, but easily fooled. They live by hunting the herds of basidirond that live in the spongy grasslands near the river. The primary hunting implements of the gazelle people are stone-tipped javelins thrown with an aklys. They also make use of blowguns with bone needles dipped in poisons harvested from the basidirond.

The gazelle people live in huts woven from grass. The tribe has two males, Gnoor and his young son Looor. The rest of the tribe consists of Gnuur’s harem of 18 females. The females share huts with their sisters. Looor lives with his mother and sister, while Gnuur moves from hut to hut. Gnuur owns an old-but-usable sickle-sword which he claims is magical. The primary danger to the gazelle people (aside from wandering adventurers) are the cat people who hunt them. The tribe’s entire treasure consists of 270 gp that Gnuur keeps in a leather sack.

Gazelle Man: HD 2; AC 6 [13]; Atk 1 gore (1d6) or 1 weapon (1d4); Move 15; Save 16; CL/XP 2/30; Special: +1 initiative.

Looor, Fighting-Man Lvl 1: HP 5; AC 6 [13]; Save 16; Spear, javelins (3), +1 initiative.

7640 Marble Quarry: A wide, paved trail now overgrown with prickly weeds leads to an abandoned quarry of white marble. The quarry contains a very shallow pool of water govered by viscous brown slime (non-hazardous). The trail becomes a raised, paved highway through the desert. The highway is covered by dunes in some places, but can still be followed without too much difficulty. It leads to a sandstone tower inhabited by Rufus, a reclusive wizard and clockmaker. The tower rests on a small hill about 300 yards from the river and has its own quay (though no boat).

The wizard lives off fish and crayfish he captures with clever clockwork traps made of copper. The lands around his tower are patrolled by a troupe of six clockwork cavaliers called Primus, Secundus, Tertius, Quatrus, Quintus and Sextus. Two of these clockworks are stationed by the entrance to the tower, while the others patrol the hex on living camels. Besides their scimitars, they carry muskets and 10 shots of ammunition and powder.

The ground floor of the tower has a diameter of 25 feet and a 20-foot high ceiling. Serving as Rufus’ laboratory, it is a tangle of wires, gears and scavenged pieces of armor. The middle of the laboratory is dominated by a giant robot in the midst of construction. The robot is surrounded by scaffolding. During the day, the laboratory is patrolled by three bronze cobras.

Rufus lives alone above the laboratory in a room crowded with books, scrolls and plans. He doesn’t sleep enough and he rarely bathes. One wall of his room has a mirror he uses to spy on his lady love, Petra , a beautiful sorceress married to his late rival Fodwic. Three iron chests with puzzling locks (-6 to open) and poisoned needles contain 43,900 sp.

Clockwork Cavalier (6): HD 5 (30 hp); AC 3 [16]; Atk 1 sword (1d8) or 1 musket (3d6); Move 12; Save 13; CL/XP 5/240; Special: Slows down, immune to sleep, charm, hold and non-magic piercing weapons, explodes if beheaded.

Rufus, Magic-User Lvl 10: HP 30; AC 7 [12]; Save 6; Special: Spells (5th); +1 dagger, repeating crossbow, potion of healing, spellbook.

7647 Tomb of Hashminep: Hashminep was a wizard of the Nabu empire who once governed over the savanna south of the River of Death . He once ruled a great fortress that was surrounded by a thriving river port called Yatum. During the cataclysm, the town was wiped from the face of Nod by a burning wind. Successive river floods then buried the remainder in silt, and soon the grasses and shrubs of the savanna completed the work of erasing the existence of Yatum from human memory. All that remains of the town is the 60’ tall limestone tower of Hashminep , girded with magical power. The tower is now Hashminep’s tomb, for though he had planned to become a lich, his rituals were interrupted. The tower’s battlements now rise about 10’ above the surface of the savanna and serve as the aerie of a giant owl and its young. A search of the tower’s top will reveal an ancient, rusted trap door.

Inside the tower one will find three floors, each separated by a circular stair that rises from a central pillar. The pillar is composed of smooth marble inlaid with electrum tracery that runs the length of the pillar and makes of the place impossible to enter or exit dimensionally without holding a sapphire scarab that serves as a magical key. This scarab lies at the bottom of the place in the grasp of Hashminep.

The highest level of the tower was Hashminep’s lab. It is a large, circular room 30’ in diameter. The floor is lined with glazed terracotta tiles, all a mute brownish-red. The molded remains of laboratory tables and shelves litter the room, along with dust that would have once represented a well-stocked library of scrolls. One might make out the tattered remains of wall hangings as well. Five tiles, completely unremarkable (consider them secret doors) hide coffers that contain the wizard’s treasure (see below). All of these coffers are traced with explosive runes and removal of the treasures from the tower invoke powerful curses. One corner of the room is blanketed in complete darkness, and herein dwells a type II grue.

Grue: HD 6 (40 hp); AC 2 [17]; Atk Bite (2d6); Move 12; Save 11; CL/XP 11/1700; Special: Immune to all but light/magic weapons and spells with light component/effect, extinguish lights within 100’, restores own HP with damage inflicted on enemies.

The wizard’s treasure is divided as follows:

Coffer #1 contains 10,000 cp, 5,000 sp, 2,600 ep, 45 gp, a tiara of silver and chalcedony (190 gp) and one ounce of myrrh (10 gp) in a sealed clay jar.

Coffer #2 contains 8,000 cp, 8,000 sp, 100 gp, 3 pp, 5 moss agates and a jargoon.

Coffer #3 contains 3,000 cp, 516 sp, 1,200 ep, a glass lense (100 gp) and a vase carved from olivine (140 gp).

Coffer #4 contains 6,000 cp, 1,000 sp, 1,000 ep, 15 gp and a masterwork light mace (+1 to hit, 100 gp) wrapped in an oilskin cloak and a ring of blinking (9,800 gp/1,960 XP).

Coffer #5 contains 4,000 cp, 550 sp, 650 ep, a rosewood yarting (40 gp), a fertility idol carved from sardonyx (170 gp), an ivory pendant bearing the royal seal of Nabu, a double-headed phoenix (70 gp), a vial of antitoxin (50 gp) and a royal outfit from the days of ancient Nabu (300 gp).

The second level of the tower was composed of dozens of small cells with barred doors. Here, the central stairs become very narrow, with the cells being built into the walls at varying levels. Some of the cages are no more than one or two cubic feet in size, while other are long and low and still others could uncomfortably hold a hunched human figure. It was here that Hashminep kept the subjects of his grisly examinations into mortality. The cages now hold nothing but dried bones, the tortured souls that once inhabited them now empowering a poltergeist. Bronze keys and iron pokers hang from the walls beside the barred doors and can be used by the poltergeist, along with the bones, to cause considerable damage.

Poltergeists (8): HD 1d4 (4 hp); AC 9 [10]; Atk None; Move 6; Save 18; CL/XP 2/30; Special: Fear, invisibility, incorporeal, only harmed by magic or silver weapons.

Passing through this gauntlet, one will find themselves in Hashminep’s reception room. Most of the room is filled with desert sand that was blown through the door and completely obscures a second set of stairs that led to the tower’s only entrance. Here, one may find Hashminep, charred and preserved by the burning sands resting on a divan. He wears a platinum signet ring (1,500 gp). Other furniture, similarly burned and broken, lie beneath the sand – small tables, a second divan, a chair. In one corner, again, beneath the sand, there are a half dozen canopic jars containing the organs of notables that the wizard planned to use in his bid for immortality. The tormented, disembodied spirit of Hashminep still lurks in this chamber, mad and murderous. It manifests as a 10 headed serpent, not unlike a hydra, composed of sand.

Hashminep: HD 10 (66 hp); AC 5 [14]; Atk 10 heads (1d8); Move 9 (Burrow 9); Save 5; CL/XP 13/2300; Special: Half damage from blades, only harmed by magic or holy weapons, bite causes loss of 1 level (temporary, save to avoid).

7730 Necropolis: This hex holds the infamous ruin of Nabu, center of an empire that covered Map J11 and portions of Maps J12 and K11. The city-state was originally founded by a zetan called Nabu. Nabu organized the slaves of the debauched lizard kings that ruled the savanna into an army and vanquished them once and for all. He established his tower in a bend on the river along with a fortress. Over time, this settlement grew into a powerful city-state. After Nabu passed on, a succession of wizard-kings, all descending from Nabu and human women, ruled Nabu. Some brought it glory, others infamy. The last ruler of Nabu was a woman called Necotis. Necotis was a black magician and poisoner who eventually became a vampire. Under her rule, the empire became especially cruel and was eventually vanquished in what sages label the Cataclysm. Just what caused this destruction is unknown, but it turned the Nabu Savanna into a desert.

The city-state of Nabu proper is no more than dust. What survives of the city-state is its old necropolis located a few miles into the hills. The necropolis is a collection of cave tombs, monuments and fortress-tombs constructed in a canyon that once supported a tributary of the River of Death . Many of these tombs connect, whether by design or by excavation by ghouls and other subterranean monstrosities such as mummies, mummy golems, bats, cat-weres, vipers, spitting cobras, basilisks, ghouls and grimlocks. The subterranean pleasure palace of Queen Necotis is reputed to lie deep beneath the surface. The Queen is still said to rule here, attended by mechanical men, man-apes and fiendish leopards.

7802 Petrified Forest: You see a vast forest of petrified trees hemmed in by tall dunes. The petrified trees rise anywhere from 5 to 30 feet above the sand. The entire place has an eerie feeling to it; one often hears footfalls in the sand but finds nobody present to make them. The forest is haunted by a tree ghost. Her tree is the largest in the forest and one can make out vaguely humanoid shapes that it has absorbed. Should one care to dig in the sand around her tree, they may (1 in 6 each hour) find a scroll of remove fear (magic-user).

Tree Ghost: HD 3 (13 hp); AC 6 [13]; Atk Claws (1d3) or thorns (poison); Move 12; Save 14; CL/XP 10/1400; Special: Charisma drain, insect plague, animate wood, immune to normal weapons, cold, electricity, acid and non-magical fire.

7807 Vipers: This entire hex is infested with crystal vipers. They become thicker as one heads toward the center of the hex. The Referee should make five encounter checks as adventurers move through the hex, with the chance to encounter 1d12 crystal vipers beginning at 2 in 6 and increasing to 4 in 6 as one moves through the hex. Buried twenty feet below the dunes, roughly in the center of the hex, is a crystalline orb approximately 5 feet in diameter. Touching the orb transports one to a dimension made entirely of crystal and gemstones and inhabited by an advanced civilization of crystalines.

Crystal Viper: HD 2; AC 1 [18]; Atk 1 bite (1d4); Move 15 (Burrow 12); Save 16; CL/XP 4/120; Special: Poison (1d6), natural invisibility.

7825 Skeleton: Half buried in the sand is a skeleton wrapped in the robes of a wizard and wearing an Egyptian-style headdress composed of gold and tattered, faded purple cloth (20 gp). His left hand clutches a large emerald that appears to have been chipped from a larger gem (400 gp). His right hand juts from the sand, pointing to the southeast. This is a clue to the whereabouts of the Emerald Tablet of Thoth. Those possessed of a sixth sense can use the chip of emerald to guide them vaguely toward the Tablet. Unfortunately, its emanations have a 1 in 20 chance each day of attracting 1d10 hostile hounds of chronos.

Hound of Chronos: HD 3; AC 7 [12]; Atk 2 claws (1d4), 1 bite (1d6); Move 18; Save 14; CL/XP 5/240; Special: Temporal jump, heal.

7828 Bandit Caravanseray: An old caravanseray in this hex has been turned into a small village by a band of bandits. The village is protected by earthworks (20’ tall) that are embedded with shards of yellow glass. The radioactivity of the glass interferes with magic-user spells, causing them to fail 1 out of 10 times. The village houses 80 people, most of them bandits, prostitutes and the children of same. The village is supported by a bowyer named Creop. The village is a democracy. The leader is a level 7 dwarf thief named Zmep. Upwards of 200 bandits will be camped around the caravanseray. Bandit leaders often stay in the structure, while their men camp outside.

7834 Poplar Grove: A grove of white poplars, with their characteristic greenish-white, diamond-checked trunks, grows along the river bend here. The trees reach about 50 feet in height. The trees are sacred to Harpocrates (Horus) and must not be violated. A copper idol of the deity, green in color, rests amidst the great trees.

7847 Korbin the Hunter: This hex contains the camp of Korbin, a hunter from Antigoon. Korbin has been coming back to this camp for years, and this season he has amassed a small fortune in rare pelts and animal goods.

The camp consists of three pavilions, all made of white canvas on iron poles. The largest pavilion belongs to Korbin, and includes a traveling chest (changes of clothes, a stash of ammunition, an extra dagger, 20 glass beads worth the equivalent of a gold piece with the more primitive humanoids and 100 gp), cot, desk and chair. The pelts (3,000 gp worth, including the neck scale of a bulette) and other goods he has taken are kept with Korbin and guarded by his war dog, Zash (12 hp).

One smaller pavilion serves as a barracks of sorts for Korbin’s eight bearers (0-level humans, 3 hp each) and his shieldmaiden, Swala. The other pavilion is used for storage of supplies (barrels of flour, wine, salted fish and meat).

Korbin doesn’t take too kindly to being surprised by strangers, but if approached cautiously he will prove to be friendly enough. He will expect to be paid for any kindness shown, and he is easily offended.

Swala, Fighting-Woman Lvl 2: HP 12; AC 7 [12]; Save 15; Spear, shield, dagger.

Korbin, Ranger Lvl 9: HP 61; AC 3 [16]; Save 7; Special: Favored enemy is the lion; Musket (treat as heavy crossbow), +1 short sword, dagger.

Zash, War Dog: HD 2 (12 hp); AC 7 [12]; Atk Bite (1d6); Move 14; Save 16; CL/XP 2/30; Special: None.

Photo is actress Theda Bara as Cleopatra

And so we leave Map J11 behind as we continue our tour of NODTM. I believe next we will go north to Venatia, a land of thick forests and several competing city-states, including Lyonesse, a city of knights and dames, Antigoon, trading capital of Mother Ocean and Blackpoort, city of smugglers and thieves. Venatia has a more Western European feel, so it should be a nice change from the Mediterranean/N. African vibe of the Wyvern Coast and Nabu.

Before I hit Venatia, though, I have a druid class and spell list to write …

Nabu – Echoes and Bones

4146 Village of Echoes: The adventurers stumble upon a small, abandoned village. The village is surrounded by a picket of sharpened stakes and tangled thorn bushes. It also has a wooden gate that has been left open. Keen eyes might note a partial human skeleton buried in the ground in front of the gate.

Although the adventurers cannot see anyone, the village is inhabited by echoes. The echoes are all that remains of the villagers after being cursed. Some years before, a dying wizard came before the gates of the village, begging for assistance. The greedy villagers lifted not one finger to help the man and so he cursed them with his dying breath. They were shunted into a space between dimensions, their only anchor to the material world being their voices, which could only echo the voices of others.

The only way to communicate with the villagers now is through the use of drums and call-response style songs. The call-response songs are the only way the cursed villagers can answer questions. Using this method, curious adventurers may learn of the village’s curse.

The curse can only be broken by carrying the wizard’s bones into the village and throwing them a great feast. Unfortunately, the skeleton is not complete. The skull is in the possession of Bonolo [7744]. The skeleton’s right arm was carried away by a lion, and now resides two hexes to the southwest [3947]. A locate object spell will lead adventurers to these bones.

Once the curse is broken, the villagers will return to the material world none the worse for wear. Unfortunately, they are as greedy as ever, and their rescuers will be hailed by a chorus of complaints: “Where are our animals? What will we eat?” While it may be possible to hire some of the villagers as bearers or even men-at-arms, they will prove to be quarrelsome and disloyal.

4426 Boiling Springs: Amidst the sandy dunes there is a small meadow of dry grasses, in the midst of which there are boiling hot springs. The springs themselves are surrounded by a caldera of sorts composed of mineral deposits. Shamans from the surrounding area trek to this place to gather minerals, and there is a 1 in 6 chance that a druid and his acolytes are present. Not far away from the springs is a half-finished shrine built of large sandstone blocks. The shrine was meant to be dedicated to Selchis, but was never finished. Various rare earths can be taken from the site by an alchemist, and water from the springs has medicinal qualities (+1 save vs. disease).

4447 Castle of Bones: A small limestone castle lies in this hex, abandoned save for a terrible multitude of bleached bones. The walls of the castle rise 30 feet from the ground and are crenelated. Each corner of the walls boasts a square tower 40 feet tall. The northeast tower has collapsed and the others will soon join it. Presently, they show the signs of a terrible fire. Two fifty foot tall towers flank the castle gate, which is shut by a portcullis of rusty wrought iron. Through the portcullis, one can see that the courtyard beyond is covered with humanoid bones, with some “drifts” being 3 or 4 feet deep. The castle’s keep is fifty feet tall with a base 80 feet square. Within the keep there is a fairly common layout; great hall and kitchen on the ground floor, barracks and storage on the second floor, living chambers on the third and an armory and treasure room on the top level. All of these rooms are similarly piled with bones, which seem to catch on clothes and get under feet while one passes through. The castle holds no treasure. The bones are an illusion created ages ago by a godling in revenge for the blasphemies committed by the inhabitants, who long ago left the morbid place to rot.

4648 Abbey of Melkarth: Adrubal, a patriarch of Melkarth has constructed an abbey in this hex. The abbey consists of a 30-ft tall central keep flanked by four lower structures lined with pillars. The abbey is constructed of limestone clad in reddish marble. The main doors, looking east, are wood clad in bronze bas-relief. The keep has a dozen arrow slits facing in each direction. The smaller structures of the abbey comprise an eating hall, kitchen, living chambers (small cells stacked atop one another and accessible by ladders for the brothers, a larger chamber for the abbot) and a training room. All of these structures are connected by narrow passages. The central keep houses the great idol of Melkarth. While the exterior of the keep is square, the interior is octagonal. In the middle of the room there is a 25-ft tall idol of Melkarth. Each corner in the room has a bronze brazier, with incense kept burning throughout the day. Ladders lead up to wooden platforms that allow the brothers to use the aforementioned arrow slits. The abbey is surrounded by walled gardens (cooking and medicinal) and several quince trees.

Below the keep and accessible from the living quarters, is what the brothers call the Well of Souls. The well is located in a natural, limestone cavern clad in coral. In the middle of the cavern there is a natural well that contains cloudy, reddish water. The floor of the cavern has been worked to create an octagonal pool with steps leading to the central well. The brothers have also carved out storage and meditation alcoves around the pool area. Non-lawful creatures stepping into the pool with cause it to freeze over; a saving throw (with a penalty based on how deep one goes) is required to avoid being frozen in place and suffering 1d6 damage each round until freed.

The abbey’s treasure, located behind a secret door in one of the aforementioned alcoves, consists of 10800 cp, 10920 sp, a sardonyx worth 500 gp, a gnomish cloak (10 gp, +1 to hide) and a cursed scroll that kills its reader with a rotting disease in 2d4 turns. Adrubal keeps a stuffed crocodile (90 gp), a papyrus scroll on art & music (30 lb) and a masterwork longspear (100 gp, +1 to hit) in his living quarters. He wears a copper toe ring set with a citrine (500 gp) and an ivory locket (40 gp) and carries a pale yellow potion of fire resistance with an earthy taste in a conical bottle and a masterwork heavy flail (150 gp). The brothers have ring armor, shields, maces and pellet bows (fire stones, like slings, same damage but short bow range).

  • Acolytes (20): HD 1; AC 5 [14]; Atk 1 weapon (1d6); Move 9; Save 16; CL/XP 2/30; Special: Turn undead.
  • Adrubal, Cleric Lvl 10: HP 69; AC 4 [15]; Save 5; Special: Spells (5th), +1 to hit with heavy flail; Heavy flail, chainmail, potion of fire resistance.

4838 Roasting Crater: The ground rises here to form the walls of a great crater one-half mile in diameter. The floor of the crater is solid glass and capable of roasting people alive during the day (3d6 damage per round).

5350 Abbey of Medusa: A small rise of jagged stone there stands a small fortress. Built of sandstone, the fortress is inhabited by a convent of twelve nuns dedicated to the worship of Medusa. The nuns draw their members from the ranks of women wronged by men. They are normal humans from many walks of life, but fight as berserkers against men using sickle-swords and daggers. The nuns are led by Mother Betresh and her adepts, Henna and Maia.

The fortress is twenty feet tall and consists of two stories. The roof is vaulted and made of stone. The roof has a cistern for collecting water (connected to the kitchen via a clay pipe) and a chimney (also to the kitchen) blocked by an iron grate. To enter the fortress, one must first negotiate the jagged outcropping it is built upon. One must climb 15’ to get to the entry, and risks falling and cutting themselves to do so. There is a small ledge before the entryway, which is flanked by two statues of women in Egyptian garb, facing away from the door. The door itself is constructed of iron and always kept locked. A sliding panel on the door allows the nuns to spy on their visitors.

The bottom floor of the temple consists of a small entry hall decorated with very fine statuary, much of it weathered and cracked from age and the elements. From the entry hall there are three wooden doors heading north, east and west.

The north door leads to a dining hall for the nuns. It features a long table set with earthenware bowls, spoons and goblets. There are twenty chairs along the table, including a chair carved from marble and set with precious stones of green and yellow (1,000 gp total, gems worth 200 gp if removed) at the head of the table. Bas-reliefs of dancing women along the walls are designed to hold candles. A door in the eastern wall leads to the kitchen.

The eastern door from the entry chamber leads to a storage room. It is piled high with bolts of green cloth (used to make robes), barrels of hard cheese, jars of pickled olives and fish and three amphorae of white wine (worth 10 gp each). There are hundreds of mushrooms and strips of fungus hung in nets to dry and a dozen baskets that appear to be used to collect them. A door in the northern wall of the storage chamber leads to the kitchen.

The kitchen consists of a couple tables, a fireplace and a wash basin (connected to the cistern on the roof). A cauldron hangs in the fireplace and bowls, plates and knives are scattered on the tables. A few stools allow the nuns to sit while working.

The western door in the entry hall leads to a stairwell. The stairs are made of stone with wrought iron railings. They spiral up to the second floor. Along the western wall several stone masks representing faces twisted in horror, misery or agony hang on hooks on the wall. Removing a mask will reveal wire tied to the back, allowing them to be worn over the face (though without the benefit of seeing). In each corner of this room there are sculptures of warriors in archaic armor shielding their eyes. It is readily apparent to anyone who examines them that their upraised arms can be rotated. The statue in the northwest corner is a trigger that causes the stairwell to sink into the ground, leaving a hole in the ceiling but allowing access to the caverns beneath the nunnery. The other three statues have glyphs of warding carved into their horrified faces. The northeast statue has a blast glyph that deals 7d4 points of acid damage. The southwest and southeast statues have spell glyphs; blindness and cause disease respectively. All glyphs were cast by a 7th level evil cleric.

When ascending the stairs to the second story, one finds themselves in a chapel dedicated to Medusa. The chapel contains a small marble altar supported by statues of two small children and a headless idol of Medusa herself. Chains on one wall suggest that sacrifices are performed here; the chisels and hammers on the wall, all of ornate design, reinforce this suggestion. A single door to the east allows access to a hallway. The hallways allows access to several living cells to the south. To the north, a door gives access to the abbess’ study (filled with religious objects and a writing desk, in which there is a map showing an entrance to the underground queendom of the medusas beneath the Carnelian Coast), which in turn allows access to her simple living chamber (bed, wardrobe, Egyptian-style plate armor and a gorgon-visaged helm on a stand, three maces on a rack, the first silver, the second masterwork, the third carrying a +2 enchantment and the ability to cast flesh to stone once per day when the command word “Justice” is uttered). A locked chest trapped with a poisoned needle (permanent paralysis) contains the nuns’ treasure: 997 gp, delicate electrum clasp in shape of a coiled basilisk (2,000 gp), etched crystal ring (1,500 gp) and brass dinnerware (60 gp).

The caverns beneath the nunnery are not extensive. The nuns believe that the outcropping and its little underworld were created when drops of blood from Medusa’s severed head touched the ground here in ancient times. The stairwell leads to a cramped cavern decorated with carvings of dancing priestesses. A small chute leads downward from this room, large enough to allow a fully armored human to crawl their way through. Those trying to crawl through the chute without first disarming its trap (by rotating all of the eyes of the dancing priestesses to make them look closed) are likely to be impaled by iron spears set with springs. The spears fire and then pull back, meaning that each person moving through the chute will suffer 1d6 attacks from a 3 HD “creature”.

At the bottom of the chute there is a larger cavern with a vaulted roof. A fountain in the shape of Neptunus spits water into a carved basin in the center of the room. The statue’s head is turned to face east while his trident points to the west. The entire room is quite damp, and hundreds of edible mushrooms are being cultivated on the floor and walls. There are three exits from the cavern, all of them low, narrow passages cut from the stone.

The water in the fountain has one magical property: If applied to the eyes of the masks (from the stairwell above), they become transparent, allowing the wearer to see but still be impervious to gaze attacks. When the water dries, the effect ends (assume it lasts 2 turns in the damp caves). Only the water from this fountain has this effect.

The eastern passage winds its way in a curve to the western passage. The western passage is blocked by an iron portcullis that is locked down and thus cannot be lifted. Ten feet into the eastern passage, adventurers will come upon an alcove filled with bas-relief sculpture showing a beautiful woman surrounded by courtiers. After another 10’ there is a second alcove filled with a sculpture of Neptunus embracing the woman. A third alcove ten feet further on shows, again in bas-relief, the goddess Athena hovering over the woman who now bears the face of a medusa. At this point, anyone wearing a mask who does not express sympathy with Medusa (by word or tear) will be cursed, their face taking on the appearance of the mask they wear and giving them an effective charisma of 5.

The western portcullis is 10 feet away from the third alcove and contains a lever on one wall that releases the lock and allows the portcullis to be lifted.

The northern passage leads to a vertical shaft. The shaft is set with iron rungs and descends twenty feet into the earth. When adventurers are half-way down the shaft they will trip the trap therein unless they are lucky enough to skip the iron rung that triggers the trap. The trap causes spring-loaded blocks of stone to fire, trapping those already in the shaft against the opposite wall of the shaft. The bludgeoning deals 1d6 damage and the pressure forces them to hold their breath until the trap can be disarmed. A secret door in the floor of the passageway allows access to a gear that winds the springs back. Turning the gear requires strength saving throws, made once each round. Tally the amount by which each save is beaten; when a total of 20 is reached, the stone blocks recede and allow those trapped to breath and continue downward.

The vertical shaft ends in a large cavern filled with statuary. It is home to a greater medusa called Caelia (40 hp). Caelia’s treasure consists of 1,500 gp, a delicate crystal sculpture of a cat (80 gp), a masterwork short sword with a pommel bearing the visage of a boar (90 gp, +1 to hit), a delicate brass bracelet (8 gp), a lotus-shaped clasp of ebony (10 gp) and a massive, ostentatious gold ring (500 gp).

  • Betresh, Cleric Lvl 7: HP 39; AC 1 [18]; Save 8; Special: Spells (3rd), petrifying gaze (1/day), snake poison (paralysis for 1d6 rounds), immune to medusa gaze, command earth creatures; Plate mail, mace (petrifies), holy symbol.
  • Henna & Maia, Cleric Lvl 2: HP 15; AC 3 [16]; Save 13; Special: Command earth creatures.
  • Caelia, Greater Medusa: HD 8; AC 3 [16]; Atk 1 snakes (1d4 + paralyze), 1 weapon (1d6); Move 12; Save 8; CL/XP 10/1400; Special: Petrify, poison, poisonous blood (1d6 strength).

5826 Dry Seabed: This hex and all of those adjacent to it were at the bottom of an ancient sea. Walking into this area, adventurers (especially dwarves and gnomes) will recognize that they are heading down a gentle slope. The temperature will grow hotter as they descend to [Hex 5826]. The entire area is home to hundreds of giant crab exoskeletons (2 in 6 chance to encounter 1d4 per day in the Dead Sea, per hour in this hex).

At the center of the Dead Sea an irregular block of greenish-grey stone rises from the sands. The crab exoskeletons will not approach within 20’ of this stone.
There is a portal in the stone that heads downward into the sands. The passage will lead downward at a 20-degree slope for about 200 feet and then turn right, continuing along the same slope. The passage will continue its descent in 200’ increments until they have descended 300’ into the earth (10 sections).

At this point, the passage will enter a flat gallery. The air here is cold and dead and clammy; the walls and floor are damp and a bit slimy. The walls are lined with ten sarcophagi (give on each side) carved in monstrous, hideous shapes, like a combination of fish and men with bulging eyes and wide, toothy mouths. Each sarcophagus holds an alien mummy. The sarcophagi can be opened with a total 24 points of strength. If opened, the mummies will not attack unless attacked. The mummies (50 hp) attack with giant swords (2d6 damage) that can infect their targets with mummy rot.

At the end of the 100’ long gallery there is a stairway spiraling 30’ downward. At three points along the stairway the steps are trapped to generate walls of force 6’ behind the intruders. These walls are invisible and make no sound, and will likely not be noticed unless the party is large enough that some members are cut off by the walls.

At the bottom of the stairway there is a small antechamber and a large door. The adamantine door bears the image of Tsathoggua in bas-relief and a symbol of death inscribed by a 12th level high priest. The door can be moved with 60 points of strength. If the door is touched, the mummies in the chamber above will awaken and shamble toward the intruders.

Beyond the door there is a domed chamber. The floor and walls are covered by a layer of brown mold. In the center of the chamber there is a large crystal vessel containing a black, viscous liquid. Approaching within 5 ft of the vessel will activate magic mouths on the wall that will warn the intruders away in several archaic languages (those of the fish men, serpent men, dragons and yithians). The crystal vessel is secured with molten adamantine. Several explosive runes (6d6 damage) have been worked into the adamantine. Inside the vessel there is a black pudding. As soon as it is released, it will begin consuming everything in its path and growing.

6143 Animal Trail: Even a non-ranger can pick out an obvious trail here used by migrating herd animals. It moves from east to west, meandering slightly, across the hex. Umbrella thorn trees proliferate along the trail.

6244 Fomu Village: The Fomu are a tribe of 50 families who herd goats with large, double sets of horns and grow emmer wheat with the help of six giant cisterns and a network of irrigation canals. The cisterns, constructed of limestone blocks, are connected by a wall of earth 40 feet tall and 20 feet thick with gates to the east and west. The Dawn Gate is constructed of granite and decorated with brass nails. The Dusk Gate is decorated with iron nails. A road of adobe bricks joins the two gates, which are approximately 1 mile apart. The road is lined with grass huts, an adobe granary, a limestone temple dedicated to Nomkhumbulwane, goddess of farming, rain, rainbows and beer. The temple is five feet above the ground and consists of a large chamber containing the goddesses idol, carved from green marble and decorated with ostrich feathers and painted gourds. Just beyond the temple there is a long limestone building inhabited by the temple’s eight brewer-acolytes. The remainder of the building houses six large, wooden vats used for brewing beer. The largest hut in the village belongs to Hudarr, an elf ranger and village chieftain. Aside from the priests and chief, the village also boasts a chariot maker (the warriors ride two to an ass-drawn chariot, one man driving, the other hurling bronze-tipped javelins) and a bowyer who crafts pellet bows (short bows that cast stones for 1d4 damage) made of goat horns and the aforementioned javelins.

The village treasure, kept in locked wooden chests in Hudarr’s hut, consists of 9,600 cp, 1,900 sp, 5,200 ep, 50 gp, 20 pp, a terracotta figurine of a charioteer (4 gp) and 6 porcelain dishes (180 gp).

  • Hudarr, Elf Ranger Lvl 9: HP 55; AC 4 [15]; Save 7; Special: Ranger abilities; Ring armor, shield, 6 javelins, spear, gold disk earrings (40 gp), gauntlets of ogre strength.

6247 Elephant Graveyard: A depression in the grasslands obscures an elephant graveyard. Those poking about for a few hours can collect 1d12 tusks worth 200 gp each. Living beneath the graveyard in narrow tunnels dug into the black soil are a tribe of barrow wights that look like tribesmen with flaky, gray skin and clawed hands and feet that are attached backwards. The wights feed on the dying elephants, but never disturb their bones or tusks. The wight tunnels can be entered through several holes obscured by piles of bones. The tunnels seem to weave randomly, but often end in small, man-made caverns. These caverns invariably hold one or more large, terracotta vessels that are either turned over or burst apart. The bottom of these vessels contain treasure amounting to 1,800 cp, 400 sp, 500 ep, 10 gp and a potion of water breathing that is thick and opaque, with blue, red and yellow swirls. The potion tastes like lime juice and is kept in a crystal vial. Encounters in the tunnels occur on the roll of 1-3 on 1d6 and always involve 2d6 wights, with a total of 20 wights living beneath the graveyard.

  • Wight: HD 3; 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 silver or magical weapons.

6449 Stone Fort: Atop a rocky hill there is a simple fort built of stacked stones. A single watchtower built of stone rises from the midst of this encampment. The inhabitants are a tribe of 46 intelligent skeletons. They are harassed every night by 30 hell hounds. The skeletons are not chaotic, but they are not particularly friendly either. They know the secret of creating more of their kind, and will likely find visiting adventurers of more value as their own kind than as potential foes.

Most of the skeletons (31) conform to the normal statistics for skeletons. These warriors wear scraps of armor and carry spears, shields and short bows. There are also eight exploding bones, two blazing bones and one black skeleton (54 hp) the others call “The Black Prince”.

The skeletons do not know where they came from or why they are here; many consider their lives as something akin to a nightmare and seriously doubt the reality of the situation. Until they wake up, they spend their days strengthening their defenses and their nights fighting off the hounds of hell.

  • Skeletons (31): HD 1; AC 7 [12]; Atk 1 weapon (1d6+1); Move 12; Save 17; CL/XP 1/15; Special: None.
  • Exploding Bones (8): HD 2; AC 8 [11]; Atk 1 weapon (1d8); Move 12; Save 16; CL/XP 3/60; Special: Explode for 1d6 damage when killed.
  • Blazing Bones (2): HD 8; AC 2 [17]; Atk 1 weapon (2d6); Move 9; Save 8; CL/XP 9/1100; Special: Immune cold & fire, half damage from piercing weapons, heat aura (as heat metal, 20’ radius).
  • Black Skeleton: HD 6 (48 hp); AC 0 [19]; Atk 2 claws (1d4) or 2 weapons (1d8); Move 15; Save 11; CL/XP 9/1100; Special: Only harmed by magic weapons, frightful, half damage from slashing and piercing weapons, strength damage.
  • Hell Hounds (30): HD 4; AC 4 [15]; Atk 1 bite (1d6); Move 12; Save 13; CL/XP 5/240; Special: Breathe fire (8 hp).

6543 Dromo’s Village: Dromo is an elf thief who rules a village of 30 bandits and their families. The village was originally built as a prison. It is surrounded by earthworks 20 feet tall and 10 feet wide. The village is entered through a stone tunnel in the wall that is barred by two steel grates. Within the village, the earthen walls are studded from top to bottom by thousands of wooden spikes that stick a mere two inches beyond the surface of the wall.

The wall encloses approximately 3 acres of land. Within, there are four long houses with flat roofs. The houses are constructed of adobe brick and have barred doors and no windows. These prison barracks are now occupied by the bandits and their wives and children. Each one is equipped with several straw mattresses and a smattering of stools and small tables. Fire pits are located just outside the front doors, and all are topped by tripods and cauldrons.

In the middle of the barracks there is a squat, square tower constructed of adobe bricks and topped by a stone cupola that holds as many as four crossbowmen at a time. The ground floor of the tower is a mess hall with a 15-ft high vaulted ceiling, an long, uneven table, two benches and a tall chair that has seen better days. This is where Dromo and his sergeant, Kabil, take their meals, served by the prettier wives of the ville with wooden trenchers and pewter goblets (2 gp). An iron cage hangs suspended from the ceiling. A brick staircase leads both up and down.

Below the ground floor there has been dug a crude dungeon, held up by thick timbers of mouldering wood and a scattering of flagstones. The little cells are iron boxes.

The second story of the tower is an armory filled with seven crossbows, 250 quarrels, two dozen spears and eight short swords. It also contains 60 weeks of iron rations, a barrel of salt (30 lb) and a barrel of pickled fish (20 lb). A straw mattress here is used by Kabil and contains his treasure of 200 cp, 600 sp and 40 gp. Kabil wears a mail shirt and carries a shield and masterwork broadsword.

The third floor, also reached by brick stairs, is Dromo’s chamber. It contains a feather mattress, an iron strongbox (locked and trapped with a poisoned needle), a long bench and a wooden chest that contains a change of clothes, a spare set of thieves’ picks and tools, a jar of soot (used to blacken one’s face and weapons), an oilskin cloak (8 gp) and charts of the coast from Ophir to Kirikersa (23 gp). Dromo’s longbox contains 760 sp, 120 ep, a stone tablet on medicine written in hieroglyphics (380 gp), a rose quartz (65 gp) and a platinum belt (1,200 gp).

Some distance away from the barracks and tower there is a prison graveyard marked by a boundary of white stones (chalk) that bar chaotic beings from entering. The graveyard is hallowed and the bandits avoid it, choosing to bury their own dead on the savanna well away from their village. In the middle of the graveyard there is an old shrine built of clay and straw in the shape of a beehive. Inside the shrine there is a mahogany idol (now cracked from the heat, for it has not been anointed with oil for decades) of Anubis, along with a bronze brazier and a stone case that holds a scroll of Anubian proverbs.

  • Bandits (30): HD 1 (5 hp); AC 7 [12]; Atk 1 weapon (1d6); Move 12; Save 17; CL/XP 1/15; Special: None.
  • Kabil, Sergeant: HD 3 (16 hp); AC 5 [14]; Atk 1 weapon (1d8); Move 12; Save 15; CL/XP 3/60; Special: None.
  • Dromo, Elf Thief Lvl 5: HP 11; AC 3 [16]; Save 10; Special: Back stab for triple damage; Leather armor, shield, scimitar, longbow, 12 arrows, 3 silver arrows.

6548 Wasp Lair: A hive of 30 giant wasps dwells here inside a tower of dried mud. The tower is 60 feet tall with a diameter of 30 feet. It can be entered from a single opening near the top, which leads to a spiral tunnel that branches many times into tiny cells. At the bottom of the tower there is a 10’ diameter chamber in which dwells the queen and is kept the hive’s treasure, 700 cp, 2,000 sp and 2,300 ep. Wasp encounters occur in this hex on a roll of 1-3 on 1d6, and are usually followed up each day until the intruders have traveled 21 miles.

  • Giant Wasps (30): HD 4 (24 hp); AC 4 [15]; Atk 1 sting (1d4 + poison), bite (1d8); Move 1 (Fly 20); Save 13; CL/XP 6/400; Special: Paralyzing poison, larva.

6646 Brick Road: A narrow road of adobe bricks built three to four feet above the level of the savanna cuts across this hex from southeast to northwest. At every mile a diamond-shaped limestone brick is set into the road and decorated with a religious saying in the triangular alphabet of Pwenet. The road is built between the villages in [6543] and [7149].

6728 Magic Gateway: A band of twelve druids, led by an archdruid named Ganur, maintain and protect a magic gateway. The gateway is constructed three miles east of the River of Death . It consists of deep, glassy pool in the midst of a garden. The garden and pool are surrounded by a sandstone wall 20 feet tall and 5 feet wide. The exterior of the wall is studded with shards of yellow glass. Planted around the inside perimeter of the wall are dozens of tangle weeds. The remainder of the garden consists of aromatic trees (acacia, myrrh), brilliantly colored bulbs, and wild roses, all planted with seemingly no rhyme or reason. Small cells constructed in the inner wall serve as living quarters for the brotherhood of druids that protects and nurtures this place. The brotherhood are all men. They are completely shaven, from head to toe, and wear wide-brimmed leather hats and simple loin cloths. Each brother bears a ruby stud in his nose and carries a staff or myrrh which maximizes the effects of their spells.

The pool itself is surrounded by hallucinatory terrain depicting tall, thick reeds of papyrus. These reeds seem to thwart all attempts at cutting through them until one disbelieves in the illusion. At that point, the reeds seem to part, allowing access to the pool. The pool is completely natural, and should one dive into it, they would not be able to find a bottom. The water in the pool is cool and clear. If one drinks from the pool, they will swoon and awaken to find themselves on the jungle planet of Venus.

  • Druid , Lvl 6 (12): HD 6d6+6; AC 9 [10]; Atk 1 staff (1d4); Move 12; Save 9; CL/XP 8/800; Special: Spells (3rd), change into lions.
  • Ganur, Druid Lvl 12: HP 56; AC 7 [12]; Save 4; Special: Spells (6th), druid abilities; Papyrus scroll (wall of wind), ring of freedom of movement, staff, leather armor.

On Nabu – Dragon Men and Quicksand

6722 Golems: On a broad, sandy plain, six clay golems shuffle slowly about, their heads bent to the ground as though searching from something. They will not attack people moving through unless they are first attacked or the travelers appear to be searching as well. The creator of the golems is long since gone, so the specifics of their mission will remain unknown.

  • Clay Golem (6): HD 12 (50 hp); AC 7 [12]; Atk 1 fist (3d10); Move 8; Save 5; CL/XP 14/2700; Special: Immune to slashing and piercing weapons, immune to most spells.


6801 Shadow Wolves:
The toppled remains of an ancient building serve as the lair of a pack of 6 shadow wolves. At night, they prowl the desert looking for prey. They have long plagued the nomads of [6703].

  • Shadow Wolves (6): HD 4 (24 hp); AC 6 [13]; Atk 1 bite (1d4 Str); Move 21; Save 13; CL/XP 7/600; Special: Incorporeal, blend with shadows, strength damage.

6814 Quicksand: Hundreds of patches of quicksand dot this hex. Travelers have a 4 in 6 chance of wandering into a patch and sinking quick.

6910 Meteorite Strike: Three days ago a meteorite hit the ground here, creating a crater of glass and spewing glass globes all over the immediate area. The meteor has cooled down now, but it is buried in the center of the crater. Two groups are on their way to claim the meteor and will arrive at just about the time the adventurers plan to leave (or just after they settle down).

The first adventure group is working for an astronomer of Ophir, the second for a wizard of Ibis. Each group consists of three adventurers and 2d6 men-at-arms.

The meteorite is a source of meteoric iron and many substances useful in the arts of alchemy and sorcery. It is a rich reward, and one both groups are willing to fight for.

7015 Dragon Shrine: There is a dock on the river here obscured by tall reeds. The dock is attached to a small mud-brick shrine that is often (10%) visited by groups of 1d6+3 cultists of Gorvax the blue dragon (see Hex 7121).

The floor of the shrine is decorated with a sun-wheel depicting the different hours of the day. Each phase is associated with a different animal; there is a hawk for the dawn, an aardvark for noon and a cow for the twelfth hour of daytime. A blue serpent coils in the center of the sun-wheel, its head facing the noon hour, its body making three revolutions and its tail pointing to the eighth hour.

The purpose of the snake is to lead to the lair of Gorvax; one must set out at noon, following the sun south, for three days. At that point, they must follow the sun at its point two hours before noon, turning southeast for one day. Those who continue south may come across the false lair of Gorvax.

7018 Dragon Man Village: A village of 110 dragon men is located here between the riverside dragon shrine in [7015] and the lair of Gorvax the dragon in [7121]. The village consists of several adobe buildings, including a large meeting hall interspersed by a few gravel and dirt streets. The village is surrounded by a 40-foot tall, 10-foot thick wall of sun-dried brick studded with blue glass.

The village has 6 warriors and a captain named Osho. The warriors carry shields, axes and javelins. Guards atop the walls are armed with glass globes of poison gas (2d6).

The dragon men support themselves by raising scarabs in subterranean dung caverns and by hunting and gardening along the river. The village has an armorer named Khashai.

The village is matriarchical, and has been ruled by a long line of witches, the latest being Ibony. Ibony has two daughters, Shamisi and Barere. They dwell in a large asobe hall, beneath which is a cellar containing 1,700 ingots of silver (1 lb, 10 gp) stamped with the seal of Ammenu, fifth pharaoh of Nabu.

  • Shamisi, Dragon Woman Magic-User Lvl 1: HP 4; AC 6 [13]; Save 15; Special: Spells (1st); Light mace, spellbook.
  • Barere, Dragon Woman Magic-User Lvl 2: HP 8; AC 6 [13]; Save 14; Special: Spells (1st); Staff, spellbook.
  • Ibony, Dragon Woman Magic-User Lvl 4: HP 16; AC 6 [13]; Save 12; Special: Spells (2nd); Silver dagger, spellbook, gold amulet designating leadership (200 gp), potion of human control.
  • Osho, Dragon Fighting-Woman Lvl 6: HP 56; AC 3 [16]; Save 11; Falchion, light crossbow, chainmail, shield, bejeweled anklet (2000 gp).

7106 Nomad Camp: A tribe of 90 nomads has pitched a camp within an oasis surrounding a deep water hole. The nomads live in white tents and wrap thick, blue scarves around their heads and faces. They wear leather armor and carry shields, lances, short bows and broad swords. The tribe includes 45 warriors and 4 sergeants. They are led by a level 4 paladin named Kafik, who wields a masterwork bearded axe and carries a sandalwood box containing paper, ink and a quill. On this paper he writes songs of love dedicated to the memory of a Ophirian noblewoman he once glimpsed from afar. The tribe’s treasure amounts to 700 sp, 15 gp and 7 pp.

  • Kafik, Paladin Lvl 4: HP 17; AC 5 [14]; Save 12; Special: Cure disease 1/wk, divine aura, immune to disease, heal 8 hp/day, turn undead, divine mount; Leather armor, shield, lance, broad sword, short bow.

7114 Road: A road constructed of thick (2’x2’), limestone blocks runs from the River of Death south to [7115]. The road is in good condition and is patrolled by warriors (3 in 6 chance of encounter) from [7217]. The warriors wear ring armor and carry shields, spears and crossbows. Pipes buried beneath the road carry water.

  • Men-At-Arms (10): HD 1 (6 hp); AC 5 [14]; Atk 1 spear (1d6) or 1 crossbow (1d6); Move 12; Save 17; CL/XP 1/15; Special: None.
  • Sergeant: HD 3 (20 hp); AC 5 [14]; Atk 1 spear (1d8) or 1 crossbow (1d8); Move 12; Save 14; CL/XP 3/60; Special: None.

7121 Dragon Lair: The lair of the ancient dragon Gorvax is in this hex. There is a 40% chance he is patrolling his territory when adventurers enter the hex. Otherwise, he will be sleeping in his subterranean vault.

Gorvax has the build of a traditional dragon. His scales are bright blue and he is perpetually engulfed in blue fire. Although not terribly intelligent, and without spell-casting ability, he has an animal’s cunning and complete faith in the value of brute force. Gorvax is an arcanovore, meaning that he sustains himself by draining magic items of their enchantments.

Gorvax’s vault can be entered by burrowing through 100 feet of shifting sand. His vault is all that remains of a pre-human city. It is a dome-like structure approximately 200 feet in diameter and 100 feet from floor to ceiling. The interior of the dome is decorated with bits of colored glass in dizzying geometric shapes. The floor is composed of yellow tiles, most of them cracked and chipped.

Gorvax’s treasure occupies a 3 foot deep depression at the center of the dome. It is surrounded by a magic circle traced on the floor in gold filigree. Any attempt to cross the circle without first dispelling its magic results in the treasure being teleported to Gorvax’ false lair in [7015]. Aside from 1,300 gp kept loose, the treasure is contained in five large titanium cylinders. Each cylinder is formed of three twist-able rings. The rings are covered with geometric patterns that must be put in the correct order to unlock the cylinder. Five explosive runes are worked into each cylinder, exploding for 6d6 points of damage. Each cylinder has a different combination which can be rolled randomly using 1d6 for each ring. To solve each combination, the players will have to arrange the dice in the correct order. For each point of intelligence bonus in the group, allow one do-over. The treasures are as follows:

Cylinder 1: 302 gp, a blue sapphire and jasper.

Cylinder 2: 780 gp, onyx (50 gp), porcelain bracelet decorated with red flowers (1,000 gp), potion of poison.

Cylinder 3: 92 gp, smooth wood paperweight shaped like a hippo (90 gp), cursed steel buckler -1.

Cylinder 4: 1,233 gp, three gemstones worth 75 gp (pearl, spinel, topaz), slippers of spider climb (cursed to act as slippers of grease).

Cylinder 5: 326 gp, black pearl and a spell scroll containing animal trance (see below).

  • Gorvax: HD 14 (112 hp); AC -2 [21]; Atk 2 claws (1d6), 1 bite (3d8); Move 12 (Fly 30); Save 3; CL/XP 17/3500; Special: Spit lightning, flaming aura (1d4 damage).

Animal Trance (Druid 2) Range: 30 feet Duration: Concentration You compel animals and magical beasts to do nothing but watch you. Trained animals receive a saving throw, and intelligent creatures are unaffected. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate.

7210 Castle of Lord Skath: Lord Skath is a wereweasel. He rules over a household of ten such creatures, all of them appearing to be gaunt, dirty children in human form. They dwell in a weathered old castle of sandstone, with round towers and marble battlements and stout gates of iron and brass decorated with hunting lions. Their great hall is like a carnal-house, bloody and wrecked. Their rooms are in a similar state, their armory filled with bones, the idols in their chapel battered and smeared with feces. Their treasury is barred by an iron door and contains 4,000 cp, 100 gp and 20 pp. Lord Skath wears an ivory pendant (70 gp) and always keeps a bottle of spirits (140 gp) close to him. His hall is “decorated” with a copper gong (200 gp).

  • Wereweasel (11): HD 3+2; AC 4 [15]; Atk 1 bite (1d6) and 1 weapon (1d8); Move 15; Save 14; CL/XP 5/240; Special: Drain blood, lycanthropy, +1 initiative, only hit by magic or silver weapons.

7217 Castle of Lord Yaphet: Lord Yaphet has a large, walled castle with a keep. The castle is surrounded by a village of low, brick huts with flat roofs. The huts are dug into the soil. The villagers keep camels and raise crops, their land irrigated by pipes beneath the road in [7114-7116]. The castle is constructed of limestone and has 20’ high walls and a 30’ tall keep.

Lord Yaphet is a warrior from Pwenet with dark skin, hazel eyes and a shaved head. He wears garments of silk and velvet. His guard consists of 16 men-at-arms and a sergeant named Kobi, all wearing scale armor and carrying shields, spears and crossbows. He is also attended by a magic-user called Remtep, an astronomer of the old school, and his chapel is tended by Ulanna, a cleric of Onuris. Yaphet also employs an armorer and bowyer.

Yaphet is a haughty ruler, but a fair man and one always on the lookout for a bargain. He has designs on Ulanna, but has made little progress. He would like to extend his dominion over the village in [7313] and has a fascination with elves.

His treasure consists of 26,000 cp, 2,800 sp, 9,600 ep, 53 gp, 9 pp, jasper (20 gp), beryl (300 gp), gold aspergill (45 gp), 10 masterwork arrows (10 gp, +1 to hit), terracotta statuette (3 gp), silver snuff box (30 gp), map of Pwenet (26 gp), platinum goblet (800 gp), banner (250 gp), sardonyx locket (190 gp) and silk robes (100 gp).

  • Yaphet, Fighting-Man Lvl 12: HP 81; AC 1 [18]; Save 5; Special: Dex 18, Con 13; Platemail, shield, masterwork longbow, efficient quiver, spear, robe of blending.

7306 Ute: This village of 300 sandstone quarrymen living in timber longhouses is surrounded by a wooden palisade with a crocodile-infested moat. The village is ruled by a council of elders and has the services of a healer. They gather their water in sandstone cisterns and are known for their woodworking. Ute is defended by 3 men-at-arms with ring armor, shields, pole arms and longbows and 15 militia with wicker shields and spears.

7307 Pleasure Barge: At sunset, the adventurers will spot an ancient-looking pleasure barge rowing up or down the river. The barge is approximately 20’ wide and forty feet long, with a row of 30 oars on each side. The decks are of polished oak and the hull is composed of ebony. The barge’s figurehead is a wooden carving of Bast, painted to look alive. Colorful shields bearing explosive runes line the decks.

A pavilion of silk as blue as lapis lazuli on the aft deck provides shade and shelter for the sorceress Labyris. A red pavilion on the foredeck is furnished with silk pillows and wool rugs for Labyris’ guests. Servants unseen but for their ivory hands attend the every need of the hostess and her guests; serving delightful and exotic viands (oysters on the half-shell, dates soaked in wine, spiced crocodile, etc), pouring sparkling wines and liquors of sapphire, ruby, amethyst and amber from crystal decanters into chilled chalcedony goblets and playing delightful music on golden dulcimers and harps.

Should the barge be hailed, Labyris will use her magics to scry the identities and demeanor of the intruders and then either ignore them or invite the aboard, halting the barge and casting a prismatic bridge from barge to shore.

Boarders will be greeted by Geb, Labyris’ bodyguard and loyal companion of many years. Geb was a gladiator in the arenas of Zinj before buying his freedom and taking up the life of an adventurer. Labyris is also accompanied by her pet jaguar, Felix, which she acquired in the jungles of Hybresail several years ago.

As mentioned above, Labyris is a powerful sorceress. The barge is her “tower”, a peaceful place for study, reflection, experiment and decadence. She maintains a laboratory and library below-deck, and is not averse to selling her services for the right price (usually an exotic, esoteric ingredient not to be found on Nod or a lost scroll or book that she requires to advance her studies. To date, she has never accepted an apprentice.

Labyris keeps her treasure in an invisible iron chest behind her throne. It is locked and protected by a fire trap. It contains 5,200 gp (mostly scruples from Ibis), an etched glass paperweight (1,100 gp), a delicate ebony figurine of Bast (60 gp) and an ornate bone music box (600 gp).

  • Geb, Fighter-Monk Lvl 4/9: HP 72; AC 4 [15]; Save 8; Special: +2 short sword (glows in presence of chaos), short bow, 20 arrows.
  • Labyris, Magic-User Lvl 11: HP 27; AC 9 [10]; Save 5; Special: Spells (6th), Empower Spell, Extend Spell; Amulet of health, scroll of fly, spellbook.
  • Felix, Jaguar: HD 3 (22 hp); AC 6 [13]; Atk 2 claws (1d3), 1 bite (1d6); Move 16; Save 14; CL/XP 4/120; Special: None.

Animate Objects (Magic-User 6)
Range: 100 feet
Duration: 1 round/level

You imbue non-magical inanimate objects with mobility and a semblance of life. You may animate one small object per caster level. A medium object counts as two small objects, a large object as four. This spell cannot animate objects carried or worn by a creature. Animate objects can be made permanent with permanency.

7313 Edurumuyi: This is a village of 600 hunters living in longhouses thatched from reeds. The village is surrounded by a wooden palisade. Wamew is ruled by Ifipiyu, a noble. The village has the services of a neutral temple dedicated to Neith, goddess of the hunt. Wamew is known for its medicinal herbs. The village is defended by 6 men-at-arms with scale armor, shield, spear and longbow and 30 militia with padded armor, longbow, hand ax.

7404 Thin Lake: There is a thin lake here fed by natural springs. On the shore is an abandoned complex of baths with quays attached to it. A pleasure barge is anchored in the middle of the lake. The complex looks to be over three hundred years old and in a state of advanced disrepair. The medicinal springs still flow, but the steamy interior of the complex now supports a menagerie of fungal life forms.

The pleasure barge is a typical representative of its type, with a wide hull, flat deck and an ornate aft-castle filled with couches and incense burners, all in the Greco-Egyptian style one associates with Cleopatra. Whatever happened to the original paty-goers on the barge must have happened quickly, as a considerable amount of treasure has been left on the barge, including a delicate latice-work bracelet carved from marble (800 gp), a brass plate (120 gp), a carved harp of exotic wood with ivory inlay and zircon gems on a marble stand (700 gp) and a silver flask holding a dose of oil of invisibility. Thrown over a couch there is a scarlet robe. The robe has three interior pockets, one containing an ivory scroll case (50 gp). Another pocket holds a long black feather encased in a tube of amber glass. The device works as a wand of shocking grasp with 3 charges.

Scattered about the deck, as though dropped by someone in a hurry, are 500 gp of the ancient Nabu Empire, a 700 gp alexandrite and a fist-sized blue sapphire worth 6,000 gp. Unfortunately, the blue sapphire is cursed, doubling one’s chances of random encounters.

Below the main deck is the oar deck. Where there were once twenty pairs of oars, now there are only five. Most of the oars are either missing or splintered and snapped. A weird glow emanates from below one bench. The glow comes from a +1 beheading sword* with a jade pommel and a jade-inlaid hilt (4,800 gp). The blade is covered with a purplish ichor that is sticky to touch, despite being covered by a thin layer of dust.

The oar deck is also inhabited by a star-mouthed worm. It lies motionless, curled up in the forward end of the vessel, attacking only when victims are close enough to be charged. Every round of fighting with the worm carries with it a cumulative 3% chance that the ship’s hull will be damaged and the vessel will begin to sink. It will take 10 rounds before water begins filling the oar deck, 5 rounds more before the oar deck is submerged and another 5 rounds before the ship has completely sunk into the lake.

Behind the worm, excreted from its last meal, are 800 gp.

* A beheading sword is a weapon from Mu-Pan, mostly used in executions. It can be treated as a battle axe.

  • Star-Mouthed Worm: HD 10 (80 hp); AC 4 [15]; Atk 3 mouths (1d10); Move 9; Save 5; CL/XP 12/2000; Special: Swallow whole on 19 or 20.

7607 Zimphael: Zimphael is a camp of 60 sahitim. The camp contains two dozen crimson pavilions held up by brass spears. Zimphael is without women and children, the men forming a brotherhood of unholy warriors. They raid nearby villages [7306, 7409, 7313 and 7815] and carrying off captives for sacrifice to the nether powers. There are usually 1d6 captives in the camp awaiting a bloody, terrifying death. The raiders are led by a wild-eyed level 7 cleric called Baphot. Baphot’s left hand has been replaced by a hook, and one of his eyes has been replaced with a large agate. The tribe also contains three level 3 fighting-men, seven level 1 clerics, one level 3 magic-user, two level 3 clerics, two dretches and 20 skeletal archers. The warriors of the tribe are mounted on warhorses in chainmail barding, with Baphot riding a skeletal fury called Plaguewind. The tribe’s treasure consists of 850 cp, 81 sp, 690 ep and 20 gp kept in leather sacks with scorpions.

  • Sahitim: HD 1; AC 3 [16]; Atk 2 weapon (1d8); Move 12; Save 17; CL/XP 3/60; Special: ½ damage from acid, cold, fire, prot. from good.
  • Warhorse: HD 3 (15 hp); AC 4 [15]; Atk 1 bite (1d2), 2 hooves (1d3); Move 18; Save 15; CL/XP 3/60; Special: None.
  • Dretch Demon (2): HD 4 (25 hp); AC 2 [17]; Atk 2 claws (1d4), bite (1d6); Move 9; Save 13; CL/XP 6/400; Special: Stinking cloud 1/day, teleport 1/day, cause darkness (10’) 1/day, summon 1d4 giant rats 1/day.
  • Skeleton Archer (20): HD 1 (5 hp); AC 8 [11]; Atk 1 weapon (1d6); Move 12; Save 17; CL/XP 1/15; Special: None.
  • Sahitim Lvl 3 Fighting-Men (3): HP 24; AC 2 [17]; Save 14; Special: Protection from good, half damage from acid, cold and fire; Curved two-handed sword, platemail.
  • Sahitim Lvl 1 Anti-Clerics (7): HP 6; AC 2 [17]; Save 14; Special: Command undead; Platemail, shield, mace, unholy symbol.
  • Trago & Gespik, Sahitim Lvl 3 Clerics: HP 18; AC 2 [17]; Save 12; Special: Spells (1st), command undead; Mace, platemail, shield, unholy symbol.
  • Skafar, Sahitim Lvl 3 Magic-User: HP 9; AC 9 [10]; Save 13; Special: Spells (2nd), empower spell; Silver dagger, staff, brass skull cap, brass tips on horns.
  • Baphot, Sahitim Anti-Cleric Lvl 7: HP 34; AC 1 [18]; Save 8; Special: Spells (3rd), command undead; Wavy-bladed dagger, mace, platemail, shield, unholy symbol.
  • Plaguewind: HD 3 (24 hp); AC 4 [15]; Atk 2 claws (1d6), gore (1d6); Move 12 (Fly 12); Save 14; CL/XP 3/60; Special: Immune to sleep, charm and mind-erasing.

7609 Wrecked Trebuchet: The remains of a trebuchet lie in this hex, half-covered in sand and pitted with hundreds of holes. A nest of scarabs that produce acidic excretions lives beneath the trebuchet and will quickly swarm (as insect swarm + 1d4 acid damage each round) anything that gets near their home. Digging in the sand around the trebuchet will reveal the skeletal remains of four adventurers who got to close. The remains have been stripped of treasure.

7721 Kheph Fortress: The kheph have a mighty fortress here that looks like a 200’ tall tower of solidifed sand. The fortress was erected by genies under the command of the kheph, and thus bears no crack or masonry join.

The tower is surrounded by a complex of twenty domed sandstone buildings connected by covered passages. Each building can be entered via a secret door that only opens with a magical command word. In this complex live a band of 200 brigands who work for the kheph, gathering items and people they require. The brigands wear large, bronze helms made to resemble animals of the desert, scale tunics, bronze bracers and sandals. They are armed with long, charged rods of a silvery metal. These rods hold 20 charges and can inflict electricity damage upon touch (as shocking hand, costing 1 charge) or fire bolts of lightning (3d6 damage, 3 charges). The brigands also carry bronze truncheons and silver daggers. The brigands are led by 20 sergeants and 10 human warlocks (level 1d6 fighter-magic-users).

In their tower, the kheph are working on a means to absorb the chaotic energies that keep the former savanna of Nabu barren, so that they may re-invigorate the land and establish a new empire, a base from which they may conquer Nod. The tower contains numerous laboratories, a library containing a dozen or more tomes on history, alchemy, biology, geology, cosmology and other sciences, hydroponic gardens, summoning chambers and rooms filled with bizarre machines, the purpose of which is only known to the kheph and which even the highest level scientists of Nod might only guess. The tower holds 15 kheph warriors, 9 magi and a council of 3 elders.

  • Kheph Warrior (15): HD 8 (48 hp); AC 3 [16]; Atk 2 scimitars (1d8); Move 12; Save 8; CL/XP 8/800; Special: +2 to hit.
  • Kheph Magi (9): HD 10 (60 hp); AC 6 [13]; Atk 1 scimitar (1d8); Move 12; Save 5; CL/XP 13/2300; Special: Magic-user spells (5th), symbol of fear, plane shift.
  • Kheph Elder (3): HD 11 (66 hp); AC 4 [15]; Atk 1 scimitar (1d8); Move 12; Save 4; CL/XP 15/2900; Special: Magic-user spells (6th), cleric spells (6th), symbol of death, plane shift.